Whirligig’s CCCCCCCCCC is an incredibly cool little game that you should definitely check out if you haven’t already played it – Whirligig bills it as a demake-slash-sequel to VVVVVV, but really, it’s very much its own thing with its own ideas.

CCCCCCCCCC Retold is a re-imagining of that game as a VVVVVV level. I was expecting a pretty straight conversion, but it’s actually very different – while lots of the basic structural ideas remain (the story, the zones), the content itself is all new. It’s huge too – probably the biggest player level since Dimension 333333.

In places it’s way too tough for it’s own good – one of its 10 stages is a mandatory Vini Vidi Vici style challenge – but on the whole, the difficulty is pretty reasonable – easier overall than some other levels I’ve featured.

Download: cre.zip
(forum thread)

To play a VVVVVV player level, extract the .vvvvvv file into your VVVVVV levels folder. On windows, that should be in My Documents/VVVVVV, on Mac it’s Documents/VVVVVV, on Linux it’s ~/.vvvvvv

3 thoughts on “Featured VVVVVV level: “CCCCCCCCCC Retold” by Whirligig”
  1. This is another awesome megalevel… so far… yes, I’m currently stuck on the Vini Vidi Vici type challenge.

    It’s also cool to see the “shock block” obstacles used again – not sure who ‘invented’ them first – they almost feel like they could have been a part of the original VVVVVV world, although they might be a bit more limited in what you can with them (compared to flip-lines, conveyors, etc).

    A (so far)

  2. After a couple months of having this page open in a browser tab, I finally got around to trying this one out, and I’m very glad I did. I ended up playing it straight through in two sittings today.

    It made me realize how crucial a compelling story is to these levels, and this one’s interlacing with the canonical story was the impetus I needed to treat it like I would the main game and work until retrieving all ten trinkets.

    (I took my break at the Vini Vidi Vici style level. Coming back to it this evening, it became clear it really isn’t as hard as it first appears. The angling of the walls makes you initially think you need to move a lot more than you actually do from screen to screen.)

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