Lord British
Member
My first playthrough was 1:39, 13/20 trinkets. I might be a savant though![]()
I... I beat it with everything in less than two. Am I... special?
My first playthrough was 1:39, 13/20 trinkets. I might be a savant though![]()
I... I beat it with everything in less than two. Am I... special?
I... I beat it with everything in less than two. Am I... special?
I'm kind of dumbfounded how people can go through the unbelievably complicated process of making a game, yet never once along the way stumble upon a basic tip like "your foreground needs to stand out from your background."Antipole. It's more actiony than VVVVVV, but yeah it's pretty good.
It's also on Xbox Indies and PC.
http://www.saturninegames.com/site/antipole
Antipole. It's more actiony than VVVVVV, but yeah it's pretty good.
It's also on Xbox Indies and PC.
http://www.saturninegames.com/site/antipole
My first playthrough was 1:39, 13/20 trinkets. I might be a savant though![]()
it's simply impossible :/ pics or didn't happened
I don't have a pic, sorry - and the recent update erased my save. :/
Is there any actual reason to think that this will come to Europe at all? I mean, have they released anything in Europe, ever?! I know they keep saying that Cave Story will come out, but there isn't a release date for either version! What is their problem?
Is there a point to the?elephant
so it didn't happened
just kidding bro, but simply I can't think that it's true
Its not that much bigger. If you can afford it, I'd suggest grabbing an XL
The extra 0.4 inches translates purely to the wider aspect ratio. The 3DS's top screen is the same height as the DS lite's screens (and the bottom screen is identical in size). On top of that, since the 3DS screens are higher res, if you don't want your DS games to look blurry then the image is even smaller with 1:1 mode enabled.
Like The_Technomancer said, Get a DSiXL if you want to play on a bigger screen.
Thank you both. I might just have to see if I can find an SNES copy somewhere.
Fingers-crossed for a Vita release.
Terry said:Unfortunately, todays release is for the US only. Were hoping itll follow in other regions soon, but theres a bit of red tape with one of the rating boards thats holding that back. Itll be the new year at least before the UK/Europe version is out.
Its quite disappointing. I wasnt able to get it for my own 3DS today!
People wondering about the European realease:
I always assumed it was a reference to:
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What's that image from?
Jet Set Willy.
So... no issues running? I was kinda burned after Bit Trip Saga.
what's the problem with bit trip saga? It's a serious question, the games hasn't arrived in europeyet so i'haven't tried it
Well there's this bug: http://www.youtube.com/watch?v=gLLXdpwRM9wSo... no issues running? I was kinda burned after Bit Trip Saga.
So... no issues running? I was kinda burned after Bit Trip Saga.
I wouldn't call it extreme, it's not even that noticeable outside of a few levels in RUNNER. At least to me it isn't. Though I'm not a frame rate nitpicker. It's certainly not unplayable, at least.The game suffers from extreme slowdown, even when you don't turn on the 3D.
No GAME-BREAKING bugs and no slowdowns....
but if you do select the flipped game mode, all that shows up is a blank black screen.
So no flipped game mode for you!
But it made Capt. Viridian sad.![]()
Considering buying this. Regarding controls, is there a way to make it so that "up" doesn't flip you?
When I play on PC with my 360 controller I only have left and right assigned in Xpadder because I'd accidentally hit up and flip when I didn't intend to.
but fuck the "half the fun is getting here" orb (where you fly up 4 screens, then back down, just to get on the other side of a small block.) I need to play that section with total concentration and try again. I could get to the top, but not back down again.
The game suffers from extreme slowdown, even when you don't turn on the 3D.
How did you get into producing music, and what is/was your main influence?
My parents have a piano at their house which was the starting point, but production was a hobby, starting with an Epson HX-20 computer... Music was very crude in the beginning! Then capabilities got better with the C64, but that was too complicated. It wasn't until the Amiga days that I started making something worth listening to. I'm influenced by C64, NES, Amiga, and some PC games. And contemporary pop/rock.
Excuse our ignorance in the matter, but we're wondering about your process of creating music; starting from your sources of inspiration to refining a rough melody to a final, game worthy track. How do you manage the scope of it all?
If I can, I think a bit about a general structure. That's not always the case though. Most of the time I have a riff or a melody that I work off of, and with placeholder beats, I lay down a bass line, crude melodies, then work on arrangements and chord progressions for a while, then polishing everything up and adding details. It's a lot of listening, iterations, and testing things out in order to have a great outcome.
After I've laid down the initial skeleton structure of the track, things become much easier, and I can focus on sounds more than structure. That's where the fun begins, and it stops going from a boring tune into something that doesn't suck, into something that's listenable, and finally (hopefully) into something great. I have to polish, polish, polish...
What's your favorite software to compose music, and have you tried creating music on an iPad?
Madtracker 2. It's outdated, abandoned, full of bugs and weird memory leaks, and I love it. I will have to change in the future though, as it's lacking in some capabilities. Not really looking forward to changing my workflow though.
Why did you choose to compose 8-bit/chiptunes in particular?
I was born and raised on C64, NES and Amiga music.
Retro-style games (post-NES) are often criticized for trying too hard. VVVVVV actually got it right and not just in term of game mechanics; a big part of it is the soundtrack, in that it has its own identity and didn't feel like treading through familiar territories. Can you tell us about the process of composing PPPPPP?
I was coming home from work every day to plug away at this. It was very fun for me to do, as I had no pressure to do anything in particular and could do whatever I liked. This made it be a bit of a relief and freedom, and making music was a fun relaxing thing to do.
Having conversations with Terry was key. After Terry heard the songs, he was inspired to make more levels, and I'd be inspired by his work and the texts we send back to each other. Since he was liking everything I threw at him, at one point it felt like I could do no wrong. This inspired me to make more complex songs that really stood out, like Potential for Anything. Subconsciously I felt that if he liked everything I made, I could make anything. So I did.
One of my favorite moments in the game is definitely the first time hearing "Positive Force", and mostly because the game keeps hinting to the player that "Pushing Onwards" is the badass "theme" for the game while every other track complements it with mood and building atmosphere (while PO feels like a centralized theme), and then this plays and realigns your thought-process on the soundtrack --it has this "oomph" factor. What track did you compose first of those two?
Pushing Onwards was first. I liked it, but wanted something with even more drive and motivation, hence Positive Force.
Speaking of specific tracks, what's your favorite track on the VVVVVV OST?
I keep bouncing between Pressure Cooker, Potential for Anything and Positive Force. Right now, it's Pressure Cooker.
And your all-time favorite gaming OST?
That also shifts a lot. For now, I'll go with Chris Huelsbeck's Turrican 2.
And what about your favorite composers?
I'll just name some of my biggest inspirations: Martin Galway, Rob Hubbard, Chris Huelsbeck, Koji Kondo. I find it pretty hard to get super sold on music nowadays, as oftentimes the focus of music is not to be melodic, rather it's used to creates moods and atmosphere.
After the enormous success of VVVVVV, have you been reached to participate in another game? We see that your next project is a DLC for Pulsen, which is coming soon. A pack with your own tracks? I mean, that's fantastic!
There has been a bunch of requests, and at this point I'm going to have to start filtering a bit. I did do the Extreme Road Trip music right after VVVVVV, which is actually to be considered a huge success too with over 7 million iPhone downloads.
Pulsen is a nifty dance/rhythm game in the vein of Dance Dance Revolution. I spent countless hours with the developer there in order to make tracks that fitted a dance game. I'm really happy on how they came out. While the DLC with my stuff isn't out yet, so you can't dance/play my music in the game, the game itself is free, so you can download it and practice a bit while waiting for it to come out (www.pulsengame.com).
I am going try to do one more thing with VVVVVV (last thing, I promise!) this year - having it be recorded by a real orchestra. Obviously I can't afford to have that done myself, so I'm going to look into maybe doing a kickstarter project. If anybody is interested in that development I suggest signing up for my newsletter (www.souleye.se/contact). If anyone is worried about being spammed or so, relax. I send mails about once a year, when something big is afoot, like the release of my new album Adventure (www.souleye.se/adventure).
Any future projects you're currently working on?
There are a few, but I can't talk about most of them yet! Right now, I'm taking a little break because I worked so hard at getting Adventure out. The trailer for that is probably the coolest thing I've ever made: http://www.youtube.com/watch?v=qa1G4mPQ1o0 ... I can tell you that there are rumors that Mega Man 2.5D, a fan made free game, is going to be resumed work on, and if it is, I'm going to score that. If anything, the future is looking pretty exciting for me. We shall see!
I am going try to do one more thing with VVVVVV (last thing, I promise!) this year - having it be recorded by a real orchestra.
Hey everyone,
I checked with a mod (EatChildren) to make sure it was alright for me to post this here and I got the go ahead.
My name is Jeremy Hardin, I am a reviewer and editor for NintendoFuse.com, a small Nintendo fan site. From time to time we work with NoA's PR company on games and promotional material.
We are hosting a Fan Art Contest for VVVVVV on our forums and we were able to procure 5 eShop codes for VVVVVV from NoA to giveaway at the end of our contest!
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We want YOU to create your best FAN ART for VVVVVV. Entries will be judged by the forum admins and we will be judging based upon CREATIVITY and ORIGINALITY. So yeah, go ahead and create the best FAN ART you can for VVVVVV and you could be one of 5 lucky winners!
Don't just limit yourself to drawing. If you want to put together a fan video, you can go that route. Remember, we want it to be creative and all about VVVVVV!
Check out the official thread HERE on our forums to submit your entry!
Contest ends at 11:59pm EST on June 4th, 2012