Music games fall into two categories. One is the rhythm game, familiar to all: Dance Dance Revolution and Guitar Hero are rhythm games. DDR was a hit and now Guitar Hero is so wildly popular that every developer and his grandma is running to catch up with their own design. The other, more rare and almost forgotten type is the action game designed around music. These eccentric games, like Rez and Vib Ribbon, labors of love from their creators, are sadly often mystifying and alienating to the average player. 
AudioSurf falls into this latter category of music games but avoids the pitfall of obscure limited appeal by employing a few seemingly simple but important design choices. It’s a indie game developed by Dylan Fitterer in which the player controls a hover…thing of some sort, moving along three parallel tracks in a vaguely Tron-ish universe. The player collects and matches up different colored blocks and drops them in well that follows the hovercraft. When four or more of the same color are touching, then they’ll disappear and the player receives points. Different colors have different point values, which adds some strategy to all the zipping along and grabbing.
The color matching is the first great decision that Fitterer made: everyone has played at least one puzzle game and is already comfortable with the concept. But the color matching merely a vehicle to display the true genius of the game: the amazingly inventive integration of music.
In this game, you don’t just start from the beginning of a series of pre-made levels. Instead, you give AudioSurf an mp3 file from your hard drive and it actually builds a level out of it. As you speed along, collecting blocks, every last bit of geometry on the screen vibrates to the beat of the music, the track rises and falls based on the musical tension in the song, and more valuable blocks will appear during more intense parts in the song.
When the song is in a softer, more lethargic section, the track moves slower and the blocks are easier to get, making for a more thoughtful experience. When the music gets louder or more dense, the track will dip down, roller coaster-like, colors explode on the screen, and catching blocks becomes a panicked, twitchy affair. When a song is manipulating your emotions and shaping your environment at the same time, it will resonate much deeper, and songs that work particularly well become more memorable. Having this gaming experience combined with the emotional output of your favorite music is what sets AudioSurf apart from other music games.
The actual puzzle aspect of the game, while satisfying to a degree, is pretty simplistic and, again, only exists as a framework for the player to zoom around inside their favorite songs. If you are looking for a deep puzzle game, you might want to look elsewhere. Anyone else, however, who has the slightest appreciation for the resonating, emotional power of music and would enjoy appreciating it in a new way should check this out.