
- 73/100
- Players19 ratings

1999 · NanaOn-Sha · Rhythm
Vib-Ribbon
PlayStation exclusive
Vib-Ribbon is a rhythm game where the player must maneuver musically generated obstacles based on either the game's own soundtrack or a music CD of the player's choice. The player must avoid each obstacle by pressing the correct button at the right time - either L, R, X or down. In more complex tracks, obstacles are combined and the player must press the correct combination of buttons in order the avoid the obstacle. The game is loaded with six tracks to play by Japanese band Laugh and Peace. Additionally, the game's unique software means that the game is loaded into the console's RAM, allowing the player in insert their own music CDs, which generate a unique course for each track.
- Released
- 9 December 1999
- Platforms
- PlayStationPlayStation 3PlayStation Portable
- Genres
- Rhythm
- Developers
- NanaOn-Sha
- Publishers
- Sony Interactive Entertainment
- Modes
- Single-player
- Perspective
- Side view
- Themes
- Action
- Country
- Japan
- Age ratings
- ESRB EUSK 0ACB G
- Languages
- English, French, German, Italian, Japanese, Spanish (Spain)
About
Vib-Ribbon (stylized vib-ribbon) is a 1999 rhythm video game developed by NanaOn-Sha and released by Sony Computer Entertainment for the PlayStation. The game came out in Japan on 9 December 1999 and in Europe on 30 August 2000, but was never released for the PlayStation in North America; it was re-released on the PlayStation 3 via PlayStation Network in October 2014, which finally brought the game to North America in addition to Japan and Europe. NanaOn-Sha had previously developed the PaRappa the Rapper series of games for Sony.
The game was initially commissioned as an advertisement for the Mercedes-Benz A-Class car. After design issues surfaced with the car and the ad plan was dropped, development continued as a stand-alone game. Masaya Matsuura returned to lead Vib-Ribbon. The game's software loads into the console's RAM, allowing the player to remove the game disc and insert music CDs to play custom levels; the game can generate a unique level from any track on a standard audio CD. The graphics for Vib-Ribbon are simple, consisting of straight, white vector lines forming crude, angular drawings of the level and the player character, named Vibri.
›Story
The player controls Vibri, a vector drawn rabbit who skips along the music track's timeline. If obstacles are hit, Vibri will degenerate into a frog, then a worm before the player fails a level. Each time the player hits an obstacle, the level begins to shake incrementally until the character degenerates, making the course harder to navigate. Avoiding obstacles with precision will cause Vibri to evolve into an angel like state, which increases the player's score.
Keywords
- procedural generation
- rabbit
- female protagonist
- abstract
- custom soundtrack
- endless runner
- playstation network
- digital distribution
- music and rhythm
- platform exclusive
- language selection
- psone classics
Media
The articlegameplay, story, development, reception
Gameplay
Vib-Ribbon is a rhythm game in which players guide Vibri the rabbit across a line filled with obstacles tied in correspondence to the beat of the song, in a dimension called Music World. Stages contain four basic obstacles; block, loop, wave, and pit, which require players to press the L1, R1, X, or Down buttons respectively at the right time to navigate. Sometimes two obstacles will be merged, requiring the player to press two buttons at the same time (for example, a block and pit combination will require players to press L1 and Down together). Not pushing a button at the right time turns Vibri into a scribbled version of herself temporarily.
Getting hit by obstacles too many times will degenerate Vibri from a rabbit into a frog, followed by an insect. Getting hit too many times while in insect form will end the game. Successful actions will help Vibri recover back to her higher forms, and clearing enough obstacles in succession while in the rabbit form will evolve Vibri into Super Vibri, increasing the player's score until Vibri is hit.
Development
Vib-Ribbon was developed by NanaOn-Sha with a team of eleven people including Masaya Matsuura as designer and producer. The project began shortly after the completion of PaRappa the Rapper (1996) when Mercedes-Benz contacted Sony to promote their then-upcoming A-Class car. Matsuura was motivated by the concept of music-generated stages after fans repeatedly asked him to create games of their preferred music genre. The first prototype used polygon graphics with the player character represented as a living automobile.
The levels were initially represented as roads taking the shape of audio waveforms created by extant music. Mercedes-Benz dropped the concept after the car failed the moose test, resulting in the game's development continuing as an original project. During the initial prototype's development, Matsuura felt the levels were too similar for capturing only bass drum frequencies and was having difficulties with the levels synchronizing with the audio. This led him to stop developing the game after a year and a half in development.
Reception
Vib-Ribbon sold 100,000 units in Japan within its first week. The game was received positively by reviewers.
When reviewing the visuals, GameSpot's Jeff Gerstmann noted that the minimalistic style gives it a defining look and adds to the game's appeal. The simplistic wireframe design was picked up by TechnologyTell, stating the graphics were "impressive" and "minimalistic". Hyper reviewer, Cam Shea, felt the minimalistic visuals were refreshing due to other video games attempted to outdo one another with graphic fidelity. Shea praised the visual concept of evolution to show progress, and thought the game was sending a philosophical message of "survival of the fittest".
Legacy
The game spawned a spinoff, Mojib-Ribbon, which focused on rap music and calligraphy; and a sequel, Vib-Ripple, which was similar to Vib-Ribbon but instead used digital images loaded into the game to generate the levels. Both were released in Japan only for the PlayStation 2. In 2012, the game was acquired by the Museum of Modern Art as part of its permanent collection of video games. In 2020, the game was celebrated among numerous other PlayStation franchises in the PlayStation 5 launch title Astro's Playroom, where a Vib-Ribbon stage is seen being played within the location "Caching Caves".
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Collections8 collections
Publishers
- Sony Interactive Entertainment gamesVideo games
Years
- Games released in 2014List › October–December
Genres
- Music gamesList
Themes
- Games in the Museum of Modern ArtCollection
Platform libraries
- PlayStation (console) games (M–Z)Games list (M–Z)
- Downloadable PlayStation games (Japan)
- Downloadable PlayStation games (North America)Released titles
- Downloadable PlayStation games (PAL region)Released titles
Description adapted from its source, CC BY-SA 4.0.
