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Bit.Trip Beat | LSD lovechild of Pong, Space Invaders Extreme & Space Giraffe
BIT.TRIP BEAT (Aksys Games, 1-4 players, Rated E for Everyone, 600 Wii Points): BIT.TRIP BEAT is a rhythm game that brings retro action into the present, letting you use the motion-sensing Wii Remoteâ„¢ controller to bounce beats. Retro visuals, classic game play, four-player multiplayer and an 8-bit soundtrack will get you in the zone and rock your world. The challenges are mighty, but if you can stay cool as the difficulty increases, you'll discover the beginnings of the BIT.TRIP saga.
Great Googally Moogally, its pong, and yet completely alien to me at the same time.
Velmeran on
0
Brainiac 8Don't call me Shirley...Registered Userregular
edited March 2009
Yea, I'm buying this when I get home. It looks so strange yet pulls at my retro heartstrings and makes me remember when I would sit in front of the tv playing Demon Attack and Adventure on my 2600.
So I picked this up last night. First impression: It's really hard. Like, there are only three stages and I couldn't pass the second stage in my first few attempts. I only got to put about 20-30 minutes into it, but it's definitely something that will take some practice. It's still totally awesome, though, well worth $6, and it's the kind of experimental gameplay I want to see more of from WiiWare. It's got a very Bit Generations/Art Style feel to it. Note that I also love games like Rez, Lumines, Space Invaders Extreme—hell, even E4 on XBLA, which really is just a glorified Mp3 visualizer.
The game is literally Pong: You're on the left and you hit dots as they come at you from the right. The dots all have different rates of fire and behaviors, though, so sometimes you'll hit one and it'll quickly bounce back at you, so you have to move and hit it again maybe three or four times before it disappears. Everything comes at you in the same patterns, so memorization is key. It's like if Pong were married to R-Type and gussied up like Rez or Space Giraffe. All the blips and bloops from you hitting the dots add to the soundtrack, but awesomely, while playing you can also tap Wiimote buttons to play along with the music.
It's all tilt based, no buttons necessary except to start the game and pause. The game recommends that you hold the Wiimote NES style and rotate up or down to move the paddle, but there's also no harm in playing one-handed and just rotating like you're twisting a key.
The game functions a lot like Parappa the Rapper/Um Jammer Lammy: Depending on how good or bad you do, you can flip between three different states of play: "Mega mode" is the normal screen, with minimal background effects, "Multi mode" is the higher state with more crazy background effects (and higher multiplier scores), and "Nether mode" is a devolved version that literally strips everything down to black-and-white sparse Pong with shitty "Pong!" sound effects coming out of the Wiimote. So you start in Mega mode, and if you hit enough dots in a row you'll shift up to Multi mode; miss enough and you'll shift from Multi back down to Mega, or from Mega down to Nether. If you fail out in Nether mode, the game ends and you have to restart. Going up a mode will increase the complexity of the backbeat and of the visuals, so it's got this SSX Blur–like groove where the better you do, the better the music gets. It's also endlessly entertaining to be playing this crazy complex beat, and then all of a sudden you miss enough dots and everything screeches to a halt when you fall into Nether mode, and you're sitting there with simple "Bip! ... Boop!" coming out of the Wiimote. Then you can climb your way back out, and the song resumes.
The point system is very combo-based, so the longer a steak you maintain, the more the points are worth; also, the longer you stay in Multi mode, you'll rack up additional multipliers, but it's retardedly difficult to keep an entire stage comboed. The game only has three songs, but they're long songs—the first one is maybe 5-8 minutes long, a lot longer than you'd expect at first. And the shot patterns are really complex, so I still haven't seen the end of the second song.
There are also mini challenges in every level; occasionally you'll see a glowing white dot coming at you, and if you pick it up you'll trigger the challenge, which can vary. But usually they handicap you, so one will shrink your paddle and then track your next 35 hits, and you'll get an extra bonus based on how many you hit. This obviously makes things harder, though, so if you do this in the middle of a really complex pattern and miss enough dots you can fail out, so it's a tactical risk.
And, yes, the game is actually over 300 blocks of memory, which is absurd, but Bit.Trip Beat is a lot of fun. If you think you'll like it from the sound of the description, you probably will.
Brainiac 8Don't call me Shirley...Registered Userregular
edited March 2009
Thanks Lunker. I almost bought it last night, but didn't feel like shifting some info to my SD card. You sold me though, tonight I'll be bit trippin. :^:
There was something similar released on the XBL Community games a little while back. Wasn't as cool though. I think it was called Revenge of the Ball or something.
So here's the catch ... this megahuge 8-bit-looking game is apparently over 300 blocks of Wii memory. :x :x :x I'm still going to grab it, but blah.
300 blocks? isn't that like 512mb or thereabouts?
The Wii only has 512 meg of storage. Built in I believe it has a bit more than 2000 blocks, so the game is about 76 meg.
For reference, My Life as a King apparently takes up 287 blocks, and Episode 3 of Strongbad is 321 blocks. I just find it odd that this game takes up so much room, seeing how lo-fi it is on purpose.
I can't wait to play more of it; I can't help but feel like it would control perfectly with a paddle, but the Wiimote is a close analog.
There was something similar released on the XBL Community games a little while back. Wasn't as cool though. I think it was called Revenge of the Ball or something.
Revenge of the Ball had random elements though which really ruined the whole experience. You'd be doing just fine and then you'd be in an impossible situation (multiple balls hitting your site simultaneously so there's no way you could block them). Also, the pacing was way off (first few levels were super easy, then it got ridiculously hard and you'd have to start all over when you die), there was no music integration into the gameplay, etc.
Yeah, Revenge of the Ball wasn't very good at all. Bit.Trip Beat, on the other hand, looks very good.
Damn, this better get to Europe real quick, you totally sold me on the game with those impressions Lunker! But it'll at least be until next week's friday, as this friday is VC friday. Also, when is Lit finally coming to WiiWare PAL!?
Last night my brother was over and we were bored, so we decided to get a WiiWare game. Couldn't decide which, so we went with this game without knowing anything about it. Plus we wanted a multiplayer game.
Ho man this thing is awesome!
I get a very Space Invaders Extreme vibe from the presentation.
Now, is it like "Pong?" Yes and no. On a basic level, yes, you operate a paddle on the left side bouncing shit back across the screen. But there's so much more going on than Pong! The shit flying at you aren't just square shaped "balls" from pong. They vary among all different types. Some bounce some flit forward and back some come in waves some blink, some flash, some grow and shrink, some come in large streaks, some come in rows, some columns, some come as elongated bars, some come in spinning columns, some come connected in larger pieces, etc etc. There's a large variety of stuff coming at you.
In a way it feels kind of like a shmup; or alternatively, you might find yourself invoking your shmup skills to play it - you have to keep track of a lot of stuff going on, but rather than dodging 'bullets,' your aiming to hit them back.
The game generates the snazzy 8-bit-like tunes based on your hitting of the projectiles. And there are a lot of them. So it produces quite cool music, and you're hitting these things to the beat. How does that help? Well, you'll encounter some projectile patterns. If you can feel the beat, you'll know when to move your paddle properly into place. Thump-thump-thump-thump, you know to move up-down-up-down, you get the idea. So in some instances it helps. In most instances it just feels good to be "involved" with the music like this.
Controls are great. You tilt the wii remote back and forth from the NES position to move the paddle. At first I was wary when I read that this is how it is played, but it actually works perfectly. Moving the paddle is the only control in the game and it works exactly as needed. It's a good thing too, it feels appropriate for this game. So if you're concerned abotu the controls working, you need not worry, they're great.
OK so multiplayer is all I played last night. It's awesome! We did 2 player. I'm not sure what Single is like though, as of yet. But basically each time a new player joins, another different-colored paddle enteres the left side of the arena, and all players are working together. This sets up the game for some really fun cooperative teamwork. There is so much shit coming at you that you have to develop a team plan. For us, it was, I take top you take bottom. But then at some points the bottom will get barraged with shit and I have to help him, or vice versa. Or there will be times when there is a vertical column of shit coming at you, so we combined our paddles into one long one to deflect those. In one level there's a bullet that "freezes" your paddle, so the other player has to help cover your ass. There are also Challenges that shrink your paddle into half its length, so in those times we would bring our paddles together to try and make sure that if one player missed, the other tiny paddle player would be there to catch the miss. Some challenges involve doubling your paddle. This results in each player having 2 paddles spread slighly appart. For this, in 2p, we would try and combine our 4 paddles, line them up, to create one big wall against bullets, when necessary. So there's some fun teamwork involved if you choose to play as such.
There was only 2 of us so we haven't tried 3 or 4 p, or even 1p for that matter. But we enjoyed it.
We also managed to beat the game. It's 3 long levels and we died on level 3, but it lets you continue from 3 if you've unlocked it. So we did and we pulled through. There are also boss battles which are fun.
It's fairly tough but if you can handle lots of stuff going on (shmups, geometry wars, things like that), then you'll find yourself getting into that kind of "groove." Which is what my brother and I did at times, since we're both shmup players. Once we got into the groove it was awesome and we were able to beat it.
Now I'm going to try it out for myself, 1p and see if it's equally insane or harder/easier than in 2p
Slash, I definitely found myself thinking of R-Type when playing this. It's so pattern-based and there's an element of part reflexes, part muscle memory. The multiplayer sounds awesome; I only played the single-player, but it sounds like the three levels are exactly the same, only you get multiple paddles for co-op play. Which would definitely make the game easier; I kept wiping about five or six minutes into the second level.
I'm also thinking that you could easily dual-wield and play two player solo, though I think your brain might implode on itself in doing so.
Glad to hear you also like it; it's a blast and I love it. The first WiiWare game I've bought since Mega Man 9 and I don't regret it at all. I like quirky arty experiences like this and what I've played from BitGenerations on GBA.
Well, there's not too much memorization required. I don't think anyone should be turned off for fear of this game being "cheap" by requiring memorization. It helps if you want awesome scores to know what enemy patterns will happen, but it's not required to beat the levels, beat the game, or just to enjoy it
Dual wielding remotes would probably be hard though! :P Least, it sounds like it would be hard. It's worth trying for fun though probably!
I'm going to take on Level 2 now in Sp to see if its much harder in 1p than in 2p
Guys, this game is a lot of fun. It's fun up front, but it also grows on you. Kind of like a shmup or a rhythm game, or indeed, a combination of both. Which is the point really.
It's hard as hell to keep a multiplier going on level 3. I must say the game is easier in 2-player. Much fun to be had in 2p. Haven't tried 3 or 4p though, but it might get too hectic with 3 or 4 paddles. Not sure.
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Steam ID : rwb36, Twitter : Werezompire,
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Why does this have to come out when i'm short on cash?
300 blocks? isn't that like 512mb or thereabouts?
*edit* no
more like 76mb which is still decently big for a game like this.
The game is literally Pong: You're on the left and you hit dots as they come at you from the right. The dots all have different rates of fire and behaviors, though, so sometimes you'll hit one and it'll quickly bounce back at you, so you have to move and hit it again maybe three or four times before it disappears. Everything comes at you in the same patterns, so memorization is key. It's like if Pong were married to R-Type and gussied up like Rez or Space Giraffe. All the blips and bloops from you hitting the dots add to the soundtrack, but awesomely, while playing you can also tap Wiimote buttons to play along with the music.
It's all tilt based, no buttons necessary except to start the game and pause. The game recommends that you hold the Wiimote NES style and rotate up or down to move the paddle, but there's also no harm in playing one-handed and just rotating like you're twisting a key.
The game functions a lot like Parappa the Rapper/Um Jammer Lammy: Depending on how good or bad you do, you can flip between three different states of play: "Mega mode" is the normal screen, with minimal background effects, "Multi mode" is the higher state with more crazy background effects (and higher multiplier scores), and "Nether mode" is a devolved version that literally strips everything down to black-and-white sparse Pong with shitty "Pong!" sound effects coming out of the Wiimote. So you start in Mega mode, and if you hit enough dots in a row you'll shift up to Multi mode; miss enough and you'll shift from Multi back down to Mega, or from Mega down to Nether. If you fail out in Nether mode, the game ends and you have to restart. Going up a mode will increase the complexity of the backbeat and of the visuals, so it's got this SSX Blur–like groove where the better you do, the better the music gets. It's also endlessly entertaining to be playing this crazy complex beat, and then all of a sudden you miss enough dots and everything screeches to a halt when you fall into Nether mode, and you're sitting there with simple "Bip! ... Boop!" coming out of the Wiimote. Then you can climb your way back out, and the song resumes.
The point system is very combo-based, so the longer a steak you maintain, the more the points are worth; also, the longer you stay in Multi mode, you'll rack up additional multipliers, but it's retardedly difficult to keep an entire stage comboed. The game only has three songs, but they're long songs—the first one is maybe 5-8 minutes long, a lot longer than you'd expect at first. And the shot patterns are really complex, so I still haven't seen the end of the second song.
There are also mini challenges in every level; occasionally you'll see a glowing white dot coming at you, and if you pick it up you'll trigger the challenge, which can vary. But usually they handicap you, so one will shrink your paddle and then track your next 35 hits, and you'll get an extra bonus based on how many you hit. This obviously makes things harder, though, so if you do this in the middle of a really complex pattern and miss enough dots you can fail out, so it's a tactical risk.
And, yes, the game is actually over 300 blocks of memory, which is absurd, but Bit.Trip Beat is a lot of fun. If you think you'll like it from the sound of the description, you probably will.
Anyone know when it's coming to the UK?
2009 is a year of Updates - one every Monday. Hopefully. xx
Nintendo Network ID - Brainiac_8
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The Wii only has 512 meg of storage. Built in I believe it has a bit more than 2000 blocks, so the game is about 76 meg.
For reference, My Life as a King apparently takes up 287 blocks, and Episode 3 of Strongbad is 321 blocks. I just find it odd that this game takes up so much room, seeing how lo-fi it is on purpose.
I can't wait to play more of it; I can't help but feel like it would control perfectly with a paddle, but the Wiimote is a close analog.
Revenge of the Ball had random elements though which really ruined the whole experience. You'd be doing just fine and then you'd be in an impossible situation (multiple balls hitting your site simultaneously so there's no way you could block them). Also, the pacing was way off (first few levels were super easy, then it got ridiculously hard and you'd have to start all over when you die), there was no music integration into the gameplay, etc.
Yeah, Revenge of the Ball wasn't very good at all. Bit.Trip Beat, on the other hand, looks very good.
Steam ID : rwb36, Twitter : Werezompire,
Last night my brother was over and we were bored, so we decided to get a WiiWare game. Couldn't decide which, so we went with this game without knowing anything about it. Plus we wanted a multiplayer game.
Ho man this thing is awesome!
I get a very Space Invaders Extreme vibe from the presentation.
Now, is it like "Pong?" Yes and no. On a basic level, yes, you operate a paddle on the left side bouncing shit back across the screen. But there's so much more going on than Pong! The shit flying at you aren't just square shaped "balls" from pong. They vary among all different types. Some bounce some flit forward and back some come in waves some blink, some flash, some grow and shrink, some come in large streaks, some come in rows, some columns, some come as elongated bars, some come in spinning columns, some come connected in larger pieces, etc etc. There's a large variety of stuff coming at you.
In a way it feels kind of like a shmup; or alternatively, you might find yourself invoking your shmup skills to play it - you have to keep track of a lot of stuff going on, but rather than dodging 'bullets,' your aiming to hit them back.
The game generates the snazzy 8-bit-like tunes based on your hitting of the projectiles. And there are a lot of them. So it produces quite cool music, and you're hitting these things to the beat. How does that help? Well, you'll encounter some projectile patterns. If you can feel the beat, you'll know when to move your paddle properly into place. Thump-thump-thump-thump, you know to move up-down-up-down, you get the idea. So in some instances it helps. In most instances it just feels good to be "involved" with the music like this.
Controls are great. You tilt the wii remote back and forth from the NES position to move the paddle. At first I was wary when I read that this is how it is played, but it actually works perfectly. Moving the paddle is the only control in the game and it works exactly as needed. It's a good thing too, it feels appropriate for this game. So if you're concerned abotu the controls working, you need not worry, they're great.
OK so multiplayer is all I played last night. It's awesome! We did 2 player. I'm not sure what Single is like though, as of yet. But basically each time a new player joins, another different-colored paddle enteres the left side of the arena, and all players are working together. This sets up the game for some really fun cooperative teamwork. There is so much shit coming at you that you have to develop a team plan. For us, it was, I take top you take bottom. But then at some points the bottom will get barraged with shit and I have to help him, or vice versa. Or there will be times when there is a vertical column of shit coming at you, so we combined our paddles into one long one to deflect those. In one level there's a bullet that "freezes" your paddle, so the other player has to help cover your ass. There are also Challenges that shrink your paddle into half its length, so in those times we would bring our paddles together to try and make sure that if one player missed, the other tiny paddle player would be there to catch the miss. Some challenges involve doubling your paddle. This results in each player having 2 paddles spread slighly appart. For this, in 2p, we would try and combine our 4 paddles, line them up, to create one big wall against bullets, when necessary. So there's some fun teamwork involved if you choose to play as such.
There was only 2 of us so we haven't tried 3 or 4 p, or even 1p for that matter. But we enjoyed it.
We also managed to beat the game. It's 3 long levels and we died on level 3, but it lets you continue from 3 if you've unlocked it. So we did and we pulled through. There are also boss battles which are fun.
It's fairly tough but if you can handle lots of stuff going on (shmups, geometry wars, things like that), then you'll find yourself getting into that kind of "groove." Which is what my brother and I did at times, since we're both shmup players. Once we got into the groove it was awesome and we were able to beat it.
Now I'm going to try it out for myself, 1p and see if it's equally insane or harder/easier than in 2p
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
I'm also thinking that you could easily dual-wield and play two player solo, though I think your brain might implode on itself in doing so.
Glad to hear you also like it; it's a blast and I love it. The first WiiWare game I've bought since Mega Man 9 and I don't regret it at all. I like quirky arty experiences like this and what I've played from BitGenerations on GBA.
Dual wielding remotes would probably be hard though! :P Least, it sounds like it would be hard. It's worth trying for fun though probably!
I'm going to take on Level 2 now in Sp to see if its much harder in 1p than in 2p
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Have you played "Groov" btw Lunker, it's an Xbox Community game that you might like.
It's hard as hell to keep a multiplier going on level 3. I must say the game is easier in 2-player. Much fun to be had in 2p. Haven't tried 3 or 4p though, but it might get too hectic with 3 or 4 paddles. Not sure.
I'm loving this though.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games