Audiosurf Review
Lost in music?
Version tested: PC
While the world of PC gaming may be in "disarray" for those still turning out big beefy blokey shooters, for those who like to take their gaming with just a dash of indie spirit and bedroom coder verve the PC is in pretty good shape. In large part this is down to digital distribution nozzles like Steam, which allow smaller developers to get their games into our grasping paws without the need to jump through the traditional publishing hoops.
So it is for Audiosurf, which made us say nice things when it paraded around in a metaphorical swimsuit at the gamesy beauty pageant we call Independent Games Festival. We only looked at it one month ago, and yet here's the game - ready and waiting to be downloaded by anyone with USD 9.95 (or your local equivalent). So big whoops and kisses for digital distribution, and a cheeky pat on the bottom for Dylan Fitterer, the talented programmer responsible.
As those who've been paying attention will know, Audiosurf is a bit like Rez. And a bit like Amplitude. And a bit like Tetris. And a bit like Vib Ribbon. Yet rather than coming across as a gruesome mash-up of other people's ideas, it cleverly takes the best ideas from each and turns them into something that's both instantly familiar and enjoyably fresh all at the same time.

Double Vision mode requires one player on the keyboard, one on the mouse. It can be done solo, but only be ambidextrous freaks.
You control a vehicle speeding along an undulating track. There are three lanes, each populated by colour-coded blocks that reach the bottom of the screen in time to the music. Shoulder lanes on either side are free from blocks, allowing you to catch your breath. Superimposed on the track is a grid, seven squares down by three across. Any blocks you hit appear in the grid relative to their location. So if you pick up a red block in the right hand lane, it goes into the right-hand column of the grid. The aim is to match blocks in groups of three, which removes them from the grid and makes room for more. Allow any column to overflow, and the blocks are destroyed leaving you unable to pick up any more for a short time. Confused? Just watch a quick video and it'll become clear.
Your score depends on how many blocks you chain together, and the colour of the blocks in question. Hot reds and yellows earn the highest points per block, with blues and purples worth less. There are also score modifiers, from simple x4 multipliers to percentage bonuses for completing the course with an empty grid, or for hitting most of the red and yellow blocks along the way. It's pitched at just the right level of moreish addiction, so there's always an itching temptation to go back and see if you can improve your totals.
Audiosurf's greatest trick is that the actual content and pace of the game is completely up to the player, since it uses your MP3 collection to generate its tracks. Faster, more intense music results in terrifying downhill rushes, comparable to expert-level Guitar Hero, with blocks galore. A more chilled out musical selection will find you gently travelling uphill, with plenty of time to plan your strategy.

Mono mode, played with a crisp and clean ambient soundscape. Aaah. None more chilled.
Unlike other rhythm games, there's no penalty for missing blocks or mucking things up. Whatever you do, you'll reach the end of every song you play - you just won't get a great score. This rather neatly leaves it up to you to decide how you want to play. If you're not fussed about being the most hardcore arcade daddy in town, the game is happy to let you find your own level of amusement without punishment.
If you want a ferocious challenge, however, there are also different ships across three difficulty levels, which mix up the gameplay in fun ways. The Vegas has the ability to shuffle the blocks on your grid into winning combinations, should you coast along the shoulder lanes for a short time. The Eraser can delete all the blocks of the next colour you hit. Control is via mouse or arrow keys, with the keyboard option shunting you from one lane to another while the mouse allows for smooth motion across the track. As the additional abilities are only available on the mouse buttons, this can lead to some awkwardness if you prefer the key method.
There's even a two-player mode, where an extra lane is added and you each take charge of separate sides of the grid. The Mono craft, meanwhile, are almost a new game in themselves, removing the colour-matching element entirely and tasking you with collecting as many blocks as possible while dodging nasty grey blocks that clog up your grid. As this mode offers a hefty 30 percent score increase for avoiding all the grey blocks, the eye-boggling Elite Ninja Mono - with no shoulder lanes and a punishing pace - is where you'll find a lot of the hardcore score-chasers.
None of this would work, of course, if the game fluffed the actual translation of musical track to racetrack. Amazingly, the process is not only extremely impressive but remarkably fast. Most tracks take only a few seconds to convert, and yet not only are the beats translated seamlessly into blocks but the feel and texture of the music is subtly recreated in the level layout. Swooshing tunnels enhance the intense moments, while bumps, loops and barrel rolls are mapped onto the tune with impressive accuracy. I loaded up Sign O' The Times, and the level turned purple. Coincidence, or terrifying sentience?

Vegas mode allows you to scoop up loads of blocks, then head to the shoulder lane to shuffle them for scores.
Either way, you really are playing on a 3D map of your top tunes and it's easy to waste hours just going through all your favourites to see how they turn out. It's never quite as visually immersive as Rez, probably because the gameplay requires fairly intense focus on the centre of the screen rather than encouraging you to look around, but there's still a pulsating wow factor to the minimalist graphics, all the more impressive because of the game's amateur roots. And you can always tweak the look of the game with different background colours and screen effects, and even edit the colours of the blocks to suit your own taste.
If you create your own Audiosurf account, every track you play through gets added to the online leaderboards, allowing you to see which music other people are playing along to, and how you compare to those who have played the same tracks as you. It's a neat idea, straddling both online competition and Facebook nosiness, especially as the game emails you if someone beats your score, goading you to have another try. The leaderboards were well populated within 24 hours of the game going on sale, with scores nudging 100,000 already commonplace. You can also browse the most popular song choices, although it's somewhat dispiriting to see that so many simply choose tracks like Knights of Cydonia or Through the Fire and Flames, already famous for mangling the fingers of Guitar Hero players. Well done, original thinkers!

And, yes, I am using these screenshots to show off my eclectic and urbane musical taste. Bet you fancy me now.
There are minor grumbles, but it feels a bit churlish to dwell on them too much. The instructions and tutorial are a bit piecemeal, meaning that some features feel a little vague in intent. In fact, the whole front end could do with a little tightening up, as sifting through a large folder can be cumbersome. The game already uses the MP3 tags to pull artist and track info, so it'd be nice to be able to sort by genre. It's also a shame you can't sticky your favourite tracks, or create your own mix-tape tournaments by compiling the best tracks one after another. While the game remembers previously used songs, speeding up loading, you still have to cue up each song as a separate entity. You can put a group of MP3s in a folder and play from one to the next that way, but that's a right fiddle. It'd be nice to be able to organise this sort of thing in-game rather than moving the actual files around. A little media player functionality would go a long way, basically.
Considering the game's lo-fi roots, such rough edges are to be expected and - to a certain extent - forgiven. Hopefully they'll keep updating and patching it until it shines a little brighter. However, given the low price, that's certainly no excuse for fans of music games not to throw a little money in this direction. At the very worst, it's an ingenious multimedia toy that'll have you dusting off the untouched corners of your MP3 collection for a few happy evenings. But for those twitching fingers that still enjoy the thrill of the high score, Audiosurf has the potential to become a bite-sized obsession thanks to its quick fix gameplay and infinite musical possibilities.
7 / 10
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Comments (68) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Though I really enjoy the actual game part so much that I'd give it an 8.
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But yeah, I think the game deserves an 8 for game play alone, there are some glitches for sure but nothing game breaking at all.
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I follow the Audiosurf forums and the problems people are having massive problems with the game - not minor things, but catastrophic crashes, huge performance issues (I had such an issue as well, until I installed all possible hotfixes and changed my drivers to some outlandish beta version =) etc.
By the way - the blocks aren't generated according to rhythm. Audiosurf analyzes sounds in all tone ranges and assigns a block to each spike - hence you can play tracks that have no rhythm at all, because audiosurf will "adapt" to detect any instrument it is given. Sadly this behavior makes some people think that the synchronization is bad because they don't realize that they are seeing many instruments at once.
P.S. Upcoming features will most likely include MusicBrainz support, so that the songs aren't recognized by their tags, but an audio fingerprint and cross-referenced with a global DB. :-D
Another thing is that Audiosurf DOESN'T assign each tone its respective lane - the lanes seem to be more or less random, just laid out so that the song is playable (e.g. no "walls of blocks"
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Not even your music is safe now, non-geeks...
/evil laugh
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amplitude and frequency still get outings on my ps2.
Pretty cool that a game can get distribution and recognition yet not need 100+ people to develop it and mega budgets.
Well done to steam for picking this up.
Is a definate buy from me.
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For me it's the mouse control that does the trick. You might not be able to change e.g. from shoulder to shoulder, but the control is much smoother, so you can easily squeeze through cascading sections if you catch the rhythm and can pull of cool snaking-maneuvers. =)
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Glad other people are liking it though!
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I also would have thought this worthy of an 8, but I'm not about to complain - this is one of those games that will vary massively in appeal from person to person. However, I'd say if you are a big music fan you almost can't help falling for it.
edit: the game really shines with classical music as there's so much variation and intensity, and Led Zep's Dazed & Confused was a mental, terrifying ride. Of course finding the right music to create awesome tracks is at least half the fun with this game.
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KG
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The game itself is great, but the presentation is pretty terrible. I feel bad about slamming it, seeing as it has been made by a team of a handful of people, but some of the presentation problems are things that would be easy to get right.
Still really enjoying it though.
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j/k
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Or programmer joke?
if (strcmp( id3Tag.artist, "Prince"
bPurpleOverride = TRUE;
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I can certainly see your point, but I try to avoid letting that sort of thing affect the score too much. Once you get into the sub-fiver realm, you can start to forgive a lot of things which makes the whole concept of numerical scores fairly redundant. The mark is for the software itself, while the benefits of the price are covered in the text. That's the best way I've found of handling it.
My take on it remains that there's definitely an 8/10 game here, but it needs a few more patches and tweaks to get there. At the moment it's a fantastic piece of technical design, loaded with potential, but it's lacking the connective tissue that would make it a must-have game. Kind of like the difference between Narbacular Drop and Portal.
EDIT: And, yes, I wish I'd thought of that comparison while writing the review.
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OMG! The Gillen is dirty! I knew all along you were corrupt!
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Big cheesey grin fun hypnosis.
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KG
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OMG! The Gillen is dirty! I knew all along you were corrupt! "
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The impression that the blocks are out of sync comes from the fact that you have a multi-track song squashed into three lanes. This isn't rock band where each instrument got a separate track.
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It just doesnt work - but obviously it's easy enough to fool people into thinking it does.
I am sorry, but the irony is almost overwhelming.
It's not working as simple as you think it is, which obviously fools you into thinking it doesn't work. Play it some more. You might find that especially if you're good at a track, the coloured blocks are often tightly integrated into the track as a whole, not necessarily the bass. Snap up a whole collection of coloured blocks which are close to each other, and it might be in perfect sync with, say, the saxophone solo taking place at that moment.
edit:
Um, reading the post above mine, I am not really saying anything new.
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If it ignores tempo in this way, how do you define "fast sections"? Do you just mean greater volume of freq spikes in timescale? That doesnt mean its faster, you could play a slow part of a song and still get loads of reds because of the instrumentation.
Also, using frequencies is all very well, but there's no frequency analysis algorithm in the world that can isolate any one instrument or a voice completely - so unless you're playing something very basic, you'll always get overspill from other instruments that are supposed to be in other lanes. So saying freq A uses lane A, is wrong. It doesnt. It sometimes, might do. If this is the case, why have 3 lanes at all?
Edit: just re-read a previous post - yeah this isnt the case, my bad. Track are just random. Woohoo
For me, it just feels far too random. I have nothing against random games, and in some ways it's quite clever - but it certainly isnt the genius peice of art that everyone is saying it is.
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Do you just mean greater volume of freq spikes in timescale?
No - a greater volume of spikes in timescale on the lower frequencies that are usually responsible for e.g. the bass, ergo the rhythm. Try some classical music - the track is very dense, yet it usually doesn't move along very quickly. However, Audiosurf does seem to adapt to the loudness and the frequencies of the given track, so a song without deep tones might still be very fast because of the spikes at the lowest detected frequency.
Also, using frequencies is all very well, but there's no frequency analysis algorithm in the world that can isolate any one instrument or a voice completely - so unless you're playing something very basic, you'll always get overspill from other instruments that are supposed to be in other lanes. So saying freq A uses lane A, is wrong. It doesnt. It sometimes, might do. If this is the case, why have 3 lanes at all?
Precisely! You think that the song is out of sync because it Audiosurf doesn't differentiate between instruments - it doesn't even assign a track to a frequency. The only thing that is in sync is the distance of the blocks from each other, not the lane they are on. Why do you have 3 lanes? Because it's a game of "match three" - it doesn't try to simulate playing an instrument like other music/rhythm games - the generated levels are meant to be playable, not be a perfect transcription of the music. That's just like a visualization in a music player - you can't reproduce the music just by watching some dynamically generated fractals, although they have been based on an analysis of the track.
The only "vice" of the system is that more often than not it chooses to place several blocks in a row for a single tone, instead of placing a "long note".
Test Audiosurf on this "track":
[link url=http://rapidshare.com/files/92993863/1Khz_test_tone. wav.html
]http://ra pidshare.com/files/92993863/1Kh...[/link]
It's a pure 1 KHz tone. In a normal rhythm/music game you would expect to see one long block of one color in one lane. This is NOT how Audiosurf interprets it, though. You'll see that the track is CROWDED with blocks of different colors appearing in different lanes and the only constant is the pace at which the track is moving forward and the distance between the blocks (sometimes there seems to be a gap but that's an illusion caused by "long blocks" - there might be a random variable somewhere as well) - you'll note that there are also no bumps whatsoever. The track DOES curve around, however, and some people predict that that's some "floating function" that just does random stuff when there's no variable input.
Some people just don't get it - Audiosurf is not another Guitar Hero/Rock Band/Dance Dance Revolution/Singstar clone, although the block-sollecting mechanism might make it appear that way. It features music-based gameplay and it features some colored blocks but that's where the similarities end.
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Reckon there's any chance of an XBLA version? Surely not that difficult, just use Custom soundtracks on the HD/streamed from the PC?
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Seems to me like you don't actually know what it's meant to be doing.
The score made be baulk but having managed to make myself click the little EG Scoring Policy link, and read the reviewers comments I can see his logic.
But come on man, £6!
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It must be. I don't even have a graphics card (onboard GFX instead) and I can still kick it up past the basic graphics settings
I reckon it's quite likely to turn up on XBLA, it seems to have been pretty successful so far. Just a matter of getting it through all the official channels, which I understand can be a bit of a complicated process on Live Arcade.
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I have onboard graphics too. Put it this way, I get framerate prblems with simples stuff like Zoo Tycoon and Age Of Mythology =P
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Precisely! I have the impression that most people criticizing Audiosurf's track analysis do so under false assumptions that, naturally, lead to false conclusions.
This isn't a game like a Guitar Hero and it doesn't pretend to emulate this type of gameplay. It's a music game that works in a different way and that's what we call innovation in gameplay mechanics although it seems that unfamiliar things are just too difficult to comprehend for some people. =)
It's like saying that Portal sucks because it just has a portal gun and next to no enemies at all and you want it to have machine-guns and rocket launchers and huge alien monsters like certain other FPS-es.
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It might be the famous performance drop. This is most likely a bug in the game.
I had fps drops to like 30 fps on every graphical setting although I have a GF8800 GTX and a Core2Duo running @ 3.2 GHz... Of course some people automatically said that it's Vista's fault (people are always eager to jump to early conclusions and criticize a system they don't know much about
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Would you mind sharing how to get it to work on win2K? Or I will have to give this a miss.
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Also I approve of Audiosurf.
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Tzetrik - you still don't understand.
No, I understand what's going on. Trust me, I have a ..lot.. of experience with music games
What is musical in a game when you take something that has order, and make something random out of it?
To feel like you are riding / surfing the music (and not just a bunch of frequencies that could be anything - noise, speech, whatever), I just reckon there are better ways of representing MUSIC- tempo is the big thing that throws me off.
This isn't a game like a Guitar Hero and it doesn't pretend to emulate this type of gameplay.
Then why have the visual similarities? If its the analytical brain you say it is, why not do anything other than the guitar hero / amplitude note road? I've been longing for a game that can do what this says it can, a procedurally generated game based on audio input would be ace, but this is bland. It just feels like the 3 in a row element was tacked on the end to solve the fact that it doesnt work like guitar hero.
/seriously considers not pressing the speak your brain button. Ah heck..
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Another thing that is synced is the speed at which you're moving and the bumps on the road which act kinda like the equalizer visualization in music players.
Well - I'm sorry to hear that you don't like the concept. I guess there are some people who love to listen to music with various visualizations (and Audiosurf is basically that - an interactive visualization) - I know I do - and there are others who'd rather read the notes. =)
I think the visual similarities to Guitar Hero & co. are a result of the game's evolution - especially the visual style, rather than a remnant of its failure to emulate "true" music games. I've seen screenshots of early prototypes and at first the game was about a dude on a surfboard trying to avoid cars (which are now blocks) on a road. =)
Also, the road doesn't represent any kind of amplitude, like I said before - it's just a road with three lanes so you have some space to move around and the blocks are highly stylized cars (hence the game talks about "traffic density" when analyzing a track). =)
To feel like you are riding / surfing the music (and not just a bunch of frequencies that could be anything - noise, speech, whatever)
I for my part am very glad that I'm able to "surf" anything - even sounds that are not music. I posted the test-tone and although it's horrible to listen to, it's a very challenging "track". You know - the game is called "Audiosurf", not "Musicsurf" or "Guitarsurf" or "Beatsurf" etc. and that might be a hint at the game's concept. =)
The thing is that you seem to be very conservative when it comes to music transcription. Many musical genres, especially electronic ones, are really hard to describe in anything other than waveforms and frequencies. It's no coincidence that the free songs that come with Audiosurf are electronic. I myself play around with composing music e.g. in Fruity Loops (now called FL Studio) and all the filters, special effects etc. are done with altering waveforms so I may have a special fondness for this type of music representation. =)
Alas - there's no point in convincing you that Audiosurf is good because that clearly is a subjective opinion - just like mine. I only wanted to straighten out the misconceptions and we both can now simply agree to disagree about liking the premise or the overall design, as you called it, of the game.
P.S. I like other music games as well - because I'm a PC gamer I haven't played Guitar Hero much, though. I got used to Frets on Fire, its clone, long before the Windows version of GHIII came out and even bought myself an XBox USB guitar controller to be able to use it on my PC. :-D
I don't think that being a fan of OTHER music-based games excludes finding Audiosurf attractive - it uses a different approach to music-based gameplay and that, for me, is a breeze of fresh air in a genre that gets more and more cramped with samey titles.
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But you are riding the music. The music is just not presented in exactly the same way that you for some reason expect. I find the music -> track transition brilliant, and see a perfect relection of the respective music in the track. The way you desctibe how it seems to look totally random for you almost makes me think there's a bug in the game which screws it up for you, because I have difficulties in comprehending what you actually mean. Or maybe you're just extremely unfortunate with the tracks you pick?
What I don't find so brilliant - and that's where I maybe agree with a part of your post - is that the actual gameplay mechanics are rather simple.
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Same. Loving the game. I agree that it should deserve at least an 8.
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Yeah, they are simple but I think that they're good. They make Audiosurf easy to pick up and hard to master. Of course it'd be nice to see a more complicated gameplay mechanic based on music but Audiosurf is a step forward in that matter - multiple characters with special abilities and boni, the need to match blocks instead of just collecting them.
By the way - the simple gameplay makes it possible to enjoy the track as well as the game itself. I don't know if you noticed that as well but when I play with one of the more ambitious characters on Elite on some fast track I start to completely disregard the music and that kinda sucks.
Also, I think that Audiosurf is a rather casual game that you're supposed to play in shorter "bursts" instead of sitting in front of it for hours straight. Of course it ceases to be casual if you really set out to beat some high-scores on popular tracks.
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http://ww w.indiegames.com/blog/2008/02/i...
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Audiosurf works because the game and music work together to create more than the sum of the parts. Perhaps the blocks don't match every single beat, perhaps the track form doesn't exactly match what you'd like or expect it the translation of the music to be.
Regardless there is no denying that when your brain is running at 100mph trying to dodge this and hit that and squeeze in and out of the tiniest gap in a fifth of a second, and your heart is pumping because you think this time you might actually get that ninja or finish that combo and the faster the pace gets the faster and crazier and more heart pounding your favourite track gets the absolutely last thing on your mind is "oh I don't think much of the effects timing" or "why does this look like guitar hero" (does it look like guitar hero? I don't have the game but I've seen it numerous times and the only similarity I can see is that things approach from the top of the screen.)
I would describe playing Audiosurf as listening to your favourite music with an adrenaline dump on top. I find it hard to criticise that.
As for the 'gameplay' being simple, what's complex about Tetris? You rotate blocks, woo. It'll never take off. Tetris is fun when you hit the high levels, not level one. Audiosurf is fun when you're 3 minutes in to Tarantula, not when you're dissecting it's algorithms or comparing it to something else.
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This game clearly goes to eleven.
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Atleast an 8. Atleast.
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Fact is, each block is the way it is because of the music track you picked. Besides, that is only one part of it. Experience the entire surf as a whole.
I recently went through 8mins of Ode to Joy. The brilliant change of pacing and intensity is exactly what you 'expect' when listening to it.
Still not understanding how this got a less score than tired old rehashes which haven't brought anything new to gaming.
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Also, the road bumps are meant to be something like a visualization (like much of the other stuff in the game), not an important gameplay element, although in some songs that change the tempo drastically they DO become quite important.
If the song isn't analyzed properly it might be the codec's fault. This has been mentioned on the Audiosurf forums many times... Lossless formats offer much better track recognition than the lossy ones...
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