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Spicy Piggy Preceded by Sprint RPG Followed by TBA

Sprint RPG is a first person dungeon RPG crawler by Fungus and published by Nitrome. The game was released on June 11, 2019 for iOS and March 16, 2020 for Android.

Controls

  • Hit button on screen - Execute action

Gameplay

The player proceeds through a dungeon by pressing on-screen buttons while defending themselves and attacking enemies. Playthroughs have a timer and upon executing the wrong action, a portion of the metre will deplete, thus giving the player even less time to progress. The timer stalls when the player executes the attack action at the appropriate time.

Game modes

  • Story Mode
    QTE Map
    - The player traverses through fifteen levels and must attain a certain amount of points, determined by a progress metre, in order to reach the end of the dungeon. Each level introduces a new element that includes all the components encountered in previous levels up to that point. The order in which the player encounters the enemies, hazards and interactive objects is random.
  • Endless Mode - This mode is locked until the player reaches level 4 in Story Mode. The player traverses through the dungeon until their energy bar is depleted. Endless Mode includes all the components the player has encountered in completed levels in Story Mode. As the player finishes more levels, new elements are cycled into Endless Mode, with the exception of the boss.

Levels

Sprint RPG has fifteen levels, each introducing a new component. A triangle appears below the timer and moves incrementally to the right for each correct action that is carried out. When the triangle has moved all the way to the end of the progress bar, players are able to proceed to the door, of which they have to attack the door and move forward in order to complete the level.

If players are unsuccessful at completing a level they have just moved on to, they are given a time limited opportunity to continue by watching an advertisement or paying fifty coins before they are sent back to the previous level. Players must complete the last level they were victorious in before they are able to re-attempt the proceeding stage again.

Ending

Penguin_1.png

This navigational box contains a spoiler. Click [show] to open the box.

QTE END


Enemies

The_Moon_Apple_Logo.png Incomplete section. You can help by adding missing info.

Bats

Bats are enemies encountered in level 1,
QTE Grimoire 01

Page 1 of the bestiary handbook.

 which frequently appear in the entire game. They look like winged skulls as a kind of the weakest creatures in bone dungeon and have least actions required to defeat.

Once the player completes level 1, the information of bats is recorded on page 1 of the bestiary handbook, including how to kill them.

Movement pattern:

A(attack)

Fellabones

Fellabones are enemies encountered in level 2.
QTE Grimoire 03

Page 3 of bestiary handbook.

To kill them, the player just need to attack them twice.

Once the player completes level 2, the information of fellabones is recorded on page 3 of the bestiary handbook, including how to defeat them.

Movement pattern:

A A

Big bats

Big bats are enemies encountered in level 3,
QTE Grimoire 04

Page 4 of the bestiary handbook.

which look bigger and stronger than bats. They are the first​​​ component that have an action of defending required to defeat.

Once the player completes level 3, the information of big bats is recorded on page 4 of the bestiary handbook, including how to defeat them.

Movement pattern:

A D(defend) A

Chest fellas

Chest fellas are enemies encountered in level 4.
QTE Grimoire 05

Page 5 of the bestiary handbook.

They show up as chests with a skull shaped lock. The player needs to attack the chest and then attack the fellabone in the chest. By defeating the fellabone in the chest, the player obtains a coin.

Once the player completes level 4, the information of chest fellas is recorded on page 5 of the bestiary handbook, including how to defeat them.

Movement pattern:

A A A 

Weakbones

Weakbones are enemies encountered in level 5. They are so afraid of pain that they run backward when they are hit. 

Once the player completes level 5, the information of weakbones is recorded on page 6 of the bestiary handbook, including how to defeat them.

Movement pattern:

A ↑(go ahead) A

There is a variant kind of weakbones encountered in level 7. Unlike the weakbones encountered before, these weakbones always wait around corners and once the player attack them, they run leftward or rightward.

Once the player completes level 7, the information of this kind of weakbones is recorded on another page 8 of the bestiary handbook, including how to defeat them.

Movement pattern:

A ← (or →) A

Weakbones also show up in the infor animation of Nitrome at the beginning.

Widebones

Wall monsters are enemies encountered in level 6.
QTE Grimoire 07

Page 7 of the bestiary handbook.

Once the player completes level 6, the information of widebones is recorded on page 7 of the bestiary handbook, including how to defeat them.

Movement pattern:

A A D A

Wall monsters

Wall monsters are enemies encountered in level 8,
QTE Grimoire 09

Page 9 of the bestiary handbook.

which always show up at a corner just before turning. The player cannot move unless the wall monster that player is facing to is defeated.

Once the player completes level 8, the information of wall monsters is recorded on page 9 of the bestiary handbook, including how to defeat them.

Movement pattern:

A

Spiders

Spiders are enemies encountered in level 9, which 
QTE Grimoire 10

Page 10 of the bestiary handbook.

always hide in webs that stand in your way. You have to break the web and if there were a spider coming out, you have to attack it twice to clear it.

Tips: There must be no spiders in the webs after the webs with spiders and there must be spiders in the webs after the webs without spiders.

Once the player completes level 9, the information of spiders is recorded on page 10 of the bestiary handbook, including how to defeat them.

Movement pattern:

A A A 

Lizards

Lizards are enemies encountered in level 11, which 
QTE Grimoire 12

Page 12 of the bestiary handbook.

always wait around corners. When a lizard's one side of his face come into view, the player should attack it. Then the lizard attack player twice in response, so player should defend it twice and then give it the last greeting.

Once the player completes level 11, the information of lizards is recorded on another page 11 of the bestiary handbook, including how to defeat them.

Movement pattern:

A D D A

Bone thieves

Bone thieves are enemies encountered in level 12
QTE Grimoire 13

Page 13 of the bestiary handbook.

. When player hits it, it attempts to steal player's coins with its hands and if player makes a fault at this time, player loses a bag of coins that contains 10 coins but doesn't waste time.

Once the player completes level 12, the information of bone thieves is recorded on another page 13 of the bestiary handbook, including how to defeat them.

Movement pattern:

A → ← A

Boss

There is one boss that the player faces upon satisfying the progress bar in level 15.

Bone King

This is the final boss encountered in level 15.
QTE Grimoire 16

Page 16 of the bestiary handbook.

It appears once the player has reached the end of the progress bar in the level. Unlike the other components recorded in the grimoire, the Bone King's movements are not recorded. He has the most actions required to defeat out of any other enemy.

Once the Bone King is defeated, the player is able to proceed to the door and must do so in time in order to complete the level.

Movement pattern:

Penguin_1.png

This navigational box contains a spoiler. Click [show] to open the box.

A A A A A A A → A A A ← A A D A A A A A A A A → A A A ← A A D A


Hazards

Banana peelings

Banana peelings are the only hazards encountered in level 14
QTE Grimoire 15

Page 15 of the bestiary handbook.

and the player cannot attack them but avoid them.

Once the player completes level 14, the information of banana peelings is recorded on page 15 of the bestiary handbook.

Movement pattern:

← or →

Pick ups

Chests

Chests are pick ups encountered in level 1,
QTE Grimoire 02

Page 2 of the bestiary handbook.

which frequently appear in the entire game. The player can hit it to obtain a coin or just pass by. Also, maybe there is a treasure located inside the chest to be found.

Once the player completes level 1, the information of chests is recorded on page 2 of the bestiary handbook.

Movement pattern: 

A(attack) or ↑(go ahead)

Locked chests

Locked chests are pick ups encountered in level 10.
QTE Grimoire 11

Page 11 of the bestiary handbook.

 The player can hit it for 7 times to obtain a bag of coins that contains 10 coins or just pass by, no matter how many times the player have hit it.

Once the player completes level 10, the information of locked chests is recorded on page 11 of the bestiary handbook.

Movement pattern:

A A A A A A A or ↑

Equipment

  • Head - Equip hats, glasses and helmets that vary the colour of player's view.
  • Left hand - Equip shields and toys that vary the appearance of defending.
  • Right hand - Equip weapons that vary the sound and appearance of attacking.
  • Feet - Equip shoes that vary the sound when walking.

Achievements

These are the achievements that can be acquired:

Name Requirement Points
Baby Steps Beat level 1 100
Stuff of Legends Beat level 10
Long Live the King Beat the game
It Never Ends Unlock the Endless game mode
Collector Find ten artifacts
Hoarder Find all artifacts
Chicken Quit the game
Kind Soul Pet the dog 100 times
Bookworm Flip through 100 book pages
Super Saver Have more than 1000 coins

Glitches

  • Sometimes the player starts to play the Endless Mode, the animation of level beating arises and then player comes to the next level, which is actually fake. The truth is player is playing Endless Mode.
  • Sometimes the player makes the experience bar full which should reward the player a gift includes 50 coins but the experience bar is still full there with the number above the bar minus 1000 and player does not gain 50 coins. Actually the player is rewarded as he should be, which is seen when playing again or just quitting.
  • As the player unlocks the DJ wearings, relaunch the game and start to play, the sound of screaming monsters is heard when player walks or makes a fault. To normalize it, player should change his head equipment. Also, if player takes off the duck mask and then put on the DJ wearings, there is still the effect of the mask.

Trivia

  • Exiting to the menu screen in the middle of a level or on the level select screen causes the game to play a clucking sound effect to imply the player is "chicken", as reflected in the in-game achievement of the same name.
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