Dino Run, like so many other Pixeljam games, falls under the "neo-retro" category of games that give the cast of RetroForceGO! seven-hour erections. Certain aspects of its gameplay are totally familiar, while others are either borrowed from modern gaming or completely new.
The act of running from left to right to escape a Huge Ugly Thing of Doom will be familiar to anyone who played more than a few '90s side-scrollers; sooner or later, the player would eventually be forced into an area where the camera moved of its own volition as the player had to run from some evil object coming from the left side of the screen. That sort of "chase" gameplay is instantly recognizable, and it's where Dino Run starts from.
That's not where it ends, however. Unlike what you might find in, say, the boulder level in Indiana Jones' Greatest Adventures, the camera stays with the player's Dino throughout the entire game. This doesn't sound like a big deal, of course, until you run for five minutes without seeing hide nor hair of the Doom Wave, only to stop your horizontal movement while climbing a mountain and hear it slowly creep in from the left side of the screen.

This is when Dino Run is at its best: when the Doom Wave is mere inches behind you, as the music slowly becomes replaced with the bass rumble of impending extinction and the graphics become silhouettes of their former selves, "nerve-racking" is the only word that comes to mind. When you're only a few feet from death, Dino Wave is an incredibly tense, rewarding experience. Slowly succumbing to the black wave of death, only to hit the boost key and zip right out of danger (known as "doom surfing") is exhilarating as hell, and really gives the rest of the game its emotional kick. It's much more exciting to hitch a ride with a pterodactyl or descend into a hollowed-out volcano when you know that hot, black death is only a few moments' hesitation away.
Thankfully, you'll also have a lot of pretty awesome stuff to look at as you escape extinction. Rich Grillotti has really outdone himself in the art department. It's kind of difficult to explain without seeing the game in action, but every character, background, and event is rendered with such gorgeous, minimalistic-but-not detail that it becomes pretty difficult not to be amazed by some of the things you'll see throughout the game. Put simply: Dino Run includes some of the most gorgeous pixel art ever, and the game is a hell of a lot more fun because of it.
It's not perfect, however. Exhilarating as Dino Run can be, one rather significant design choice prevents it from reaching its maximum fun factor -- the levelling system.
As your chosen dinosaur (customizable with hats and costumes for those generous players who donate to Pixeljam -- dig deep, and tell your friends) rushes through the landscape, he/she/it can eat critters or collect eggs to gain DNA points, which can be used as currency to purchase upgrades to the dino's speed, jumping ability, and other statistics. In theory, this sounds pretty awesome, save for two things: the necessary act of accumulating DNA points is incredibly time-consuming, and the emphasis on upgrading can invalidate difficulty levels and multiplayer matches.
The player gets one DNA point for every eight eggs collected or creatures eaten, while the stat upgrades can cost up to 200 DNA points at the maximum level. A determined player can upgrade their dino to a noteworthy level after a few hours of sustained play, but really -- as fun as the chase gameplay is, I cannot imagine too many players willing to put hours upon hours of play into the same half-dozen levels on the same difficulty setting.
And you almost certainly will be playing on the same difficulty level, if only because the higher settings ("hard" and "insane") are almost completely impossible without significant character upgrades. Technique is meant to be a big part of surviving Dino Run, but all the technique in the world won't get your level one dino through the campaign on "hard" difficulty. All the upgrading the player has to go through in order to equalize the difficulty and the "ohshitthedoomwaveiscomingRUN OHMYGODRUN" factor kind of kills the otherwise blistering pace of the game; the player is literally forced to grind simply to increase the challenge for themselves.
Since the player's singleplayer dino also carries over into the online multiplayer races, this means that a levelled up dino will always beat a regular one. If, say, Tiff and I were to enter a multiplayer game, she with a starting level dino and me with my speed upgraded three times over, then I would absolutely crush her. Regardless of her cute little dino hats, and all her adorable attempts to jump onto pterodactyls and over stegosauruses, I'll still make it to the finish line roughly thirty seconds before she does.
Now, will I consider that a win? Yes. Will I message her on Google Talk bragging about how much better gamer and a person I am? Yes. The next time I see her, will I punch her in the mouth before thrusting my arms in the air and reciting the dinosaur rap from the Super Mario Bros. movie word for word? Absolutely. In my heart of hearts, however, I will know that we didn't really have a fair race. In order to have a balanced multiplayer match, both combatants will either have to have more or less equal characters, or create totally new dinos just to even the playing field.
Even with those flaws in mind, Dino Run is still a hell of a good time -- it's intense, beautiful, and, when properly balanced, a great mutliplayer experience. Besides, it's free. That is, unless you count the awesome additional hats and costumes you'll unlock by donating to the Pixeljam team, who were awesome enough to release the game for nothing in the first place.
Just play it. It's awesome.
dfdfd.
I thought I'd gotten rid of that little text placeholder. Where do you see it?
downloading now.
I agree. PLAY IT. ITS AWESOME
It really is an amazing game. I'm addicted to the multiplayer, but I'm one of those dicks with a maxed out dino who hits the the finishline before my competitors are halfway there. Well, sometimes, when there are no high level players to race...
At anyrate, it seems that most highlevel dinos seem to be restricting the races they make to their level - especially since there are more people reaching those high levels, so i think things are equalling out.
I say, thing about this game is that screenshots do it no justice, has to be seen in action.
I saw into the past Rev :P
Its everything I ever wanted a Sonic game to be.
Do want on XBLA (HD'd) or WiiWare (JUST THE WAY IT IS)
How cool . . .
I'll punch .tiff in the mouth next time I see her too, but just because I feel like it.
Both of you will get a foot in the plums if you even try.
Love the doomsurf. It's a pretty fun game.
this game is a lot of fun but yea seriously, what is up with those people with maxed out dinos on multiplayer? who has that much time to grind the game that much?
Wait, so is the gameplay a lot tighter when you upgrade a lot? I found the controls often frustrating and unresponsive with a lot of annoying "physics" going on. I appreciate everything else about the game, but those really turned me off to it.
I found the game really frustrating. I'll be sprinting, then a rock will bounce infront of me, then my dinosaur will bounce off and move in reverse. It feels like everything in the game, right down to the little bumps on the ground, is designed to frustrate by slowing you down and forcing you to build up speed all over again.
Also, I got stuck in a hole on level 5 or 6, and as I struggled to get out, a Triceratops fell in on top of me and I couldn't get out. Weak sauce.
DOOMSURF.
That was really fun. I had way more fun playing that than any Sonic game I've ever played.
Also, doomsurfing is freakin' intense.
What the fuck? There's a boost key? I didn't see that listed. WHERE IS IT? And the single-player dino carries over into multiplayer? Are you sure? I thought I heard someone specifically say that they took that out, for the sake of an even playing field.
You have no idea how quickly I lept on this game, when Tiff first mentioned it. I love it. My name is Sharptoid on there. Level 3. Hit me up, yo.
@ Sharpless
I'm not sure if upgrades carry over. I started fresh and upgraded just the jump on SP, noting the height of the MP before hand, then I went back to MP and my jump was still a low level jump. I think it has more to do with the level of your MP dino, which goes up automatically as you win races.
But that's just my guess, I'm emailing miles right now to ask him because now I'm not so sure!
The only thing that should carry over into multiplayer mode are special hats you unlock. Muliplayer upgrades are totally separate than single player.
Regarding unfairness during multiplayer: It's not because one dino is a higher level than another. If a level 5 dino joins a level 1 race, he is temporarily set to level 1 just for that race.
However! This doesnt mean the multiplayer games are always fair. If a person's computer is WAY faster than another person's, the dino on the faster computer will end up going faster. I've implemented a system that reads the FPS of each players computer (every 5 seconds or so) and sends that data out to other players and applies a boost or handicap, but as you can tell it's not working how it should. We've only had a few days of high volume traffic in the game and this is (hopefully) the last major issue we need to address.
Other than than we're glad everyone is enjoying the game!
One last thing.... to Tiff: When are you going to give everyone their special dino hat? You are the gatekeeper of that password :)
The Retroforce Go! Team shoul be announcing it later this week :D
People! Donate! The helmets and hats are amazing!!!
To Miles, to get these extras you need to donate.
"YOU CANNOT HAS DINO RUN FROM THIS DOMAIN."
This game is made of god and fail.
Everyone can has Dino Run. That was a weird glitch that should be resolved now.
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