![vib ribbon rom eu vib ribbon rom eu](https://static.emulatorgames.net/images/playstation-portable/jleague-pro-soccer-club-o-tsukurou-6-pride-of-j.jpg)
This gave Vib-Ribbon enormous replay value, a trait few games had back in 1999. Your objectives were based solely on the music you put into the game, so for scoring junkies who flocked to titles like Rock Band in the late 2000's, it was about the challenge to do better over completing the scenarios given to you in sequential order. This would allow the player to swap in and out their favorite music CD’s, becoming the first rhythm game with de-facto DLC attached to it as Vib-Ribbon would generate a level design based on the rhythm of the CD itself.Īlso, unlike PaRappa, Vib-Ribbon technically never ended. Vib-Ribbon was also unique because unlike most CD based games at the time, it would load directly into the RAM of the system. While both titles require you to do button combinations in sequence to music, Vib-Ribbion, being a generative-style game, was more interactive by playing the game based on your rhythm itself. In many ways, Vib-Ribbon is more of a forefather to Rock Band than PaRappa the Rapper. Different combinations of obstacles become the fret buttons for Vib-Ribbon, perfect timing is necessary to push through. Unlike the button cues in other rhythm games, Vibri becomes the button as she closes in on obstacles generated by the music beats, being pits, blocks, loops and waves. Too many mistakes cause Vibri to turn into a frog, then a worm, while a near flawless run on a track can change her into a "princess" form. Most of the action was guided by the character Vibri, a plucky rabbit who transforms into other animals depending on how well you play the game. However, Vib-Ribbon was all about how much you can challenge yourself to not mess up during an on rail sequence, all the while having fun while pressing buttons.
![vib ribbon rom eu vib ribbon rom eu](https://static.emulatorgames.net/images/playstation/LMA-Manager.png)
In the end, the visuals, while crude, were unique for the time, especially when vector graphics were no longer in vogue. The game is minimalist to the point where its art-style can only be described as basic, using simple vector lines on a pure black background. Many games in this vein, such as Rez, are often on rail games that have you hit buttons or perform combos to the beat of the music. Vib-Ribbon would become what is known as a generative rhythm game, combining music with player interaction in some form. While PaRappa cemented his reputation as a rhythm game developer, it was Vib-Ribbon, a minimalist, almost art house game that was the first game to ever combine a musical library with track based gameplay, nearly six years before games like Guitar Hero did the same thing. Matsuura is often considered the pioneer of the modern rhythm game, but it is not just PaRappa the Rapper that is credited for the beginnings of the genre. Employing the talents of American animator Rodney Greenbalt, PaRappa the Rapper became a massive success on the first Playstation, spawning Matsuura's career as one of the premier game designers at the time. By this time the Sony Playstation was already a popular machine in Japan, and Matsuura took advantage of the system to produce his first major video game, PaRappa the Rapper. In 1996, Matsuura quit the band PSY*S, and began focusing on new music games.