Runman: Race around the world or: The Star That Did a lot of Speed Racing might just be the most visceral form of competition in mankind. Anyone who walks can run and the gifted in the fields of pedestrian speeding can reach a velocity close to what machines can. Of course, humans are puny racers compared to what the world has to offer. Cheetahs or hares can easily out-run any human. But if there’s one being in this world that can out-run them all, it’s without a shadow of a doubt, the shooting star. Yes my friends, a star so speedy that it simple presence in a race means automatic defeat for all other contestants. The greatest of all speedsters; the champion that waves “hello” to light as he runs by it;
Runman, the king of all racers.
So is the premise of the freeware game
Runman: Race around the world. When a racing contest is held to determine who is the fastest on the planet, all the best racers in the world gathered to participate in the event. However, when the small yellow star Runman showed up to compete, the rest of the participants simply laid down their arms and retreated, giving
Runman a win by default. But what is a champion without competing? Who is king of all racers without running? And so,
Runman ran off on a course that would take him to every corners of the world. This is where the player steps in and guides the shiny little speedster through many intriguing locations around the globe.
Runman: Race around the world is the baby of creators
Tom Sennett and
Matt Thorson. They developed this 2D platformer for over 4 years and released for the price of “whatever you want to donate” on the PC platform. The game runs on most computers and the minimal requirements, unspecified by the creators, are fairly low. The machine I used to play the game is over six years old, has
Windows XP and had no problems to run the game. You can find
Runman: Race around the world at the following world wide web address,
whatareyouwait.info, or by browsing on the creators’ respective websites.
Welcome to the world of Runman. Oh yeah!
First impression When pondering upon the best way to describe
Runman: Race around the world, the first words that comes to my mind are “charming”, “simple” and “sadistic”. A weird cocktail, isn’t?
Runman is an odd little game that has a good share of fun moments and at the same time, a good dose of unforgiving design. It would be unfair to call the game incredibly difficult but it shares many resemblances with the new wave of “hard games” that is now common on the independent and amateur game development scene. I did enjoy the game overall. It is quite entertaining and offers charm and simple fun. The redundancy of the experience, the high difficulty and the somewhat uneven controls, combined with the numerous bugs, ended up unhooking me from the game. The experience offers six different zones, each with about five levels and a boss stage. In each level, including the boss stages, the player can earn up to three medals for completing the challenges with a certain amount of points. The game also keeps track of your best runs using a “ghost system”, made popular by
Nintendo’s
Super Mario Kart series, so you can compete against yourself or the run of another player. The game also features un-lockable characters, each with their own specific mechanics. In other words, the game does offer a good share of content and replayability which helps to compensate for other issues.
Runman: Race around the world is an entertaining little game that is worth the try. Now, let’s take a closer look at how the game's craft.
Game Experience When we look at the design philosophy that drove’s Runman: Race around the world‘s design, it is easy to deduce that the creators focused a lot on the element of speed. All the mechanics, scoring system and rewards gravitate around this sole theme. The game experience is simple. The player starts at the left end of the level and must reach the other end, to the right, as quickly as possible. The faster your character moves, the more
points you score. The game features a momentum gauge that fills up as the character moves. When passing through a checkpoint, the momentum gauge gives a bonus multiplier based on how much it is filled. This multiplier is then applied to the player’s score. When the player reaches the last checkpoint, the player is awarded a medal according to how much points he scored during his run, taking that he has enough points to earn one, of course. In common levels, the player cannot be defeated. If he falls into a hole or collides with an enemy, he can keep on going but looses all momentum and receives score penalties. In boss levels, the rules change a bit. Colliding with the boss means that the player must start his run all over again. The general control mechanics follow the same speed philosophy. When controlling Runman, the player can run, zoom, jump and bounce off walls in order to achieve great momentum. But don’t be mistaking “zoom” for zooming in; here it means to “move faster”. The player can also dive and use level elements, such
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Runman at the beach |
as the glider or the mouth portals, to pass through checkpoints and finish the level. Speaking of these level elements, there are some dissonance between some elements and the central theme of the game. Many “power-ups” or interactive elements in levels slow down the player rather than making him go faster, breaking the tempo. The mouth portals, the glider and the hand swings are here to help the player in is quest for speed but slows him down drastically. In the end, even if using them has benefits, they feel like they are not helping the player to get faster to the finish line. But here’s the thing that’s important to understand when playing this game.
In this game, its not about speed of completion; its about speed of movement.
This can be quite misleading to new players.
Runman: Race around the world‘s goal is to acquire as much points as possible and, to do so, you must use your speed to keep moving but not necessarily toward the end of the level. The game’s main goal is not to complete a level but to earn medals within it. When a game’s theme is speed, its story revolves around racing and the game is timed when playing, it gives the impression that the main goal of the game is to complete the levels quickly, which is not the case here. The primary intent of the game, scoring and getting medals, is not well presented to the player while the secondary intent, quickly finishing the levels, gets a lot of spotlight. The creators could have dodged this issue by informing the player soon within the experience the importance of points within its economy. For instance, the player does not need any specific amounts of medals to finish the game but needs some to unlock characters. These characters are very important to the replayability value of the game since they all have different game styles associated to them. I feel it could have been interesting to tell the player right off the bat that the game offers the possibility to have different characters once enough medals are acquired. This information would help the player understand right away that scoring medals is not simply for bragging; it is also used to get more game content. From there, the player, alone, can understand how to use the scoring mechanics while playing the levels with that particular goal in mind instead of the secondary goal of racing against time. The surprise of having a character join you once you beat the game would not be spoiled since the real surprise is not having a new character but having an enemy join you. Also, simple rules in the likes of “you can only play as Runman in a level that has not been completed yet” would not break the story behind the game. But then again, this is a potential solution; there are hundreds of possibilities.
When it comes to level design, some levels feel well designed while others seem to lack fun and simplicity. In some levels, you can easily run at incredible speed and bounce off walls with great ease and enjoyment while other levels become tedious, somewhat boring and forgettable. The level design also seems to have a multi-path philosophy that works in certain levels but fails in others. In some levels there is true multi-path: the level can be completed using multiple strategies and styles of play. In other levels, the multi-patch design feels as if there is only one good path that must be used to succeed and the other paths lead to failure. In other words, some levels are linear and just toy with the player’s mind before hurting them in a sadistic way. This of course can lead to frustration and frustration is seldom the player’s friend. The level design tries its best to offer originality and bring something new to the player’s table The levels do feature interesting elements, such as running on water, breaking though blocks and tornadoes, but unfortunately, fail to truly prevent the redundancy of the experience. The various methods used by the levels are interesting but they are too spaced and happen a tad too late to prevent the initial monotony of play to settle in.
For instance, lets take a look at the “awe” curve of the first three chapters. Taking from a point of view of a player that starts the game for the first time

We can see from the curve that the game starts strongly. From the menu through the first zone, the player finds something new and interesting to find. The menu is cute and simple, the tutorial level is straight forward and you have a lot to do. The second level lets the player play for the first time so the awe peaks. Then it starts fading away. It stays relatively stable but the glider level fails to top the awe from playing the basic mechanics. Then comes the boss level which is a novelty for the player at this point and is quite interesting. When the second zone starts, the awe is stable since there’s a whole new world to discover but starts reducing when it feels and plays very similarly to the first zone. The “all bubbles” platforms in the fourth level of the second zone is just plain fun and hypes up the player but, once again, the glider level fails to impress and when the second

Runman gliding in the sky | | boss stage starts, its basically the first boss so the awe drops. The third zone then has the tough task to hype it up. Unfortunately, it doesn’t take much time to realize that the third level plays just like the first and second but with an higher difficulty. The hand swings do bring something fun to the game but the lack of surprise and clustered design of the fifth level drops down the hype. When the third boss appears and it is the exactly the same idea than the two previous bosses, the awe drops completely. Afterwards, the game does manages to bring new cool mechanics, such as running on water (which is very fun), the hot soup (a nice twist), the vertical level (first level of the sixth zone) and pushing around the first boss are all events that makes the awe rise up a lot. Unfortunately, they occur way too late to save the game from suffering the “I already did that” syndrome. It would have been interesting to have special moments peppered |
throughout the entire game instead of mostly living them toward the end. Overall, the level design is well crafted and follows the game intent closely but some levels seem to have more problems than others do. In general, the game experience is fun and entertaining but features some issues that can spoil the moment. One of the aspect of the game that is connected to the experience design is the difficulty, which also has its ups and down.