Bit.Trip Core

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Bit.Trip Core
Bit trip core.jpg
Developer(s) Gaijin Games
Publisher(s) Aksys Games (WiiWare) Gaijin Games (PC)
Designer(s) Alex Neuse
Series Bit.Trip
Platforms Wii, Nintendo 3DS, Windows, OS X
Release date(s) WiiWare
    Wii
      Nintendo 3DS
        Windows, OS X
          Genre(s) Action, Music
          Mode(s) Single-player, Multiplayer

          Bit.Trip Core, marketed as BIT.TRIP CORE, is an arcade-style rhythm game developed by Gaijin Games and published by Aksys Games for the Wii's WiiWare download service. It is the second game in the Bit.Trip series, directly succeeding Bit.Trip Beat and preceding Bit.Trip Void, Bit.Trip Runner, Bit.Trip Fate and Bit.Trip Flux.

          Gameplay

          Bit.Trip Core is played with the Wii Remote controller held sideways. Players control the 'core', a plus-shaped ship located in the centre of the screen. The object of the game is to aim the core's lasers with the four directions on the D-Pad and fire the laser with the 2 Button in order to collect multi-colored dots known as 'beats'. There are three levels in total, named "Discovery", "Exploration" and "Control" respectively, each approximately 15 minutes in length.

          As the player builds up a score multiplier by collecting beats in a row without missing, the game transitions into Mega and Super modes, making alterations to the level's graphics and music. In addition, bombs can be acquired and used with a press of the 1 Button, which is useful for clearing the screen of beats during difficult sections. If the player misses several beats, a Nether meter fills - this puts the game into a silent, black-and-white phase. This can be escaped from if the player collects beats, but further misses before escaping the Nether will result in a Game Over.

          Development

          Gaijin Games began development on Bit.Trip Core even before the release of Bit.Trip Beat. The game was inspired by Cosmic Arc, an Atari 2600 game that was a personal favourite of designer Alex Neuse. After going through several iterations of the game's design, which the team thought would be way too confusing, they settled on a system that shared some similarities with rhythm games such as Guitar Hero. Meanwhile, the controls were influenced by feedback from playtesters.[2]

          References

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