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AudioSurf Download PC Game 'LINK'



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AudioSurf Download PC Game



After nearly a decade since its release, Audiosurf is still the go-to custom musical rhythm game despite countless rivals and an official sequel. The game is part audio visualiser and part rhythm mini-game, with players choosing music from their hard drive. Songs are then used to create a custom track which follows along with the beat of a song, with points for keeping in time. Some tracks from Valve's Orange Box are included, but the main purpose is for user-generated tracks. While Audiosurf is fairly basic and visually dated, the core mechanics work well enough to keep it popular. Online scoreboards are still updated but no true multiplayer exists. Another important fact is that the game pre-dates music streaming services and so requires tracks to exist on a hard drive.


Audiosurf is a puzzle rhythm game created by Invisible Handlebar, a company founded by Dylan Fitterer.[5] Its track-style stages visually mimic the music the player chooses, while the player races across several lanes collecting colored blocks that appear in sync with the music. The game was released on February 15, 2008 over Steam, a few days after winning the Independent Games Festival 2008 Excellence in Audio Award, heavily influenced by the soundtrack composed by Pedro Macedo Camacho. The full version was for a long time only available for purchase through Steam, but was later released as a retail product in Europe, by Ascaron. Audiosurf was the first third-party game to use Valve's Steamworks technology. The Zune HD version was also released as Audiosurf: Tilt. The sequel, Audiosurf 2, was released to Steam Early Access in 2013 and was taken out of early access in 2015.


The music used in the game is chosen from the user's own library, from almost any DRM-free format, as well as standard redbook CDs. In addition, Audiosurf includes the soundtrack to The Orange Box as part of the download.[1] An "Audiosurf Radio" tab is included on the "Song Select" screen that allows the user to play the Audiosurf Overture, as well as a shifting selection of songs by featured independent artists.[citation needed]


The goal of the game is to score points by collecting colored blocks (called 'cars') and forming clusters of 3 or more of the same color. The more blocks one accumulates in a cluster, the more points are scored. In the default color setting of the game, blocks that appear in hot colors such as red and yellow are worth more points, while cool colors such as blue and magenta are worth less. Players are also awarded bonus points at the end of each track based on the feats they achieved. These include finishing the song with no blocks left in the grid or collecting all the blocks of a certain color. Each track for each difficulty level has three medals: bronze, silver, and gold. These are awarded upon reaching the point total required for them. There are also additional game modes in the game where the goal of the game changes. There are three different high score lists for each song, for casual, pro, and elite characters respectively.[citation needed]


Audiosurf synchronizes the environment, traffic patterns, and scenery with the events in the current song. Each music file imported to the game by the user is first analyzed by the game engine, and an ASH file (containing the dynamics of the sounds and how the track and blocks are arranged) associated with the music is created and saved. The game loads the environment from the ASH files, with the track's elevation, surface, and layout reflected in the dynamics of the music being played.[citation needed]


The player can choose between 14 different characters to play in the game. The characters are divided between three difficulty levels and each has its own unique ability. An "Ironmode" option is also available during character selection, which makes the game more difficult.


The game was the brainchild of Dylan Fitterer who worked for a majority of the project alone, only bringing in outside help near the end.[6] Flitterer wanted to create a game that would fuse gameplay with a music visualizer.[7] Fitterer has cited the game Rez as his biggest influence. Flitterer also cited a music visualizer from Wildtangent, which got him thinking about music in a 3D space.[7]


Pedro Camacho created the soundtrack and was the sound effects supervisor on Audiosurf. "Audiosurf Overture" was a track previously done by Camacho as the main demo track for a virtual synthesizer called Predator from Rob Papen. The IGF awarded composer stated on his website that "this award would have never been possible to achieve if not coupled with such an amazing game by Dylan Fitterer".


A portable version of the game called Audiosurf: Tilt was released on November 11, 2009 for the Zune HD.[8] It was available to download for free from the Zune Marketplace. The gameplay is largely simplified, though it retains the same basic principles. There are no characters to choose from in this version, nor is there an Ironmode. The game follows one basic formula, in which the player tries to collect all the blocks while dodging roadblocks (it can be played at "normal" and "turbo" speeds). In addition, there is a "Watch Lightshow" mode, in which the player does not collect blocks at all. Simply put, it is similar to a full-screen display that matches up to music in many popular music player applications (Windows Media Player, Xbox 360, etc.).


Audiosurf was positively received with the broad majority of critics. On Metacritic, the title holds an average of 85 out of 100, suggesting favorable reviews.[9] 1Up.com awarded Audiosurf an "A" rating citing the massive replay value.[10] IGN gave the title an 8.6 out of 10, and stated that "[Audiosurf is] one of those games that offers something for everyone".[12] Eurogamer were slightly less impressed, giving the game a 7 out of 10, criticizing its rough edges, yet remained convinced that the title had enough potential to become "a bite-sized obsession".[11]


Do you like music games and those in which you have to travel through outer space on board your spaceship? If you have answered yes in both cases, you should know that there is a title you shouldn't miss. We are talking about AudioSurf, a game thanks to which you can test your hearing, but that will also challenge you to show skill with your hands so as not to get out of the way.


As we said, AudioSurf is a paid game with a trial version, something different from what we are used to seeing when we think of music titles, taking into account that although we can play our songs, to do so, it will be necessary that we move on top of a kind of spaceship. This will navigate on top of our music so that our move will directly affect the chosen song.


To get a high score in AudioSurf, you will then have to get all the points awarded by the situations in which we can group blocks of the same color, although the game has many fun modes ready. You can select if you want to challenge a particular friend or if you want to stay connected to the Internet to test yourself against a stranger.


The graphics of AudioSurf, meanwhile, are simple but well done, and all the time contributing to the driving experience, complemented by the music we have selected, is at the height of a perfect game. As we have explained before, remember that the track of each song is entirely different from the others, so keep that in mind when choosing one track or another.


The most remarkable thing about AudioSurf is the proposal, considering that we are in the presence of a program that is absolutely unlike any other beyond the fact that it takes somewhat common elements. The gameplay is endless thanks to the fact that we can import our songs, and challenging friends and enemies is another huge plus.


Audiosurf is a weird beast of a game. Hailing from the same tradition that spawned Rez and odd vector-graphic rabbit Vib-Ribbon on the PlayStation, it uses your music collection to create its levels, sculpting your tunes into a playable visualisation.


You control a weird spacecraft type thing, moving 'cars' (differently coloured blocks) into groups of three or more to make them disappear, with different colours generated by different intensities of music. The ship is controlled using the mouse or by the keyboard, and the end result is a game where Wipe Out meets Columns.


There are several different ships to pilot, each offering a slightly different take on the game. The Mono offers a sedate ride, requiring you to pick up just one colour of block while avoiding the greys. In the Pointman, you have to collect other colours, resulting in an overflowing rainbow mess, but you can grab cars as they come at you and drop them in any column. The Pusher is a more aggressive Pointman, and allows you to shove blocks to the left or the right. In the Vegas you grab as many blocks as possible, then hop off-track to shuffle them into combos. The Double V is similar to the Mono, except it's two cars. You can either play with a friend, or you can be a real man (or woman) and play two at once.


Deep down, Audiosurf is a technological feat mingled with a fun, yet shallow game. It's an original and addictive way to listen to your music, but can be ridiculously repetitive, and even makes you feel a little queasy when it runs too fast This may be a compliment though, as Audiosurf creates a fantastic sensation of speed, and is the closest you'll get to living your music until you can plug your iPod into your brain stem. 041b061a72


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