Esplora una semplice meccanica: non puoi saltare, ma puoi invertire la gravità con la pressione di un tasto. Speciale settimana di lancio: acquista prima del 14/09 e ricevi uno sconto del 10%!
Valutazione degli utenti: Estremamente positiva (5,202 recensioni) - 5,202 recensioni degli utenti (96%) per questo gioco sono positive.
Data di rilascio: 7 set 2010

Accedi per aggiungere questo articolo alla tua lista dei desideri o per contrassegnarlo come articolo che non ti interessa

Acquista VVVVVV

LUNAR NEW YEAR SALE! Offer ends in



“Completai il livello urlando dal piacere. Era da un po' che non mi sentivo così bene, in questo modo propriamente fisico, giocando ad un videogioco.”
Kieron Gillen, Rock, Paper, Shotgun
“Non sono in grado di esprimere cose buone a sufficienza riguardo VVVVVV. Al momento, è il miglior gioco di Terry Cavanagh, e uno dei migliori platform io abbia mai giocato. Se nutri un qualunque interesse verso i platform impegnativi, ti faresti un torto nel non prendere VVVVVV.”
10/10 – Anthony Burch, Destructoid
“...sarebbe un errore lasciare che la natura puramente diabolica della produzione di Cavanagh oscurasse qualunque apprezzamento riguardo l'impeccabile eleganza del design.”
8/10 – EDGE

Informazioni sul gioco

'VVVVVV' è un platform 2D in stile rétro ad opera di Terry Cavanagh, già autore di dozzine di giochi gratuiti. Giocherai nei panni dell'intrepido leader di una squadra di scienziati esploratori dimensionali che, in seguito ad un incidente, si trovano ora separati. Il gioco prevede l'esplorazione del mondo bizzarro in cui ti ritrovi sbalzato, con l'obiettivo di ricongiungere gli amici.
'VVVVVV' esplora una semplice meccanica: non puoi saltare, ma in compenso, puoi invertire la gravità con la pressione di un tasto. 'VVVVVV' gioca con questa meccanica in una moltitudine di modi interessanti.
Il gioco è progettato in maniera da non costringere i tuoi progressi in maniera artificiosa. In 'VVVVVV' non ci sono elementi bloccati, power-up, interruttori: niente che possa interrompere l'avanzamento nel gioco che non sia la sfida stessa.


  • Level design elegante e minimalista.
  • Gameplay impegnativo, veloce e divertente.
  • I frequenti checkpoint fanno sì non si debbano mai ripetere sfide già superate.
  • Oltre un'ora e mezza di musica chiptune opera del compositore Magnus Pålsson.
  • Modalità di gioco speciali, fra cui time trial e no death mode.

Requisiti di sistema

Mac OS X
SteamOS + Linux
    • OS: Windows XP
    • Processor: 2 GHz
    • Memory: 256MB
    • Graphics: Direct X9.0c Compatible Card
    • DirectX®: DirectX® 9.0c
    • Hard Drive: 42MB
    • Sound: Standard audio
    • OS: OS X version Leopard 10.5.8, Snow Leopard 10.6.3, or later
    • Processor: Intel Mac 2 GHz
    • Memory: 256MB
    • Hard Drive: 42MB
    • Sound: Standard audio
    • OS: Ubuntu 12.04 LTS
    • Processor: 2 GHz
    • Memory: 256MB
    • Graphics:
    • Hard Drive: 42MB
    • Sound: Standard audio
Recensioni utili
29 persone su 32 (91%) hanno trovato questa recensione utile
5 persone hanno trovato questa recensione divertente
36.6 ore in totale
Pubblicata: 25 ottobre 2015
VVVVVV is a platformer. Are you surprised yet? You shouldn't. On with the review:

This game has caught my attention when it appeared on the Nintendo E-Shop on 2012. Being the person I was, I downloaded the $5 game (on the 3DS that eventually got stolen in 2014). It was worth every buck. The plot is very simple and quite complex when digging for the backstory.

Let's focus on the basic right now: You are Captain Viridian. Your crew has been seperated in a strange, and facinating universe. And it is your job as captain to save them. With the power to flip upside-down, you can explore places where you thought never was possible. That's all you have for a power really: no attack, no special, just flipping. However it's all you need besides skill in this game: as everything can be avoided and can be done without dieing a single time (no joke, everything is. I dare you to get the "Master of the Universe" achivement.). Along the way, you may find "Shiny Trinkets". These come to a good use after beating the game..after collecting all 20. I'm not going to list them or spoil anything since the steam community already did (plus this is a revivew, not a stradigy guide).

There are 4-5 (depends if you count the Lab areas as one area or two different sections) major areas in the game (not counting the transmission levels or the final level) all that can be accessed from the very large overworld. This brings for a total of 7-8 Levels in the entire game. Again, you have 20 Trinkets hidden in this entire world to search for.

The music & presentation is just excellent with everything being retro, and it gives that Atari vibe really well. Still, the music is just awesome! Souleye did a great job with creating the wonderful soundtrack for this game, as well as the 3 songs added in one of the updates.

It's mechanics are quite simple to grasp, such as moving platforms, vasnishing platforms, enemies, you know: the usual. The new comes in with the Warps. There are two types. One where you enter the side of a room, you are teleported to the exact other side. The other is a portal. Quite expected: you would be taken to a particular place in the world. You'll never know where it goes unless you used the portal once or twice.

Must I say the Level Design is very fair, balanced at times, and very devious. How is all of this possible? Simple: Each area has their own "special" quality, including the transmission levels. The Lab, for example, focuses on Gravity Lines and you have to use these to do some flips you thought you wouldn't be able to do. The devious part comes in with some of the enemy placement, spike placement, and even the name of the room. Yes, every single room in the entire game has a name: which for me makes it more enjoyable. "What tricks you have up your sleeve this time?"

There is a bunch of extra content too: such as Time Trial mode (each time trial is unlocked after beating the actual level ingame), Flip Mode (after beating the game), player made levels that come with the game, and other levels that people in the community made..which brings me to the next topic: the Level Designer.

You can create your dream levels of pure difficulty or possibly test out a few new things that can or cannot break the game. Again, you are the creator and stuff. Scripting is quite difficult to learn, but it's easy to input them once learned.

In the end, VVVVVV is a classic game in my steam library that I was glad to experience once again. Would I advise someone like Jirard (aka "The Completionist") to play this game? If you are tough as nails and can handle the challenge of 100% Super Meat Boy (at the very least), this probably be another game down the cake walk. However this can be quite difficult for new players. If you are going to go as far as 100% the game, prepare to die..a lot. You will suffer if you attempt that no-death run. I've only done it ONCE. Just ONCE on my 3DS. Just don't go that far as I did. If your curious, I still love the game even after all of that torture I went through. I know, I am very insanely crazy.
Questa recensione ti è stata utile? No Divertente
33 persone su 47 (70%) hanno trovato questa recensione utile
5 persone hanno trovato questa recensione divertente
32.3 ore in totale
Pubblicata: 15 gennaio
Time for a controversial review. I’ve played this game on and off for the past 5 years, and I’ve gradually come to realize it's not that great. I’ll try to explain why.

To get one thing out of the way, the music is fantastic. The chiptune album “PPPPPP” is a true modern classic, catchy and energetic and well-produced. The game sells for $5, but I’d be willing to pay $20 for the soundtrack alone. It’s that good. Even after hearing these tunes for 5 years, most of them still haven’t gotten old to me. But chances are you’ve already heard the music and know this for yourself.

To get another thing out of the way, I think the visuals are awesome. The minimalistic art throws back to a time older than the NES, and the ever-changing neon colors are strange and mysterious in their simplicity, and demand to be explored. In a way, the game itself is a fitting music video to one of the greatest chiptune albums there is.

So, what do I dislike about this game? Well, where do I start…?

The game is built around a novel idea – flipping the gravity of your character instead of jumping – and then spends an hour or two trying to pretend this mechanic has no crippling limitations before just giving up. And I’m not exaggerating here: the entire game can be consistently beaten in about 30 minutes. The first time I played it, it took me about 50. Finding all the hidden trinkets can take about an hour more, depending on how many tries it takes you on the “Prize for the Reckless” and “Veni, Vidi, Vici” challenges.

Most games which are built around a central gimmick will try to expand it with additional game mechanics. VVVVVV comes up with about four new mechanics to complement its gravity-flipping gimmick: conveyer belts, automatic-flip lasers, auto-scrolling rooms, and rooms that wrap around the edges. It then uses each of these mechanics in a tiny dungeon area and almost nowhere else. Two of the game’s areas use a somewhat irritating mechanic where you have to lead a friend around, with the level design poking fun at the fact that your friend has no common sense and you have to do everything for them. As far as new ideas are concerned, that’s pretty much it.

The central hub area, which comprises the majority of the map, is mostly just empty space: no enemies, no platforming puzzles, nothing but a few spikes here and there and a few of the collectable trinkets hidden away in corners. Even the interesting mazes are scarce. The hopelessly catchy track “Passion for Exploring” plays in the central hub, but in this case, “exploration” means just repeatedly falling through dozens of empty screens and searching for the next dungeon entrance. The overworld is also littered with dozens of checkpoints and teleporters which you will never use because there’s just nothing out there. They could have removed it entirely, replacing the hub with a series of teleporters to the dungeons, and the game hardly would have lost anything.

The game is touted as a “super hard” and “tough as nails” platformer. If that’s the case, it’s the easiest “super hard” platformer I’ve ever played. Some parts are hard, but there’s no steady sense of progression; the difficulty is mostly just limited to a few problem rooms which may take hundreds of deaths each, but otherwise the whole game is smooth sailing. If you want real difficulty, you can try no-death mode or the time trials, but it just amounts to repeatedly playing the same ridiculously short game until you get it perfect. In this case, the difficulty is mostly just self-imposed rather than the work of a level designer. Personally, I’ve spent the most amount of time on the Super Gravitron, a fearsomely difficult mini-game that was probably the spiritual precursor to Super Hexagon.

The game’s story might as well not be there. I can summarize the story as follows: “You are some kind of captain of some kind of crew piloting some kind of ship, which crash-lands on some kind of planet due to some kind of disturbance. In order to escape, you need to deactivate some kind of device located in some kind of alternate dimension.” I’m not exaggerating. Nothing is explained. This story could have been mysterious and compelling, but instead it chooses to go the “self-referential humor” route by having the characters poke fun at checkpoints and the level design, while they’re not busy talking about nothing.

And for those who say “Why would you play this game for the story?” I propose that you consider this: the game’s story could have been better if you removed all of the dialogue. The story is told perfectly through the visuals. The explosions, lost crew members, and alternate dimensions are all self-explanatory, and it would have left all the details up to the imagination. Captain Viridian would have made a great silent protagonist that you could have projected your own motivation into. Instead, the characters are all given completely needless speaking lines which don’t convey anything, and I’m just left wondering why anyone bothered to write dialogue.

TL,DR: Aside from the superb music and the visuals, VVVVVV feels like a game that was hastily thrown together. The difficulty is schizophrenic, rather than a fine-tuned progression curve. The overworld map is mostly empty space, as though the level designer had tried filling it with enemies and mazes but finally said “screw it, nothing works” and deleted everything. The story had no effort behind it. Interesting game mechanics are few and far between, and are only used for a few rooms each. The bonus game modes are needless masochism that are far too great of a difficulty jump from the main game. Overall, it feels more like an hour-long proof of concept than a full-fledged game exploring the possibilities and implications of its main gravity-flipping gimmick.

Yes, it was influential. Yes, it rode the very first wave of indie games back when Steam was gaining steam. Yes, the music is crazy good. All things considered, I respect this game. But after five years of playing and reflecting on it, I can’t help but see it as a short, pointless waste of time with no interesting gameplay statements to make (even for its time) and no heart put into it. It’s style-over-substance. But hey, it’s got a great style, so I can’t quite fault it for that. I know a lot of people love this game. I loved it for a while, but now that I've noticed its flaws I can't shake the sour taste this game leaves me with.

I know that few will agree with my sentiment, but hopefully I’ve explained my thoughts adequately.

And finally, all achievement hunters but the most dedicated should stay far, far away. This is one brutal 100%.
Questa recensione ti è stata utile? No Divertente
9 persone su 10 (90%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
2.6 ore in totale
Pubblicata: 18 novembre 2015
Worth buying for the soundtrack alone
Questa recensione ti è stata utile? No Divertente
4 persone su 4 (100%) hanno trovato questa recensione utile
5.8 ore in totale
Pubblicata: 24 gennaio
Greatly enjoyed my fun and fast playthrough of VVVVVV. It's a difficult platformer, but nowhere near impossible, with a catchy soundtrack to accompany my repeated shortcomings. The generous checkpoints and "save anywhere" system make a playthrough doable for even the most casual player. If it's your thing, there is also plenty of replayability through trinkets (collectibles), time trials, user created levels, and an alternate mode.
Questa recensione ti è stata utile? No Divertente
5 persone su 6 (83%) hanno trovato questa recensione utile
2 persone hanno trovato questa recensione divertente
53.6 ore in totale
Pubblicata: 1 settembre 2015
Great game! Really fun and not too difficult like how some people say. If you like semi-hard to hard platformers, this is for you.
Questa recensione ti è stata utile? No Divertente