Each time you start any level, and each time you die and restart it, the music will start in one of three selected starting points. There is a rhythm, it’s just your job to find it, rather than mimicking what you are given. The music doesn’t tell you when to move, but by measuring it against the movement of the walls you gain a finer sense of the motion of time. And yet, the obstacles have their own rhythm and the music has its own rhythm, both stable, and each becomes a metric to measure the other. The obstacles don’t time themselves to the beat, and if you try to play to the music directly you’ll soon lose. It’s not a rhythm game in the traditional sense. You aren’t going anywhere, just surviving in place, dancing as the winds of chance dictate. Everything is caught up in a relentless inwards tide except for you, and all you can do as a player is avoid being swept up for as long as possible. You aren’t running away from or towards anything, but rolling along the inner rim of an endlessly collapsing geometric shape. The biggest difference between Super Hexagon and other similar games, fast paced reaction endurance challenges like Flappy Bird and Canabalt and Race the Sun, is that the presentation is inverted.
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