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VVVVVV coming to 3DS eShop, published by Nicalis

Downloaded this and beat it on the Mac. Loved it. So I had to download this to play through it again in portable form.

Simply one of the most enjoyable gaming experiences I've had. Love it!
 
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?

And Terry Cavanagh, the guy who made the original, lives in the UK, so I imagine he'll be pushing Nicalis to release it here promptly as well.

I'm pretty excited to play this again when it's released over here.
 
Is there a point to the
elephant
?

I always assumed it was a reference to:

xBZQD.png
 
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.
 
People wondering about the European realease:

Terry said:
Unfortunately, today’s release is for the US only. We’re hoping it’ll follow in other regions soon, but there’s a bit of red tape with one of the rating boards that’s holding that back. It’ll be the new year at least before the UK/Europe version is out.

It’s quite disappointing. I wasn’t able to get it for my own 3DS today!
 
I wanted to bump this to mention how awesome this port is on the 3DS. I first purchased VVVVVV on Steam and played it to competition with about 17 / 20 trinkets. No doubt, that helped me complete my first playthrough in this version with a lower overall time and 20 / 20 trinkets.

That being said? The player levels do not fuck around. And there are a good deal of them, too!

So do know that while the main adventure is anywhere from 1.5 - 4 hours, those player levels really are helping extend the gaming experience. I'm on one where I've rescued three out of the five crew members and I have 1.5 hours on the clock.
 
Yeah, I just got this too. I'm a huge fan of VVVVVV, so it's nice to own a portable version and the 3D effect is subtle, but neat. I think I prefer the 3DS controls, but I don't like using the slidepad. It's more or less the same game, but that's all I wanted really. Good purchase.
 
I haven't played VVVVVV before the 3DS version, so the game is all new to me. I've only beat the main game, but as I played it I loved it...that is, until the end. After collecting all the Trinkets, I discovered
that the game has quite a few ridiculously implausible achievements, including finishing the game in No Death mode
. That completely killed my motivation to play the game anymore. I know it would be impossible for me to complete the game 100%, so what's the point in playing it anymore? At least that's how I feel. I'm a completionist, so I always have to beat games 100%. I hate it when developers do stuff like this. I was enjoying the game so much, too... =/
 
The game suffers from extreme slowdown, even when you don't turn on the 3D.
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.

But yeah, VVVVVV runs very smooth. No slowdowns at all from my experience.
 
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!
 
So in the other versions of the game how did the custom level sharing work? I'm playing the player levels on the 3ds version right now and if this thing had a way to make and share custom levels it would probably be my favorite eshop game so far. If only.
 
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!

No problem. I actually just bought it a couple of days ago. Finished it in 1:45 hours, though with only 15 trinkets.
 
Wonderful game, also playing for the first time on 3DS.

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 music is incredible.
 
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.
 
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.



off the top of my head, I don't think "up" flips in this game. Every button flips though.
 
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.

It's soooooo satisfying when you get it though.
 
Can anyone recommend me the best Player Made levels included with the 3DS version? I tried out the first on the list, Easy Mode, and I found it to miss the point of the game. The checkpoints were far apart, and there was a lot of "funny" dialogue. Didn't dig it.
 
I did an interview with Magnus "Souleye" Pålsson for my (Arabic) site, and thought I might as well publish the English text in here.



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!
 
AWWW YEAH!

I CAN'T WAIT FOR THIS TO RELEASE HERE IN AUSTRALIA IN 8463!

No but really, we still don't have this and Mutant Mudds. I am disgust.
 
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!

vvvvvvestorebrandonnn.jpg


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
 
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!

vvvvvvestorebrandonnn.jpg


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

Nice!
 
VVVVVV receiving Game of the Week treatment in North America this week, meaning the title is bumped down to a more reasonable $4.99USD.
 
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