Review
Podgamer Essential 
Metagaming, the only true gaming
by RevStu (November 6th, 2010 at 10:45 am)
Here’s one for those of you joining us late, and because this game still hasn’t sold enough copies.

Anyone who’s been reading anything I’ve written for any amount of time will probably already have noticed that I have very little time for videogames that want to tell stories. There are plenty of fields of culture available already for people who want to be told stories. Books, films, comics, TV, theatre and even music are all ideally suited to story-telling, and frequently do a brilliant job of it. You wouldn’t hire a footballer to come round and do your plumbing, so why would you look to videogames for storytelling?
What I’d like to draw your attention to instead is a glorious example of the art (dang!) of a videogame being a videogame. The unwieldily-titled Pix’n Love Rush (59p/€0,79/99¢), in fact, goes beyond being a videogame – it’s a metagame. That is to say, it’s a videogame that’s about being a videogame.
Metagaming is a sub-genre that was to all intents and purposes kicked off by the immortal Wario Ware on the GBA (though strictly speaking the first examples came many years before, with the likes of Lazy Jones on the 8-bit home computers). It’s characterised by games packed with references to other games, and tends to utilise gameplay stripped of all pretence at simulating real-world activities.
Metagames don’t want you to think you’re driving a racing car or saving the world from armies of evil. They want you to know that you’re sitting in your house (or on the bus or in the pub) with a controller in your hand playing a videogame, and they want you to not be ashamed of it.

The genre which Pix’n Love Rush boils down to its barest bones is platforming. The game consists of two modes, a five-minute Time Attack and an endless Infinite game. Both comprise a non-stop sequence of randonly-selected short platforming levels (chosen from a range of 125) where you have to collect coins, avoid minus blocks, shoot bats with your vertically-firing gun and protect (ie not shoot) angels.
Each level can be as short as six seconds or as long as about 20 seconds, and if you complete a level perfectly you get a bonus of 10,000 times your current multiplier. The multiplier (which can be 1, 2, 5 or 10) is increased by making combos, which is to say doing the Good Things (collecting coins and shooting bats) without doing any of the Bad Things (hitting a minus block, getting an angel killed, or stupidly getting shot by your own bullet – it falls back down the screen in a slight arc if it doesn’t hit anything).
Do a Bad Thing and your multiplier goes down a level – as well as costing you a pixel of energy from your “heart”, depicted at top left – but you can miss as many coins or bats as you like without damaging it. It’s only when you actually cause some harm that you’re penalised.

And that’s pretty much it for the gameplay. Run out of energy (or in the five-minute game, out of either energy or time) and it’s game over. The pace is fast and relentless and the levels are incredibly varied – some are static, some scroll horizontally (both left and right), and some scroll vertically (both up and down).
Some are speed rushes across collapsing platforms, others are intricate and mazy, some are about precision and planning – the only common factor is that you’ll have to be on top form to notch a perfect. (You’ll need a good few perfects to beat the built-in high scores, and you don’t get an online ranking unless you’ve done so, which is a bit mean.)
But as particularly alert viewers will noticed from the screenshots on this page, the game has a more immediately striking feature too. In keeping with the metagaming theme, Pix’n Love Rush gets bored with its graphical style as quickly as it does of each individual stage – at frequent intervals, regardless of whether you’re slap-bang in the middle of a tricky level or not, PLR simply gives itself an instant makeover.

You might suddenly find yourself playing something that looks like an old mono Gameboy game, or something in the style of The Matrix, or the glowing pixels of Arkedo‘s Xbox Indie games (PLR’s developers Bulkypix, or possibly partner Pastagames, are connected somehow to Arkedo but it’s not clear exactly how closely), or Nintendo’s infamous Virtual Boy, or my personal favourite, a deteriorating TV picture with scanlines that eventually gets so out of tune it authentically pops up the “AV1″ tag.
(Don’t panic – the picture sorts itself out after a few seconds, and even at its worst the game remains completely playable., and that’s despite having almost exactly the same poorly-laid-out controls as Qwak. They’re a fair bit less troublesome here, though, because you have to use the shoot button far less often than the jump one.)
Bulkypix promise even more “skins” in future updates (I’d love to see a ZX81 style myself, along with a three-minute Time Attack option), but while they add enormously to PLR’s aesthetic appeal, it’s the inventive and challenging (meta)game underneath that’s the star. For 59p, I’m accepting no excuses whatsoever.




Excellent piece – games like this should be at the top of the charts. And that’s good news about skins, though I’d argue vehemently that a Commodore 64 one would be more urgent than anything ZX81 in style.
And I wish someone would port Montezuma’s Revenge.
the i want aztec challenge
http://www.ricklindeman.nl/page6/page21/page21.html
Although do bear in mind that Stu spends most of his days tinkering with a time machine that will enable him to nip back to the early 1980s and shoot everyone associated with the C64 through the head.
That’s OK, I’ll get to Clive Sinclair first.
I love this game. Frustration, cute, fun, nostalgia. Instabuy (ugh).
This was one of the first games I bought for my ipod and I desperately want to love it. But all the buttons are in the wrong place for me. The left/right controls are too close together whilst the jump/fire buttons are too far apart and feel like they should be aligned vertically. Consequently I wobble back and forth, falling down every crack and have to pause every time I want to switch between jumping and shooting.
I do wish developers would make more control options available to the player. Moving the buttons by just a few millimetres would transform this game for me.
This was a great game until a recent update caused an intermittent delay of about half a second between pressing jump and actually jumping. I can still just complete the five minute mode by compensating but certainly not with 2.5 million+ points I used to be able to manage.
I’ve no idea whether this is Just Me though.