Room name explanations
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This is a list of explanations for room names in the main game, as given by Terry Cavanagh (with consultation from Bennett Foddy, who came up with the names). These explanations can be found in roomnames.xml
in the game's language files. Room names with a dagger (†) are found in roomnames_special.xml
.
Space Station 1
Room coordinates | Room name | Explanation |
---|---|---|
(13,5) |
Welcome Aboard | The first room in the game |
(14,5) |
Conundrum | Conundrum as in puzzle, riddle, problem to be solved |
(15,5) |
Solitude | As in being alone, or in this case, lost by yourself |
(15,4) |
Leap of Faith | To take a leap of faith means to do something without knowing how it's going to turn out. |
(15,3) |
Traffic Jam | The enemies in this room are Stop Signs |
(14,3) |
Atmospheric Filtering Unit | An early room, looks a bit like an air filter |
(14,4) |
It's a Secret to Nobody | A reference to the infamous Zelda quote 'It's a secret to everybody'. This room contains the first trinket. |
(13,3) |
Linear Collider | An early room, name is just meant to suggest something sciency. Room contains long, wave like enemies. |
(12,3) |
Security Sweep | Contains a single, fast moving enemy that moves up and down. |
(12,4) |
Gantry and Dolly | Gantry and Dolly are the names for types of cranes that move crates around. This room has two different types of platforms. |
(13,4) |
Comms Relay | This room contains some communication equipment, like a radio. |
(12,5) |
The Yes Men | Contains a number of enemies with briefcases and the word -YES- for a head. An expression for people who work at large companies and agree a lot with their bosses |
(12,6) |
Stop and Reflect | Expression meaning to take a moment and think about what you're doing. In this room, a small puzzle where you need to use the underside of a moving platform to progress. |
(13,6) |
Trench Warfare | Room contains a couple of pits with soldier-like enemies in them. Loosely references the 1983 videogame Hunchback. |
(12,7) |
V Stitch | A V Stitch is a type of crochet stitch. |
(13,7) |
B-B-B-Busted | Room contains a large Bus. 'Bus'ted as in 'Caught'. |
(14,7) |
The Sensible Room | Early corridor room containing no challenges. Sensible as in the opposite of Foolish - you might call someone sensible in english if they are excessively cautious. |
(14,6) |
Boo! Think Fast! | Contains a challenge that you need to react very quickly to. You might say 'Boo, think fast' if you threw something at someone, expecting them to catch it. |
(15,6) |
Driller | Technically references the name of a C64 game, but that doesn't matter much |
(15,7) |
Exhaust Chute | Like a factory exhaust chute for disposing of rubbish |
(15,8) |
Sorrow | A difficult room that you might die in a lot. |
(16,6) |
Quicksand | Contains lots of dissolving platforms. |
(16,6) |
The Tomb of Mad Carew | A very obscure reference to the C64 game Dizzy. |
(16,6) |
Brass Sent Us Under The Top | The enemies in this room look like little army guys |
(16,6) |
A Wrinkle in Time | The name of a 60's science fiction book. There is a teleporter in this room. |
The Laboratory
Room coordinates | Room name | Explanation |
---|---|---|
(2,16) |
Get Ready To Bounce | The first room in the Lab zone. In the next room, you immediately come into contact with a gravity line, and flip back up. |
(2,17) |
It's Perfectly Safe | The second room in the lab zone. Don't worry, it's perfectly safe. |
(1,17) |
Rascasse | This is a type of fish with lots of thorny spikes on its back |
(1,18) |
Keep Going | Literally just 'Keep Going', through the room |
(0,18) |
Single-slit Experiment | (Many of the rooms in the Lab stage have science themed names.) |
(0,19) |
Don't Flip Out | Flip as in gravity flip, but also the expression in english, as in, keep your cool |
(1,19) |
Shuffled Hallway | Just describes how the room looks. 'Shuffled' as in offset. |
(2,19) |
Double-slit Experiment | (Many of the rooms in the Lab stage have science themed names.) |
(2,18) |
Young Man, It's Worth the Challenge | Not a reference to anything in particular - Bennett explains that this is just something that his high school chemistry teacher used to say to students. He thinks the teacher was probably misquoting George Bernard Shaw, who said 'Life is not meant to be easy, my child - but take courage: it can be delightful.'. |
(3,19) |
They Call Him Flipper | This is a line from an American TV show intro about a Dolphin - https://www.youtube.com/watch?v=azEOeTX1LqM |
(4,19) |
Three's a Crowd | From the expression Two's Company, Three's a Crowd. This room has two challenges - the first has two gaps to cross, the second has three. |
(4,18) |
Hitting the Apex | 'Hitting the Apex' is the term used by race drivers for the optimal path around a corner |
(3,18) |
Square Root | This room resembles a Square Root symbol. |
(3,17) |
Thorny Exchange | Two people having a polite argument could be described as having a Thorny Exchange of words. |
(3,16) |
Brought to you by the letter G | Reference to Seseme Street - also, this room resembles the letter G |
(4,16) |
Free Your Mind | Reference to the film The Matrix, where Morpheus jumps from the top of a Skyscaper - https://www.youtube.com/watch?v=ef_agVIvh0A |
(4,17) |
I Changed My Mind, Thelma... | The room below Free Your Mind. Reference to the film Thelma and Louise, which ends with Thelma and Louise driving off a cliff, sorry, spoilers |
(5,17) |
Indirect Jump Vector | If you miss the gap in 'In a Single Bound' above, you will end up back in this room - hence, your trajectory was off! |
(5,16) |
In a Single Bound | Superman is described as being able to leap tall buildings in a single bound. |
(6,16) |
Barani, Barani | A Barani is a technical term for doing a flip on a trampoline |
(6,17) |
Safety Dance | Named after the 80s song by Men Without Hats. |
(7,17) |
Exhausted?[note 1] | This room has an exit that sort of suggests an Exhaust Pipe in a car. |
(7,16) |
Heady Heights | Just below the highest point in the level. |
(7,15) |
Entanglement Generator | This room contains a teleporter. Entanglement is an idea from quantum mechanics. |
(7,18) |
The Tantalizing Trinket | You see this Trinket just out of reach as you fall through the room. |
(7,19) |
The Bernoulli Principle | Many of the rooms in the Lab stage have science themed names - this one is just named after a formula relating to flight. |
(7,0) |
Standing Wave | Many of the rooms in the Lab stage have science themed names. This one is at the beginning of a section with gravity lines above and below you, before the section begins. |
(6,0) |
Topsy Turvyism | Topsy Turvy is Australian slang for upside down |
(5,0) |
Spike Strip Deployed | This room has some spikes on a gravity line. The name is a reference to the device that police might use to blow out the tyres of a speeding car. |
(4,0) |
Vibrating String Problem | Another science themed room name, this one has two gravity lines that you bounce between. |
(3,0) |
Merge | A wide section connecting to a narrower section - merge as in traffic |
(2,0) |
Kids His Age Bounce | An old saying for when e.g. a small child falls out of a tree. A trampoline joke in this case. |
(1,0) |
I'm Sorry | The room below this one is Please Forgive Me. There is also a secret path to the right which leads to the rooms 'Anomaly' and 'Purest Unobtainium'. |
(1,1) |
Please Forgive Me! | The room above this one is I'm Sorry |
(2,1) |
Playing Foosball | This room resembles a Foosball table - https://en.wikipedia.org/wiki/Table_football |
(3,1) |
A Difficult Chord | This room resembles a guitar chord |
(4,1) |
The Living Dead End | 'The living end' is an idiom meaning 'the most extreme form of something', here it's an extreme dead end, i.e. a cul-de-sac |
(5,1) |
Anomaly | As in, a strange result in science. This room has lots of different colours, unlike other rooms in this stage. |
(6,1) |
Purest Unobtanium | Unobtainium is a jokey made up term from science fiction for an impossible substance - https://en.wikipedia.org/wiki/Unobtainium |
(4,2) |
AAAAAA | The player falls through this room without having time to stop - AAAAAA suggests a scream in English. Also, it's six As, like the title. |
(4,3) |
Diode | This room can only be passed through in one direction. It resembles the electrical component. |
(4,4) |
I Smell Ozone | When you use a photocopier, it produces a distinctive smell (from the Ozone produced). This room has a background pattern that suggests a teleportation has recently happened here. |
(3,4) |
Why So Blue? | The crewmate Victoria is found here. Victoria is always sad! She's feeling blue. |
(2,4) |
Philadelphia Experiment | There is a teleporter in this room. The Philadelphia Experiment is the name of 80's film about teleportation. |
The Tower
Room coordinates | Room name | Explanation |
---|---|---|
(8,9) |
Teleporter Divot | There is a pattern in the background of this room that indicates that a teleporter has sent someone to this room |
(9,9) |
The Tower | This room is a single vertically scrolling stage, about 20 rooms high. The name is from the Tarot card. |
(10,4) |
Seeing Red | This is the room that you find the red crewmate in. (Seeing Red is an expression in English about being filled with rage, but that doesn't really apply here) |
(11,4) |
Building Apport | An 'Apport' is a kind of paranormal teleportation. Building Apport is a pun on the concept of 'building rapport' (except that to 'apport' is to teleport). |
Space Station 2
Room coordinates | Room name | Explanation |
---|---|---|
(12,14) |
Outer Hull | The entrance to the Space Station 2 level - the outer hull of a space station. |
(11,14) |
The Filter | Like a filter from an air conditioning vent |
(11,13) |
Boldly To Go | Star Trek reference, this rooms is near the entrance to the space station level |
(11,12) |
One Way Room | Can only be travelled through in one direction |
(11,11) |
Conveying a New Idea | This is the first room you encounter that has conveyor belts in it |
(12,11) |
Upstream Downstream | As in swimming upstream or downstream, with or against a current in a river |
(12,12) |
The High Road is Low | This room has two paths - a high path and a low path. The 'low' path leads to a trinket, so the roomname is a sort of clue about which way to go. |
(12,13) |
Give Me A V | Room is in the shape of a big letter V. The roomname suggests the common american cheerleading chant - e.g. Give me an L! Give me an O! Give me a C! Give me an A! Give me an L! Give me an I! Give me an S! Give me an A! Give me a T! Give me an I! Give me an O! Give me an N! What does it spell? LOCALISATION! |
(13,13) |
Select Track | There are two paths you can pick between here |
(14,13) |
You Chose... Poorly | This room comes right after a choice between two paths. It's a quote from an Indiana Jones film. |
(15,13) |
Hyperspace Bypass 5 | A conveyor belt will take you through this room without you needing to press any buttons, hench the bypass. The phrase Hyperspace Bypass is a reference to Hitchhiker's Guide to the Galaxy. |
(16,13) |
Plain Sailing from Here On | This room is at the end of a long section, and promises 'Plain Sailing' afterwards, as in, no further challenges. This is a lie |
(16,12) |
Ha Ha Ha Not Really | This is a difficult room that follows one called 'Plain Sailing from here on'. It's taunting the player. |
(15,12) |
You Just Keep Coming Back | You can pass through this room up to three times, depending on which route you take through the level. |
(14,12) |
Gordian Knot | As in the Gordian Knot from greek history. A complicated room that can be passed through twice. |
(13,12) |
Backsliders | A conveyor belt in this room pushes against you as you try to move, so you slide backwards. |
(13,11) |
The Cuckoo | This room contains a speaker that emits the word 'LIES' over and over. A cuckoo's call decieves other birds! |
(14,11) |
Clarion Call | A 'Clarion Call' is an idiom used when somebody makes a case for a course of action, for example in a politician's speech, or a call to battle. It sometimes has an association with dishonesty - in this room, the words 'LIES' appear over and over. |
(13,10) |
The Solution is Dilution | This room has a factory and pollution clouds in it. Apparently this phrase was once used by industrialists to advocate for not worrying too much about pollution. |
(13,9) |
Lighter Than Air | This room has clouds that rise from the bottom of the screen to the top, which the player is faster than, implying that the player is lighter than air. |
(13,8) |
Level Complete! | This room has a teleporter, which is normally found at the end of a level. However this room is midway through the stage. |
(14,9) |
Green Grotto | A peaceful green room. |
(14,8) |
The Hanged Man, Reversed | Named after the Tarot Card, reversed as in Upside Down. The room contains a stationary enemy which resembles a Wheel of Fortune. The name is supposed to suggest a kind of out-of-place quality. |
(15,9) |
doomS | The room is above 'Swoop', and is a copy of the room rotated 180 degrees! The room name 'doomS' is the word 'Swoop' rotated 180 degrees. When localising this room, don't worry too much about trying to keep the meaning of the words Dooms and Swoop, because they're not that important - instead, focus on picking words that have this 180 degree flip quality! |
(15,10) |
Swoop | See the note for room (15,9), doomS. |
(14,10) |
Manic Mine | A reference to the 8-bit game Manic Miner. |
(15,11) |
Chinese Rooms | This refers to a famous philosophical argument about artifical intelligence - https://en.wikipedia.org/wiki/Chinese_room. |
(16,10) |
What Lies Beneath? | The room below this contains enemies in the shape of the word 'Lies'. So there's a double meaning here - as in, a question, 'what is below this room', and that the word LIES is literally beneath this room. |
(16,11) |
Spikes Do! | This rooms is below the room named 'What lies Beneath?', and answers the question: Spikes do! |
(17,11) |
Chipper Cipher | Just some nice wordplay. Chipper means 'Jolly' or 'Happy'. |
(17,10) |
If You Fall Up | A two part room name. From the expression 'If you fall down, just pick yourself up'. |
(17,9) |
Just Pick Yourself Down | |
(17,8) |
The Warning | This room has lots of checkpoints in it. It's beside the game's most difficult challenge, the Veni, Vidi, Vici section. The checkpoints don't really do anything, but they're a warning of the challenge ahead. |
(16,8) |
Parabolica | This room contains a section of wall in the shape of a parabolic arch. |
(16,9) |
$eeing Dollar $ign$ | This is a green room that resembles a dollar sign shape |
(18,14) |
Doing Things The Hard Way | The starting room from the Veni, Vidi, Vici! challenge. |
(18,13) |
Veni | The rooms Veni, Vidi, Vici! appear in sequence. Famous latin phrase attributed to Julius Caesar meaning I came, I saw, I conquered. The hardest challenge in the game. |
(18,12) |
Vidi | |
(18,11) |
Vici! | |
(18,10) |
Easy Mode Unlocked | Part of the Veni Vidi Vici sequence. Taunting the player - the 'easy mode' refers to the second passageway on the right side that is easier to take when going back through this room on the way down, but that passageway leads to death. |
(18,9) |
Your Bitter Tears... Delicious | Part of the Veni Vidi Vici sequence. Taunting the player. |
(18,8) |
Getting Here is Half the Fun | The top of the Veni Vidi Vici sequence. When you get to the top, you have to go all the way back down - hence, this room is the halfway point of the challenge. |
(11,7) |
Prize for the Reckless | This room contains a trinket that can only be collected by doing something difficult |
Imagine Spikes There, if You Like† | If you're playing a time trial, the room Prize for the Reckless has this roomname instead (the room is altered to make it possible to do this section without dying) | |
I Can't Believe You Got This Far† | If you're playing No Death Mode, the room Prize for the Reckless has this roomname instead (the room is altered to make it possible to do this section without dying) | |
(10,7) |
A Deception | This room appears trivial at first, but is connected to a difficult trinket challenge |
(10,6) |
Down Under | Australia is sometimes called The Land Down Under because of its position on a globe. You complete this room by going down and under some moving platforms |
(11,6) |
Shenanigan | Shenanigan as in a prank, or practical joke. This room is connected to the 'Prize for the Reckless' puzzle, and like the room 'A Deception', it appears trivial unless you know the secret |
(11,5) |
Frown Upside Down | To 'Turn that Frown Upside Down' is an expression in English, like 'cheer up', basically means to stop being unhappy |
(10,5) |
Energize | There is a teleporter in this Room. Energize is what they say on Star Trek when they use the teleporters. |
The Warp Zone
Room coordinates | Room name | Explanation |
---|---|---|
(14,1) |
This is how it is | literally as in, this is how the mechanic of this stage works - also an expression as in 'this is the way things are' |
(15,1) |
A Bisected Spiral | Room is a spiral, cut down the middle |
(15,2) |
Take the Red Pill | This is a Matrix reference that hasn't aged well, lol |
(16,2) |
Short Circuit | Probably named after the 80s film Short Circuit. Also works because you'll hit a dead end if you keep walking forwards. |
(16,1) |
As you like it | This room can be approached in two different equivilent ways, whichever way you like it. 'As you like it' is the name of a Shakespeare play. |
(17,1) |
Maze With No Entrance | This room is a maze which has no entrance, due to the nature of the warping mechanic. |
(17,0) |
As we go up, we go down | Named after the 1995 song by Guided by Voices |
(18,0) |
Time to get serious | Literal, this is the first room in the stage which is fairly difficult |
(18,1) |
Wheeler's Wormhole | Apparently a scientist named John Wheeler coined the phrase 'Wormhole'! I just found that out. Anyway, this room has a teleporter in it. |
(19,1) |
Ascending and Descending | Just meant as in literally Ascending and Descending, going up and down. There is a room later in the game called Upstairs, Downstairs, which is a callback to this. |
(19,2) |
Shockwave Rider | Named after a 70's Science Fiction novel |
(18,2) |
Sweeney's Maze | Contains enemies that move strangly and resemble enemies from ZZT, an old game by Tim Sweeney |
(18,3) |
Mind The Gap | Refers to what train announcers say on the London Underground when you leave the train - mind the gap between the train and the station platform |
(17,3) |
Edge Games | Contains a trinket that you get by navigating around the edge of the screen. The use of the word EDGE is deliberate, refering to the trademark of a notoriously litigious individual who sued an indie developer around the time VVVVVV was made |
(17,2) |
The Brown Gate | I think this is an Ultima 7 reference? A literal translation is fine here |
(19,0) |
To The Batcave! | The Batcave, as in Batman's hideout. |
(19,3) |
This will make you flip | Flip is used here in the sense 'Flip out', as in, to lose your temper |
(16,3) |
Twisty Little Passages | A maze like room. Refers to the section from the 1976 text game Colossal Cave Adventure - you are in a maze of twisty little passages, all alike |
(16,0) |
I Love You | The room contains a couple of heart shaped enemies |
(14,2) |
That's Why I Have To Kill You | The follows the room named 'I love you'. 'I love you, that's why I have to kill you' is kind of a slasher horror trope. |
(13,0) |
It's Not Easy Being Green | References a song by Kermit from the Muppets. This room is where you find the green crewmate. |
(14,0) |
Green Dudes Can't Flip | You have a green crewmate with you in this room! A reference to the 90's film 'White Guy's Can't Jump'. |
(15,0) |
Murdering Twinmaker | Room contains a teleporter. A 'Murdering Twinmaker' is, uh, one way teleportation might work... |
Intermission 1
Room coordinates | Room name | Explanation |
---|---|---|
(41,56) |
Now Take My Lead | This entire intermission section has a tone of a strict schoolteacher leading a small child. |
(42,56) |
What Are You Waiting For? | |
(43,56) |
Don't Get Ahead of Yourself! | |
(44,56) |
Very Good | |
(45,56) |
Must I Do Everything For You? | |
(46,56) |
Now Stay Close To Me... | |
(47,56) |
...But Not Too Close | In this room, if you go too quickly, your crewmate will walk into spikes. |
(48,56) |
Don't Be Afraid | This entire intermission section has a tone of a strict schoolteacher leading a small child. |
(49,56) |
Do as I Say... | |
(50,56) |
...Not as I Do | |
(51,56) |
Mind Your Head | |
(52,56) |
Do Try To Keep Up | |
(53,56) |
You're Falling Behind | |
(54,56) |
Class Dismissed! |
Intermission 2
Room coordinates | Room name | Explanation |
---|---|---|
(53,49) |
Whizz Down The Shaft | Whizz is Australian slang for doing something quickly, I think |
(53,48) |
Whee Sports[note 2] | Refers to Wii Sports, the Nintendo Wii launch title. 'Whee' as in what a child might say while going down a slide (this room has a long drop in it) |
(53,50) |
The Gravitron | A special arcade section where you have to survive for 60 seconds. Bennett named this one so as to suggest a funfair ride (though not any one in particular). |
(53,51) |
Tunnel of Terror | Another name inspired by funfairs. |
(53,52) |
House of Mirrors | Another name inspired by funfairs. |
The Final Level
Room coordinates | Room name | Explanation |
---|---|---|
(46,54) |
Temporary Fault... | Opening room of the final level. |
(47,54) |
Do Not Adjust the V-hold | I don't think V-hold is a real thing, it's supposed to just suggest 'Do not adjust your TV settings'. (The final stage has room names that suggest old black and white TV shows.) |
(48,54) |
Regular Service Will Return Shortly | This is something you might hear on a TV station if they had lost reception. (The final stage has room names that suggest old black and white TV shows. A really, really good way to translate this level would be to use the names of black and white TV shows that are well known in your language, rather than trying to keep the exact meaning of the TV shows used here.) |
(49,54) |
Origami Room | As in folded paper - this room is mirrored around the center point. |
(50,54) †
|
Try Jiggling the Antenna | (The final stage has room names that suggest old black and white TV shows.) |
Try Viggling the Antenna | (transitional “glitched” room names; no explanation given) | |
TryJivglvng theAvtevna | ||
Tvvivglvng thAvtvvv | ||
Vvvgglvnv tvnvva | ||
Vvavvnvs vvtv | ||
Veavvn's Gvte | ||
Heaven's Gate | Named after the 1980's film (Second part of the final stage has references to Colour TV shows) | |
(50,53) †
|
Please enjoy these repeats | This stage also has a number of rooms which are harder versions of easier challenges, like this one. (The final stage has room names that suggest old black and white TV shows.) |
Please envoy theve repeats | (transitional “glitched” room names; no explanation given) | |
Plse envoy tse rvpvas | ||
Vl envoy te rvevs | ||
Vv evo tv vevs | ||
Iv vhv Mvrvivs | ||
In the Margins | Not sure if this has a TV show reference, might just be meant literally (Second part of the final stage has references to Colour TV shows) | |
(50,52) |
1954 World Cup Vinyl | Refers to the World Cup Final (The final stage has room names that suggest old black and white TV shows.) |
(50,51) |
The V Stooges | Refers to the 3 Stooges (The final stage has room names that suggest old black and white TV shows.) |
(49,51) †
|
The Untouchables | Before it was a film, the Untouchables was a TV series in 1959 (The final stage has room names that suggest old black and white TV shows.) |
The Untouchavles | (“glitched” room name; no explanation given) | |
(48,51) †
|
On the Waterfront | Named after the 1954 film (The final stage has room names that suggest old black and white TV shows.) |
On the Vaterfront | (“glitched” room name; no explanation given) | |
(47,51) †
|
Gvnsmoke | Gunsmoke was a black and white Western (The final stage has room names that suggest old black and white TV shows. |
Gvnsmove | (transitional “glitched” room names; no explanation given) | |
Gvnvmovevv | ||
Gunvmove1vv6 | ||
Vunsmoke 19v6 | ||
Gunsmoke 1966 | Gunsmoke changed to colour in 1966 (Second part of the final stage has references to Colour TV shows) | |
(46,51) †
|
Vwitched | Reference to early black and white sitcom Bewitched (The final stage has room names that suggest old black and white TV shows.) |
Vwitvhed | (transitional “glitched” room names; no explanation given) | |
vVwivcvedv | ||
vvvwMvcvMdvv | ||
DvvvwMvfvvMdvvv | ||
Dvav Mvfvr Mdvvvv | ||
Diav M for Mdrver | ||
Dial M for Murder | Named after the Hitchcock film (Second part of the final stage has references to Colour TV shows) | |
(45,51) †
|
Television Newsveel | Refers to Television Newsreel. (The final stage has room names that suggest old black and white TV shows.) |
Television Newsvel | (transitional “glitched” room names; no explanation given) | |
TelevisvonvNewsvel | ||
TvlvvvsvonvNevsvel | ||
vvvvvvsvovvNe svel | ||
vhv vvv'vvovv vevl | ||
vhv V v'Cvovv vewv | ||
vhe 9 v'Cvovv vewv | ||
vhe 9 v'Cvovv Newv | ||
The 9 O'Cvovk Newv | ||
The 9 O'Clock News | (Second part of the final stage has references to Colour TV shows) | |
(44,51) |
Vertigo | Named after the Hitchcock film (The final stage has room names that suggest old black and white TV shows.) |
(43,51) |
The Voon Show | Named after The Goon Show (The final stage has room names that suggest old black and white TV shows.) |
(42,51) †
|
Rear Window | Named after the Hitchcock film (The final stage has room names that suggest old black and white TV shows.) |
Rear Vindow | (“glitched” room name; no explanation given) | |
(41,51) |
1950 Silverstone Grand V | Refers to 1950 Silverstone Grand Prix (The final stage has room names that suggest old black and white TV shows.) |
(41,52) |
DIY V Repair | DIY TV repair - this room has a television you can interact with, which changes the theme from black and white to colour |
(42,52) |
Party Time! | The first room after the black and white section. Doesn't refer to any TV show. |
(43,52) |
Upstairs, Downstairs | Named after the 70s TV show - but also, refers to the earlier room Ascending and Descending, which this room is an updated version of. (Second part of the final stage has references to Colour TV shows) |
(44,52) |
Timeslip | Named after the 70s TV show - name also suggests a connection to the earlier room Backsliders, which this room is an updated version of (Second part of the final stage has references to Colour TV shows) |
(45,52) |
Three's Company | Named after the 70s sitcom - but also, suggests a connection to the earlier room Two's Company, which this room is an updated version of (Second part of the final stage has references to Colour TV shows) |
(47,52) |
Cosmic Creepers | Named after the cat from the 70s film Bedknobs and Broomsticks. Not sure why! |
(48,52) |
The Villi People | Bennett just thought this room looked 'intestinal'. Villi as in part of the intestinal system. Also refers to the 80s band The Village People. |
(49,52) |
Panic Room | A panic room is a safe room that you can hide in during an emergency, but I don't think that was Bennett's intention with this name. This room suddenly starts scrolling as soon as you enter, causing a panic. |
(51,53) |
The Final Challenge | One of the last challenges in the game. |
(52,53) |
The Last Straw | One more little challenge, just after the room called The Final Challenge |
(53,53) |
W | This room has platforms in a W shape. |
(54,53) |
V | Final sequence of rooms that spell out V-V-V-V-V-V, 1/6 |
(54,52) |
VV | Final sequence of rooms that spell out V-V-V-V-V-V, 2/6 |
(54,51) |
VVV | Final sequence of rooms that spell out V-V-V-V-V-V, 3/6 |
(54,50) |
VVVV | Final sequence of rooms that spell out V-V-V-V-V-V, 4/6 |
(54,49) |
VVVVV | Final sequence of rooms that spell out V-V-V-V-V-V, 5/6 |
(54,48) |
VVVVVV | Final sequence of rooms that spell out V-V-V-V-V-V, 6/6 |
(54,47) and beyond |
Outer Space† | Literally Outer Space |
Notes
- ↑ Prior to version 2.3 of the game, including in the Nicalis releases, this room's name is misspelled as “Exausted?”
- ↑ In the Nicalis releases, this room name was changed to “Copyright Infringement”.