the cutting room mirror

VVVVVV (Windows, Mac OS X, Linux)

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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.

Unused Objects#

Coins#

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#

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#

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 and the last room of the June 27th prototype. Also, if standing on a one-way wall that points upwards, you can't flip for some reason.

Quicksand Block#

Block in tiles.png

Block in tiles2.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.
Notably, this block is left over from the prototypes. Unlike a disappearing platform, it does not reappear if you die and respawn in the same room. Only leaving and reentering the room fixes this. This also seems to be a leftover, as in the prototypes, the same issue is present with both quicksand blocks and disappearing platforms.

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

X-Shaped Enemy Skin#

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#

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.

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#

v2.2 (June 11th, 2014)#

Opening Cutscene#

v2.2 (June 11th, 2014)

v1.0 to v2.1 beta (v2.2 [October 20th, 2016])

In versions of v2.2 prior to the October 20th, 2016 version of v2.2, this opening cutscene text is used rather than the default text; while it's mostly identical to the opening cutscene, the only difference between the two is the "Ninstar elevator defense" line, which was not originally present. While the line doesn't refer to anything currently in the game, it is a reference to Frozen Synapse's Ninstar.

v2.2 (June 11th, 2014)

v1.0 to v2.1 beta (v2.2 [October 20th, 2016])

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

Uh oh...
Is everything okay?
No! We've hit some kind of interference...
Something's wrong! We're going to crash!
Evacuate!
Oh no!
Everyone off the ship!
This shouldn't be happening!
Phew! That was scary!
At least we all escaped, right guys?
...guys?

v2.3#

Exausting Correction#

November 14, 20092 prototype

v1.0 to v2.2

v2.3

The room name "Exausted?" wasn't corrected to "Exhausted?" until v2.3.

v2.4#

Minimap Markers#

v1.0 to v2.3

v2.4

The minimap markers were redone for v2.4, replacing the letters for trinkets (S for Shiny), and teleporters (T) with representative pictograms; the question mark has been redone to be wider than it was previously.

References#


  1. Level Complete! - distractionware↩︎
  2. VVVVVV, Beta One - distractionware↩︎