127 Reviews:
Klazen108
This fangame, while simple, is a lot of fun. It's broken up into different areas, each one with a different gimmick:
-Red features basic platforming, and serves as an introduction to the game
-Orange lets you show off by taking shortcuts through some jumps requiring above-average skill
-Yellow tries to trick you with traps that fire off without warning
-Green takes it up a notch with tight gaps and tricky segments
-Blue adds some variety by replacing spikes with apples
-Indigo is well known for the infamous 'Ding' blocks which appear in the last place you'd expect them
-Violet is all about moving spikes, my personal favorite area
If you don't get the secrets, you'll face a troll boss here and that's the end. But I highly recommend you find the secrets - this game really shines in the 100% category. You'll be treated to a final medley area of all the previous gimmicks, before reaching the Ultimate Madoka - a gruelingly slow paced boss, which will drive you crazy your first playthrough.
In all, I highly recommend this game, it's a great intro for new players and promises fun every time you replay it - and is great for speedruns!
[10] Likes
-Red features basic platforming, and serves as an introduction to the game
-Orange lets you show off by taking shortcuts through some jumps requiring above-average skill
-Yellow tries to trick you with traps that fire off without warning
-Green takes it up a notch with tight gaps and tricky segments
-Blue adds some variety by replacing spikes with apples
-Indigo is well known for the infamous 'Ding' blocks which appear in the last place you'd expect them
-Violet is all about moving spikes, my personal favorite area
If you don't get the secrets, you'll face a troll boss here and that's the end. But I highly recommend you find the secrets - this game really shines in the 100% category. You'll be treated to a final medley area of all the previous gimmicks, before reaching the Ultimate Madoka - a gruelingly slow paced boss, which will drive you crazy your first playthrough.
In all, I highly recommend this game, it's a great intro for new players and promises fun every time you replay it - and is great for speedruns!
Rating: 8.5
Difficulty: 40
Feb 8, 2015
YaBoiMarcAntony
For every one of us within the fangame community, there is that particular game that has stuck with them ever since they first experienced it. Whether or not the game was actually any good, it had this way of striking your heart in such a way that you would never forget it. I Wanna go Across the Rainbow is that game for me, and I'm quite happy to say that it is great too!
Rainbow affects me like no other game. It instills this sense of happiness and peace within me that no other game has managed in just the same way. Perhaps it is the simplicity of Rainbow's design, or maybe it's the cheerful visuals and music, I know not. All I know is, I am blind to any particular issues or flaws of Rainbow because I simply do not care to acknowledge them. Some of the platforming fails to titillate, the boss is a bit long, the yellow stage traps are not greatly interesting, etc.. These issues, however, are irrelevant to me and my love for this game. They do not have any sort of impact on my enjoyment, and they never will.
I don't know for sure what it was about Rainbow that drew me in at first, but I suspect its brightly colored rainbow palette is what really took me in at first blush - the fresh redness of the opening stage immediately takes you in with excitement and fervor. That combined with the adventurous music are the two key components of an excellent opening - and excellent it is! The platforming is easy, but not a pushover, and the people who will generally be experiencing this game are the beginners who will find the platforming challenging and rewarding. There is no angular addition to the platforming here, though, nothing to throw the player for a loop. It is pure platforming perfection for two superb screens.
Orange is almost the same way, but there is the addition of flex shortcuts that allow the more adept fangame players quicker traversal of the stage. The music takes the opening flavor and tosses out that mood of adventure in favor of the feeling of an anime opening. It's fast, exciting, and lasts just enough time for it to not overstay its welcome.
Yellow is where things get a bit dicier - here we're greeted by flying spikes and generally malicious design, though not overly mean and atrocious. Nonetheless, if I have to wear the critic's hat, I will say that most of the triggers are, as previously stated, not anything to write home about. Every now and then, there's a nice subversion, but in terms of enjoyable trolling, you're waiting for the Indigo stage, home of the famous Ding Blocks. The music, on the other hand, stands out as one of my favorite tracks in the game. It's not as exciting as the previous two songs, instead being a tad more chill.
Green drops the traps and takes up the reins left free by the Red stage. Beginner players will likely find their first real roadblock in terms of difficulty here at the Green stage. Personally, I don't love this stage all that much, but the spike art of stacking spikes in an aesthetically pleasing fashion which is implemented here has stuck with me for one reason or another. Whenever I try my hand at a bit of level creation, you're certain to find a bit of spike art. The music faces a similar judgment, only standing out to any degree due to its grand choirs combined with the electronic side of things.
Blue features the first and only cherries in the game. In fact, spikes have been dropped altogether in favor of the delicious fruit. Ultimately, I feel similarly about this stage as I do the Yellow stage: the platforming isn't fantastic (though interesting through and through), but the music picks up the slack for the platforming and makes this stage a highlight for me. Staccato notes mixed with beautiful guitars and lovely violins make for excellent stage music.
Indigo might be my favorite stage of the bunch, though I don't believe it has the best design. The Ding Blocks are endlessly humorous to me, and they troll the player in the most incredible way of generally being kind to you. You'll head up to a jump and find out you didn't need that double jump because the DING! will have pierced your ears and you'll have just full jumped into a spike above. This is not how all Ding Blocks work, but that is their most memorable usage. The music has a similar effect on me, putting a smile on my face no matter what. There's this wacky, happy-go-lucky feeling as well that fits perfectly with the nature of the stage.
Violet is the last main game stage and acts as both the trickiest and most interesting stage. The main draw here is that the spikes are no longer at rest - they rise and fall from and to the ground, making the stage one of timing and prediction. This leads to a fair bit of interesting platforming, but sometimes it can be a bit irritating. The music, though having that sense of finality that a final stage should have, does not exactly stand out for me. Nonetheless, I do like the song.
Once you've done that, you'll find yourself at a joke of a boss - that is to say, it is literally a joke. It is here that you'll find out you're not at the ending at all! You have secrets to collect - seven of them, in fact. They are hidden in fairly asinine ways, for the most part, four of them being hidden behind fake walls. Ah yes, the age old tradition of bashing your head against walls is how you'll be finding most of your secrets. I don't have any real issue with this, but it is not an interesting way of hiding secrets in your game. Nonetheless, they are all fairly simple to acquire once you've actually found the secret rooms, and owning all seven of them allows you ingress into the real final stage.
The rainbow medley, as I'll call it, is easily the highlight of the game. The platforming is universally interesting and enjoyable to play, the music is godly, definitely standing out as my favorite song in the game, and the final boss has a great sense of finality and tension even when you should have no issue beating her. Now, that last bit is only really true because it's such a long fight and therefore dying near the end is a large loss of time, thus meaning that even the most skilled players will have a bit of worry. Plus, the fight itself is not great. Nonetheless, the real star of the show is the stage itself.
You may be thinking: I gave this game a 10, a perfect rating, and yet I listed several flaws. What kind of dissonance is that? Well, here's the thing: I don't care for any of those flaws, not one bit. I care only for what this game means to me and how it has impacted me as a fangame player. My nostalgia for this game overpowers anything, especially something so meaningless and silly as a flaw. I Wanna go Across the Rainbow is not my favorite fangame ever, not even close, but it has earned a place in my heart as the fangame that really started it all. It wasn't the first fangame I played, but it was the first fangame I loved.
[5] Likes
Rainbow affects me like no other game. It instills this sense of happiness and peace within me that no other game has managed in just the same way. Perhaps it is the simplicity of Rainbow's design, or maybe it's the cheerful visuals and music, I know not. All I know is, I am blind to any particular issues or flaws of Rainbow because I simply do not care to acknowledge them. Some of the platforming fails to titillate, the boss is a bit long, the yellow stage traps are not greatly interesting, etc.. These issues, however, are irrelevant to me and my love for this game. They do not have any sort of impact on my enjoyment, and they never will.
I don't know for sure what it was about Rainbow that drew me in at first, but I suspect its brightly colored rainbow palette is what really took me in at first blush - the fresh redness of the opening stage immediately takes you in with excitement and fervor. That combined with the adventurous music are the two key components of an excellent opening - and excellent it is! The platforming is easy, but not a pushover, and the people who will generally be experiencing this game are the beginners who will find the platforming challenging and rewarding. There is no angular addition to the platforming here, though, nothing to throw the player for a loop. It is pure platforming perfection for two superb screens.
Orange is almost the same way, but there is the addition of flex shortcuts that allow the more adept fangame players quicker traversal of the stage. The music takes the opening flavor and tosses out that mood of adventure in favor of the feeling of an anime opening. It's fast, exciting, and lasts just enough time for it to not overstay its welcome.
Yellow is where things get a bit dicier - here we're greeted by flying spikes and generally malicious design, though not overly mean and atrocious. Nonetheless, if I have to wear the critic's hat, I will say that most of the triggers are, as previously stated, not anything to write home about. Every now and then, there's a nice subversion, but in terms of enjoyable trolling, you're waiting for the Indigo stage, home of the famous Ding Blocks. The music, on the other hand, stands out as one of my favorite tracks in the game. It's not as exciting as the previous two songs, instead being a tad more chill.
Green drops the traps and takes up the reins left free by the Red stage. Beginner players will likely find their first real roadblock in terms of difficulty here at the Green stage. Personally, I don't love this stage all that much, but the spike art of stacking spikes in an aesthetically pleasing fashion which is implemented here has stuck with me for one reason or another. Whenever I try my hand at a bit of level creation, you're certain to find a bit of spike art. The music faces a similar judgment, only standing out to any degree due to its grand choirs combined with the electronic side of things.
Blue features the first and only cherries in the game. In fact, spikes have been dropped altogether in favor of the delicious fruit. Ultimately, I feel similarly about this stage as I do the Yellow stage: the platforming isn't fantastic (though interesting through and through), but the music picks up the slack for the platforming and makes this stage a highlight for me. Staccato notes mixed with beautiful guitars and lovely violins make for excellent stage music.
Indigo might be my favorite stage of the bunch, though I don't believe it has the best design. The Ding Blocks are endlessly humorous to me, and they troll the player in the most incredible way of generally being kind to you. You'll head up to a jump and find out you didn't need that double jump because the DING! will have pierced your ears and you'll have just full jumped into a spike above. This is not how all Ding Blocks work, but that is their most memorable usage. The music has a similar effect on me, putting a smile on my face no matter what. There's this wacky, happy-go-lucky feeling as well that fits perfectly with the nature of the stage.
Violet is the last main game stage and acts as both the trickiest and most interesting stage. The main draw here is that the spikes are no longer at rest - they rise and fall from and to the ground, making the stage one of timing and prediction. This leads to a fair bit of interesting platforming, but sometimes it can be a bit irritating. The music, though having that sense of finality that a final stage should have, does not exactly stand out for me. Nonetheless, I do like the song.
Once you've done that, you'll find yourself at a joke of a boss - that is to say, it is literally a joke. It is here that you'll find out you're not at the ending at all! You have secrets to collect - seven of them, in fact. They are hidden in fairly asinine ways, for the most part, four of them being hidden behind fake walls. Ah yes, the age old tradition of bashing your head against walls is how you'll be finding most of your secrets. I don't have any real issue with this, but it is not an interesting way of hiding secrets in your game. Nonetheless, they are all fairly simple to acquire once you've actually found the secret rooms, and owning all seven of them allows you ingress into the real final stage.
The rainbow medley, as I'll call it, is easily the highlight of the game. The platforming is universally interesting and enjoyable to play, the music is godly, definitely standing out as my favorite song in the game, and the final boss has a great sense of finality and tension even when you should have no issue beating her. Now, that last bit is only really true because it's such a long fight and therefore dying near the end is a large loss of time, thus meaning that even the most skilled players will have a bit of worry. Plus, the fight itself is not great. Nonetheless, the real star of the show is the stage itself.
You may be thinking: I gave this game a 10, a perfect rating, and yet I listed several flaws. What kind of dissonance is that? Well, here's the thing: I don't care for any of those flaws, not one bit. I care only for what this game means to me and how it has impacted me as a fangame player. My nostalgia for this game overpowers anything, especially something so meaningless and silly as a flaw. I Wanna go Across the Rainbow is not my favorite fangame ever, not even close, but it has earned a place in my heart as the fangame that really started it all. It wasn't the first fangame I played, but it was the first fangame I loved.
Rating: 9.5
Difficulty: 40
May 14, 2020
Xplayerlol
Not including secrets in the rating. The platforming is quite sharp, and some jumps might be really painful for beginners, mainly on the later colors/stages. The last boss (No secrets) is rather easy because, well, it's a troll boss, but the heart of the game is pretty much the platforming.
[4] Likes
Rating: 8.0
Difficulty: 46
Feb 10, 2015
Photonic
I'm not very good at IWBTG fangames, so I can't give a full review quite yet. I'm not past the red zone yet, but I love this game's design and gimmick! It's a well-made fangame. Nice work. :)
[3] Likes
Rating: 8.6
Difficulty: 44
Dec 1, 2016
R4D1AT10N
A game that I often consider underrated in difficulty, this game is great for beginners but will also offer a challenge to them as well. Introduces many common jump types, and with secrets, a hidden stage, and a hidden boss it's well worth your time!
[3] Likes
Rating: 8.0
Difficulty: 50
Feb 28, 2015
Paragus
A justifiably popular fangame that has the player platforming through color coded stages each with it's own identity. A great game for fangame players of all skill levels to enjoy that is very well made in all aspects of production and design. There are secrets that must be collected if the real final boss is to be beaten. Each color coded stage has 1 secret hidden in it, which can be annoying to find the first time you play. The final boss is kind of meh, but it doesn't detract from the game too much.
[3] Likes
Rating: 8.5 85
Difficulty: 45 45
Feb 17, 2015
ElCochran90
Rating based on 100% mode. Difficulty rating based on No Secrets mode.
Color me (oh boy) impressed! This is a terrific experience for both veterans and players that have gotten used to the common engine that rules 98% of fangames and want a spike in challenge:
✓Red: Straight needle platforming. Creative and fun.
✓Orange: Choose your difficulty! Veterans will find themselves taking the shorter, yet harder routes! I tried them all and had a lot of fun succeeding.
✓Yellow: Kappa. Traps all over. Naturally, my least favorite segment, but I appreciated two things: a) They were not non-stop, and b) some triggers were odd. Not all of them kill you. It's just to scare you. Either it was intentional or bad platforming, but it seemed odd.
✓Green: Difficulty spiked up (oh my). There are no alternate routes here: this section is the filter for beginners. Fun as well and requires precise calculations.
✓Blue: Apple platforming. Average at best and sometimes annoying, but never frustrating.
✓Indigo: Japanese Kappa ("ding!") blocks. Was this the fangame that started them? Even if not, the idea is funny and serves as a different kind of trap segment that is not too bothersome.
✓Violet: Moving spikes. Calculate your timing of landing on ledges and read the spikes well. Dynamic and, again, fun.
As mentioned by the consensus, the game reaches its peak in experience if you get all secrets, because instead of getting a troll boss fight and a "Thank You For Playing" screen, you get the final area: a beautiful and iconic moment among the world of fangames. It's unforgettable. If the whole game had been of the quality of the final area, this would be among my favorites, but I still consider it great overall. The final boss is memorable, not as epic as I would've wished, but a nod to FFX is never something "overused". The attack of the hearts might frustrate some, but after 3 deaths to it, I caught the trick. An easy fight, but long enough.
Very recommended. This has a high replay value and, unlike several fangames, this showed commitment in its design. Instead of painting the entire screen of one color, and thus killing your eyes, the color scheme, shadow and rendering effects are gorgeous, and I love looking at basically any area.
P.S. I cannot reiterate how great the final section is after collecting all secrets. If you have played "I Wanna Get Cultured", you might have had that section spoiled, but its effect still remains once you play the original game. Thumb up.
[2] Likes
Color me (oh boy) impressed! This is a terrific experience for both veterans and players that have gotten used to the common engine that rules 98% of fangames and want a spike in challenge:
✓Red: Straight needle platforming. Creative and fun.
✓Orange: Choose your difficulty! Veterans will find themselves taking the shorter, yet harder routes! I tried them all and had a lot of fun succeeding.
✓Yellow: Kappa. Traps all over. Naturally, my least favorite segment, but I appreciated two things: a) They were not non-stop, and b) some triggers were odd. Not all of them kill you. It's just to scare you. Either it was intentional or bad platforming, but it seemed odd.
✓Green: Difficulty spiked up (oh my). There are no alternate routes here: this section is the filter for beginners. Fun as well and requires precise calculations.
✓Blue: Apple platforming. Average at best and sometimes annoying, but never frustrating.
✓Indigo: Japanese Kappa ("ding!") blocks. Was this the fangame that started them? Even if not, the idea is funny and serves as a different kind of trap segment that is not too bothersome.
✓Violet: Moving spikes. Calculate your timing of landing on ledges and read the spikes well. Dynamic and, again, fun.
As mentioned by the consensus, the game reaches its peak in experience if you get all secrets, because instead of getting a troll boss fight and a "Thank You For Playing" screen, you get the final area: a beautiful and iconic moment among the world of fangames. It's unforgettable. If the whole game had been of the quality of the final area, this would be among my favorites, but I still consider it great overall. The final boss is memorable, not as epic as I would've wished, but a nod to FFX is never something "overused". The attack of the hearts might frustrate some, but after 3 deaths to it, I caught the trick. An easy fight, but long enough.
Very recommended. This has a high replay value and, unlike several fangames, this showed commitment in its design. Instead of painting the entire screen of one color, and thus killing your eyes, the color scheme, shadow and rendering effects are gorgeous, and I love looking at basically any area.
P.S. I cannot reiterate how great the final section is after collecting all secrets. If you have played "I Wanna Get Cultured", you might have had that section spoiled, but its effect still remains once you play the original game. Thumb up.
Rating: 6.4 64
Difficulty: 45 45
Oct 21, 2018
Wolfiexe
A comfy and varied needle game split into a variety of colours, each having own quirk or style. I see this as a fangame classic, and something with a lot of charm to it despite the relative simplicity it has. Would recommend to any fangame player.
[2] Likes
Rating: 8.0 80
Difficulty: 45 45
Aug 25, 2017
CakeSauc3
Simple. Well Made. Endearing. (Except the bosses, but that's okay.)
It's recommended that you find the secrets, as the extra area is a treat.
[2] Likes
It's recommended that you find the secrets, as the extra area is a treat.
Rating: 9.0 90
Difficulty: 40 40
Jan 19, 2017
Kanaris
A beautiful game with a wide range of elements. Each colour of the rainbow has its own design theme.
A classic everyone should play.
+Looks great
+Music is good
+Platforming is nice, traps are tasteful
+Hidden extra
-No pot of gold at the end :(
[1] Like
A classic everyone should play.
+Looks great
+Music is good
+Platforming is nice, traps are tasteful
+Hidden extra
-No pot of gold at the end :(
Rating: 8.5 85
Difficulty: 40 40
Sep 27, 2016