Crowbar wrote:Sniffnoy wrote:Playing the extra levels in VVVVVV 2.0.
Wait, there's a VVVVVV 2.0?
Seems to just be an updated version with a bit of extra content from what I can gather online. Is this the case?
Yup. The biggest difference is purely internal - the entire game was rewritten in C++ by another guy, allowing it to finally work properly on Linux without going through Wine. (Though fullscreen still sometimes crashes my computer. Also I guess I don't really need it on Linux anymore as I have Windows now as well? But it's preferable not to have to restart the computer, certainly.)
It's actually not compatible with old save files - Terry is going to write a converter, but in the meantime he's pointing everyone to an unofficial one (ConVVVVVVerter) that some guy wrote. Unfortunately the new version has a bug in that certain saved info - in particular time trial records - doesn't always load properly on startup. It's being worked on, I gather. :P
The actual new stuff is a level editor (I have to wonder what it is that's since falsified previous explanation of why a level editor would be impossible) and 10 (not-integrated-into-the-game) levels made with it. (Disappointingly, there's no records kept of which ones you've beaten or with how many trinkets.) One of them is a port of Notch's 4k Java demake of the game (VVVV). They're actually prettty good, quite a few of them do some clever things with the mechanics that weren't done in the original game. Though Pyramid of Doom is really easy and pointless and not very well-put-together and I kind of have to wonder why it was included. Variety Show's a little disappointing too, but the rest are good. The new levels also include "warp lines" -- if these are used, leaving a screen can deposit you pretty much anywhere, geography disregarded. I'm not sure I like that. (Note that level-editor-made-levels never give you map access.) I guess it was included so as to allow for the VVVV level? Especialy annoying is when someone uses it to implement a bit of ad-hoc wrapping (instead of using the built-in wrapping!), thereby breaking the convention that looking at the background can tell you what sort of wrapping is used in the room. But I guess you should pay attention to the background anyway because it does guarantee that at least that much wrapping is used? I think?
One of the levels, Vertiginous Veridian, has what looks like an alternate path to a trinket at one point, that actually just brings you to a bugged area. Didn't test it enough, I guess, didn't realize people could go that way. :D
Weirdness: The level editor includes 2 new music tracks you can use, but SFAICT (having not yet played through the two hard ones) only one of them is actually used in the new levels that come with the game. Also I don't think Souleye has made them available for download anywhere so far. I kind of have to wonder why this was done?
If you already bought the original game you should be able to get it for free - people who got it through Steam got it upgraded automatically, apparently, and everyone else got an email saying where to download the new version...