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Video Game / Ultimate Chicken Horse

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Created by Clever Endeavour in 2015, Ultimate Chicken Horse is a party Platform Game where the aim of the game is to build a course then jump your way to the goal. Up to four players contribute to building a course by each adding objects that can help, hinder, or both on each player's quest to reach it.

This game provides examples of:

  • Abnormal Ammo: The hockey puck shooter and flaming tennis ball launcher.
  • Air-Aided Acrobatics: One of the items that can be placed is a large fan that can keep your character in the air.
  • And Your Reward Is Clothes: Each character has a variety of accessories that can be unlocked through gift boxes.
  • An Interior Designer Is You: The main draw of the game is building a level that you can kill your friends with.
  • Automatic Crossbows: One of the "Shooty" traps, they have the shortest cooldown.
  • Bottomless Pit: In most levels, there's no floor at the bottom to catch you if you fall.
  • Buffy Speak: The Sciency and Shooty objects.
  • Bunnies for Cuteness: One of the unlockable characters is a robotic bunny. The Transformidable update adds a non-robotic version.
  • Call a Rabbit a "Smeerp": The stuff that acts like glue for attaching things together to build bizarre contraptions is called "Honey". It seems to fit the nature theme better.
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  • Clucking Funny: One of the playable characters is a chicken.
  • Convection Schmonvection: Lava only hurts you if you touch it.
  • Cool Gate: You can place portals the size of a playable character. They teleport various things, such as players and deadly projectiles.
  • Cute Machines: Bunny. It has a metallic exterior and treads, and is absolutely adorable.
  • Dance Party Ending: Downplayed since it's just the ending of a run, but player characters automatically start dancing once they reach the goal. Even if they were dead at the time.
  • Do Well, But Not Perfect: If everyone livesnote  or everyone diesnote , no-one gets any points, save for any coins that were collected and dragged to the end of the level.
  • Elevator Action Sequence: The Mansion and Nuclear Plant levels have an elevator as their main gimmick. The Mansion's needs to be called with a button, while the Nuclear Plant's automatically starts at the beginning of a round.
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  • Foul Flower: One of the hazards you can place is a big flower that punches anyone who gets close. For some reason, it's in the "Sciency" catagory.
  • Handicapped Badass: Not-Robot Bunny is in a wheelchair (due to being a reskin of the "regular" robotic Bunny, which has wheels for feet), but this doesn't affect its platforming ability.
  • Hollywood Chameleon: The unlockable Chameleon character flashes different colors while dancing.
  • Indy Escape: The Jungle Temple level has a special coin that respawns each round and gives you bonus points if you bring it to the flag. Picking it up also causes a giant ball to come out from the right side, killing everyone who touches it. Other players also have to avoid it, meaning it can be used to your advantage if you can avoid it.
  • Instant-Win Condition: As long as you come in contact with the goal flag and at least one other player has died, you will get points. Even if you die, if your corpse touches the flag, you'll still receive 'Postmortem' bonus points, although these are worth less than finishing the level unscathed.
  • Jet Pack: One of the new items added in the Transformidable Update. Pick one up and you can fly
  • Kill 'Em All: A common ending for when a level has become too hard or outright Unwinnable.
  • Level Editor: On top of the main gameplay itself, where everybody's adding more obstacles to a level, there's a full level editor so you can create maps from scratch.
  • No Antagonist: Other than each other.
  • No "Arc" in "Archery": Played straight with the hockey puck launcher and actual crossbows, which fire horizontally, but averted with the flaming tennis ball launcher, which shoots in an arc.
  • One-Hit-Point Wonder: All of the player characters die in one hit from any hazard.
  • Platform Hell: Except you and your friends design it! And then you have to run through it...
  • Playable Menu: The Treehouse, from which the players select the game options. It acts like a full level that players can jump and run through.
  • Prehensile Tail: During edit mode, each player is represented by their animal holding a mouse pointer. The chameleon holds its pointer by wrapping its tail around it.
  • Rise to the Challenge: The Transformidable Update adds an option to have rising lava appear if the players take too long to reach the goal. It doesn't have to come from the bottom of the screen, though.
  • Sniper Rifle: The hockey puck launcher isn't wielded directly, but its projectiles travel near-instantly across the map and though it doesn't deal more damage than anything else, it has the longest cooldown of any "Shooty" object.
  • Spikes of Doom: In various forms: floating spiky balls, razors that go up and down a platform and small spiked platforms that flip over once in a while.
  • Stuff Blowing Up: In order of sizenote , a stick of dynamite, a Cartoon Bomb, and a realistic aerial bomb are the objects used to delete other objects.
  • Sudden Death: If two players were to win at the same time, those players have 60 seconds to finish the level again. First one to reach the goal wins.
  • Symbol Swearing: One of the quick chat options is a series of non-alphanumeric symbols. Each time you use it, the exact set of symbols is different.
  • Taunt Button: Holding R (by default) will make you character dance. Each animal has a different dance and accompanying sounds.
  • Temple of Doom: The Jungle Temple stage is a South-American temple featuring Spikes of Doom and a Rolling Boulder trap.
  • That Russian Squat Dance: The Monkey will do this dance upon reaching the goal (or if you press the dance button).
  • Theremin: The soundtrack for the Mansion level includes a theremin, even though it's not really haunted.
  • Unintentionally Unwinnable:
    • Some new players will do this entirely by accident, either accidentally blocking all paths to the flag or putting one deathtrap too many to reasonably avoid.
    • The Waterfall stage. You start under a huge overhang which holds the flag with nothing but bottomless pit in front of you, and you have to go nearly the entire length of the level on props alone to get on top. It's entirely possible to reach the goal on the first turn in creative, but good luck doing it in a party game even coordinating with the other players. And you do need all four to get enough props out.
  • Unrealistic Black Hole: This is one of the "Sciency" objects. It doesn't attract blocks to itself, but does affect the paths of arrows and fireballs. Oh, and kills you if you get near it.
  • Unwinnable by Design: Some spiteful players may try to stop everyone winning by placing an obstacle in a particularly awkward spot. Defied by the game itself, as if everyone loses, not even trap points are awarded.
  • Variable Mix: Each stage has two versions of its background music: a calmer version for construction, and a more frantic version with more instruments for play. The game switches seamlessly between both versions as you switch modes.
  • Wall Jump: If you're next to a wall while jumping or falling, you'll start sliding down the wall. You can jump off the wall from this position, and, due to the loose Jump Physics, you can turn around in mid-air and jump off the same wall multiple times, letting you climb walls.

you are the ULTIMATE


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