[[caption-width-right:326:The rabbit with sass.]]

->''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 [[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).

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.

''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.

!! Vib Ribbon contains 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.
* 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!''
* 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.
* 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).
* MusicPlayerGame: UrExample.
* RidiculouslyCuteCritter: Vibri, in her own angular scribbled way. The big eyes and adorable voice really help.
* 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 ''sounds'' like this, but it's actually high-pitched, high-speed Japanese.
* VectorGame
* WidgetSeries

!! Mojib Ribbon contains examples of:
* DistaffCounterpart: Mojiko to Mojiburi.
* HumongousMecha: Osorezan 1999, the last playable character.
* SyntheticVoiceActor: One of the main reasons the game 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.

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

-->''[[EarWorm Well done! Way to go!]]''
-->''Nice one. Congratulations!''
-->''The tropes page score is...''
-->''23 tropes''
-->''And yes! It's a high score.''