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Proto:VVVVVV (Windows, Mac OS X, Linux)/VVVVVVVV (9th June)

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This is a sub-page of Proto:VVVVVV (Windows, Mac OS X, Linux).

Hmmm...
To do:
  • Talk about the different physics of the prototype.
  • Many other things.

This one is fully playable online here. It was made available on the developer's website sometime in June 2009. This prototype is very early in development, with several incomplete tidbits.

General Differences

  • There is no main menu. The game goes straight to the first room from the title screen.
  • There are no cutscenes.
  • The WASD keys cannot be used to move the player.
  • You cannot flip by using the Up and Down arrow keys, only by pressing Z, V or SPACE.
  • The player does not move automatically with the horizontal moving platforms; they would have to move themselves accordingly while the platform is moving or else they'd fall off.
  • You cannot pause the game by pressing ENTER or ESC.
  • Most of the game instructions say "Press V" instead of "Press ACTION".
  • Pressing R, which would normally kill the player, does nothing.

Music

None of the final game's music tracks are present in this prototype. Instead, there are two placeholder tracks, both composed by Matt Gray.

The title screen music, "Main_music_1", which is the beginning of the Space Station Oblivion loader theme.

The level music, "Main_music_2", which is the main theme from the Commodore 64 version of Deliverance: Stormlord II.

Coins

VVVVVV-Coins-Proto.png

In this prototype, there are coins scattered along the level which you can collect. You can still spawn them in using internal commands, but the score counter used to track the amount of coins collected was removed. Collecting a coin makes the following sound play, labeled internally as Main_ef_4:

Screens

Prototype Final
VVVVVV proto9june clickscreen.png VVVVVV final clickscreen.png

The screen before the title screen is much simpler.

Prototype Final
VVVVVV-June9-Title.png VVVVVVPC titlescreen.png

The title screen is completely different. Most noticeably, the title of the game is spelled VVVVVVVV (the letter V 8 times rather than 6).

VVVVVV proto9june introtext.png

Since no cutscenes are present, the game puts you directly in the first room along with the above placeholder text.

Prototype Final
VVVVVV proto9june trinket.png VVVVVV final trinketcollect.png

Some of the HUD effects when collecting a trinket are missing. Additionally, collecting one does not actually pause the game, although the player is unable to move at all until they advance the text.

Map Differences

Every room has at least one difference from the final version, most commonly are the name and color palette changes. Here's the full map for the game's intro area:

Prototype Final
Vvvvvv proto9june introseq roomlayout.png Vvvvvv final introseq roomlayout.png
Prototype Final
VVVVVV proto9june introseq room1.png VVVVVV final introseq room1.png

This room's design is much simpler, with no teleporter divot in the background and a basic set of steps leading towards the next room.

Prototype Final
VVVVVV proto9june introseq room2.png VVVVVV final introseq room2.png

Only the room's name and color palette changed here.

Prototype Final
VVVVVV proto9june introseq room3.png VVVVVV final introseq room3.png

The prototype has a path downwards that was removed, along with some coins.

Prototype Final
VVVVVV proto9june introseq room3b.png VVVVVV final introseq room6b.png

This room's location was moved two rooms up and one to the left, to where the Supply Room is in this prototype. The room's layout was completely remade, making it much easier to obtain the trinket.

Prototype Final
VVVVVV proto9june introseq room4.png VVVVVV final introseq room4.png

Only the room's name and color palette changed here, again.

Prototype Final
VVVVVV proto9june introseq room5.png VVVVVV final introseq room5.png

Same as above.

Prototype Final
VVVVVV proto9june introseq room6.png VVVVVV final introseq room6.png

This room is quite different. The gray "dirt" blocks are actually fall-through blocks. The path leading up was completely removed, and a checkpoint was added.

VVVVVV proto9june introseq room6a.png VVVVVV proto9june introseq room6b.png

These two rooms full of coins appear directly above and below the previous room. Both of which were removed.

Prototype Final
VVVVVV proto9june introseq room7.png VVVVVV final introseq room7.png

This room originally had no enemies, and the main obstacle was avoiding the spikes by switching between the platforms. Not one, but two checkpoints were added.

Prototype Final
VVVVVV proto9june introseq room8.png VVVVVV final introseq room8.png

Some layout changes, which again make this section easier.

Prototype Final
VVVVVV proto9june introseq room9.png VVVVVV final introseq room9.png

Again a complete revamp, most likely to accommodate the additions of the "Comms Relay" room to the right, as it is not present in the prototype.

Prototype Final
VVVVVV proto9june introseq room10.png VVVVVV final introseq room10.png

While the room's name remained the same, the layout suffered small edits, mostly to reduce the room's difficulty.

Prototype Final
VVVVVV proto9june introseq room11.png VVVVVV final introseq room11.png

Some coins were removed from the prototype, again.

Prototype Final
VVVVVV proto9june introseq room11b.png VVVVVV final introseq room11b.png

In the prototype, you could just move along the platform at the top and collect the trinket. Some walls were later added to prevent that. The coins became extinct, like usual.

VVVVVV proto9june introseq room11a.png

This room has been completely removed from the final version. It appears between the previous two rooms. The two platforms move left and right, but using them can be tricky as the player doesn't actually move along with the platforms.

Prototype Final
VVVVVV proto9june introseq room12.png VVVVVV final introseq room12.png

This Super Mario Land 2: 6 Golden Coins reference was sadly removed, coins included. If the player dies, the disappearing platform does not respawn. You must leave the room and come back for it to reappear.

Prototype Final
VVVVVV proto9june introseq room13.png VVVVVV final introseq room13.png

The bus in here is significantly smaller in the prototype. There is no path on the bottom part of the room as well.

Prototype Final
VVVVVV proto9june introseq room16.png VVVVVV final introseq room16.png

There is no checkpoint on the right side of the room, and there are no grids in the background.

Prototype Final
VVVVVV proto9june introseq room16b.png VVVVVV final introseq room16b.png

The path in the middle was removed, again.

Prototype Final
VVVVVV proto9june introseq room16c.png VVVVVV final introseq room16c.png

This evil set of spikes at the bottom was removed, much to the comfort of many gamers.

VVVVVV proto9june introseq room17.png VVVVVV proto9june introseq room18.png VVVVVV proto9june introseq room18a.png VVVVVV proto9june introseq room18b.png VVVVVV proto9june introseq room18c.png VVVVVV proto9june introseq room18d.png VVVVVV proto9june introseq room18e.png

These rooms are either completely absent in the final version, or so different there's no way to even compare them. After following the path upwards, the prototype ends with the following screen:

VVVVVV proto9june endofproto.png

Sprite Differences

Checkpoints

Prototype Final
VVVVVV-9June-Checkpoint.png VVVVVV-Checkpoint.png

The checkpoints in this prototype appear to be in a hexagonal-shape and have an S in them instead of a C.

Death Sprite

Prototype Final
VVVVVV-9June-Death.png VVVVVV-Death.png

Two pixels from their eyes are filled in rather than one in the final.

Security Drone/Security Sweep Enemy

Prototype Final
VVVVVV-9June-vinyl.png VVVVVV-Final-vinyl.png

First frame was made rounder in the final.

Ghost

Prototype Final
(Unused)
VVVVVV-9June-27June-ghost.gif VVVVVVPC-animatedbox.gif

The graphics where the X-Shaped Box enemy would be in the final game were instead that of a small ghost.

Bus

Prototype Final
VVVVVV-9June-Bus.gif VVVVVV-Bus.gif

The wheels are more visible in the prototype and makes it look more like a bus. Additionally, the bus in the prototype uses four frames, while the final uses two.

Fall-through Tiles

Mechanics Test VVVVVVVV Prototype
VVVVVV protomechanics falltiles.gif VVVVVV proto9june falltiles.gif

The fall-through platforms from the previous prototype are still here. Only the block the player touches will disappear, making the noise above, labeled internally as "Main_ef_6". Previously, these would only break when the player landed on them, not when they walked into it from either side, but this feature has been removed.

Sound Differences

Prototype Final

The sound played when collecting a trinket is different.

VVVVVVVV Prototype (GOG version)

There's a different version of this prototype, distributed alongside the Mechanics Test. It is almost identical to the one described above, except:

  • There's no music at all in the game.
  • You can change the amount of horizontal acceleration from 0.5 to 1.4 by pressing the keys 0 through 9 on the keyboard. The game starts with 1.1 by default.
Hmmm...
To do:
Are there no other changes?