


The gray "dirt" blocks are actually fall-through blocks.
Only the room's name and color palette changed here, again. The room's layout was completely remade, making it much easier to obtain the trinket. This room's location was moved two rooms up and one to the left, to where the Supply Room is in this prototype. The prototype has a path downwards that was removed, along with some coins. Only the room's name and color palette changed here. This room's design is much simpler, with no teleporter divot in the background and a basic set of steps leading towards the next room.
VVVVVV TRINKET LOCATIONS FULL
Here's the full map for the game's intro area: Additionally, collecting one does not actually pause the game, although the player is unable to move at all until they advance the text.Įvery room has at least one difference from the final version, most commonly are the name and color palette changes. Some of the HUD effects when collecting a trinket are missing. Since no cutscenes are present, the game puts you directly in the first room along with the above placeholder text. Most noticeably, the title of the game is spelled VVVVVVVV (the letter V 8 times rather than 6). The title screen is completely different. The screen before the title screen is much simpler. Instead, there are two placeholder tracks, both composed by Matt Gray. None of the final game's music tracks are present in this prototype. Pressing R, which would normally kill the player, does nothing.Most of the game instructions say "Press V" instead of "Press ACTION".You cannot pause the game by pressing ENTER or ESC.The player does not move automatically with the horizontal moving platforms they would have to move themselves accordingly while the platform is moving or else they'd fall off.You cannot flip by using the Up and Down arrow keys, only by pressing Z, V or SPACE.The WASD keys cannot be used to move the player.The game goes straight to the first room from the title screen. 3.3 Security Drone/Security Sweep Enemy.
