Games of 2009: Canabalt

The magnificent monochrome marathon.

No one sets out to make a bad game. Conversely, not enough people set out to make a really brilliant game. Sometimes, though, it happens anyway. That's Canabalt - a one-button, one-man, one-idea Flash game originally created as a fun but throwaway entry in an Experimental Gameplay Project competition. It's been my go-to game in any idle moment over the last few months, and the strange grey world that I most often see when I close my eyes and let my imagination idle.

As great things do, it went huge. Increasingly for indie webgames, there's an inevitable consequence to that - an iPhone app arriving in short-order. In a time of entrenched piracy and dramatically declining funding for PC gaming, the iPhone is fast becoming a vital way for independent developers to make money. Canabalt is excellent on the PC, most especially the gorgeous, screen-hugging high-definition version, but it's on the iPhone and iPod Touch that it really shines. It's a game that feels as though Apple designed its frighteningly prevalent gizmo specifically for it - control system and game mechanic in perfect harmony, in a way that very little else on the iPhone achieves.

It's not so much that the controls are simple - all you have to do is tap to jump - but that everything you need to do is absolutely apparent within seconds. You're in a city. The city is crumbling. You have to run. Showing it to games-snob friends in the pub, they all knew exactly what to do as soon as I passed the phone to them. Tap to jump. Run as far as you can before dying. Try again. Again. Again! Moments later, their own iPhones are out. Pause. Three more copies of Canabalt are bought and downloaded there and then. Fingers tap. Larynxes expand and contract, shaping laughter and swearing alternately. High scores are exchanged, beaten, gloated over.

'Games of 2009: Canabalt' Screenshot 1

Landing on my bum = done it wrong.

It's a scene simultaneously as modern as gaming gets, and a throwback to the sharing and boasting of eighties arcade and Spectrum culture. It's a game for gamers and non-gamers alike, achieving immediate intuition and reward in a way that we're supposed to believe Guitar Hero does, providing we forget about that first half hour of panicky "What do I have to do? I can't do it! I can't press buttons and strum at the same time! Can I give up?"

That said, I can't do the bloody windows for the life of me. Boxes, leaps of faith from collapsing rooftops, giant missiles, the lip of billboards: these I am master of. A timely tap and I'm over and away the obstacle, my pace increasing, my coat tails fluttering faster, the sense and noise of escape pounding in my ears, my eyes, my heart. But then there'll be a window, and I'll panic. I need to jump through it - not over or beneath it. To smash through its implacable glass surface requires entirely different timing to the rest of the game. Now? No. Now! Oh. Thud. Splat.

It's fist-on-the-table, phone-flung-across-the-room frustration, but it's also genius. It's a constant, looming terror, one that stops me from ever feeling complacent, one that ensures my infinite flight from unexplained but obvious disaster is forever urgent and compelling. It's my Nightmare Boss, the great evil I must eventually face. And when I do defeat it, when I do calculate the smooth, graceful arc that sees my jump carry straight through the window and into the corridor behind: well, then I am King Of All Heroes. I love that I have so consistently failed to improve at dealing with a window - partly my own incompetence, but partly the game's forever-randomised course ensuring I can never, ever predict a window, and thus I can never plan for it.

All I ever need to do is press one button or tap the screen once, but somehow each and every time feels different - a new adventure in athleticism. That the creator didn't quite realise what he'd made, the subtlety and diversity of it: well, I can barely believe it. He's got to be some kind of hustler. It's equally triumphant in its storytelling and sense of world - creating so much from almost nothing. Greyscale pixels, no other characters ever encountered: but constant, apocalyptic shaking and the occasional background silhouette of something vast, deadly and robotic. It tells everything it needs to. The world is ending, and all you can possibly do about it is run away.

'Games of 2009: Canabalt' Screenshot 2

WHO ARE THE MYSTERIOUS INVADERS?

You'll always feel like you're running to safety, but you're only ever running to your death. You can't win. The only way the game can end is with you falling off a roof, colliding with a giant explosive or thumping into the unyielding brickwork above or below a ruddy window and sliding ignominiously to messy doom. Somehow, the knowledge of this never sticks. This time. This time.

I burn to know how it ends, even though it can never end. No words, no voices, but somehow it's created a sci-fi world I feel I know, and that I want to know more about. Granted, this is at least partially because I'm nerd enough that I can be made to fall for a fictional setting with depressing ease, but it's also because Canabalt's monotone vision of a near-future apocalypse is so complete and self-contained. I can see Blade Runner, I can see Another World, I can see Transformers, I can see Mirror's Edge.

I can see that I have to run.

Check out the Editor's blog to find out more about our Games of 2009.

Comments (34) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Liam64 #1 2 years ago

    I had never even heard about Canabalt until this article. I've been playing it for the last ten minutes without blinking, and my eyes feel like they're bleeding.

    You vicious bastard.
    Edited by 1 at 28/12/09 @ 00:10
  • Liam64 #2 2 years ago

    That's twice in five minutes you've used the word duration to dismiss a game.

    Why should duration matter if the game is, by your own admission, wonderful?
  • Liam64 #3 2 years ago

    When the game's free?

    The point is probably just to keep you entertained for a few minutes.
  • Paulie_P #4 2 years ago

    The fact that it is randomly generated means that it boils down to your reactions and not some memory test.
  • lucky_jim #5 2 years ago

    I don't agree that any, let alone many, of the traps require you to know they're coming. In fact, I'd say this game gives far less cause than most for blaming the design rather than the player for foul-ups. Times when I feel the game has cheated me are thankfully extremely rare: it's usually my panic-induced ineptitude which causes the little dude's messy death. Once I played it with earphones I started spotting the audio cues for those missile things that land on top of the buildings, and they're the thing that had been driving me crazy until then.

    I'm rubbish at Canabalt. My top score so far is something like 7,000m. But I'm under no illusions that it's my fault and not the game's!
  • L0cky #6 2 years ago

    Still it'd be nice to have a mode with a single, consistent (and very long) level. That and the standard random mode would make it a great game for many, if not most people.
  • udat #7 2 years ago

    Those fucking windows!

    Splat -Aarrgh!!!!
  • Trikk #8 2 years ago

    Can't stand playing this; it's one of those games *I* should have made.
  • hahayou #9 2 years ago

    Deliberately running into crates to lose speed seems to help me survive longer. Why do I have to hurt myself like that to slow down? Why don't I just run less quickly?

    Badly needs a "how to get through windows" practice mode too. Really, what's the point of all the other jumps when it's always the windows that get you? It's like an RPG that goes from rats to dragons with nothing in between...
  • SuperBas #10 2 years ago

    I'm waiting for it to drop to 1 pound in price, which is what it should cost.
  • Trevlac #11 2 years ago

    Canabalt is easily my favourite iPhone game. It's just so bloody addictive. Easily worth 1.79 of your English pounds. If you can get a hi-score challenge going with a mate, then this game really can't be beaten!
  • Rack #12 2 years ago

    The windows killed it for me, there isn't time to register the difference between a window and a ledge, you normally have to jump before you see the other side of the ledge or you won't make the longest jumps. If you do that and it's a window you'll end up kissing pavement. There may be some theoretical perfect amount of boxes you have to run into that makes it possible to get past windows with any level of consistency but that breaks the simplicity that is otherwise the games key strength.
  • chukcyQ #13 2 years ago

    I played it for one minute and I think I've seen it.
  • skuzzbag #14 2 years ago

    I deleted this game because I basically died without fail as soon as a alien dropped. It seemed really unfair that you wouldn't be given time to jump. Does it need to be played with headphones then?
  • AHiFi #15 2 years ago

    Aww man, I forgot all about this! Damn you EG...

    EDIT: Oh, didn't realise it was on iPhone too.
    Edited by 1 at 28/12/09 @ 09:12
  • SirPhobos #16 2 years ago

    @skuzzbag - yeah, headphones help for the bomb-drop bit (you get a "whrrrrr" noise on the roof before the roof that the bomb hits). The latest version for the iPhone adds vibrations, but strangely not for the pre-bombdrop alert.

    The thing that I find really helps (especially for getting through windows) on the iPhone (I dont know if it works in the flash game) is that the longer you hold your tap down for, the higher he jumps. So a quick light tap does a little hop, while holding the tap down sends you flying. Also very handy for avoiding jumping too far onto the bombdrop roof. The long/short taps are pretty instinctual when playing - it took some analysis to figure out if it worked or not - but just goes to show how well and thoughtfully designed this game is.

    God bless 'ya, indie dev scene ... such beauties you give us, on a remarkably regular basis :)
  • TruSmiles #17 2 years ago

    Canabalt is a great game. I too had problems with the windows section, but I was playing the wide screen version; the version on the official site is much smaller and thus easier to see upcoming platforms. The key is to slow down your speed by hitting boxes etc and try practice the timing of the window jumps so you come down lower than you normally would.

    I love the game though. The music and atmosphere it creates is so simple yet so brilliant.
  • DDevil #18 2 years ago

    £1.79 worth of frickin' genius. Keeps me occupied at work :-D
  • penhalion #19 2 years ago

    Man this kind of stuff brings back the memories. I wrote a sprites and holes game on the amiga when I was first learning to program it. It was all about random holes in the floor that moved to the left as your sprite man ran along and could only jump. It produced impossible hole combinations but, no-one seemed to mind. They'd just try again until the holes were better placed. The idea was simply to survive for a minute.

    I think I even called it "Man and Hole" as it didn't even have an official name.
  • lucky_jim #20 2 years ago

    @skuzzbag: well I found that with headphones it's easier to hear the little whoosh before they land (or crash). Now I know it's there, I can hear it without headphones, but at first I couldn't.
  • Lunatic4ever #21 2 years ago

    @disc: wtf would it be like if u always had the same level?? that would totally make no sense dude...not knowing IS MORE challenging...

    see,i played the flash-version of this game and its pretty cewl nevertheless im reluctnt to buy it for my ipod as it is quite expensive
  • arty #22 2 years ago

    man, that is one annoying, pointless game.
  • striker #23 2 years ago

    You can try it here, for free, and judge for yourselves.
    http://www.canabalt.com/
  • cheekyjay #24 2 years ago

    My eyes are bleeding!
  • Paleface #25 2 years ago

    I am bemused as to on what planet £1.79 is "expensive".
  • Lukey__b #26 2 years ago

    I never heard of this game before, now I can't stop playing.

    I love the windows, I always let out a cry of 'Yes!' when smashing through one.

    I've spent the last 20 minutes trying to break 5000 metres, just did it, 5008. I'm immensely proud.
  • Futaba #27 2 years ago

    Just set a new personal best of 3.8k.
  • VicViper #28 2 years ago

    An awesome game, the update added gobal leader broads which has made it even more addictive, the game telegraphs most trap except for windows and crumble buildings.

    Greatest moment: getting on to the best runs on earth with 14.8k

    Just noticed that someone has managed 367k I not sure how that was done would have taken a while
    Edited by 1 at 29/12/09 @ 11:18
  • arty #29 2 years ago

    Mark me down fine. I'm just saying I don't get it, it feels like something made in about five mins. As for being in game of the year, you can't really be serious?! Oh well I guess you guys like it.
  • Praetorianer #30 2 years ago

    Mr. Meer, you really grasped the essence of the game and, more than that, the essence of arcade playing - if not gaming in general - with your article. Props!
  • dcangel #31 2 years ago

    This is brilliant. The concept is so simple, yet it has that mercilessly-addictive quality that will doubtless keep me up until very, very late this evening. And the music is great.
  • GitSomE_UK #32 2 years ago

    EG this is a lovely little gem. Thanks for the tip!
  • EmiliasHorse #33 2 years ago

    Just had a play on the flash version and really enjoyed it. Were it to be 59p on Appstore I would gladly buy it but £1.79 is too much.
  • Harmonica #34 2 years ago

    If you spend only ten minutes on it a week this year (very conservative estimate), you'd rack up a good 8 hours play time. That's more than say, the time it takes to complete Call of Duty MW2 on Hardcore difficulty (about 7 hours). Setting aside the multiplayer because obviously it's crap and shouldn't be played by anyone, ever.

    Basically for the sake of £1.20 you're missing out on, well, what Mr Meer did a nice job of writing about.

    You and your 59p brethren have absolutely no leg to stand on whatsoever. Buy it buy it buy it.