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Love Vib Ribbon. 3 points 1 year ago. 2 points 1 year ago. If that's got the manual as well that's a £50 eBay sale MINIMUM. Better dust off your old music CDs ^ level 2. Original Poster 1 point 1 year ago. Yes manual and poster.
Vib-Ripple | |
---|---|
Developer(s) | NanaOn-Sha |
Publisher(s) | Sony Computer Entertainment |
Designer(s) | Masaya Matsuura |
Platform(s) | PlayStation 2 |
Release | |
Genre(s) | Action |
Mode(s) | Single-player |
Vib-Ripple (ビブリップル, Biburippuru) is a video game for the PlayStation 2 created by Masaya Matsuura and his studio NanaOn-Sha. It is the sequel to the 1999 PlayStation game Vib-Ribbon. It was released in Japan in 2004.
Vib-Ripple is notable for allowing the player to import photographs to be used as the game's playing field.
Gameplay[edit]
The player takes control of Vibri, the simple, vector-shaped rabbit from the game's predecessor Vib-Ribbon. The game puts the player on top of various photographs, using each one as a trampoline. Jumping on a photograph loosens up 2D items called 'Peta Characters,' which Vibri must collect before a time limit expires. An icon on the left side of the screen gives the player a hint as to what part of the photograph to jump on to find the item; the icon's color, shape, and size corresponds to a certain combination of the three on the photograph.[1] When Vibri is close enough to the item, a drumming sound is made and the controller vibrates. Other than the time limit, Vibri must avoid creatures called 'Boonchies' that inhabit the surface of the picture. Coming in contact with a Boonchie will cause Vibri to de-evolve from a rabbit, to a frog, to a worm, and eventually causing a game over. However, it is possible for Vibri to evolve into a form called 'Super Vibri,' allowing the player to temporarily disable a Boonchie, as well as see hidden Peta Characters.[1]
Vib-Ripple has 60 default photographs. The player can create their own stages by uploading his or her own photographs from a digital camera or cellphone via the PlayStation 2's USB port, or even send pictures across the system's online network. The game automatically scales photographs down to 200 by 200 pixels.[1]
![Vib Ribbon Manual Vib Ribbon Manual](http://2.bp.blogspot.com/-Q2gMxUlw7jc/VDadib0eXyI/AAAAAAAAH1g/Ksv2mn36EVo/s1600/Vib%2BRibbon6.bmp)
References[edit]
- ^ abcGantayat, Anoop (May 28, 2004). 'Vib Ripple Playtest'. IGN.com. Retrieved 2008-11-09.
External links[edit]
- Vib-Ripple at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Vib-Ripple&oldid=899288542'
Hey everyone! A few months back you may recall, amid all the great games and oversized hand gestures, that I gave a shout-out to what I believe to be one of the most iconic games from PlayStation’s first generation: Vib Ribbon. I wanted to give Vibri some much-deserved, though belated, screen time as I felt this game really captured the crazy that PlayStation was keen to offer back then and looks to continue now with our outreach to the innovative and indie game community.I figured Vib Ribbon was a perfect example, and today I’m pleased to announce that Vib Ribbon will finally make a long overdue release in the US, Canada, Latin America and Japan this week, with Europe following next week.First, some quick backstory on a gaming legend. When Vib Ribbon first appeared in the PSone era, I was working for in London evaluating US and Japanese titles for possible release in Europe.One day we came upon a game developed by a team I admired very much: Masaya Matsuura. This is the crew that developed PaRappa the Rapper and veritably created the genre of rhythm-action gaming, and here they were with 2D, black and white vector graphics featuring a vibrating rabbit that turns into the Archangel Gabriel — or a slug — depending on your skills in traversing an oscillating spline that morphs to the beat of either the groundbreaking soundtrack or any CD the player happens to have around.
There’s me thinking, “I’M IN!!!”But, curiously, marketing at the time was not a believer in this quirky game. What they did not understand was that Vib Ribbon, with all its retro madness, was also part of the new game continuum and, in fact, a very radical offshoot of that, which was worthy of praise.
I could not get this into the hands of European gamers without having marketing support for the release.Luckily, we eventually got the greenlight to release Vib Ribbon in Europe. Sure, it didn’t go platinum and it didn’t make a ton of money. But it did show, again, that PlayStation is the place where everything innovative, challenging, new and somewhat off-course can come to find a fan, a market, and a home.The game released in Japan and Europe, but in the Americas not so much as a demo.
Vib Ribbon is the “one that got away” and back then, when we still had that old-school thinking around regional lockout, there was no simple way for those outside of Europe and Japan to even encounter the game. It faded, lost to the chronicles of gaming history.Until E3.
It was not my intention to rub salt in the Vib Ribbon wound, but to express my admiration for it as the genre-busting title it is and was. My mistake was that I had assumed that everyone who had been around in the original PlayStation era would have had their chance to play the game. I had forgotten that the American gamer was effectively denied the opportunity.
To mention it at E3 was to delight some and to squirt lemon in the eyes of others.For this, I apologise. It was not my intent to dangle the delight of Vibri in front of those who longed for but could not have. It was to make a point about having the courage, and talent, to break the mold. To do what your heart demands. To me Vib Ribbon — well, to be honest, NanaOn-Sha for that matter — has always been committed to that ideal. An ideal I wish to celebrate.I would like to give you all the chance to celebrate this iconoclastic title by bringing to all fans, worldwide, the chance to experience the original Vib Ribbon. As a result of the “outpouring of love” at the E3 name drops, our engineers have developed a way to bring Vibri to life on PS3 and PS Vita (we’re still working on a way to make it available on PS4).We look to have both of them up on PlayStation Store next week at a price attractive to both Vibri virgins and the rare few amongst you who found a way to experience the Singing Spline back in the day.
As an added attraction to PS3 players, that version will retain the feature that allows you to create a unique level based on the audio CD of your choice. Your music makes the game.Sometimes games like Vib Ribbon require backing and belief that do not comport with the marketing wisdom of the day, or the forecasted financial upside. Sometimes you get behind a project because, well, you gotta believe.Vib Ribbon is finally making its way to PlayStation Store, and the major catalyst was all of you who wrote, posted, blogged, tweeted that you wished to see this game come back and wanted your voice to be heard by the suits. Well, it has. Now I look to all of you experiencing this singular game for the first time. Let me know what you think!Best,Shawn.
Oh my god, this is some of the best news ever!!!Vib-Ribbon is one of the few games I still own on a CD from my original PlayStation days. Although it is a black & white game, it released with a colour manual and I always appreciate those. Not only that, there was also a fold-out A3-size poster with Vibri jumping over a block on one side and instructions on the other side. I hope that at least the manual gets recreated for the digital release. I don’t know how much publicity and marketing it got around release because a) I had no internet back then and b) I live in the Czech Republic, where there was NO video game marketing outside of dedicated magazines at that time.
But the Official Czech PlayStation Magazine supplied me with enough coverage and even a demo. I was definitely on board with that game’s idea.But I had no idea people in North America didn’t get the game over there. I really don’t understand why that didn’t happen for them. The game was already local. Oh my god, this is some of the best news ever!!!Vib-Ribbon is one of the few games I still own on a CD from my original PlayStation days. Although it is a black & white game, it released with a colour manual and I always appreciate those. Not only that, there was also a fold-out A3-size poster with Vibri jumping over a block on one side and instructions on the other side.
I hope that at least the manual gets recreated for the digital release. I don’t know how much publicity and marketing it got around release because a) I had no internet back then and b) I live in the Czech Republic, where there was NO video game marketing outside of dedicated magazines at that time. But the Official Czech PlayStation Magazine supplied me with enough coverage and even a demo. I was definitely on board with that game’s idea.But I had no idea people in North America didn’t get the game over there.
![Vib Vib](/uploads/1/2/6/3/126336929/986100416.jpg)
I really don’t understand why that didn’t happen for them. The game was already localised into English for the European market and it’s not like the game is an intricate technical marvel that would have needed extensive bug testing the likes of the Elder Scrolls games get. However, I DO understand that emulating the game as a PS1 Classic was a problem due to the fact that music CDs were used to generate levels. But now that this hurdle has been overcome, it should make way for other games that used CDs to generate content, like the Monster Rancher series.There’s one more thing You should know, Mr Layden, since Vib-Ribbon is so near and dear to Your heart.
The PS1 and PS2 Classics do NOT have their own separate directories in the PlayStation Store. They’re bunched up together along with PSP games and some PSN downloadable games under “Classic Games” in the umbrella group “Collections”. There are only a little over a hundred titles in there and I have no idea what algorithm determines which games are shown in there and which aren’t.
It may very well happen that a few weeks from now, people who do not know that Vib-Ribbon was released will NOT be able to find it. This problem has been here for several months now and every time I bring it up, my comment is either ignored or I get a non-committal response to the extent that “it’s being worked on”.
How hard can it be to create a category for digital content? And don’t tell me this is a low-priority issue, because we’re only talking about the legacy of the PlayStation brand here. Nope, nothing important about that.
I laughed when I saw the top-left tweet in that image, for its over-the-top violence. It’s excellent that you embraced that criticism and turned it into this announcement.By the way, did you realize that region-locking is returning to the Playstation ecosystem? With an ever-increasing fraction of games only getting a digital release, combined with the regional PSN stores as the single point-of-purchase, and the Vita (the best handheld gaming system ever to have graced our planet) being locked into a single region-bound account, it means that management of the European PSN store effectively controls which games I can or cannot play.I agree that it is old-school. And so does Andrus Ansip, the new EU super-commissioner for all things digital, who says he will work to completely abolish geo-blocking of media in Europe.
So I hope you and your European and Japanese colleagues can work something out to re-reverse this trend.That said, it’s still more important to look at what I can get. I laughed when I saw the top-left tweet in that image, for its over-the-top violence. It’s excellent that you embraced that criticism and turned it into this announcement.By the way, did you realize that region-locking is returning to the Playstation ecosystem?
With an ever-increasing fraction of games only getting a digital release, combined with the regional PSN stores as the single point-of-purchase, and the Vita (the best handheld gaming system ever to have graced our planet) being locked into a single region-bound account, it means that management of the European PSN store effectively controls which games I can or cannot play.I agree that it is old-school. And so does Andrus Ansip, the new EU super-commissioner for all things digital, who says he will work to completely abolish geo-blocking of media in Europe. So I hope you and your European and Japanese colleagues can work something out to re-reverse this trend.That said, it’s still more important to look at what I can get than at what I can’t get. Vib Ribbon is now a part of what I can get, so thank you!
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