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-->''[[EarWorm Well done! Way to go!]]''

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-->''[[EarWorm Well -->''Well done! Way to go!]]''go!''
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* EverythingsBetterWithPrincesses: Upon getting a ten-obstacle combo with regular Vibri, Vibri will turn into Queen Vibri, exchanging her bunny ears for a cape and crown.

to:

* EverythingsBetterWithPrincesses: Upon getting a ten-obstacle combo with regular Vibri, Vibri will turn into Queen Vibri, exchanging her bunny ears for a cape fairy wings and crown.
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''Vib-Ribbon'' was followed up by two sequels: ''Mojib-Ribbon'', which could make ''Parappa''-style rap levels out of .txt files, and ''Vib-Ripple'', which turned digitized images into hidden object games. Neither were released outside of Japan, the former most likely for being near impossible to localize. The original finally became available for download on the UsefulNotes/PlayStationNetwork in North America on October 17, 2014, a solid ''15 years'' after its initial release.

to:

''Vib-Ribbon'' was followed up by two sequels: ''Mojib-Ribbon'', which could make ''Parappa''-style ''[=PaRappa=]''-style rap levels out of .txt files, and ''Vib-Ripple'', which turned digitized images into hidden object games. Neither were released outside of Japan, the former most likely for being near impossible to localize. The original finally became available for download on the UsefulNotes/PlayStationNetwork in North America on October 17, 2014, a solid ''15 years'' after its initial release.
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Full poster image.


[[quoteright:326:https://static.tvtropes.org/pmwiki/pub/images/vib3_8.jpg]]
[[caption-width-right:326:The rabbit with sass.]]

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[[quoteright:326:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vib3_8.jpg]]
[[caption-width-right:326:The
org/pmwiki/pub/images/vib_ribbon_poster.jpg]]
[[caption-width-right:350:The
rabbit with sass.]]



!! Vib Ribbon contains examples of:

to:

!! Vib Ribbon !!''Vib-Ribbon'' contains examples of:

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Page overhaul.


''Vib-Ribbon'' was followed up by two sequels: ''Mojib Ribbon'', which could make ''Parappa''-style rap levels out of .txt files, and ''Vib Ripple'', which turned digitized images into hidden object games. Neither were released outside of Japan, the former most likely for being near impossible to localize. The original finally became available for download on the UsefulNotes/PlayStationNetwork in North America on October 17, 2014, a solid ''15 years'' after its initial release.

to:

''Vib-Ribbon'' was followed up by two sequels: ''Mojib Ribbon'', ''Mojib-Ribbon'', which could make ''Parappa''-style rap levels out of .txt files, and ''Vib Ripple'', ''Vib-Ripple'', which turned digitized images into hidden object games. Neither were released outside of Japan, the former most likely for being near impossible to localize. The original finally became available for download on the UsefulNotes/PlayStationNetwork in North America on October 17, 2014, a solid ''15 years'' after its initial release.



* AutoScrollingLevel: The whole game. Vibri can't move across stages, so you must use precise timing to navigate through the various obstacles.

to:

* AutoScrollingLevel: The whole game. Vibri can't will move across stages, automatically, so you must use precise timing to navigate through the various obstacles.



* DifficultySpike: The bridges in "Overflowing Emotions" shift from a massive increase in tempo to slowing the level to a crawl. The game had changed the song structure before, but it had been done more subtly.
* EndlessRunningGame: An earlier example than most.
* {{Engrish}}: Of the six songs included in-game, four are like this ("Polaroid," "Sunny Day," "Laugh and Peace," and "Universal Dance."). The other two are in Japanese.
* EverythingsBetterWithPrincesses: Vibri's final form.

to:

* DifficultySpike: The bridges in "Overflowing Emotions" shift from a massive increase in tempo to slowing the level to a crawl. The game had changed the song structure before, but it had been done much more subtly.
* %%* EndlessRunningGame: An earlier example than most.
* %%* {{Engrish}}: Of the six songs included in-game, four are like this ("Polaroid," "Sunny Day," "Laugh and Peace," and "Universal Dance."). The other two are in Japanese.
* EverythingsBetterWithPrincesses: Vibri's final form.Upon getting a ten-obstacle combo with regular Vibri, Vibri will turn into Queen Vibri, exchanging her bunny ears for a cape and crown.



* EvolutionaryLevels: Which go from worm to frog to rabbit to fairy princess.
* GenkiGirl: Vibri is very cheerful and energetic.

to:

* EvolutionaryLevels: Which go from worm to frog to Vibri starts as a rabbit to and can turn into a fairy princess.
*
princess, and devolve into a frog and worm.
%%*
GenkiGirl: Vibri is very cheerful and energetic.



* MeaningfulName: Vibri can be seen as a play on vibration or vibrant, both fitting her personality.
* MusicPlayerGame: The UrExample.

to:

* MeaningfulName: Vibri can be seen as a play on vibration or vibrant, both fitting her personality.
*
%%* MusicPlayerGame: The UrExample.



* ThePollyanna: Vibri again. Even getting a game over doesn't crush her spirit:
-->''Vibri cannot go on...just kidding!''
* RidiculouslyCuteCritter: Vibri, in her own angular scribbled way. The big eyes and adorable voice really help.

to:

* %%* ThePollyanna: Vibri again. Even getting a game over doesn't crush her spirit:
-->''Vibri %%-->''Vibri cannot go on...just kidding!''
* %%* RidiculouslyCuteCritter: Vibri, in her own angular scribbled way. The big eyes and adorable voice really help.



* SpeakingSimlish: Vibri's voice ''sounds'' like this, but it's actually high-pitched, high-speed Japanese.



!! Mojib Ribbon contains examples of:
* DistaffCounterpart: Mojiko to Mojibri.
* HumongousMecha: Osorezan 1999, the last playable character.
* SyntheticVoiceActor: One of the main reasons the game never left Japan.

to:

!! Mojib Ribbon Mojib-Ribbon contains examples of:
* %%* DistaffCounterpart: Mojiko to Mojibri.
* %%* HumongousMecha: Osorezan 1999, the last playable character.
* %%* SyntheticVoiceActor: One of the main reasons the game never left Japan.



!! Vib Ripple contains examples of:

to:

!! Vib Ripple Vib-Ripple contains examples of:



-->''31 tropes''

to:

-->''31 -->''16 tropes''
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Someone did the formatting the wrong way.


''Vib-Ribbon'' is a RhythmGame produced by [=NanaOn-Sha=] of '''VideoGame/PaRappaTheRapper''' and '''VideoGame/UmJammerLammy''' fame, and released for the [[UsefulNotes/PlayStation Sony PlayStation]]. In it, you have to guide a rabbit named Vibri across a mobius strip called the [[TitleDrop Vib-Ribbon]], dodging obstacles along the way. There are four basic obstacles (spikes, blocks, loops, and pits), which can further be combined into a dual obstacle (for example, spiky loops and blocks with pits in the middle). The obstacles appear in time with the music, and reaching the end of the song means reaching the end of the stage. Hitting too many obstacles causes Vibri to devolve (from rabbit to frog to worm to game over), although successfully navigating ten in a row causes Vibri to evolve back up (and potentially go from rabbit to princess).

to:

''Vib-Ribbon'' is a RhythmGame produced by [=NanaOn-Sha=] of '''VideoGame/PaRappaTheRapper''' ''VideoGame/PaRappaTheRapper'' and '''VideoGame/UmJammerLammy''' ''VideoGame/UmJammerLammy'' fame, and released for the [[UsefulNotes/PlayStation Sony PlayStation]]. In it, you have to guide a rabbit named Vibri across a mobius strip called the [[TitleDrop Vib-Ribbon]], dodging obstacles along the way. There are four basic obstacles (spikes, blocks, loops, and pits), which can further be combined into a dual obstacle (for example, spiky loops and blocks with pits in the middle). The obstacles appear in time with the music, and reaching the end of the song means reaching the end of the stage. Hitting too many obstacles causes Vibri to devolve (from rabbit to frog to worm to game over), although successfully navigating ten in a row causes Vibri to evolve back up (and potentially go from rabbit to princess).
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None


The second, and perhaps most significant, is that it can [[MusicPlayerGame make a level out of any CD track.]][[note]]Well, every CD track that's not the first one. Because the first track of a CD-ROM disc, ''Vib-Ribbon''[='s=] included, contains ROM data, playing it back in a CD player can potentially damage the speakers thanks to the data on it translating to frequencies outside of most commercial speakers' limitations. Because of this, ''Vib-Ribbon'' locks the player out of playing the first track of any CD, just to prevent them trying to play back ''Vib-Ribbon'' itself.[[/note]] Because the actual coding for Vib-Ribbon is so sparse, the entire game itself fits on the [=PlayStation=]'s RAM, allowing the player to swap out the game disc for any CD to be read and its songs converted to levels. Moreover, the six built-in tracks to the game are also in CD format, so the game is already its own soundtrack.

to:

The second, and perhaps most significant, is that it can [[MusicPlayerGame make a level out of any CD track.]][[note]]Well, every CD track that's not the first one. Because the first track of a CD-ROM disc, ''Vib-Ribbon''[='s=] included, contains ROM data, playing it back in a CD player can potentially damage the speakers thanks to the data on it translating to frequencies outside of most commercial speakers' limitations. Because of this, ''Vib-Ribbon'' locks the player out of playing the first track of any CD, just to prevent them from trying to play back ''Vib-Ribbon'' itself.[[/note]] Because the actual coding for Vib-Ribbon is so sparse, the entire game itself fits on the [=PlayStation=]'s RAM, allowing the player to swap out the game disc for any CD to be read and its songs converted to levels. Moreover, the six built-in tracks to the game are also in CD format, so the game is already its own soundtrack.
Is there an issue? Send a MessageReason:
None


The second, and perhaps most significant, is that it can [[MusicPlayerGame make a level out of any CD track.]] Because the actual coding for Vib-Ribbon is so sparse, the entire game itself fits on the [=PlayStation=]'s RAM, allowing the player to swap out the game disc for any CD to be read and its songs converted to levels. Moreover, the six built-in tracks to the game are also in CD format, so the game is already its own soundtrack.

to:

The second, and perhaps most significant, is that it can [[MusicPlayerGame make a level out of any CD track.]] ]][[note]]Well, every CD track that's not the first one. Because the first track of a CD-ROM disc, ''Vib-Ribbon''[='s=] included, contains ROM data, playing it back in a CD player can potentially damage the speakers thanks to the data on it translating to frequencies outside of most commercial speakers' limitations. Because of this, ''Vib-Ribbon'' locks the player out of playing the first track of any CD, just to prevent them trying to play back ''Vib-Ribbon'' itself.[[/note]] Because the actual coding for Vib-Ribbon is so sparse, the entire game itself fits on the [=PlayStation=]'s RAM, allowing the player to swap out the game disc for any CD to be read and its songs converted to levels. Moreover, the six built-in tracks to the game are also in CD format, so the game is already its own soundtrack.
Is there an issue? Send a MessageReason:
Silent U.


* DistaffCounterpart: Mojiko to Mojiburi.

to:

* DistaffCounterpart: Mojiko to Mojiburi.Mojibri.



* WingdingEyes: Mojiburi's face is the letters ".txt" with a mouth underneath, with the two t's serving as eyes and the x serving as a nose. Mojiko's face looks like this (*。*) with a mouth underneath. Osorezan 1999 has a number sign for his right eye, but his face is otherwise not able to be recreated in basic text.

to:

* WingdingEyes: Mojiburi's Mojibri's face is the letters ".txt" with a mouth underneath, with the two t's serving as eyes and the x serving as a nose. Mojiko's face looks like this (*。*) with a mouth underneath. Osorezan 1999 has a number sign for his right eye, but his face is otherwise not able to be recreated in basic text.
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None


* RhythmGame

to:

* %%* RhythmGame



* VectorGame
* WidgetSeries

to:

* %%* VectorGame
* %%* WidgetSeries



* WingdingEyes[=/=]ASCIIArt: Mojiburi's face is the letters ".txt" with a mouth underneath, with the two t's serving as eyes and the x serving as a nose. Mojiko's face looks like this (*。*) with a mouth underneath. Osorezan 1999 has a number sign for his right eye, but his face is otherwise not able to be recreated in basic text.

to:

* WingdingEyes[=/=]ASCIIArt: WingdingEyes: Mojiburi's face is the letters ".txt" with a mouth underneath, with the two t's serving as eyes and the x serving as a nose. Mojiko's face looks like this (*。*) with a mouth underneath. Osorezan 1999 has a number sign for his right eye, but his face is otherwise not able to be recreated in basic text.

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Removed: 41

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''Luck is by my side.''

to:

''Luck is by my side.''''\\
''Raindrops falling on me''\\
''I have no umbrella''



''Vib-Ribbon'' is a RhythmGame produced by [=NanaOn-Sha=] and released for the [[UsefulNotes/PlayStation Sony PlayStation]]. In it, you have to guide a rabbit named Vibri across a mobius strip called the [[TitleDrop Vib-Ribbon]], dodging obstacles along the way. There are four basic obstacles (spikes, blocks, loops, and pits), which can further be combined into a dual obstacle (for example, spiky loops and blocks with pits in the middle). The obstacles appear in time with the music, and reaching the end of the song means reaching the end of the stage. Hitting too many obstacles causes Vibri to devolve (from rabbit to frog to worm to game over), although successfully navigating ten in a row causes Vibri to evolve back up (and potentially go from rabbit to princess).

to:

''Vib-Ribbon'' is a RhythmGame produced by [=NanaOn-Sha=] of '''VideoGame/PaRappaTheRapper''' and '''VideoGame/UmJammerLammy''' fame, and released for the [[UsefulNotes/PlayStation Sony PlayStation]]. In it, you have to guide a rabbit named Vibri across a mobius strip called the [[TitleDrop Vib-Ribbon]], dodging obstacles along the way. There are four basic obstacles (spikes, blocks, loops, and pits), which can further be combined into a dual obstacle (for example, spiky loops and blocks with pits in the middle). The obstacles appear in time with the music, and reaching the end of the song means reaching the end of the stage. Hitting too many obstacles causes Vibri to devolve (from rabbit to frog to worm to game over), although successfully navigating ten in a row causes Vibri to evolve back up (and potentially go from rabbit to princess).



''Vib-Ribbon'' was followed up by two sequels: ''Mojib Ribbon'', which could make ''Parappa''-style rap levels out of .txt files, and ''Vib Ripple'', which turned digitized images into hidden object games. Neither were released outside of Japan, the former most likely for being near impossible for translate. The original finally became available for download on the UsefulNotes/PlayStationNetwork in North America on October 17, 2014, a solid ''15 years'' after its initial release.

to:

''Vib-Ribbon'' was followed up by two sequels: ''Mojib Ribbon'', which could make ''Parappa''-style rap levels out of .txt files, and ''Vib Ripple'', which turned digitized images into hidden object games. Neither were released outside of Japan, the former most likely for being near impossible for translate.to localize. The original finally became available for download on the UsefulNotes/PlayStationNetwork in North America on October 17, 2014, a solid ''15 years'' after its initial release.



* ContinuingIsPainful: Should you miss an obstacle, you lose your combo, and the ribbon starts vibrating. Of course, the vibrations make it much more difficult to tell when to hit the correct dodge for the next obstacle, which makes it really simple to get to the ten misses required to devolve (or, if currently the worm, a game over). This can be really nerve-wracking when combined with the other flavors of InterfaceScrew.

to:

* AutoScrollingLevel: The whole game. Vibri can't move across stages, so you must use precise timing to navigate through the various obstacles.
* ContinuingIsPainful: Should you miss an obstacle, you lose your combo, and the ribbon starts vibrating. Of course, the vibrations make it much more difficult to tell when to hit the correct dodge for the next obstacle, which makes it really simple to get to the ten misses required to devolve (or, if currently as the worm, a game over). This can be really nerve-wracking when combined with the other flavors of InterfaceScrew.InterfaceScrew.
* DifficultyByAcceleration: Obstacles and perspective shifts become faster and trickier as the tempo of the song changes.
* DifficultySpike: The bridges in "Overflowing Emotions" shift from a massive increase in tempo to slowing the level to a crawl. The game had changed the song structure before, but it had been done more subtly.
* EndlessRunningGame: An earlier example than most.



* EverythingsBetterWithSpinning: Eventually, some of the obstacles will start spinning, which can make it hard at times to tell what precise obstacle is coming, sepending on where the rotation is at.

to:

* EverythingsBetterWithSpinning: Eventually, some of the obstacles will start spinning, which can make it hard at times to tell what precise obstacle is coming, sepending depending on where the rotation is at.



* GenkiGirl[=/=]{{Pollyanna}}: Vibri is very cheerful and ''very'' energetic. Even getting a game over doesn't crush her spirit:
-->''Vibri cannot go on...just kidding!''

to:

* GenkiGirl[=/=]{{Pollyanna}}: GenkiGirl: Vibri is very cheerful and ''very'' energetic. Even getting a game over doesn't crush her spirit:
-->''Vibri cannot go on...just kidding!''
energetic.



* InterfaceScrew: The longer the song goes, the more of these you deal with - including obstacles moving at different paces and orientation shifts that make it easier to misjudge obstacle placement.

to:

* InterfaceScrew: The longer the song goes, the more of these you deal with - including obstacles moving at different paces and orientation shifts that make it easier to misjudge obstacle placement. The tracks can also switch directions.



* MusicPlayerGame: UrExample.

to:

* MarathonLevel: [[EpicRocking Long tracks]] can really test your reflexes as the level becomes harder to navigate and keep up a string of combos.
* MeaningfulName: Vibri can be seen as a play on vibration or vibrant, both fitting her personality.
* MusicPlayerGame: UrExample.The UrExample.
* NintendoHard: Despite the simple premise making use of four buttons, the combo system can get pretty frantic and challenging, more so in the second Silver and Gold tracks.
* ThePollyanna: Vibri again. Even getting a game over doesn't crush her spirit:
-->''Vibri cannot go on...just kidding!''



* SurprisinglyGoodEnglish: While the pronunciation isn't perfect, the singing does manage to distinguish between the b, v, l, and r consonants and remains gramatically correct for the most part. "Overflowing Emotions" is still pretty impenetrable, however.



-->''23 tropes''

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-->''23 -->''31 tropes''
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Added DiffLines:

[[quoteright:326:http://static.tvtropes.org/pmwiki/pub/images/vib3_8.jpg]]
[[caption-width-right:326:The rabbit with sass.]]
Is there an issue? Send a MessageReason:
None


Vib Ribbon was followed up by two sequels: ''Mojib Ribbon'', which could make ''Parappa''-style rap levels out of .txt files, and ''Vib Ripple'', which turned digitized images into hidden object games. Neither were released outside of Japan, the former most likely for being near impossible for translate. The original finally became available for download on the UsefulNotes/PlayStationNetwork in North America on October 17, 2014, a solid ''15 years'' after its initial release.

to:

Vib Ribbon ''Vib-Ribbon'' was followed up by two sequels: ''Mojib Ribbon'', which could make ''Parappa''-style rap levels out of .txt files, and ''Vib Ripple'', which turned digitized images into hidden object games. Neither were released outside of Japan, the former most likely for being near impossible for translate. The original finally became available for download on the UsefulNotes/PlayStationNetwork in North America on October 17, 2014, a solid ''15 years'' after its initial release.
Is there an issue? Send a MessageReason:
None


''Vib-Ribbon'' is a RhythmGame produced by [=NanaOn-Sha=] and released for the [[{{PlayStation}} Sony PlayStation]]. In it, you have to guide a rabbit named Vibri across a mobius strip called the [[TitleDrop Vib-Ribbon]], dodging obstacles along the way. There are four basic obstacles (spikes, blocks, loops, and pits), which can further be combined into a dual obstacle (for example, spiky loops and blocks with pits in the middle). The obstacles appear in time with the music, and reaching the end of the song means reaching the end of the stage. Hitting too many obstacles causes Vibri to devolve (from rabbit to frog to worm to game over), although successfully navigating ten in a row causes Vibri to evolve back up (and potentially go from rabbit to princess).

to:

''Vib-Ribbon'' is a RhythmGame produced by [=NanaOn-Sha=] and released for the [[{{PlayStation}} [[UsefulNotes/PlayStation Sony PlayStation]]. In it, you have to guide a rabbit named Vibri across a mobius strip called the [[TitleDrop Vib-Ribbon]], dodging obstacles along the way. There are four basic obstacles (spikes, blocks, loops, and pits), which can further be combined into a dual obstacle (for example, spiky loops and blocks with pits in the middle). The obstacles appear in time with the music, and reaching the end of the song means reaching the end of the stage. Hitting too many obstacles causes Vibri to devolve (from rabbit to frog to worm to game over), although successfully navigating ten in a row causes Vibri to evolve back up (and potentially go from rabbit to princess).



Vib Ribbon was followed up by two sequels: ''Mojib Ribbon'', which could make ''Parappa''-style rap levels out of .txt files, and ''Vib Ripple'', which turned digitized images into hidden object games. Neither were released outside of Japan, the former most likely for being near impossible for translate. The original finally became available for download on the Playstation Network in North America on October 17, 2014, a solid ''15 years'' after its initial release.

to:

Vib Ribbon was followed up by two sequels: ''Mojib Ribbon'', which could make ''Parappa''-style rap levels out of .txt files, and ''Vib Ripple'', which turned digitized images into hidden object games. Neither were released outside of Japan, the former most likely for being near impossible for translate. The original finally became available for download on the Playstation Network UsefulNotes/PlayStationNetwork in North America on October 17, 2014, a solid ''15 years'' after its initial release.
Is there an issue? Send a MessageReason:
None



to:

!! Vib Ripple contains examples of:
* ToiletHumor: Boonchies, Vibri's main obstacle in the game, are differently-colored piles of feces with faces.



-->''22 tropes''

to:

-->''22 -->''23 tropes''
Is there an issue? Send a MessageReason:
None


* GenkiGirl / Pollyanna: Vibri is very cheerful and ''very'' energetic. Even getting a game over doesn't crush her spirit:
->''Vibri cannot go on...just kidding!''

to:

* GenkiGirl / Pollyanna: GenkiGirl[=/=]{{Pollyanna}}: Vibri is very cheerful and ''very'' energetic. Even getting a game over doesn't crush her spirit:
->''Vibri -->''Vibri cannot go on...just kidding!''



* WingdingEyes/ASCIIArt: Mojiburi's face is the letters ".txt" with a mouth underneath, with the two t's serving as eyes and the x serving as a nose. Mojiko's face looks like this (*。*) with a mouth underneath. Osorezan 1999 has a number sign for his right eye, but his face is otherwise not able to be recreated in basic text.


to:

* WingdingEyes/ASCIIArt: WingdingEyes[=/=]ASCIIArt: Mojiburi's face is the letters ".txt" with a mouth underneath, with the two t's serving as eyes and the x serving as a nose. Mojiko's face looks like this (*。*) with a mouth underneath. Osorezan 1999 has a number sign for his right eye, but his face is otherwise not able to be recreated in basic text.




-->''16 tropes''

to:

-->''16 -->''22 tropes''
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None

Added DiffLines:

* GenkiGirl / Pollyanna: Vibri is very cheerful and ''very'' energetic. Even getting a game over doesn't crush her spirit:
->''Vibri cannot go on...just kidding!''
Is there an issue? Send a MessageReason:
None


Vib Ribbon was followed up by two sequels: ''Mojib Ribbon'', which could make ''Parappa''-style rap levels out of .txt files, and ''Vib Ripple'', which turned digitized images into hidden object games. Neither were released outside of Japan, the former most likely for being near impossible for translate. The original is finally available for download on October 7, 2014.

to:

Vib Ribbon was followed up by two sequels: ''Mojib Ribbon'', which could make ''Parappa''-style rap levels out of .txt files, and ''Vib Ripple'', which turned digitized images into hidden object games. Neither were released outside of Japan, the former most likely for being near impossible for translate. The original is finally became available for download on the Playstation Network in North America on October 7, 2014.
17, 2014, a solid ''15 years'' after its initial release.



* MadLibsDialogue: Vibri's song for getting a high score changes in structure depending on how good the player did, and she reads the numbers individually (in Japanese, of course).



----

to:

--------
-->''[[EarWorm Well done! Way to go!]]''
-->''Nice one. Congratulations!''
-->''The tropes page score is...''
-->''16 tropes''
-->''And yes! It's a high score.''
-->''Yippee!''
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None


* NoExportForYou: The game was built around Japanese kanji, so...


to:

* NoExportForYou: The DistaffCounterpart: Mojiko to Mojiburi.
* HumongousMecha: Osorezan 1999, the last playable character.
* SyntheticVoiceActor: One of the main reasons the
game was built around Japanese kanji, so...

never left Japan.
* WingdingEyes/ASCIIArt: Mojiburi's face is the letters ".txt" with a mouth underneath, with the two t's serving as eyes and the x serving as a nose. Mojiko's face looks like this (*。*) with a mouth underneath. Osorezan 1999 has a number sign for his right eye, but his face is otherwise not able to be recreated in basic text.

Is there an issue? Send a MessageReason:


-->''Walking by the ribbon''
-->''Luck is by my side.''
--> '''Laugh and Peace''', ''Polaroid'', [[{{Mondegreen}} or at least what it sounds like]]

to:

-->''Walking ->''Walking by the ribbon''
-->''Luck
ribbon''\\
''Luck
is by my side.''
--> -->-- '''Laugh and Peace''', ''Polaroid'', [[{{Mondegreen}} or at least what it sounds like]]
Is there an issue? Send a MessageReason:
None


It was followed up by two sequels: ''Mojib-Ribbon'', which worked on calligraphy; and ''Vib-Ripple'', which worked on digitized images. Neither was as successful. The original is finally available for download on October 7, 2014.

to:

It Vib Ribbon was followed up by two sequels: ''Mojib-Ribbon'', ''Mojib Ribbon'', which worked on calligraphy; could make ''Parappa''-style rap levels out of .txt files, and ''Vib-Ripple'', ''Vib Ripple'', which worked on turned digitized images. images into hidden object games. Neither was as successful.were released outside of Japan, the former most likely for being near impossible for translate. The original is finally available for download on October 7, 2014.



This game has examples of:

to:

This game has !! Vib Ribbon contains examples of:



* WidgetSeries: We repeat - you play a rabbit walking along a mobius strip dodging obstacles.

to:

* WidgetSeries: We repeat - you play a rabbit walking along a mobius strip dodging obstacles.WidgetSeries

!! Mojib Ribbon contains examples of:
* NoExportForYou: The game was built around Japanese kanji, so...

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RidiculouslyCuteCritter: Vibri, in her own angular scribbled way. The big eyes and adorable voice really help.
Is there an issue? Send a MessageReason:
None


It was followed up by two sequels: ''Mojib-Ribbon'', which worked on calligraphy; and ''Vib-Ripple'', which worked on digitized images. Neither was as successful. The original will finally be available for download on October 7, 2014.

to:

It was followed up by two sequels: ''Mojib-Ribbon'', which worked on calligraphy; and ''Vib-Ripple'', which worked on digitized images. Neither was as successful. The original will is finally be available for download on October 7, 2014.
Is there an issue? Send a MessageReason:
None


* NoExportForYou: While released both in Japan and Europe, North America has never seen the original. The sequels were never exported at all.
** As of October 7th, 2014, Vib-Ribbon is now available in the US as a PS1 Classic on PSN.
Is there an issue? Send a MessageReason:
None


** Of course, the game is now coming out in NA on PS3!

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** Of course, the game As of October 7th, 2014, Vib-Ribbon is now coming out available in NA the US as a PS1 Classic on PS3!PSN.



* SpeakingSimlish: Vibri's voice needed no translation, because it's not clear if she's even saying ''anything''.

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* SpeakingSimlish: Vibri's voice needed no translation, because ''sounds'' like this, but it's not clear if she's even saying ''anything''.actually high-pitched, high-speed Japanese.
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** Of course, the game is now coming out in NA on PS3!
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It was followed up by two sequels: ''Mojib-Ribbon'', which worked on calligraphy; and ''Vib-Ripple'', which worked on digitized images. Neither was as successful. Currently, there is some investigation on making a download version of the original for download services, but this is very preliminary at this time.

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It was followed up by two sequels: ''Mojib-Ribbon'', which worked on calligraphy; and ''Vib-Ripple'', which worked on digitized images. Neither was as successful. Currently, there is some investigation on making a download version of the The original will finally be available for download services, but this is very preliminary at this time.
on October 7, 2014.
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''Vib-Ribbon'' is a RhythmGame produced by [=NanaOn-Sha=] and released for the [[{{PlayStation}} Sony PlayStation]]. In it, you have to guide a rabbit named Vibri across a mobius strip called the [[TitleDrop Vib Ribbon]], dodging obstacles along the way. There are four basic obstacles (spikes, blocks, loops, and pits), which can further be combined into a dual obstacle (for example, spiky loops and blocks with pits in the middle). The obstacles appear in time with the music, and reaching the end of the song means reaching the end of the stage. Hitting too many obstacles causes Vibri to devolve (from rabbit to frog to worm to game over), although successfully navigating ten in a row causes Vibri to evolve back up (and potentially go from rabbit to princess).

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''Vib-Ribbon'' is a RhythmGame produced by [=NanaOn-Sha=] and released for the [[{{PlayStation}} Sony PlayStation]]. In it, you have to guide a rabbit named Vibri across a mobius strip called the [[TitleDrop Vib Ribbon]], Vib-Ribbon]], dodging obstacles along the way. There are four basic obstacles (spikes, blocks, loops, and pits), which can further be combined into a dual obstacle (for example, spiky loops and blocks with pits in the middle). The obstacles appear in time with the music, and reaching the end of the song means reaching the end of the stage. Hitting too many obstacles causes Vibri to devolve (from rabbit to frog to worm to game over), although successfully navigating ten in a row causes Vibri to evolve back up (and potentially go from rabbit to princess).
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''Vib-Ribbon'' is a RhythmGame produced by [=NanaOn-Sha=] and released for the SonyPlaystation. In it, you have to guide a rabbit named Vibri across a mobius strip called the [[TitleDrop Vib Ribbon]], dodging obstacles along the way. There are four basic obstacles (spikes, blocks, loops, and pits), which can further be combined into a dual obstacle (for example, spiky loops and blocks with pits in the middle). The obstacles appear in time with the music, and reaching the end of the song means reaching the end of the stage. Hitting too many obstacles causes Vibri to devolve (from rabbit to frog to worm to game over), although successfully navigating ten in a row causes Vibri to evolve back up (and potentially go from rabbit to princess).

to:

''Vib-Ribbon'' is a RhythmGame produced by [=NanaOn-Sha=] and released for the SonyPlaystation.[[{{PlayStation}} Sony PlayStation]]. In it, you have to guide a rabbit named Vibri across a mobius strip called the [[TitleDrop Vib Ribbon]], dodging obstacles along the way. There are four basic obstacles (spikes, blocks, loops, and pits), which can further be combined into a dual obstacle (for example, spiky loops and blocks with pits in the middle). The obstacles appear in time with the music, and reaching the end of the song means reaching the end of the stage. Hitting too many obstacles causes Vibri to devolve (from rabbit to frog to worm to game over), although successfully navigating ten in a row causes Vibri to evolve back up (and potentially go from rabbit to princess).



The second, and perhaps most significant, is that it can [[MusicPlayerGame make a level out of any CD track.]] Because the actual coding for Vib Ribbon is so sparse, the entire game itself fits on the Playstation's RAM, allowing the player to swap out the game disc for any CD to be read and its songs converted to levels. Moreover, the six built-in tracks to the game are also in CD format, so the game is already its own soundtrack.

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The second, and perhaps most significant, is that it can [[MusicPlayerGame make a level out of any CD track.]] Because the actual coding for Vib Ribbon Vib-Ribbon is so sparse, the entire game itself fits on the Playstation's [=PlayStation=]'s RAM, allowing the player to swap out the game disc for any CD to be read and its songs converted to levels. Moreover, the six built-in tracks to the game are also in CD format, so the game is already its own soundtrack.
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-->''Walking by the ribbon''
-->''Luck is by my side.''
--> '''Laugh and Peace''', ''Polaroid'', [[{{Mondegreen}} or at least what it sounds like]]

''Vib-Ribbon'' is a RhythmGame produced by [=NanaOn-Sha=] and released for the SonyPlaystation. In it, you have to guide a rabbit named Vibri across a mobius strip called the [[TitleDrop Vib Ribbon]], dodging obstacles along the way. There are four basic obstacles (spikes, blocks, loops, and pits), which can further be combined into a dual obstacle (for example, spiky loops and blocks with pits in the middle). The obstacles appear in time with the music, and reaching the end of the song means reaching the end of the stage. Hitting too many obstacles causes Vibri to devolve (from rabbit to frog to worm to game over), although successfully navigating ten in a row causes Vibri to evolve back up (and potentially go from rabbit to princess).

The game is distinct for two reasons. One, it's a VectorGame - despite when it was developed, it runs entirely on vector graphics. While not monochrome (the scale at the bottom showing remaining time and the scoring gems are in color), it is a throwback to the primitive graphics of the early 80's.

The second, and perhaps most significant, is that it can [[MusicPlayerGame make a level out of any CD track.]] Because the actual coding for Vib Ribbon is so sparse, the entire game itself fits on the Playstation's RAM, allowing the player to swap out the game disc for any CD to be read and its songs converted to levels. Moreover, the six built-in tracks to the game are also in CD format, so the game is already its own soundtrack.

It was followed up by two sequels: ''Mojib-Ribbon'', which worked on calligraphy; and ''Vib-Ripple'', which worked on digitized images. Neither was as successful. Currently, there is some investigation on making a download version of the original for download services, but this is very preliminary at this time.

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This game has examples of:
* ContinuingIsPainful: Should you miss an obstacle, you lose your combo, and the ribbon starts vibrating. Of course, the vibrations make it much more difficult to tell when to hit the correct dodge for the next obstacle, which makes it really simple to get to the ten misses required to devolve (or, if currently the worm, a game over). This can be really nerve-wracking when combined with the other flavors of InterfaceScrew.
* {{Engrish}}: Of the six songs included in-game, four are like this ("Polaroid," "Sunny Day," "Laugh and Peace," and "Universal Dance."). The other two are in Japanese.
* EverythingsBetterWithPrincesses: Vibri's final form.
* EverythingsBetterWithSpinning: Eventually, some of the obstacles will start spinning, which can make it hard at times to tell what precise obstacle is coming, sepending on where the rotation is at.
* EvolutionaryLevels: Which go from worm to frog to rabbit to fairy princess.
* HarderThanHard: Album mode - you play every track on the current CD, randomized. And the longer it goes on, the more Interface Screws the game throws at you. By the end, you'll be watching combined obstacles stacked on each other moving at different speeds while spinning as the game switches to an isometric view.
* InterfaceScrew: The longer the song goes, the more of these you deal with - including obstacles moving at different paces and orientation shifts that make it easier to misjudge obstacle placement.
* MusicPlayerGame: UrExample.
* NoExportForYou: While released both in Japan and Europe, North America has never seen the original. The sequels were never exported at all.
* RhythmGame
* ScoringPoints: Confusingly, your score is described during play by a series of shapes at the top of the screen, which is converted to a numerical value at the end. It's possible to convert this in your head, but usually you get distracted by the levels.
* SpeakingSimlish: Vibri's voice needed no translation, because it's not clear if she's even saying ''anything''.
* VectorGame
* WidgetSeries: We repeat - you play a rabbit walking along a mobius strip dodging obstacles.
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