The "BIT.TRIP" is a metaphor for human existence.
The above theory was jossed by the ending of Runner
The sixth game will end with Commander Video dying and/or having a child.
The difficult-to-get ending is a metaphor for the circle of life.
The difficult-to-get ending is a metaphor for cyclicality itself.
The difficult-to-get ending is difficult to understand, not to get.In order to trigger the Game Over of FLUX, the player must let the screen fade to white, then let go of the controller. Continuing to rotate the controller will cause the invisible Commander Video to hit beats and constellations for eternity. In order to complete the BIT.TRIP, one must learn to let go. These two Twitter messages suggest the possibility. Winning against it may even be the way to get a Game Over, as you are supposed to lose to it.
The place to which CommanderVideo goes after the credits of Flux is known.He has reached the end of the part of his eternal journey taking place in his world. He has looked back upon his remembered past, and striven to learn what it means. At the very end, he is tempted to be CommanderVideo forever, but nobody can be something forever. Having learned what he is, he must do the hardest thing of all: stop being it. Game over. And he gets up, turns off his Wii, and does something else. He is only a man. You are only a man.
The final task of the series is a direct message from CommanderVideo.The player is sitting in front of a TV. The screen is white. It's time to let go, and stop being CommanderVideo. This is the threshold, where CommanderVideo ends and the player once again begins. For one moment, they both exist at the same time. CommanderVideo is the first to realize what must be done, and eventually, he just waits. Waits... and watches. It's CommanderVideo's face.
The entire series is CommanderVideo's message to you.The viral video that started everything shows CommanderVideo's giant corpse transmitting a final message. You are receiving a transmission consisting of his memories. It is sending the story of his life, so that you may learn from it. Perhaps you are who he has become, or perhaps the ending is merely a lesson, a metaphor for what CommanderVideo had to do. But in the end, you have to let go of him and move on to something different, as he did.
Both the "What CommanderVideo became" and "The series is CommanderVideo's final message" WMGs are true.How can the two theories be reconciled? Easy. CommanderVIdeo's lifeless corpse was not obliterated, but ended up on an utterly insignificant little blue planet. When his spirit finally understood his life, it moved on. And that's when life on Earth began. His final message was directed at all life on Earth that could understand it - it only obliquely references what that life used to be (i.e. CommanderVideo), because that's not the point. The point is to teach life on Earth, via metaphors, the lessons that CommanderVideo has learned, so it could appreciate life more and spend its time learning even more about life.
The nature of the end of the story has been staring us in the face from the very beginning.As explained in the manual, the final game is partly about how nothing truly ends, only changes. The entire game is a return to not just the first game, but its first level (as the musical references make clear). Death is only a transition, and guess what the first level of the first game is called?
CommanderVideo is an anthropomorphization of...
The five shapes in FLUX are people CommanderVideo knows very well.The unborn being, bewildered by its own self. The infant, discovering a strange new universe. The youth, learning the advantages and dangers of his own ego. The man, finding the significance of friends and enemies as he participates in the world. The soldier, on the verge of forgetting what's important as he experiences conflict and feels hatred. And CommanderVideo is the sixth - the retrospector. He stands at the end of the path, turns around, and without recognizing them at first, he sees himself five times over. And the six combine into a single, wonderful whole. Finished, in at least one sense of the term. It is this completed being who finally goes back to where he came from.
CommanderVideo didn't die at the end of FATE.He died at the end of FLUX. FLUX is a story of CommanderVideo's final moments as he lays dying. His entire life flashes before his eyes, and he learns to accept who he is and what he has accomplished in life. Once he has gained this acceptance, content and proud of the fact that he has completed his journey, he fades away, having achieved the sole goal of life... whatever it may be.
The entire series is a Dying Dream.The viral video, depicting the discovery of a mysterious monument (actually the head of a mostly-buried CommanderVideo), is not an epilogue but a prologue. After his suicide attack against the Mingrawn Timbletot, CommanderVideo landed on Earth, where he slumbered for an unknown amount of time until his discovery left him with no excuse to put off his the final phase of his life: its end. The first five games depict what CommanderVideo displays on his visor: a replaying of his life for his own benefit and the benefit of others. The first three parts depict his origins. His memories of those are somewhat fuzzy, and as a result they are largely depicted through metaphor. The beginning of BEAT shows the adult CommanderVideo flying around, before showing his literal conception, as if to say, "Where am I? ...When am I?" The visuals of VOID's gameplay are the most abstract because they depict CommanderVideo's emotional development, which was entirely intangible. After the first five parts are finished, CommanderVideo again becomes conscious of the here and now. A world where he cannot contact his friends remotely and the world is slipping away from him. His thoughts bounce back and forth between simply, imperfectly displayed images of his hallucinations and a glorious visual and aural summation of his life and identity depicting his final journey to absolute clarity. At the very end, his visor displays nothing but pure white. He's waiting for you, with whom he has shared his life's journey. Waiting for you to do what he has done, and say one of the most difficult words in any language: Goodbye.
CommanderVideo's friends all have different, well-defined roles.Junior Melchikin looks up to him, Radbot is looked up to by him (although it turns out that on the inside, he too is only a man), Meat Boy is his equal, and CommandgirlVideo is his lover.
Mingrawn Timblebot wasn't real.The Timblebot first appears at the end of the first world. By this point, Commander Video is starting to realize that the world isn't as fun as he'd imagined it being. The Timblebot represents his feeling overwhelmed by this, and while he is able to put the feeling aside, its effects are still felt, as represented by World 2 being less fantastic and more industrial than World 1. As he progresses through the world, things become more mundane, and he begins to see the world as it is, rather than how he wishes it would be. All this comes to a head in the final level. His insecurity is back in full force, and he begins to lose faith in himself. Thankfully, by this point he's been lucky enough to make friends who help him through it: Junior Melchkin, who looks up to the Commander, even with his flaws; Radbot, who's been in this situation before, and is able to give strong advice; Meat Boy, who goes through much worse than the Commander for the sake of his girlfriend, yet believes he has a wonderful life; and Commandergirl Video, who at that point has never met him before, and yet is willing to help him. With their help, Commander Video is able to rise up, and dispose of the Timblebot once and for all. Or so he thinks. The ending shows that although the Commander has seemingly moved past his depression, there is still a trace of doubt. The words "YOU ARE NOT A MAN" represent his hidden disgust at relying on his friends to snap him out of it. Finally, the hidden Game Over screen shows what would have happened had the Commander disregarded his friends' advice. Unable to cope with having his illusions shattered, he simply stops trying, resulting in his death.
RUNNER2's different graphical style is how things actually looked throughout CommanderVideo's life.The original BIT.TRIP series is essentially CommanderVideo hallucinating his life story as he finally begins to die on Earth after his discovery in the viral video. This explains the retro graphical style. RUNNER2, meanwhile, portrays things as they actually looked.
RUNNER2 is told from the point of view of someone who knew CommanderVideo when he was alive.Judging by the cartoony style, it may be the recounting of idealized memories. The one doing the recounting may have been quite young at the time... downright junior, in fact. Perhaps the player - who previously kneeled before the dying, mostly buried CommanderVideo as his life flashed before (and on) his eye - has met an old friend of the Commander, who is adding to his story. Junior Melchkin, now Senior Melchkin, or perhaps even Commander Melchkin. After all, as a wise man once said, we are all commanders.
FATE was designed to not feel like a rhythm game on purpose.The notes are still kerned to the rhythm because rhythm is life and vice versa (this only changes when CommanderVideo is finally ready to die - the music ceases to have rhythm, and while the beats are still kerned, the player him/herself must stop hitting them), but the gameplay is as far from being rhythm-based as the series gets (the second-furthest is VOID). This is because those were the points in CommanderVideo's life when he strayed the furthest from his life's path. In VOID, he was egotistical, and in FATE, he was utterly bitter.
The final world of RUNNER2 - at minimum - takes place in CommanderVideo's mind.The narration at the start of World 5 mentions CommanderVideo's escape from a 'counterfeit consciousness'. His fifteen-month journey may have been entirely mental in nature. At any rate, World 5 is quite clearly a journey through his subconscious mind. It is where he came from, in the time between conception and birth as depicted in BEAT, and it is to where he will return, after he meets his fate, crash-lands on Earth, and, with the help of a human, walks through the events of his life and dies complete. One question remains: who is CaptainVideo?
RUNNER2's final boss symbolizes how much of a mess the Timbletot is.In this battle, CommanderVideo defeats the Timbletot by leading him through four gates, each representing one of the first four games in the BIT.TRIP series. CommanderVideo deftly passes through them, but the Timbletot can only crash through.
Captain Video is Commander Video's father.
Level Epiphany in Flux is a deconstruction of the idea of fate.According to the letters in Bit.Trip Complete "The art in Epiphany illustrates the deconstruction of the idea of fate, as it is an idea born of the physical realm.". The background of Epiphany in all the modes up to Giga depicts a twisting, winding path that CV doggedly follows. This refers to the fate-line in Bit.Trip Fate. However, when we breach Meta mode the scenery changes to the image of a solar system, with planets tracing simple circular paths around a sun. In our lives, when we look back we realize that we were focused on the wrong things (in this case doggedly following winding fate-lines), and everything is simple in retrospect (they're revealed to be simple circular paths, like all things it is just an ever-repeating cycle). This is the Epiphany. In CV's heightened state of existence he realizes how silly his closemindedness in Bit.Trip Fate was, and he marvels in the simplicity of the big picture. Regret is futile, because life just is. He then meets the boss, a red version of CV that he must vanquish. I think this represents the fact that for CV to continue on his soul journey and reach perception and ultimately catharsis, he must first conquer and let go of the anger and attachments that dogged him through Bit.Trip Fate, which his newfound enlightenment now enables him to do.
Runner2 represents exploring the thoughts and workings of the mind.Think about it. The worlds in the game are silly, creative, and goofy. But, isn't there something hidden from our view?