VMAN

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VMAN is end game content unlocked soon after reaching the first ending of the game. It is a special game mode where the player must complete a modified speedrun of the game from the beginning under a strict time limit.

VMAN Overview

When completing a stage in a VMAN run, the player will earn the currency required to buy the next movement upgrade or ability (ex. a dash or double jump). Once the timer runs out, the player will be scored based on the number of unique stages completed. The VMAN score doesn't care which courses you complete, meaning courses can be completed in any order provided you have the ability to complete them. The player's VMAN level is based on the highest score they achieved during a run, and gives a boost to Clone Dust, Green Points, and Watts, while increasing the caps for Red Points and NP. The formula for the boost is 5^x, where x is the player's VMAN level, capped at 10.

To earn more time in VMAN runs, the player can buy seconds above the VMAN stats window. Time can be purchased with all five of the main currencies, and each upgrade provides exactly one second per purchase. There is also a practice mode button on the right side, this lets the player practice VMAN runs and figure how much time they will need to get to the next VMAN level.


Spoilers

Completing all 10 courses is possible, but very difficult. Cutting out courses to get to the fake credits quicker gets you automatically upgraded to 10 courses complete. If you get to the fake credits in practice, the monitors remain blank. Access to c11-c15 is possible, but they don't interact with the player.

Even Deeper Spoilers

See the commented out message in the edit of this page.




ToDo: Where and how much the +120 second upgrades are. The omni at start of run upgrade. Trivia about the reference VMAN is to. Fact check the "resources grown by the amount of time that passed while inside VMAN." part (pretty sure it is true, but not positive)