I'll be taking a look at something a bit more recent this time with distractionware's pronunciation-defying puzzle platformer VVVVVV which, despite its 2010 release date, features an unashamedly retro aesthetic and gameplay straight out of the '80s. The game's sole designer and coder, Terry Cavanagh, drew heavy inspiration from the Commodore 64 games of his childhood when creating VVVVVV; a fact which becomes immediately obvious the second the game starts and you're confronted with the classic blue load screen and flashing colours of the C64. The graphics themselves are incredibly simplistic and generally monochromatic from room to room (all individually named à la Jet Set Willy), but if you grew up playing these kind of games on the C64 or Spectrum you'll be in bleepy, pixellated heaven.
The plot of VVVVVV centers around one Captain Viridian, who at the outset of the game finds himself lost and alone in a strange dimension, seperated from his starship and the rest of his crew. Naturally, your goal is to navigate fiendish challenges, rescure the five stranded crew members and find a way to escape back to your own reality. Oh, and there are twenty "shiny trinkets" to collect along the way which, while not strictly necessary to complete your objective, will cause loss of sleep at night knowing you've left one behind in favour of taking the easy route out.
On the surface VVVVVV is an incredibly simple game: with only three buttons used to control the Captain, your capabilities are rather limited. As you'd expect, you can move right and left just like every other platformer ever made. The challenge (and subsequently the fun) of the game arises from the fact that poor old Captain Viridian is completely unable to jump. He can however reverse gravity when stood on a solid surface, causing him to fall in either the classic flavour of "down" or, more interestingly, "up". You must therefore ensure the Captain's safe passage past a whole manner of obstacles, enemies and goddamn motherfucking spikes through a clever use of gravitational inversion and the wonderful possibilities it brings.
Initially this ability seems to make things almost unfairly easy: the second room of the game features a deadly pit of spikes which can be avoided by simply flipping yourself onto the ceiling and smugly walking past. It isn't long though before things take a turn for the frustrating and you're cursing whatever deity you identify with for the fact that you don't have a damn jump button.
Take for instance what is possibly the game's most evil, demented and frankly downright mean puzzle "Doing Things The Hard Way": you reach a room in which a shiny trinket is placed tantalisingly close; the only thing preventing you from reaching it is one small block about half your height. In any normal platformer this wouldn't present any problems; simply jump the block and grab the trinket. Unfortunately, you can't jump. Instead, you've got to reverse gravity and navigate no less than seven rooms of non-stop spike-filled death as you fall upwards at frightening speed with no safe zone or hint of respite in sight. Once you reach the top of the seven hell-rooms you must land on the sole, tiny, spike-less platform available before throwing the gravity back and doing the whole thing again in reverse as you fall back down trying desperately to remember to land on the other side of that block at the bottom. Oh yeah, did I mention that the one safe platform at the top crumbles away as soon as you touch it, giving you about a second to react and start your descent? Fuck. That. Shit.
Sadly, this is far from the only devilishly difficult challenge you'll face over the course of VVVVVV, and there are plenty of moments that will cause serious thoughts of unplugging your computer and throwing it out of the nearest window. Yet for some reason, you must keep playing. It's impossible to let that one trinket go, and the thought of leaving one of Captain Viridian's poor crew members lost forever is just not an option. Luckily, the game puts no limit on lives and offers very regular in-case-of-death checkpoints which mean you can keep trying that one bastard-hard room until you finally manage it.
Completing certain parts of the game, or indeed the game in full, will open up various unlockable extras in the main menu for a bit of added replayability, such as time trials for the main levels, a "flip mode" in which you can play through the whole game again upside-down, and a simply unfathomable "no death" mode which requires you to complete the whole thing without dying a single time. Frankly anyone capable of this herculean feat of faultless skill and platforming prowess deserves a fucking knighthood for services to gaming. Full completion of the game opens up the "secret lab" area which holds among other things a trophy room for challenges completed, and access to the dreaded "Super Gravitron"; a kind of mini-game in which you try to survive as long as possible as Captain Viridian is continually bounced back and forth vertically while obstacles speed in from the sides trying to kill you. Due to the bouncing mechanic the only control you have is movement left and right, and this makes the whole exercise keyboard-smashingly difficult. There are awards for surviving increasing lengths of time within the Super Gravitron, but the best I've managed so far is a whopping ten seconds. The superhumans who manage to complete no death mode might just be able to survive the full minute for the top prize.
A special mention must also go to VVVVVV's utterly fantastic chiptune soundtrack courtesy of Swede Magnus Pålsson, a.k.a. SoulEye. Its perfectly hits the sweetspot of intelligently composed oldschool-game-bleeps-meets-proper-electronic-music and really is just as good as the game itself. If you're so inclined, it's available to purchase separately from iTunes and Bandcamp.
If you love retro games and being frustrated the the point of embolism and rage-induced internal bleeding, VVVVVV is definitely the game for you - do yourself a favour and purchase a copy immediately. Plus you can feel all warm and fuzzy knowing you've supported a true one-man indie game developer just like back in the day.