Viridian Mac OS
Viridi is a safe haven, a place you can return to for a moment of peace and quiet whenever you need it. Leave Viridi open in a second window to keep you company while you work, or check in on your plants as a meditative moment every night. Of energy generated. Viridian adds this information to liveVIEW for an easy display of energy savings. You can even present the savings in your lobby to earn LEED points and impress visitors. SPECIFICATIONS Minimum Client Requirements Mac running Mac OS or PC running Windows XP SP2, Windows Vista. Thank you for joining us at the Viridian Sciences Boot Camp! During the training you will learn from the experts how to run your business software, inside-out. You will also have an opportunity to increase your utility of the Viridian Sciences product by learning best how to apply the features and benefits of the Seed-To-Sale Software.
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VVVVVV |
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Developers: Terry Cavanagh, Simon Roth (C++ port) This game has unused enemies. This game has a prototype article |
VVVVVV (supposedly pronounced simply as 'V', not 'V-V-V-V-V-V', 'Six Vs' or 'VVVVHHHH'), is a platform game where you can't jump, being limited to flipping gravity instead.
To do: Take the game apart to find more unused stuff. |
- 1Unused Graphics
- 3Unused Text
- 3.2Early Script Remnants
- 4Version Differences
Unused Graphics
X-Shaped Enemy Skin
An unused graphic of a box with an X in it, animated to show the border undulating, found just below Viridian's sprites in sprites.png in the game's resources folder. It is possible to use the internal command exploit to spawn this enemy into a level, and it acts like a normal enemy would.
One-Way Walls
Arrow tiles present in both tiles.png and tiles2.png. Interestingly, if placed with Direct Mode, Viridian can only walk through them in the direction indicated by the arrow, meaning it still has its function left-over in the final game. They seem to look similar to the one-way walls found in the mechanics test.
Unused Internal Commands
By abusing a glitch to use internal commands in a normal script editor, there are some unused commands left in the game.
This loops the code inside the do(x)/loop bracket x times, depending on what number is in the do(x).
This was meant to be used to clear the script set with teleportscript(x). However, no commands related to teleporters are usable, as if a teleporter is spawned outside the main game using the internal scripting exploit, the main game telesave is 'corrupted' (it is set to the coords of the room the teleporter is spawned in, sometimes creating glitches). The game will also crash upon bringing up the teleporter menu.
Please see the Notes page for more details on using internal commands.
Unused Text
Viridian Mac Os Catalina
Hidden within the game are (probably more than) two unused text strings - they can be seen through the use of internal scripts in custom levels or hexediting.
Developer Text
Left over from an an early version of the game.
To do: See if we can find any more. |
Early Script Remnants
Rescuing Vitellary and Verdigris
This cutscene text is not used anywhere in the game. The former would have been used for Vitellary, while the latter would have been used for Verdigris.
Early Ship Crash Text
This cutscene is identical to the game's opening cutscene, except for the 'Ninstar elevator defence' line. The line doesn't refer to anything currently in the game.Due to a strange bug in 2.2, this opening cutscene text is used, rather than the default text.
Other Unused Text
Most likely from a Eurogamer demo of the game. You can make this window appear by using Gamestate 116, however, it is set to continue to state 117, which doesn't exist, so things may fail.
Version Differences
Version 1.0
Version 1.0 has quite a few differences from version 2.1.
To do: Find more of these. Would the fixed bugs from the distractionwareforums count? |
- The Intermissions do not exist.
- The Lab and the Warp Zone use the music track 'Predestined Fate', instead of 'Pressure Cooker' and 'Potential For Anything'.
- No player levels.
- No time trials.
- No 'No Death Mode'.
- No Game Options (invincibility, slowdown, etc.) yet there are some mentions of 'Colorblind mode' and 'One Switch Mode'.
- The title screen music loop is much shorter.
- The credits play Pushing Onwards when selected in the menu.
- There appears to be an Epilogue mode, but it is grayed out as it didn't exist yet. Perhaps it would play the final level, as it existed then.
- The gravity lines are green instead of the regular white/grey color.
- There are added spikes in Anomaly, a screen in The Lab.
- There is a different layout in That's Why I Have to Kill You, a screen in The Warp Zone.
- The map, when opened from the menu, slowly fades shades of Viridian's color, rather than flashing white and becoming a static color.
- A slight visual different in The Yes Men, a screen in Space Station 1.
To do: I pulled these differences from here. So, if that's not what you mean then remove my differences or if it is the same version, remove this text. |