- Release Year: 2013
- Platforms: Linux, Macintosh, PlayStation 3, PlayStation 4, PS Vita, Wii U, Windows, Xbox 360
- Publisher: Aksys Games Localization, Inc., Gaijin Entertainment Corporation
- Developer: Gaijin Entertainment Corporation
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Music, Platform, rhythm
- Setting: Surreal, Whimsical
- Average Score: 85/100

Description
Bit.Trip Presents… Runner 2: Future Legend of Rhythm Alien is a vibrant sequel to Bit.Trip Runner, featuring Commander Video in a fast-paced, auto-running platformer set to rhythmic electronic music. Departing from the original’s retro aesthetic, it adopts a colorful cartoon art style with a humorous narrative voiced by Charles Martinet, where players navigate dynamic levels on a classic platformer-style map, performing new actions like loop tracing, choosing alternate paths for varied difficulty, and collecting gold for bonus scores, all across 120 stages with unlockable characters, costumes, online leaderboards, and multiple difficulty modes.
Gameplay Videos
Guides & Walkthroughs
Bit.Trip Presents… Runner 2: Future Legend of Rhythm Alien: Review
Introduction
Imagine a world where every leap, slide, and kick doesn’t just propel you forward but composes a symphony of chaos and triumph, where failure feels like a missed beat in an otherwise electrifying track. Bit.Trip Presents… Runner 2: Future Legend of Rhythm Alien bursts onto the scene as the audacious sequel to the cult-favorite Bit.Trip Runner, transforming a simple auto-scrolling platformer into a rhythmic odyssey that pulses with indie charm and unyielding challenge. Released in 2013 by Gaijin Games, this title builds on the original’s retro pixel art and abstract vibes, evolving into a colorful, cartoonish spectacle narrated by none other than Mario’s voice actor, Charles Martinet. As a game historian, I’ve seen countless platformers chase nostalgia, but Runner 2 stands out for its seamless fusion of rhythm, reflexes, and absurdity—proving that evolution doesn’t mean dilution. My thesis: This isn’t just a sequel; it’s a masterful reinvention that elevates the auto-runner genre, delivering addictive gameplay and whimsical world-building that cements its place as a high-water mark for indie innovation, even if its punishing difficulty tests the patience of all but the most dedicated rhythm warriors.
Development History & Context
Gaijin Games, the Oregon-based indie studio founded by Alex Neuse and Tommy Refenes in 2008, had already carved a niche in the burgeoning indie scene with the Bit.Trip series—a collection of rhythm-action games that paid homage to Atari-era aesthetics while pushing experimental boundaries. By 2013, when Runner 2 launched, the gaming landscape was exploding with digital distribution platforms like Steam, the PlayStation Network, and the nascent Wii U eShop, allowing small teams like Gaijin to thrive without AAA budgets. The original Bit.Trip Runner (2010) had been a sleeper hit on WiiWare, blending endless runner mechanics with chiptune soundtracks to evoke classics like Super Mario Bros. and Geometry Wars, but it was criticized for its steep learning curve and lack of accessibility.
For Runner 2, Gaijin—comprising a tight-knit team of developers like Jason Cirillo, Darren Ensley, and Patrick Gillette—envisioned a bolder evolution. They ditched the pixelated retro style for a vibrant, hand-drawn cartoon aesthetic powered by their in-house Atrophy Engine, which allowed for smoother animations and dynamic physics via the Box2D system by Erin Catto. Technological constraints of the era, such as the Xbox 360 and PS3’s aging hardware, were sidestepped by focusing on 2D scrolling efficiency, while the rise of cross-platform releases (Windows, Mac, Linux, consoles, and later PS4 and PS Vita) reflected the indie push toward broad accessibility. Publishers like Aksys Games handled localization, but Gaijin’s core vision was to make rhythm platforming more approachable without sacrificing depth—introducing multiple difficulty levels and unlockables to cater to casual players amid the 2013 surge of titles like Super Meat Boy (from the same studio’s roots) and Rayman Legends.
This context wasn’t accidental; 2013 marked a golden age for indie platformers, with rhythm hybrids like Crypt of the NecroDancer on the horizon and auto-runners gaining traction via mobile hits. Gaijin’s choice to narrate with Charles Martinet added a layer of playful meta-humor, nodding to Nintendo’s legacy while positioning Runner 2 as a bridge between retro reverence and modern whimsy. The result was a game developed on shoestring resources but with laser-focused ambition, constrained only by the need to balance frustration with joy in an era where player retention was king.
Narrative & Thematic Deep Dive
At its core, Runner 2‘s narrative is a gloriously absurd fever dream, far removed from the original’s minimalist, abstract storytelling. You guide Commander Video—a pixelated hero reborn in fleshy, animated glory—through a cosmic quest to thwart the “Rhythm Dimension’s” invasion by alien forces, all narrated in booming, theatrical flair by Charles Martinet. His voiceover, dripping with exaggerated gravitas (think Mario meets a sci-fi pulp announcer), frames the tale as a “future legend,” complete with ludicrous intermissions: fake commercials for energy drinks, existential monologues from background characters like a “never-nude Big Foot” in jean shorts, and worlds inside giant whales or melancholic mountains. The plot unfolds across five themed realms— from neon-lit urban sprawls to psychedelic forests—culminating in boss battles against grotesque Rhythm Nemeses, like a floating head that spews obstacles in sync with the beat.
Characters are the narrative’s beating heart, unlockable via perfect runs and each bursting with personality. Commander Video leads with his iconic red hat and rainbow trails, but standouts include the Reverse Merman (a fish-man who swims backward), Whetfahrt Cheesebörger (a cheese-obsessed oddity), and Unkle Dill (a dill pickle with legs). Dialogue is sparse but punchy—delivered through Martinet’s bombastic delivery or environmental gags, like sad hills frowning in the background—emphasizing themes of perseverance amid chaos. The story satirizes gaming tropes: endless running as a metaphor for life’s unrelenting pace, rhythm as harmony in discord, and failure as just another off-beat note.
Thematically, Runner 2 delves into synesthesia and absurdity, where actions literally “compose” the soundtrack, blurring player agency with narrative flow. It’s a commentary on indie evolution—shedding retro austerity for humorous excess—while exploring isolation (Commander’s solo journey) and triumph (unlocking quirky allies). Unlike the original’s zen-like silence, this sequel’s tone is self-aware and inclusive, using humor to humanize frustration: a botched jump isn’t defeat; it’s a comedic hiccup in the rhythm of existence. Yet, the narrative’s lightness belies deeper undertones of addiction and mastery, as leaderboards turn personal stories into global competitions, making every run feel like a chapter in an epic, player-driven legend.
Gameplay Mechanics & Systems
Runner 2 refines the auto-runner formula into a rhythmic ballet of precision, where Commander Video sprints forward at a constant pace, and your inputs—jump (A), slide (down), kick/smash (B), and new additions like analog-stick loops—dictate survival and score. The core loop is elegantly simple yet brutally demanding: obstacles appear in sync with an evolving soundtrack, requiring split-second reactions to collect gold bits, avoid hazards (spikes, lasers, swinging blades), and hit multipliers. Collecting all gold in a level unlocks a bonus human-cannonball mini-game, firing your character at a target for extra points, adding a layer of risk-reward.
Progression unfolds on a classic platformer-style world map, with five realms offering 24 levels each (120 total), branching paths for easier/harder variants, and optional mid-level checkpoints that boost scores if skipped. Multiple difficulties—Easy (streamlined layouts), Rather Hard (standard), and Goldy Phase (ultra-challenging with more obstacles)—cater to skill levels, dynamically altering level geometry for replayability. Unlockables include eight characters with unique animations (e.g., the Balloon Baby floats differently) and costumes from DLC like the Good Friends Character Pack, plus online leaderboards per stage for ghost runs and score chasing.
The UI is clean and intuitive: a heads-up display shows score, bits collected, and power-ups (like speed bursts or invincibility), with post-level breakdowns tallying perfect runs and multipliers. Innovative systems shine in rhythm integration—every action triggers musical notes that build the track, turning gameplay into composition—but flaws emerge in boss fights, which feel rote compared to level variety, and occasional difficulty spikes that punish without fair warning. Combat is reactive rather than strategic: kicks destroy enemies for beats, but progression relies on muscle memory over RPG elements. Overall, the mechanics foster a hypnotic flow state, blending platforming purity with rhythm-game tension, though its unforgiving nature (no frequent saves, instant deaths) can frustrate newcomers despite accessibility tweaks.
World-Building, Art & Sound
The worlds of Runner 2 are feverish playgrounds of imagination, each a self-contained ecosystem that amplifies the rhythmic chaos. Five realms—Prologue (tutorial whimsy), The First Sword (neon cyberpunk), The Dashing Through the Snow (icy Nordic frenzy), The Swamps of Bacchus (swampy surrealism), and The Mounting Sadds (mountainous madness)—transition from urban glow to organic delirium, with backgrounds teeming with Easter eggs like lumbering Big Foots or interpretive-dancing aliens. Atmosphere is immersive and surreal: levels inside a whale’s belly pulse with bioluminescent veins, while sad mountains evoke quiet melancholy amid the frenzy, fostering a sense of exploratory wonder in an auto-scrolling format.
Visually, Gaijin’s shift to cartoon art is a triumph—fluid, hand-animated sprites burst with color and personality, powered by the Atrophy Engine for seamless 2D scrolling. Characters’ dances and expressions (e.g., Commander’s triumphant poses) add charm, though some worlds like the red-saturated fourth act obscure hazards, creating readability issues. The UI integrates whimsically, with menus mimicking pulp comic panels.
Sound design elevates everything: Composer Disasterpeace (Richard Vreeland) crafts a chiptune-orchestral score that starts ambient and crescendos with your actions—jumps as soaring synths, slides as bass drops—creating synesthetic magic. Martinet’s narration punctuates with humorous bombast, while FMOD audio ensures tight synchronization. These elements coalesce into an experience that’s greater than its parts: visuals dance to the beat, sound propels the run, building tension and release that make every perfect section feel euphoric, immersing players in a rhythmic alien legend that’s as alienating as it is alluring.
Reception & Legacy
Upon its February 26, 2013 release, Runner 2 was met with near-universal acclaim, earning an 85% critic average on MobyGames from 47 reviews and an 8.3 overall score. Outlets like IGN (9/10) hailed it as “one of the finest music games ever made,” praising its instrument-free rhythm innovation, while GameSpot (9/10) lauded its emotional sweep: “It throws its arm around you companionably.” Wii U versions topped eShop charts (#19 ranking), with Nintendo Life (9/10) calling it “one of the best games on the platform.” PS3 and Xbox 360 ports scored similarly (86% and 84%), though some like Edge (7/10) noted frustration spikes, and 4Players (65%) criticized repetition. Player scores averaged 3.6/5 from nine ratings, reflecting its polarizing difficulty—addictive for pros, rage-inducing for casuals.
Commercially, it sold steadily via digital stores (Steam at $5.09 during sales), bolstered by bundles like Humble Indie Bundle X and inclusions in Bit.Trip Collection. Awards included Best Indie at the 2013 Machinima Inside Gaming Awards and a Guinness World Record nod for rhythmic platforming. Legacy-wise, Runner 2 influenced the auto-runner boom, inspiring titles like OlliOlli and Downwell with its rhythm-mechanics blend, while paving the way for Runner3 (2018). In the industry, it exemplified indie’s rise—proving small teams could outshine blockbusters through polish and personality—shaping modern rhythm-platformers like Cadence of Hyrule. Over a decade later, its reputation endures as a challenging gem, re-released on PS4 and celebrated in retrospectives for democratizing hardcore design without compromise.
Conclusion
Bit.Trip Presents… Runner 2: Future Legend of Rhythm Alien is a rhythmic revelation that transforms frustration into flow, absurdity into art, and a simple run into an unforgettable symphony. Gaijin Games’ evolution from pixelated minimalism to cartoonish exuberance delivers 120 levels of addictive depth, stunning synesthetic sound, and whimsical worlds that linger long after the credits. While its spikes of difficulty and occasional repetition may deter the faint-hearted, they underscore its commitment to mastery and joy—themes that resonate in gaming’s history of perseverance. As a definitive indie triumph of 2013, it earns a resounding 9/10, securing its legacy as an essential evolution in the platformer pantheon: not just a sequel, but a legend that urges you to keep running, one beat at a time. If you’re ready to dance with danger, this is your rhythm.