Bit.Trip Runner (PC, 2011)
Graphics-7.5 Sound-8 Control-7.5 Challenge-8.5 Story-N/A
Level Design-6 Frustration-9/10* Fun-6 Originality-5
Overall Score-6
*100%
+
Rhythm/auto-scrolling platformer hybrid gameplay (see vib ribbon)
Introduces new moves at a good pace (see Nintendo games)
Pretty good art direction (early 80s 2D+early 3D retro blend; music is pretty heavy on retro elements as well without sticking with any particular system limitations)
Minor alternate paths through levels
Can restart a level quickly from the pause menu
Picking up plus sign items makes the music more intense and upbeat (optional)
Difficulty options (easy-hard) - easy mode just removes the gold bars though (no checkpoints or hitpoints are added and the level layouts are the same) so it's not much easier
+/-
Very minor interactive element to the music (can input a few piano notes by pressing buttons outside of your available moves)
Collectathon (forced 100% collecting to reach bonus levels)
Jumping or performing another action ahead of the beat doesn't produce off beat notes - good in that it sounds less annoying if you don't act on beat but you're not as much of an active participant in the music)
Very limited jump height and length control
Invincible enemies
Can't slow down or speed up manually
Can't kick while sliding nor kick downwards while jumping
No end of level challenge (see Sonic or SMB3 for example) - could've let you freestyle something rhythmic for bonus points/HP/checkpoints
Unlimited lives
-
One hit deaths and no checkpoints - fine for most levels but then the game hits you with a 4x long level at the end of each world
You only get one shot at a bonus level and if you fail you have to 100% the level it's tied to again - bullshit
A basic ranking system would've been preferable to your avatar always making a sad gesture even if you got for example 29/30 gold pieces
Heavy trial & error (boss patterns, too many trap items that make you move into hazards until you learn the exact and often unintuitive timing on how to get them, sometimes have to press the button an 8th before the beat such as in stair segments, bonus levels are hard and memorization heavy from the get go, it's generally better to bounce from the middle of a spring than immediately as you touch it, )
Some distracting visual effects (flair/splash when collecting items+minor perspective change from about halway onwards in a level - can't turn this off
Your avatar being black makes it sometimes blend in with the background in combination with these effects)
The game is inconsistent about what your actions sound like and if you just jump or whatever when there's no obstacle there's no sound - in certain parts of a level the melody isn't synced with what you're doing either (such as when kicking crystals) which can be offputting
Unskippable bootup logos (including the loading it takes to launch from desktop it takes 20+ seconds to get into the game)
The constant staccato notes get annoying when you keep dying on a level
Notes:
-First released on WiiWare (Wii) in 2010
Level Design-6 Frustration-9/10* Fun-6 Originality-5
Overall Score-6
*100%
+
Rhythm/auto-scrolling platformer hybrid gameplay (see vib ribbon)
Introduces new moves at a good pace (see Nintendo games)
Pretty good art direction (early 80s 2D+early 3D retro blend; music is pretty heavy on retro elements as well without sticking with any particular system limitations)
Minor alternate paths through levels
Can restart a level quickly from the pause menu
Picking up plus sign items makes the music more intense and upbeat (optional)
Difficulty options (easy-hard) - easy mode just removes the gold bars though (no checkpoints or hitpoints are added and the level layouts are the same) so it's not much easier
+/-
Very minor interactive element to the music (can input a few piano notes by pressing buttons outside of your available moves)
Collectathon (forced 100% collecting to reach bonus levels)
Jumping or performing another action ahead of the beat doesn't produce off beat notes - good in that it sounds less annoying if you don't act on beat but you're not as much of an active participant in the music)
Very limited jump height and length control
Invincible enemies
Can't slow down or speed up manually
Can't kick while sliding nor kick downwards while jumping
No end of level challenge (see Sonic or SMB3 for example) - could've let you freestyle something rhythmic for bonus points/HP/checkpoints
Unlimited lives
-
One hit deaths and no checkpoints - fine for most levels but then the game hits you with a 4x long level at the end of each world
You only get one shot at a bonus level and if you fail you have to 100% the level it's tied to again - bullshit
A basic ranking system would've been preferable to your avatar always making a sad gesture even if you got for example 29/30 gold pieces
Heavy trial & error (boss patterns, too many trap items that make you move into hazards until you learn the exact and often unintuitive timing on how to get them, sometimes have to press the button an 8th before the beat such as in stair segments, bonus levels are hard and memorization heavy from the get go, it's generally better to bounce from the middle of a spring than immediately as you touch it, )
Some distracting visual effects (flair/splash when collecting items+minor perspective change from about halway onwards in a level - can't turn this off
Your avatar being black makes it sometimes blend in with the background in combination with these effects)
The game is inconsistent about what your actions sound like and if you just jump or whatever when there's no obstacle there's no sound - in certain parts of a level the melody isn't synced with what you're doing either (such as when kicking crystals) which can be offputting
Unskippable bootup logos (including the loading it takes to launch from desktop it takes 20+ seconds to get into the game)
The constant staccato notes get annoying when you keep dying on a level
Notes:
-First released on WiiWare (Wii) in 2010