Misty mountains

Misty mountains | geometry dash fan wiki | fandom

Gameplay[]

  • 0-19%: The beginning is often considered the hardest part of the level. It starts with a black screen showing the name of the level, then changes to a backdrop of snowy grey mountains. The gameplay starts with many precise cube timings that sync with the music. They are between spikes and on orbs. The level fades to a black-and-white section for a few seconds, then goes back to the grey mountains. The level becomes a ball section with more precise timings, including a few where most of the screen is obscured, and then it transitions back into a cube for more precise timings.
  • 20-42%: After a completely black transition, the background changes to a moon and stars that give off a cosmic look, along with a block design made of brightly-coloured polygons. The gameplay becomes a ship where the player must avoid rotating circles of blades and then time a few orbs. It then becomes a short UFO with timings synced to the music before a robot section where the player must make timings and a few short jumps before jumping into a ball portal. There are two timing jumps with the ball before becoming a UFO for a few more timings, then a wave where the player must go through tight corridors. It then becomes a cube with a few orb timings and four triple spikes. The level then transitions to a grey mountain cave aesthetic for a mini-cube section with several tight timings leading up to the drop.
  • 43-70%: The drop starts with the grey mountain aesthetic again. This time, it is with broken chains in the background and around the level. The drop gameplay begins with a quadruple-speed UFO timing section. Then, it slows down to half-speed for a short wave before returning to quadruple-speed for ship timings on orbs and a straight-fly. The level changes to 1.0-styled decoration during short half-speed wave spam, then back to the grey mountain decoration for a quadruple-speed ball and cube dual with many buffer clicks, followed by a few spider- and cube timings. Snow starts falling in the background during this section. Lightning is added to the snow in the background, and the gameplay becomes a fast robot section with many precise jumps, followed by a mini-ship control section with several orbs and portals. It then becomes an auto cube section with the art of a large snowy mountain and sun in the background.
  • 71-100%: The next part is a long symmetrical dual with many game-modes, which goes back to the brightly-coloured polygons but with a bright sun in the background instead of a moon and stars. It starts with a cube but then transitions to a ball, robot, UFO, wave and ship and back to a ball and a cube before a slow wave transition into the final asymmetrical dual. The final dual starts with two cubes but quickly turns into a ball and UFO with precise timings. It then turns into two differently-sized waves where the player must click and slide on the ceiling to allow the other wave to go far enough. It then transitions into a UFO and spider with synced timings. Then, it quickly transitions between cube, ship and wave game-modes where the player must click and hold to the music. The level transitions back to the grey mountain aesthetic with lightning one final time for a synced timing cube section. The level ends with a fade to black and the word ‘GG’, followed by the art of a window looking out at snowy mountains.

User coins

  1. At 15%, the player must hit the pink orb late instead of the blue orb, taking them to a teleportation portal containing the coin.
  2. At 33%, the player must fall and hit a near-invisible blue orb. This lines up the next two orbs to take the player above the normal route, where the coin is given.
  3. This coin is given for free at 99%.
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