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Clockwerx [Model SHVC-AQWJ-JPN]
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Actual Entry (non editable)
クロックワークス (c) 1995 Tokuma Shoten Intermedia, Incorporated. (Clockwerx) Clockwerx is a puzzle-action game released by Tokuma Shoten Intermedia in 1995. The gameplay focuses on navigating a character through a grid of interconnected nodes, where movement is often constrained and directionally guided. The player must manipulate direction switches and timing-based actions to guide the character toward a flashing goal node. The challenge comes from the fact that movement is partially automated along predefined paths, requiring careful planning and quick reactions to avoid hazards such as directional traps and lethal obstacles that immediately end the attempt. - TECHNICAL - GAME ID: SHVC-AQWJ-JPN - TRIVIA - Originally called Clock Works, it was initially released in 1992 under the name Spin Doctor and was available for PC and Mac computers. In 1995, the game was enhanced and published by Spectrum Holobyte as 'Clockwerx'. Interestingly, Alexey Pajitnov, the creator of the immensely popular Tetris, is mentioned on the title screen but it is hard to know how involved he was with the game. Clockwerx was released on December 8, 1995 (Friday) in Japan for a retail price of 7,800 JPY. Core Mechanics: The "Clock" mechanic is the defining feature: the player's avatar never stops moving, perpetually circling its current anchor point. Mastery of the game requires precise timing to jump to an adjacent dot at the exact moment the character’s trajectory aligns with the intended destination. Movement & Control: The player has two primary inputs: changing the rotation direction (clockwise/counter-clockwise) and executing a jump to the nearest available dot. This minimalist control scheme belies the increasing complexity of the stage layouts. Level Design: As the game progresses, stages introduce hazardous obstacles. These include colored rotating arrows that can force the player into specific paths or dangerous zones that must be avoided. The challenge lies in planning a safe path through a grid of nodes that often restrict movement options. Genre Distinction: Clockwerx belongs to the "reflex-puzzle" category, where rapid decision-making and rhythmic input are just as important as long-term path planning. Visual Presentation: The game uses a clean, abstract aesthetic to ensure the grid of dots and the character's rotational path are clearly visible, which is essential for the high-speed navigation required in later levels. - STAFF - by Callisto - SOURCES - ROM dump (MAME).
Your Changes (editable)
クロックワークス (c) 1995 Tokuma Shoten Intermedia, Incorporated. (Clockwerx) Clockwerx is a puzzle-action game released by Tokuma Shoten Intermedia in 1995. The gameplay focuses on navigating a character through a grid of interconnected nodes, where movement is often constrained and directionally guided. The player must manipulate direction switches and timing-based actions to guide the character toward a flashing goal node. The challenge comes from the fact that movement is partially automated along predefined paths, requiring careful planning and quick reactions to avoid hazards such as directional traps and lethal obstacles that immediately end the attempt. - TECHNICAL - GAME ID: SHVC-AQWJ-JPN - TRIVIA - Originally called Clock Works, it was initially released in 1992 under the name Spin Doctor and was available for PC and Mac computers. In 1995, the game was enhanced and published by Spectrum Holobyte as 'Clockwerx'. Interestingly, Alexey Pajitnov, the creator of the immensely popular Tetris, is mentioned on the title screen but it is hard to know how involved he was with the game. Clockwerx was released on December 8, 1995 (Friday) in Japan for a retail price of 7,800 JPY. Core Mechanics: The "Clock" mechanic is the defining feature: the player's avatar never stops moving, perpetually circling its current anchor point. Mastery of the game requires precise timing to jump to an adjacent dot at the exact moment the character’s trajectory aligns with the intended destination. Movement & Control: The player has two primary inputs: changing the rotation direction (clockwise/counter-clockwise) and executing a jump to the nearest available dot. This minimalist control scheme belies the increasing complexity of the stage layouts. Level Design: As the game progresses, stages introduce hazardous obstacles. These include colored rotating arrows that can force the player into specific paths or dangerous zones that must be avoided. The challenge lies in planning a safe path through a grid of nodes that often restrict movement options. Genre Distinction: Clockwerx belongs to the "reflex-puzzle" category, where rapid decision-making and rhythmic input are just as important as long-term path planning. Visual Presentation: The game uses a clean, abstract aesthetic to ensure the grid of dots and the character's rotational path are clearly visible, which is essential for the high-speed navigation required in later levels. - STAFF - by Callisto - SOURCES - ROM dump (MAME).
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