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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vib_ribbon_poster.jpg]]
2[[caption-width-right:350:The rabbit with sass.]]
3
4->''Walking by the ribbon''\
5''Luck is by my side.''\
6''Raindrops falling on me''\
7''I have no umbrella''
8-->-- '''Laugh and Peace''', ''Polaroid'', [[JustForFun/IHeardThatAs or at least what it sounds like]]
9
10''Vib-Ribbon'' is a RhythmGame produced by [=NanaOn-Sha=] of ''VideoGame/PaRappaTheRapper'' and ''VideoGame/UmJammerLammy'' fame, and released for the Sony Platform/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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12The 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.
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14The second, and perhaps most significant, is that it can 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. This measure was removed in the [=PS3=] port, which allows you to play the first track.[[/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.
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16''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 Platform/PlayStationNetwork in North America on October 17, 2014, a solid ''15 years'' after its initial release.
17
18----
19!!''Vib-Ribbon'' contains examples of:
20* AutoScrollingLevel: Vibri will move automatically, so you must use precise timing to navigate through the various obstacles.
21* BeautifulVoid: The entire game takes place within a nearly empty black void with minimalistic vector graphics in which the only living thing appears to be Vibri herself. For most of the gameplay the only things on the screen other than the player character are a single white line and some small geometric shapes at the top. Still, between Vibri's cuteness and the generally cheerful songs it manages to have an oddly pleasant atmosphere.
22* 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.
23* DifficultyByAcceleration: Obstacles and perspective shifts become faster and trickier as the tempo of the song changes.
24* EarWings: Getting a high enough score causes Vibri to float up offscreen using her ears as wings.
25* {{Engrish}}: Happens pretty frequently whenever english is used in the official songs.
26->Sunny days early morning\
27I wake up at six so fine day\
28Whenever I have a date with you\
29I'm always [[DoubleEntendre very high]]
30-->--'''''Sunny Day''''', the song used in the latter half of the Bronze Course.
31* EvolutionaryLevels: Vibri starts as a rabbit and can turn into a fairy princess, and devolve into a frog and worm.
32* GameOverMan: Vibri herself appears on the game over screen, either encouraging the player to try again or reacting negatively.
33%%* GenkiGirl: Vibri is very cheerful and energetic.
34* 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.
35* 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.
36* 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).
37* MarathonLevel: [[EpicRocking Long tracks]] can really test your reflexes as the level becomes harder to navigate and keep up a string of combos.
38* 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.
39* NoFourthWall: Every time Vibri talks, it's to the player. Especially during the tutorial.
40* NonMammalianHair: Vibri's worm form has 3 hairs on its head.
41* OcularGushers: On one of the game over screens, Vibri cries and makes puddles on the ground.
42%%* ThePollyanna: Vibri again. Even getting a game over doesn't crush her spirit:
43%%-->''Vibri cannot go on...just kidding!''
44%%* RidiculouslyCuteCritter: Vibri, in her own angular scribbled way. The big eyes and adorable voice really help.
45* 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.
46
47!! Mojib-Ribbon contains examples of:
48%%* DistaffCounterpart: Mojiko to Mojibri.
49%%* HumongousMecha: Osorezan 1999, the last playable character.
50%%* SyntheticVoiceActor: One of the main reasons the game never left Japan.
51* WingdingEyes: 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.
52
53!! Vib-Ripple contains examples of:
54* ToiletHumor: Boonchies, Vibri's main obstacle in the game, are differently-colored piles of feces with faces.
55
56----
57-->'' ♪ Well done! Way to go!''
58-->''Nice one. Congratulations!''
59-->''The tropes page score is...''
60-->''19 tropes''
61-->''And yes! It's a high score.''
62-->''Yippee! ♪''

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