Jan 23, 2010 VVVVVV.It's quite a cool game, however the full game costs.:/ (i dislike paying for so small games for my PC if not in a full pack of games.). Download vvvvvv windows, vvvvvv windows, vvvvvv windows download free.
![](/uploads/1/2/7/0/127097400/331509784.jpg)
.: August 25, 2015.: August 26, 2015Nintendo SwitchNovember 17, 2017,Mode(s)VVVVVV is a 2010 created. In the game, the player controls Captain Viridian, who must rescue their spacecrew after a teleporter malfunction caused them to be separated in Dimension VVVVVV. The gameplay is characterized by the inability of the player to jump, instead opting on controlling the direction of gravity, causing the player to fall upwards or downwards. The game consists of more than 400 individual rooms, and also supports the creation of user-created levels.The game was built in and released on January 11, 2010, for. The game was to by Simon Roth in 2011, and released as part of the. The port to C allowed the porting of the game to other platforms such as,.
![Vvvvvv map gravitron Vvvvvv map gravitron](http://indiegamereviews.weebly.com/uploads/7/2/2/3/7223716/2640059.jpg?810)
![Italy Italy](/uploads/1/2/7/0/127097400/591127667.jpg)
In this room, Captain Viridian must avoid the red spikes and green ghost. The 'C' icon to the left of the spike pit is a checkpoint, which the player is returned to upon dying.Unlike most games, in VVVVVV the player is not able to jump, but instead can reverse the direction of gravity when standing on a surface, causing Captain Viridian to fall either upwards or downwards. This feature was first seen in the 1986 game. The player uses this mechanic to traverse the game's environment and avoid various hazards, including stationary spikes and moving enemies.Later areas introduce new mechanics such as moving floors or rooms which, upon touching one edge of the screen,.VVVVVV contains eight main, including an intro level, four levels which can be accessed in a, two intermission levels, and one final level, only seen outside Dimension VVVVVV (in a 'polar dimension'). These are situated inside a large open world for the player to explore, spanning more than 400 individual rooms.
Due to its high level of difficulty, the game world contains many checkpoints, to which the player's character is reset upon death.
Over the last decade or so, videogames have learned manners. They discovered that they would get invited round more often if they stopped being quite so horrible. They learned how to explain themselves properly, how to get to know people gradually, and how to be entertaining in polite company without being so rude and challenging all the time. They grew up, in other words, and quite right too.
But some people, including some of videogames' best friends, felt that in this drive for warm, all-embracing, one-button, smooth-curve accessibility, they'd lost their edge a bit, and were in danger of forgetting what they were about in the first place. And so a new old breed of deliciously, sadistically difficult games has started to emerge, including retro throwbacks like Mega Man 9, but also modern reactionaries like Trials HD and Demon's Souls, and even supposedly cuddly uncles like New Super Mario Bros. Wii: games that would sooner slap you in the face than hold your hand. Gamers, cheeks stinging, have woken up from their mollycoddled daze and said, 'hit me again!'
Such gluttons for punishment will enjoy Terry Cavanagh's VVVVVV, a short sharp shock of a 2D indie platformer with a gravity-flipping party trick. This is a game of fiendish design and extreme speed that requires both your reactions and your problem-solving to be razor-sharp.
It's not, however, anything like as crude or ironic as its comically basic, pixellated graphics and stupid title might suggest. Nor is it living in the past. VVVVVV is smart and generous: death is instant and very frequent, so restarts are immediate, checkpoints are everywhere and you get infinite lives. It's also sophisticated, with a cunning structure, varied and imaginative design, perfect pacing and even, in its simple way, storytelling prowess. It's as if Portal had been made in 1985; it's a turbo-charged, sci-fi Jet Set Willy set in a world that's falling apart.
The world's most economical intro movie telegraphs the set-up: a spaceship encounters some kind of dimensional disturbance on its travels, and its six crew members (all of whose names start with V) end up scattered about a mysterious and treacherously dangerous space station, around which the fabric of space and time seems to be distorting. Taking the role of Captain Viridian, the player's job is to find the crew and reunite them aboard ship by reactivating a network of teleporters. In doing so, he'll need to negotiate a handful of tortuous yet linear levels set within a loose, chaotic overworld, like a disintegrating Metroid map.
VVVVVV controls with just three inputs: left, right, and flip gravity. The Captain can't jump, but he can suddenly fly to the ceiling or the floor and stick to it; he needs to be standing on a surface to flip, otherwise you'd be able to make him fly just by hammering the space bar. From this simple but original twist on the most basic platform-game template, Cavanagh conjures dozens upon dozens of satisfying spatial puzzles and challenges to your dexterity and - above all - timing. Each one is neatly encapsulated in a single, non-scrolling screen with a witty title by Bennett Foddy.
![](/uploads/1/2/7/0/127097400/331509784.jpg)