Gameplay[]
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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.
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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.
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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.
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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
- At 15%, the player must hit the pink orb late instead of the blue orb, taking them to a teleportation portal containing the coin.
- 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.
- This coin is given for free at 99%.
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