Skull Caps
Manage Skullies against Hairies in a quirky strategy game.
Skull Caps is a 1998 real-time strategy game developed by Creative Edge Software and published by Ubi Soft for Microsoft Windows. It serves as a follow-up to Baldies (1995), tasking the player with managing a community of Skullies to build structures, increase population, and create weapons against enemies called Hairies. The gameplay blends strategy with simulation and god game elements, and supports up to four players via local area network.
Quick Facts
- Developer
- Creative Edge Software
- Publisher
- Ubi Soft
- Series
- Baldies
- Platforms
- Microsoft Windows
- Released
- 1998 (EU)
- Genre
- Construction and management simulation
- god game
- real-time strategy
- Modes
- Single-player, multiplayer
Facts from the source article.
Did You Know?
- Each level's map is made upon real landscapes.
- To proceed to the next level, Skullies must destroy all hostile units and buildings.
- Players have options to play single player or LAN.
Reception
Critics were split on Skull Caps. Sebastien Tasserie of Génération 4 liked the wild traps and Skully animations but found the limited building types, mediocre graphics, and clunky interface disappointing. Céline Guise at Joystick felt the humor and simplicity set it apart in strategy games, praising the funny animations and originality while criticizing the main goals. Steffen Schamberger from PC Jokers enjoyed the multiplayer but noted the simple visuals and occasionally slow cursor response. An editor at Micromanía thought the cursor needed better precision and speed, and that levels grew repetitive, yet called the game simple, fun, and addictive. Stephan Freundorfer of Power Plays saw the core idea as refreshing and the traps sometimes hilarious, commending multiplayer but disliking the visual design. Petra Maueröder at PC Games slammed the controls, graphics, and repetitive objectives. PC Players' Alex Brante liked the cute character animations, weapon variety, and beginner tutorials, but pointed out a lack of objective and tactical variety, plus a confusing zoom feature. Maximiliano Peñalver at Xtreme PCs praised the range of things to develop but heavily criticized the pre-rendered graphics, music, repetitive gameplay, and interface, stating the game should have come out two years earlier.
More in Real-Time Strategy Games of the 1990s
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