I checked the document and tried to do some of them... None worked. How did you, for an example teleport the player somewhere else? I also checked your level and after the beginning I was like:
. Awesome scripting. I checked the level in level editor mode too and saw some scripts. After one script I was like:
. Can you please tell me how did you teleport the player somewhere else with the flash effects? I'd like to know more about scripting since I'm going to make a lot levels... 
Hi.
This level uses an exploit which I found for some weeks ago that allows you to run internal scripting commands. I tricked the parser to not remove any scripting lines as it thought it would be part of say(). This way, I could execute internal scripting commands just like any other script in custom levels.
The trick was to use say() with a negative amount of lines. As the parser will not understand negative numbers, it belives that I just typed say(1) instead of say(-1). The internal conversion however, text(gray,0,0,-1) will do nothing at all, as it will do the same as if I've typed say(0), i.e. nothing will show up. So this way, I could get the parser to trust 1 line of internal code. Then, I used text(1,0,0,4) as the internal command to use. This is so I can override the next say command - say(5). This say() in turn, while in fact ignored, is thought by the parser to start a say() command. For this reason, I can in turn give 4 lines of internal code a time. The 5th line, I use for re-starting the parser trick (text(1,0,0,4) followed by say(5)). The reason for why I only do say(5) and reapply things all the time is to maintain 2.0 compatibility. Anything more than 5 will screw up the parser in VVVVVV 2.0.
Example:
Parser thinks that this:
say(-1)
text(1,0,0,4)
say(3)
endcutscene
untilbars
loadscript(stop)
will first spawn a gray dialog with the content "text(1,0,0,4)", then a dialig with:
endcutscene
untilbars
loadscript(stop)
In fact, the internal conversion will look like this (bold text is ignored):
cutscenebars
untilbars
squeak(terminal)
text(gray,0,0,-1) (do nothing!)
text(1,0,0,4)
customposition(center)
speak_active
squeak(terminal)
text(gray,0,0,3)endcutscene
untilbars
loadscript(stop) (Here, the script is stopped, to prevent dialog rubbish)
customposition(center)
speak_active
endtext
Internal scripting commands are described in the document.
THIS IS SUBJECT OF BEING FIXED IN A STABLE 2.1. IN NO EVENT WILL I BE RESPONSIBLE FOR LEVELS BROKEN BY THIS, OTHER THAN LEVELS CREATED BY MYSELF