Super impossible road Everything from Impossible Road’s simplistic goal – all the player needs to do is stay on a constantly winding track for as long as possible while passing through checkpoints – to the game’s interesting mechanic that allows your sphere to bound through the air, bouncing between different sections of the track as it plummets down the course is perfectly executed and unique.

Now the game’s Vancouver-based developer, Wonderful Lasers, led by Kevin Ng, are bringing his deceptively simple Android/iOS title to PlayStation 4. Ng explained he intends to expand the gameplay concepts established in the first Impossible Road in a variety of ways, turning his mobile title into a PS4 multiplayer pick-up-and-play game that takes inspiration from accessible racing titles like the Mario Kart series.

“Super Impossible Road takes the gameplay of Impossible Road and reimagines it as a racing game with shortcuts right at the core. Because there is no accelerator or brake, no powerups, and (because of the procedural generation) no track memorization, taking shortcuts is the only way to get the drop on the other racers. This leads to dramatic swings in race position, and the shortcut mechanism really pays off in the sequel,” said Kevin Ng.

The popular track-bouncing mechanic from the original Impossible Road, that allows players to return to the course after falling off, is making a return in Super Impossible Road and is a big part of the game.

According to Ng, the feature is set to be better integrated into Super Impossible Road and will make taking shortcuts significantly more rewarding. The fact that track-jumping is a built-in “cheat code” seems to be integral to Super Impossible Road’s gameplay and even inspired Ng to create the amusing “winning is cheating” tagline that’s prominently displayed in Super Impossible Road’s marketing materials.

“The original game had this feature where you could take shortcuts across the track. As long as you touch down again within five seconds, it’s all good. My only regret is that this wasn’t really called out or rewarded in the original game, it was just something cool you could do, or something which could save you from a fall,” said Ng.

Ng also explained why he ended up deciding to launch Super Impossible Road on the PlayStation 4 rather than the PC, Xbox One or Wii U. The power of the PlayStation 4 and the vibrant indie game ecosystem on the console gave Ng abundant room to create the couch-co-op multiplayer experience he envisioned. Because of this the game runs at 1080p and a smooth 60 frames per second.

“The shift to PlayStation 4 allowed me to up the ante with the graphics and sound and build out a more immersive experience, something for the living room rather than on-the-go gaming. While the original Impossible Road is very much built for the mobile use case, with bite sized chunks of gameplay, Super Impossible Road is a more substantial experience, with a fully realized singleplayer career mode,” said Ng,”.

“Fans of the original Impossible Road will also be pleased to know Ng doesn’t intend to overcomplicate the game’s formula. Simplicity is part of what made Impossible Road so much fun and successful on mobile devices and this seems to be something Ng is aware of.” said Patrick O’Rourke

“The game uses very simple controls. The analog stick steers the vessel, and the X button resets the vessel to the track if you don’t think you’re going to make your jump. It was important to keep the controls focused and simple, because local multiplayer works great when people can pick up the game really quickly. The depth comes through the gameplay and race strategy rather than the controls,” said Ng.

Super Impossible Road is set to feature, four-player split-screen gameplay, procedurally generated tracks, a new single player career, classic survival mode, and possibly even some form of online play.

Super Impossible Road doesn’t have a specific release date yet.