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1%%* AlternativeCharacterInterpretation: See [[https://www.youtube.com/watch?v=C7fzhtMZNJs this video]].
2* BreatherLevel:
3** ''BIT.TRIP VOID'' and ''FLUX'' are considered a Breather ''Games''. The former even has *{{gasp}}* checkpoints! Getting a high score is still very challenging though.
4** "Ginger Pit" is pretty much this in ''RUNNER''. Really, the middle of the 3rd zone in general is surprisingly less challenging. Don't worry, it ratchets back up to insane by 3-9: The Gauntlet.
5** [[MeaningfulName Control]] in ''CORE'' is much easier than the level that came before it, Exploration, as the pattern is mostly recycled from the previous stages.
6* EvenBetterSequel: As far as the games go, ''Runner'' is the most popular. It's to the point where it's the only one with a direct, numbered sequel.
7* FanNickname: ''[=BIT.TRIP Presents... Runner2: Future Legend Of Rhythm Alien=]'' is usually just shortened to ''BIT.TRIP RUNNER 2''.
8* FridgeBrilliance:
9** A lot of people were unimpressed with the final boss of ''FLUX''; it's an {{empty room|psych}}, the object being to bounce the ball 15 times without missing. It may seem relatively uninspired -- that is, unless you've lived long enough to remember the Platform/Atari2600 games, and you suddenly remember the original ''VideoGame/{{Breakout}}'', and you remember what happened after you destroy 2 entire walls of bricks. The answer? ''Nothing''. You're left with an empty room and you can simply bounce the balls around [[EndlessGame forever until you lose them all]], because ''there is nothing left''. The game is over.
10** Furthermore, Neuse said that in ''Runner'', they added the ability for [=CommanderVideo=] to kick down walls because they were so annoyed at the walls in ''VideoGame/{{Pitfall}}''. Similarly, in ''FLUX'', you ''can'' bust out of the empty Breakout room and into the beyond... because, after all, [=CommanderVideo=] cannot be stopped. Not even by the very boundaries of that which he's been in as long as he can remember. Not even... by life.
11** In ''RUNNER'', after Radbot assists you in "The Source", you run by a bunch of "Burger Mouth" billboards, then Meat Boy comes in to help. Think about it...
12* GameBreaker: The bosses of the second and third songs of ''VOID'' contained a horrible infinite score exploit if you stall forever while in "super" or "ultra" mode and steadily gain points. The updated version of the game disables the automatic score gain of those modes at the bosses.
13* SugarWiki/MostWonderfulSound: '''''+++[[purple:GIGA]]+++'''''
14* PortingDisaster: ''SAGA'' has a few problems:
15** In ''RUNNER'' the background textures are wonky and the game is susceptible to graphical slow down. It also suffers from poorly executed 3D effect - it only works in cutscenes and for the background imagery, while the levels itself remain in full 2D, which seems really strange given the fact that all other five games in SAGA have a nicely executed 3D effect.
16** In ''VOID'' patterns will flat out just appear out of nowhere.
17** The music in some cutscenes and levels can get out of sync.
18** Sometimes, the music in "Perception" in ''FLUX'' can just plain ''not start''.
19** This one appears to have been fixed, but in ''RUNNER'', sometimes, when starting the level "Rusty Warren", the game will freeze.
20** Despite this it's still playable and enjoyable, and the remaining three games seem more or less okay.
21** The PC version of ''FLUX'' was a disaster. The boss of "Epiphany" relies on the frame rate to calcualte its movement, which is fine if you've got a system locked at 60FPS, but because computers run much faster, it's [[GameBreakingBug literally impossible]] to beat, due to the boss never missing. It was so bad that ''FLUX'' got removed from the Steam store.
22* ScrappyMechanic: "CHALLENGE". A PoisonMushroom that makes the game harder to play, be it inverting your controls or making the paddle smaller, but grants you bonus points if you can make it to the end of the sequence without getting a Game Over. What's worse is that the power-up looks identical to others that are mandatory to beat certain segments, forcing players to memorize which beats trigger a challenge in order to avoid it.
23* TearJerker: In the fifth game, [[spoiler:Commander Video dies and spends the entirety of the last one coming to terms with his demise in the afterlife. What really seals the deal is his girlfriend's tears upon realizing he sacrificed himself.]]
24* ThatOneAchievement: "Perfect Perfectionist" in ''[=Runner2=]''. You have to collect all the gold and mode-ups in a level to get a Perfect, then get a bulls-eye on the cannon shot at the end to upgrade it to a Perfect+... and then you have to do this for ''every level'', on ''all three difficulties''. Better have a lot of free time and patience for this.
25* ThatOneLevel:
26** Level 1-11 in ''RUNNER'' is disproportionately harder than the majority of the game. No wonder there's a Steam achievement for passing it.
27** 3-2 Retro Challenge makes many perfectionists want to run out and murder the level designer.
28** ''BEAT'' is generally regarded as one of the harder games in the series, but the fifth section of Descent stands out in getting people stuck. Immediately, you have to survive a difficult challenge involving hitting erratically bouncing beats with a tiny paddle. If you managed to get through that, soon after comes an onslaught of bouncing beats that jump across most of the screen and move so fast that it is very difficult to spot the pattern. You'll be lucky to survive through Nether unless you know where to move beforehand.
29* TheyChangedItNowItSucks: A few aren't happy with [=RUNNER2=]'s ArtShift, although this may be negated somewhat with Commander Video's original 2D appearance being unlockable [[spoiler:and the NostalgiaLevel The BIT.TRIP.]]

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