Submission #4479: Masterjun's Windows VVVVVV "20 trinkets, no death mode" in 17:33.77

Windows
20 trinkets, no death mode
(Submitted: 20 trinkets, no death mode)
(Submitted: VVVVVV.exe 2.0)
Hourglass r81
63226
60
21089
Unknown
Submitted by Masterjun on 11/10/2014 5:57 PM
Submission Comments
VVVVVV is a 2D platformer where you flip the gravity to rescue your crew members. There are 20 collectable "Shiny Trinkets" hidden throughout the game. There is also a no death mode which cuts off your gameplay if you die once.

Game objectives

  • Emulator used: Hourglass r81 (Multithreading and Wait Sync: Allow)
  • Game version: VVVVVV 2.0
  • Collects all 20 trinkets
  • Plays the game in no death mode
  • Aims for the fastest completion

Comments

I finally finished this run! This also is finally a VVVVVV TAS that does not use glitches (kinda... (SPOILERS) ).
The run starts by going into normal mode and then exiting, making it possible to unlock no death mode and start that.
As the no death mode disables all cutscenes and dialogues (which you wouldn't be able to read anyways), I'll briefly explain the plot: You play as Viridian who is the Captain of a spaceship. Suddenly there is a "dimensional interference" and the Captain and his crew try to escape through a teleporter. Unfortunately everyone is sent to a different location and it is your job to rescue the crew members.

Game mechanics

Controls

The controls of this game are easy: you talk and flip using the action button and move using the < and > keys.

Physics

Your highest xspeed is ±6.0 p/f and the highest yspeed is ±10.0 p/f (p/f = pixel/frame). The acceleration of the xspeed is ±1.9 p/f² and the acceleration of the yspeed is ±2.75 p/f². Though, when flipping the yspeed starts at ±6.75.
Moving, xspeed: 0.0 > 1.9 > 3.8 > 5.4 > 6.0 > 6.0 > ...
Dropping, yspeed: 2.75 > 5.5 > 8.25 > 10.0 > 10.0 > ...
Flipping, yspeed: 6.75 > 9.5 > 10.0 > 10.0 > ...
When you held a direction for at least the past 5 frames, you decelerate with ±1.1 p/f², when under 5 frames and stopping or moving in another direction, your next speed is either 0.0 or 1.9 in that other direction.
Input: >>>..... xspeed: 6.0 > 6.0 > 6.0 > 4.9 > 3.8 > 2.7 > 1.6 > 0.0
Input: >>>.>... xspeed: 6.0 > 6.0 > 6.0 > 4.9 > 6.0 > 0.0 > 0.0 > 0.0
The speed gets added to the position and then rounded towards 0.
The game allows you to flip even one frame after you left the ground, which might be the reason why you can go through inversion planes (the lines that flip you automatically) when they are close to the ground.
Platformers usually set your speed to 0 once you hit an obstacle, VVVVVV is a bit different. Your speed is adjusted to the distance to the obstacle. For horizontal movement that means if it is 5 blocks away, your speed is set to 5.0. If now the obstacle is away (e.g. you got past it because you were moving vertically, too) your next speed will be 6.0 and you didn't lose time even though you hit the obstacle!
The same goes with vertical movement to the point where it can actually save time to slow down horizontally (usually when there are small stairs).
Yes, optimizing this game is a lot of work :D.

Hitbox

No, graphical glitches do not affect the hitbox.

Other comments

VVVVVV version 2.2 was released when I was already far into the TAS so I didn't really want to start all over again as I didn't actually use any glitches.

feos: Acceblishing to Stars.
Last Edited by adelikat on 10/12/2023 3:14 AM
Page History Latest diff List referrers