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VVVVVV (Windows, Mac OS X, Linux)

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Title Screen

VVVVVV

Developers: Terry Cavanagh, Simon Roth (C++ port)
Platforms: Windows, Mac OS X, Linux
Released internationally: January 11, 2010


EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

VVVVVV (supposedly pronounced simply as "V", not "V-V-V-V-V-V", "Six Vs", or "VVVVHHHH"), is a platform game where you can't jump, being limited to flipping gravity instead.

Hmmm...
To do:
  • Take the game apart to find more unused stuff.
  • Look at the source code that Terry Cavanagh released.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes

Unused Objects

Coins

VVVVVV-Coins-Proto.png

The Coin from the prototype. 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:

Flip Token

Hmmm...
To do:
Add image for Flip Token In-game

Is the same blue square from the Mechanics Test, can be spawned with internal commands, it works the same as the original, but the graphics has been removed, and it uses a Viridian Sprite instead.

One-Way Walls

VVVVVV-onewaywalls.png

Arrow tiles present in both tiles.png and tiles2.png. Interestingly, if placed with Direct Mode, Viridian can only walk through them in the direction indicated by the arrow, meaning it still has its function left-over in the final game. They seem to look similar to the one-way walls found in the mechanics test. Also, if standing on a one-way wall that points upwards, you can't flip for some reason.

Quicksand Block

Block in tiles.png

VVVVVV-Quicksand block.png

Block in tiles2.png

VVVVVV-Quicksand block unused.png

A block present in tiles.png, this can be placed with Direct Mode; if Viridian walks above it, the block will quickly disappear. The block is also present in tiles2.png, but if you place the block from tiles2.png, it will continue using the tiles.png graphics.

Hmmm...
To do:
Maybe there's a way to make this block use the tiles2.png graphics (Without adding custom graphics)?

X-Shaped Enemy Skin

VVVVVVPC-animatedbox.gif

An unused graphic of a box with an X in it, animated to show the border undulating, found just below Viridian's sprites in sprites.png in the game's resources folder. It is possible to use the internal command exploit to spawn this enemy into a level, and it acts like a normal enemy would.

Unused Internal Commands

By abusing a glitch to use internal commands in a normal script editor, there are some unused commands left in the game.

do(x)
code
loop

This loops the code inside the do(x)/loop bracket x times, depending on what number is in the do(x).

clearteleportscript()

This was meant to be used to clear the script set with teleportscript(x). However, no commands related to teleporters are usable, as if a teleporter is spawned outside the main game using the internal scripting exploit, the main game telesave is "corrupted" (it is set to the coords of the room the teleporter is spawned in, sometimes creating glitches). The game will also crash upon bringing up the teleporter menu.

See the Notes page for more details on using internal commands.

Unused Text

Hmmm...
To do:
Anything else?

These can be seen through the use of internal scripts in custom levels or hex editing.

Developer Text

To do: write quick intro to story!

Left over from an early version of the game.

Early Script Remnants

Rescuing Vitellary and Verdigris

Captain! You're OK!
I found a teleporter, but I can't get it to go anywhere...
I can help with that!
I have the teleporter codex for our ship!
Yey! Let's go home!
Captain! I've been so worried!
I'm glad you're ok!
I've been trying to find a way out, but I keep going around in circles…
Don't worry! I have a teleporter key!
Follow me!

This cutscene text is not used anywhere in the game. The former would have been used for Vitellary, while the latter would have been used for Verdigris.

Early Ship Crash Text

Uh oh...
No! We've hit the Ninstar elevator defence...
Something's wrong! We're going to crash!
Everyone off the ship!
This shouldn't be happening!
Phew! That was scary! At least we all escaped, right guys?
...guys?

This cutscene is identical to the opening cutscene, except for the "Ninstar elevator defence" line. The line doesn't refer to anything currently in the game. Due to a strange bug in v2.2, this opening cutscene text is used rather than the default text.

Other Unused Text

Sorry Eurogamers! Teleporting around the map doesn't work in this version!

Most likely from a Eurogamer demo of the game. You can start this cutscene by using Gamestate 115, which continues to 116, and then to 117, which doesn't exist, so it ends the cutscene.

Revisional Differences

Version 2.3

Exausting Correction

November 14, 2009[1] to Final (Version 2.2) Final (Version 2.3)
VVVVVV nov2009proto exausted.png VVVVVV-final-exhausted.png

The room name "Exausted?" wasn't corrected to "Exhausted?" until version 2.3.

References