distractionware forums
VVVVVV => VVVVVV Levels => Topic started by: finka on August 01, 2011, 07:54:52 PM

This is a tiny, irritating, hopefully unfeaturable homage that sprang fullyformed into my mind after one death too many waiting on a conveyor between spikes.
Anyone who knows more about VVVVVV frame timings care to figure out how long this actually takes?

This was very cute, I like how you captured the bus veering right.
I guess those blocks are supposed to align at some time for you to be able to go through? Seems like that part could be really hard to time as a player.
As an alternate idea, I could imagine a massive level (which might be impossible) where you would constantly go in one direction but then need to press left to miss being thrown off onto spikes every once in a while.

This is creative. I was expecting to load it up and find a big long empty path. It turned out to not be that. You earn points for that.
Desert Bus is a game that is hilarious by concept but no fun at all to play. You captured that beautifully.
Let's work in 8pixel units, for now. The columns are 18, 20, 22, 24, 26 squares high. Subtracting the width of the enemytwo squaresgives us the distance each enemy must travel between each bounce: 16, 18. 20, 22, and 24 squares. The least common multiple of that is 7920 squares.
I don't know the specific game timings, but the enemies go about 16 squares per second. That's about 500 seconds. Not bad, but you could make it a whole lot more infuriating by adding columns whose heights are odd.

It's worse than that, Martze, given that the enemies don't turn around instantaneously, so instead of a distance of 16 squares we should be counting 16+x, for some x which I don't know.
Watching the shortest two columns until they line up again, unless I miscounted, took 38 periods of the smallest one to realign with 34 periods of the secondshortest. So it appears x=1 and we really have lcm(17,19,21,23,25) = 3900225 (those are relatively prime) squares / the enemy speed.
ETA: and it looks like you've omitted a factor of 2 corresponding to having to go up and down, so it's really 7800450 squares / the enemy speed, which is just short of 5 days 16 hours if it is 16 squares / second.
ETA 2: though maybe it's still possible to make it through if some of the columns are one square off from their starting position. I don't feel like Chinese remainder theoreming that up now...