Canabalt | |
---|---|
Publisher(s) | Semi-Secret Software (Flash/iOS) Beatshapers (PSP) Kittehface Software (Android/Ouya) |
Designer(s) | Adam Saltsman |
Composer(s) | Danny Baranowsky |
Platform(s) | Flash, iOS, Commodore 64, PlayStation Portable, Android, Ouya |
Release date(s) | |
Genre(s) | Endless runner |
Mode(s) | Single-player |
Aggregate scores | |
---|---|
Aggregator | Score |
GameRankings | 85.62% (iOS) 72.14% (PSP) |
Metacritic | 77/100 (iOS) |
Review scores | |
Publication | Score |
IGN | 8/10 (iOS) |
OPM (US) | 8/10 (PSP) |
148 Apps | (iOS) |
Pocket Gamer | 7/10 (iOS) 7/10 (PSP) |
Slide to Play | 3/4 (iOS) |
TouchArcade | (iOS) |
TouchGen | (iOS) |
Canabalt is a 2009 side-scrolling endless runner video game designed by Adam Saltsman for the Experimental Gameplay Project. It has been released on iOS, Commodore 64, PlayStation Portable, Android, Ouya and various Flash based online gaming websites, such as Kongregate.
Canabalt has been credited with inventing the endless runner subgenre.
The player controls an unnamed man fleeing from an unknown threat. As the game begins, the player character jumps from the window of an office building onto the roof of a neighbouring building. He then proceeds to run forward automatically, continually accelerating as he moves. The only control the player has over the character is through a single button, which makes him jump; either from building to building or over obstacles. Missing a jump to another building will cause him to fall to his death, while colliding with a crate or an office chair will reduce his speed. Bombs are also occasionally dropped into the player's path, causing death if not avoided.
Unlike many other platform games which have predesigned stages and can be played to completion, the landscape of Canabalt is procedurally generated and endless. The objective of the game is to achieve the highest score, measured in meters per run. Some version of the game feature online leaderboards, allowing players to compete for ranking.
In a 2013 interview with The New Yorker, developer Adam Saltsman said he had initially aimed for the game to be "fast, like a racing game." He also explained that the player character wears a black suit so that he would stand out from the greyscale background art. The name "Canabalt" was derived from a combination of phrases used by Saltsman's young nephew.