TKKN - Interstellar Aerobatics Deluxe

In the early 2000's a game emerged out of nowhere, free from the boundaries we had learned to accept through years of gaming and virtual adventure seeking. It was a game with no meaning, no purpose, no ending, no reward but the experience itself; we know it as TKKN. A dazzling space thriller, of a genius simplicity only surpassed by it's superior entertainment. When the arts of electronics seem more mainstream than ever, an outpost for true fun is needed. Enter TKKN.

Saturday, April 22, 2006

The last American hero - TKKN.

Except it's Japanese, of course. Hence the lack of alternative metal/post-grunge playing in the starting menu.

After setting a new record, your playing tends to become a bit unfocused. You have pushed the limits so you raise your own expectations, demand more out of yourself. And you absolutely should. I have played a little today, topping at 30 seconds which isn't all bad. At 30 seconds you enter what I like to call "the second phase", it's when you notice you actually didn't crash the first 20.

I thought I should share perhaps the best advice I could with all of you aspiring TKKN:ers. In the world of TKKN there aren't really many rules, you live by random and must play with your reflexes, not your brain. But there is one basic rule my many years in the game have taught me, the only motto a true TKKN traveler can follow; always fly your ship against the asteroids, never allow yourself to become the hunted. Of course there are a lot of times where no direction's better than the other, never do all asteriods come from one and the same place, but you should always try to fly where most of them are coming from. This gives you an advantage and you might even find a little space to relax.

Try it out, I am sure your game will improve.

Cheers!

0 Comments:

Post a Comment

<< Home