For those unfamiliar with the
Line Rider style of play, it is very simple to learn, but hard to master. The basic thrust of each level is to help a little man on a sled get from start to finish. The help you can provide is to sketch out lines that he'll travel as he slides downhill, to prevent him from taking a nasty fall. An unfinished course awaits you at each stage of Story Mode, each one progressively harder.
Line Rider 2: Unbound will test your design skills and make you think about the physics of an object in motion. Different tools are available for you to use when drawing lines, very much in the tradition of the original Web game. Drawing blue lines creates a normal surface where Bosh (the little man on the sled) and his progress are governed only by gravity and the shape of the line. Red lines will result in additional speed, and yellow lines will slow Bosh down. Knowing where and how to draw each line is the art behind the science of gravity in
Line Rider 2: Unbound. This version includes a few lines not available in the traditional game, including a trap-door line that works like a combination between the trigger line and the destructible line. Another new feature is the trampoline line, which vaults Bosh and opens up some options for vertical design. Other design options are available, from multiple layers, to custom pick-ups, and special lines that add decoration to a level or trigger specific events. The best place to experiment with all this is in Freestyle Mode. You'll have the option here to design a custom track, save your work in progress, and finally upload your masterpiece to the
Line Rider server.
The integration between the DS game and its Web site is done very well. Creating an account on the site lets you associate tracks that you've uploaded, ride tracks through the browser, and create a profile that the developers are obviously hoping becomes a community. Judging by the great content already posted on the site and available for download, this strategy is working well. Other than downloading tracks for their design, you can also download incomplete tracks. These are built and uploaded from Puzzle Creation Mode. This lets you establish a track with some holes, similar to those included in Story Mode from TechDawg. Okay, your tracks probably won't look just like TechDawgs at first... The neat thing about Line Rider 2: Unbound is that all the tools are here to build killer tracks. Just as the Web community has created some neat content, the DS community now needs to represent. If you aren't set up to connect wirelessly to Nintendo Wi-Fi, you can also use Track Sharing to pull tracks from friends or send them tracks, as long as you are hanging out together. This works nicely through the same interface as the Wi-Fi connection, but reads clearly as "Local" so you know where you're sending and receiving tracks. The only downside to the DS platform is not having much space to save tracks. There's a nice interface that shows available space, but the fundamental problem is storage. This is fixed somewhat by the connection to the Web site, where you can mark tracks as favorites and come back to them later.