![]() Their reasoning behind this method was that since none of them were specialized visual design artists, they needed a simple but effective style for the player to look at while trying to solve the puzzles. They used this effect for all background and foreground images as well, which gives the game its "cut-out" look. The game creators explain that all of the in-game graphics, whether they be a boulder or a monkey, were ripped out of a movie or photo and then rendered in scraps of paper. The art of And Yet It Moves is a simple 'paper collage' style. From there, the player can play against their own ghost or the ghost of a friend or complete stranger and race against them. In addition, AYIM also includes a " ghost" mode, where the player's performance is recorded and uploaded to the AYIM server. The PC and Mac versions of the game include a Speed Run mode, where players try to get through the level as fast as possible. This is used in modern times as an indication that though someone in a knowledgeable position denies something, it is not necessarily false. It is believed that Galileo muttered this phrase when being brought before the Inquisition, after his claims that the Earth was not the center of Universe. The name "And Yet It Moves" comes from Galileo Galilei's famous phrase Eppur si muove, which means And Yet It Moves. The story in AYIM is virtually non-existent, where the goal of the character is to move from point A to point B. Other obstacles include gorillas, giant lizards, horned guinea pigs, and fire. These boulders can not only trap the player and block off entrances, but they can crush the player as well. Later levels add more difficulty to the gravity-changing techniques, such as movable boulders that react to a change in orientation. The character can survive a fall with more ease if he lands on steep surface instead of a flat surface. This adds a need of caution for the player. When the character falls and changes orientation, he still has the same momentum when gravity has flipped, making it very easy for the player to lose control of the character's acceleration due to gravity. One of the game's main difficulties is death by falling. The protagonist isn't the only thing affected by gravity. When the player dies, they are immediately returned to the location of the last checkpoint. There are a large number of checkpoints throughout the game, marked by a silhouette of the character. Another example might be a chasm, too wide to leap over, that is made passable by rotating the world vertically, allowing the player character to fall 'over' it then after clearing the gap, rotating back again. For example, some passageways are too short for the player character to fit through when oriented horizontally, but by rotating the world such that the passageway becomes vertical, the passageway is functionally transformed into a hole that players can easily fall down. Since gravity always operates downward (toward the bottom of the screen), rotating the level has the effect of altering the direction that the player character will be pulled by gravity within the level. Using the rotation ability in creative ways is central to success. The goal of each level is simply to reach the end point. Changing the orientation to solve puzzles. In the PC version, rotation is only allowed in 90-degree clockwise or counterclockwise increments with the push of a button, while in the Wii version, the Wii remote is held sideways and tilted left or right allowing smooth gradient rotation. Set in a world made entirely of torn pieces of paper, And Yet It Moves takes the barebones model of a traditional 2D platformer (left/right movement on a sidescrolling plane and the ability to jump) with a key twist: the world can be rotated around the player character at will. And Yet It Moves is a whimsical puzzle-platformer by independent developer Broken Rules.
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