Riddim Ribbon Review: I Gotta Feeling

I gotta feeling that tonight’s gonna be a good night.  Well too bad Riddim Ribbon, you just crashed my hopes.  I was hoping for a good game, a relaxing rhythm game, but alas, that seems to not be the case.  Unfortunately, following the hype of Riddim Ribbon, Tapulous has failed to deliver once again.

Tapulous seems to have this track record of releasing unfinished games, then updating them almost immediately once it hits the App Store.  This has happened with the once buggy Tap Tap Revenge 2 and the laggy Tap Tap Revenge 3, all of which were fixed within 3 or 4 updates.

Sadly, Riddim Ribbon goes right along with Tapulous’s reputation, offering poor controls along with poor music choice.  But then again, it’s all about the money these days right?


Visuals: You have to give credit where credit is due: visuals are superb.  The vibrant backgrounds were very appealing, and this is definitely one of the best-looking rhythm games on the App Store.  The user interface is also very clean and very well-laid out, making for an overall good looking game.  The colors are vibrant and active, creating a very upbeat atmosphere.

Unique: There’s nothing like it in the App Store thus far.  Sure there is Rhythm Racer, but that doesn’t exactly come close to the quality of Riddim Ribbon.  We’ll have to wait until a good AudioSurfer clone appears, but Riddim Ribbon is definitely unique in the App Store.


Difficulty: I swear, some Tapulous updates claim to do things that really don’t happen.  The game is punishingly difficult, and one missed jump means game over.  Even when you’re so close to the finish line, one missed jump means the end.  I wish there were some life system in which you have two or three tries to finish the level.  The songs being long doesn’t help either, which means even more of a chance to become frustrated with losing.

Controls: Controls still suck.  It’s almost as if the accelerometer refuses to respond, and it’s so choppy that it’s hard to believe that Tapulous actually tested the game.  If I was a beta tester for this game, I would have noticed right off the bat on how horrible the controls are.  Sensitivity options don’t seem to help much, and the rolling ball moves so… un-smoothly that nothing feels natural at all.  Accelerometer controls still need a lot of work and are far from being perfect.

Song Selection: Now this is just sad.  What are there, three songs?  Why don’t you go cash out a couple more bucks and buy Rock Band; now that is a true rhythm game.  The song selection for Riddim Ribbon is so poor right now, and while I’m not sure about them adding free songs, I’m so far disappointed.  Sure they have some good songs such as I Gotta Feeling and Boom Boom Pow, but that’s it.  No substance at all.

Riddim Ribbon is just an attempt to make money with no real substance to back it up.  I’m heartily disappointed with Tapulous’s release of Riddim Ribbon, and it really shows how lethargic some large companies can really get.  Heck, if Gameloft was like this, the App Store wouldn’t be where it is today.  Tapulous, freaking wake up.  This isn’t the first day of the App Store when crashes were common in games and controls were wonky; this is almost year 2 of the App Store.

Riddim Ribbon was developed by Tapulous, and I played through version 1.0.3 on my iPhone 3GS.  The price is $2.99.

About Daniel

I have been an iPhone game addict ever since the NES emulator came out on the 1.1.4 iPhone 2G. After 2.0 and the App Store came out, my iPhone homescreen has never been the same. Other than writing reviews for App Store games, I play soccer/football, American football, volleyball, and golf. I love going to the beach and fishing on the pier. Some games not available on iPhone/iPod Touch that I truly love are the Call of Duty series, Guitar Hero III, Madden NFL 09, and PGR: Gotham Racing.

One thought on “Riddim Ribbon Review: I Gotta Feeling

  1. My biggest complaint with this game is the controls that seem to pull you away from the line you want to hit. If you want to move the ball to the right and follow a line there, you need to hold the phone tilted to the right, and the game constantly feels like it’s trying to pull you back to the center. I would have preferred a non-stick control scheme where you could steer right, land on the line, and then level off the phone and go straight.

    I did like how they gave the option of choosing a line to take, depending on the remix you want to play.

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