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Get this: Flipping out with Terry Cavanagh's VVVVVV

Brandon Boyer at 5:59 am Wed, Jan 13, 2010

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VVVVVV • PC/Mac (Linux forthcoming) • distractionware • www According to early Internet opinionating, VVVVVV -- the essentially unpronounceable commercial debut of Don't Look Back creator Terry Cavanagh is either a groundbreaking platformer that has already instantly redefined indie gaming in a way that we haven't seen since Jon Blow's Braid, or "a bland exercise in confusion and frustration". The truth, as usual, is somewhere quite comfortably and happily in between. Designed around giving the player only one switch (beyond left and right movement) to interact with its world -- a switch which flips the gravity of its interstellar station -- VVVVVV isn't hiding any particular mechanical tricks up its sleeve. It doesn't boldly dare to upend time itself or bend inter-dimensional space or throw plot twists asking you rethink everything you thought you knew about free will. What it does instead is simply craft an enormously cohesive experience around -- and allow a fantastic sense of exploration through -- that one simple interaction.vvvvvv_lies.jpg VVVVVV doesn't draw its charm or its power from its indefinably retro visuals (neither really C64-ish or Spectrum-esque, though clearly inspired by the latter's foundational UK single-screen platformers like Manic Miner and Jet Set Willy), or its even harder to pin down chiptune score (though Magnus 'Souleye' Pålsson's work there is easily worth calling out on its own). Instead it's remarkable for the way it can consistently provide a compelling experience from screen to screen relying only on that gravity flip, and particularly for how intricately Cavanagh has constructed its twisted caverns and adjoining rooms. It's not until you see your goal sectioned off by what originally appears to be an insurmountable wall only to wind yourself seemingly aimlessly through its rat-maze network and find yourself precisely where you wanted to be that you appreciate just how finely designed the game is. But even if that might seem to imply a cakewalk tour through its world, VVVVVV is surely anything but: the final death toll for an average run can easily stretch into the thousands, particular rooms in the multiple hundreds, but Cavanagh has made death a learning experience rather than a punishment with liberal checkpoints and zero-time restart. vvvvvv_edge.jpg Certain challenges in the game are so difficult that they become more tests of rote reaction time muscle memory against its one-hit spiky deaths (so omnipresent that they loom even in the game's very title), and it's to Cavanagh's credit that he's made burning through 177 subsequent deaths in a matter of minutes feel like a rewarding puzzle over a maddening flaw. And so in the end that's "all" VVVVVV is -- not a redefinition but rather a confident and novel refinement of simple platform play, a game delightfully self-referencing and -aware, and a fantastic start to the new year of indie gaming. Play a demo of the game online at Kongregate, and purchase the full version direct from Cavanagh's distractionware site.

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  • hdon

    This game doesn’t just expand on “press a key to reverse gravity.” There are also these barriers that, when touched, compel a reversal of gravity automatically.

  • Anonymous

    My recommendation is to go play a game called Metal Storm from NES. It’s pretty much this game, except replace the main character with a mech, give him some guns, and throw in some enemies. It’s a difficult game and one of my personal favorites, not just of the generation, but of all time.

  • hdon

    I will buy this game when it’s $10 -OR- when Linux appears beside Windows and Mac on http://thelettervsixtim.es/

  • Matt Volatile

    Oh, I was terrible at these types of games when I was 8 and the intervening 22 years haven’t helped any. What do I do on the “Driller” / “Exhaust Chute” rooms?!

    • Anonymous

      You have to make it down to the bottom, and flip back to the top, but landing on the other side of the spike trap.

      This game is brilliant, and those saying it’s like Metal Storm, this much is true, but Metal Storm didn’t have time trials and collectables, you know, those little things that weakly extend the longevity of games.

      Also, from a purely aesthetic viewpoint, VVVVVV draws from classics like Jet Set Willy and Manic Miner with a brilliant soundtrack to boot. Anyone who sat up during those long nights trying to defeat the evil of Eugene’s Lair would probably appreciate this game a lot.

  • Ian70

    Wow, this looks like buckets of fun :)

  • hxa7241

    Isn’t that Aleister Crowley’s motto: Vi Veri Verso Vniversum Vivus Vici — I, through the true power of flipping, have conquered the universe.

  • Baldhead

    i swear there was an NES game with that exact same gravity switch mechanic. and better graphics. music was likely as annoying though.

  • Anonymous

    I hate to dis a fellow indie game dude, but they did this exact thing in Mega Man V. 17 years ago.

    • SamSam

      You’re right. Mega Man V has almost the exact same concept, and in the same platform structure too. A video from the YouTubes.

  • afriendcalledben

    @Baldhead That game was Metal Storm and it was the awesome. Me and my friend naively tried to buy the rights at college.

  • SamSam

    It’s definitely pretty fun. Would be interesting to see if this concept could be fleshed out into a more developed, less retro game. (Not because the retro version isn’t fun, but because it’s a cool concept and it would be neat to see further developments on it.)

  • Ian70

    I just played through the demo. It IS buckets of fun! And I love the music for the second level. The retro feel totally works with this gameplay concept.

  • seyo

    Looks like a lot of fun, but damn, it looks really hard too. Is that the speed of the gameplay, or was it accelerated for the sake of making the video? I think my 35 year old brain wouldn’t be able to keep up.

  • funkadelic73

    They did a little bit of this in Serious Sam (gravity flipping). It’s even more trippy in first person.

  • benher

    This was great fun – I’ve definitely drunk the VVVVV Koolaid.

  • Lexicat

    puts me in mind of jumpman (described on bb: http://www.boingboing.net/2009/02/20/jumpman-beautiful-re.html)

    and the old 8-bit and 16-bit demos :}

    • teapot

      This has to be inspired, somewhat at least, by jumpman. The whole switching gravity thing is required to pass some levels. Jumpman is free to D/L people – so get cracking! Incredibly accessible.. my non-gamer, non-netizen friend loved it. I have had every generation of console since the NES, and an Atari before that – And I loved it!

      http://www.boingboing.net/2009/02/20/jumpman-beautiful-re.html

  • nox

    It’s fun, but 15.05$ for a glorified frustrating flash game?

    Not for me.

  • Anonymous

    I’d hope for them to release a C64/NES version of it. I’d play it and it would blow my mind.

  • Anonymous

    Looks like a good effort for sure, but I’d just as soon fire up the ol’ NES and play some Metal Storm instead.

  • SamSam

    Finished the demo now, although I think I skipped one of the tokens.

    Is very fun, but while $10 for Machinarium was a no-brainer (still on it, it’s amazing, thanks Rob(?)) I’m not sure I can justify paying for a pure time-suck when I have enough trouble with procrastinating as it is (see: all my time on BoingBoing)

  • Daemon

    For something that’s “essentially unpronounceable”, the title is very easy to pronounce for anyone who’s language includes the V sound.

    Otherwise… might have been willing to play it back in my c64 days, but not so much anymore.

  • Anonymous

    How the f*@# do I get through “Exhaust Chute”?! This game definitely needs a walkthrough on youtube.

  • Antinous / Moderator

    Note: I deleted the spam, but it doesn’t want to clear. Thanks to the four thousand people who have flagged it, but I already know.

  • rifflesby

    The gravity mechanics in Mega Man V’s Gravita Man stage are not player-controlled, and the level design isn’t anywhere close to being as interesting as in VVVVVV.

  • Anonymous

    Its a Flash game, I don’t see why Terry thinks it wont work on Linux.

    The Veni, vidi, vici part is so hard, I got up to “Easy Mode Unlocked” on the way back down.

  • Anonymous

    I enjoyed playing it through, twice, but it’s pretty short; I’m not really good at anything other than Super Metroid, but I only missed four squares on the map, and got all the tokens without too much trouble (the red and yellow areas have some extremely challenging tokens though) on a quick second round. And I explored pretty thoroughly; I’m not sure how to get those missing map squares.

    It’s a really clever little platformer, and I love the last level since it sort of synthesizes all the lessons you learned before. Not to mention that it forces you to think outside the box, a token in the yellow world took me a bit to figure out, and was really smart. If the world map were about three times bigger, with a bit of finessing with the ship mechanics, it might be nice. A bit more directed difficulty would be good, too; it’s easy to stumble on the harder levels (red and yellow) before the easier ones.

    Even with the music and the smart mechanics, it’s a little game for $15. Maybe $5-9. Single digits are necessary until all the bits are in place. It’s a little insulting to pay for something when a message pops up telling me that a section hasn’t been added yet. Just because big gaming publishers launch their products unfinished (“just wait when the patch comes down the pipe!”) doesn’t mean that indie developers should do the same thing. The games N and jumpman are both as stylish and as clever, but I downloaded both of those for free. I want way more game for $15.

    But it was fun, more fun I’ve had exploring a (little) world in awhile, anyway. Sorry for the ranting review; buy this when it’s finished.