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* ''[=SkyFrost=]'' from the Bionic Pack. Hope you like blind jumps, tight ball gameplay, and transitions where you have to click to not die!

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* ''[=SkyFrost=]'' from the Bionic Pack. Hope you like Pack has a huge amount of blind jumps, a tight ball gameplay, part, and some tricky transitions where you have that require the player to click in order to not die!die instantly. That, along with the "Ice" theming of the level that may be difficult to read for some players due to the unorthodox spike design, makes a relatively challenging yet infamous level in the map packs.



* The Twisted Pack has two notorious levels: ''Corrupted Kingdom'' and ''Tyrian Wall''. The former has a lot of memory-based cube parts and tight ship sections, whilst the latter has blind jumps, straight fly-esque ship gameplay and tight ball parts. Despite both levels being rated Insane, they test your skill on various gamemodes as well as memorization, which is why some players consider them to be Demons instead. Whilst Scene Machine, the map pack's last level, also has its haters, it doesn't get as much attention as the other two levels mentioned above.

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* The Twisted Pack has two notorious levels: ''Corrupted Kingdom'' and ''Tyrian Wall''. The former has a lot of memory-based cube parts and tight ship sections, whilst the latter has blind jumps, straight fly-esque ship gameplay and tight ball parts. Despite both levels being rated Insane, they test your skill on various gamemodes as well as memorization, which is why some players consider them to be Demons instead. instead due to heavy reliance on memorization and tight gameplay. Whilst Scene Machine, ''Scene Machine'', the map pack's last level, is also has its haters, rather infamous, it doesn't get as much attention as the other two levels mentioned above.



** ''Empyrean'' from the Magic Gauntlet is a 5-person megacollab, which [=ChaSe=] participated in. His part, however, has a lot of unpredictable moving spikes and an infamously tight UFO corridor with portals that may prevent many players from accessing the later parts. Doesn't help that some of the other parts are also often criticized for their gameplay as well.
** ''[=HellGate=]'' Menace from the Monster Gauntlet has a bossfight section that is brutal to pass with its quick reaction time, despite having indicators on where to go. The bossfight has two phases - the second phase is more challenging due to the tighter flying spaces, the use of Magmatic Sanctuary's "unstable speed" gimmick (as both levels share the same song), and a segment where the the player turns invisible for a moment. The massive hate that [=ChaSe=] got for this level caused him to change the level's description to lampshade this trope:

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** ''Empyrean'' from the Magic Gauntlet is a 5-person megacollab, which contest winner level for famous creators that puts the 5 best entries (as level parts) of the contest into one level. Amongst the 5 winners is [=ChaSe=] participated in. himself. His part, however, part has a lot of unpredictable moving spikes and an infamously tight UFO corridor with portals that may prevent many players from accessing the later parts. Doesn't help that some of the other parts are also often criticized for their gameplay as well.
** ''[=HellGate=]'' Menace ''[=HellGate=] Menace'' from the Monster Gauntlet has a bossfight section that is brutal to pass with its quick reaction time, despite having indicators on where to go. The bossfight has two phases - phases. The first phase has a trailing light that indicates where the player has to go, but sometimes it is blocked by the boss, making it harder to see the light indicator. The second phase is more challenging due to the tighter flying spaces, the use of Magmatic Sanctuary's "unstable speed" gimmick (as both levels share the same song), and a segment where the the player turns invisible for a moment. The massive hate that [=ChaSe=] got for this level caused him to change the level's description to lampshade this trope:



* The Portal Gauntlet has two of these:
** ''Azimuth'' by Knots is mostly easy and chill, but at 42% there is an obstacle that resembles a compass (or a clock) that blends in so well with the background that people tend to not realize by their first playthrough that it is an obstacle that kills their icon.
** ''[=WhyMeWhyMeWhyMeWhyMe=]'' by [=TMNGaming=] has a story concept of "exploring the mind of a depressed artist". To some people, it is a sad but touching level that delivers a message, but to some other people, it is yet another XL gauntlet level with annoying and almost unreadable gameplay, particularly near the end of the level.



** With the intention of being a Nine Circles level harder than ''Bloodbath'', ''[[https://www.youtube.com/watch?v=GpXTwPgweAk Sonic Wave]]'' takes its direction by including timed orb jumps in the cube parts, a tight ship segment, a tricky timing-based ball segment, an even tighter wave segment with the infamous epileptic effect that goes for the entire drop, and a memory cube part that acts as a "break" in between the wave parts. This level is so famous that it spawned [[https://www.youtube.com/watch?v=U39EYZnnBv0 multiple remakes]] that all have took a spot on the Demon List.

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** With the intention of being a Nine Circles level harder than ''Bloodbath'', ''[[https://www.youtube.com/watch?v=GpXTwPgweAk Sonic Wave]]'' takes its direction by including timed orb jumps in the cube parts, a tight ship segment, a tricky timing-based ball segment, an even tighter wave segment with the infamous epileptic effect that goes for the entire drop, and a memory cube part that acts as a "break" in between the wave parts. This level is so famous that it spawned [[https://www.youtube.com/watch?v=U39EYZnnBv0 multiple remakes]] that all have took a spot on the Demon List.List, with some being even harder than the original level itself.
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** Don't be fooled by ''[[https://m.youtube.com/watch?v=mGJVt_weyLg Tidal Wave]]'''s bright summer colors, this level became the number one demon in January 2024 for a reason. Not only does it require 200 frame-perfect inputs, three times as many as in ''Slaughterhouse'', but this level also earns its rank from its length: [[MarathonLevel three minutes]] of pure chaos with ultra-tight waves and extensive quadruple speed segments.

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** Don't be fooled by ''[[https://m.youtube.com/watch?v=mGJVt_weyLg Tidal Wave]]'''s bright summer colors, this level became the number one demon in January February 2024 for a reason. Not only does it require 200 frame-perfect inputs, three times as many as in ''Slaughterhouse'', but this level also earns its rank from its length: [[MarathonLevel three minutes]] of pure chaos with ultra-tight waves and extensive quadruple speed segments.

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* The user level Dynamic on Track is widely considered to be the most universally hated user level that has stars during the "mobile" era (pre-1.9), due to its premise.[[note]]The level is just Back on Track but redesigned accordingly with double speed after one portion and triple speed on the third just like in Electrodynamix, hence the name. However, extended periods of using triple speed tend to disable a normal player's reflexes, making it exceedingly difficult for a Hard, 5-star level.[[/note]] On a related note, Can't Let Go v2 receives the same treatment since it was initially easy enough for the map pack it was in until [[ForTheEvulz its creator decided to give it a massive buff for reasons unknown.]] Thankfully, Dynamic on Track's creator nerfed the level along with updated graphics, making it much more manageable. There's even an option to toggle the original version for those feeling particularly masochistic.
** The creator of Dynamic on Track actually considered the level to be rated Insane instead. Had it been an Insane level, then there might not been so much hate regarding the level being harder than it's currently rated.
* Since Dynamic on Track has been nerfed by the creator, Square Adventure from the Normal Pack takes the crown of the "most hated map pack level". While it starts off easy, there are several tricks that may catch players off guard. At least until the dark part came in, which increased the number of tricks and fake paths, which means that whenever the player restarts the level, they may have to remember which path is the correct path, similar to a memory-based level. ''[[FakeDifficulty And it's only rated four stars!]]''
* Lunar Ocean of the Electro Pack after the 2.0 update [[TheyChangedItNowItSucks was changed for the worse]]. It became hated for several portals being changed to invisible or rather hard to notice, including gravity switching and mirror portals, some especially found when going through gamemode portals. Due to this, transitions make it hard to predict when to tap, so the player could immediately crash upon entering the wave or ball portals.
** Fortunately, the creator of Lunar Ocean decided to update the level in 2.2 by removing all mirror portals and making the gravity switch portals visible, essentially making the level easier and more beatable. With this, the honor for the Electro Pack's That One Level now goes to [=ElectroWorld=] with its insanely buggy ball part, suddenly appearing coins, and tight wave spaces with obstacles that look like you could pass through them.
* [=GabberFly=] of the Laser Pack. It has a VERY brutal beginning part, with constantly moving blocks, and small spikes. Combine that with the constantly moving objects in other parts of it and you get a level that is too hard for the map pack.
* Edification from the Spirit Pack revolves around a cool gimmick that forms the block platforms out of nowhere. The problem with this effect, though, that it utilizes [[InterfaceScrew a lot of moving objects]], rendering the level unsightreadable and needing practice runs to be able to familiarize with the locations of the platforms. Additinally, there is a very difficult (maybe even frame perfect) UFO jump at 62% that if you jump even at the wrong time, you die to the sawblade that precedes the already difficult wave segment. At least it's under 1 minute long...
* Time is Eco from the Shiny Pack is absolutely notorious for having a ridiculous amount of [[DemonicSpiders triple spikes]] even by the game's standards, along with some jump pad/spike traps that are prone to tripping people up. And if that wasn't enough, the similarly-named Time Technology from the Color Pack has more. It's like Time Machine levels really need to have a lot of triples, as with the official level itself.
* [=SkyFrost=] from the Bionic Pack. Hope you like blind jumps, tight ball gameplay, and transitions where you have to click to not die!
* Hyper Ice Jumper from Turbo Pack 2 used to have an infamous bug at around 77% of the level, which is really hard to pull off, as it requires a near-frame perfect jump and orb timing to be able to get to the platform without dying. This makes it harder for players with high refresh rates to be able to complete the level. To be able to perform this hard jump at all, certain options such as [[spoiler:Smooth Fix]] have to be toggled off. Thankfully, at some time before 2.2 releases, a moderator decides to update that part so it is more possible to land on the platform without dying, though the level's notoriety still lives on.
* The Twisted Pack has two notorious levels: Corrupted Kingdom and Tyrian Wall. The former has a lot of memory-based cube parts and tight ship sections, whilst the latter has blind jumps, straight fly-esque ship gameplay and tight ball parts. Despite both levels being rated Insane, they test your skill on various gamemodes as well as memorization, which is why some players consider them to be Demons instead. Whilst Scene Machine, the map pack's last level, also has its haters, it doesn't get as much attention as the other two levels mentioned above.
* Theory of Relativity from the Chaos Pack was infamously refurbished after the release of Update 2.0, with the newly-added moving objects and an unreasonable amount of traps making this level quite a challenge to complete, even for an Insane-difficulty pack. Despite the level being slightly nerfed in Update 2.1, it still remains its notoriety, as much of the gameplay isn't changed (only a few spikes and tricks are removed).
* The infamous PG Clubstep from Demon Pack 11 has lots of memorization parts and tight ship and UFO sections that make the original Clubstep seem like Stereo Madness in comparison. In fact, it is one of the most infamous levels not only from its tight gameplay, but also it has been updated several times by the creator, either to buff or nerf the level. It is currently one of the only Hard Demons in map packs.

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* The user level Dynamic ''Dynamic on Track Track'' is widely considered to be the most universally hated user level that has stars during the "mobile" era (pre-1.9), due to its premise.[[note]]The level is just Back on Track but redesigned accordingly with double speed after one portion and triple speed on the third just like in Electrodynamix, hence the name. However, extended periods of using triple speed tend to disable a normal player's reflexes, making it exceedingly difficult for a Hard, 5-star level.[[/note]] On a related note, Can't ''Can't Let Go v2 v2'' receives the same treatment since it was initially easy enough for the map pack it was in until [[ForTheEvulz its creator decided to give it a massive buff for reasons unknown.]] Thankfully, Dynamic ''Dynamic on Track's Track'''s creator nerfed the level along with updated graphics, making it much more manageable. There's even an option to toggle the original version for those feeling particularly masochistic.
** The creator of Dynamic ''Dynamic on Track Track'' actually considered the level to be rated Insane instead. Had it been an Insane level, then there might not been so much hate regarding the level being harder than it's currently rated.
* Since Dynamic ''Dynamic on Track Track'' has been nerfed by the creator, Square Adventure ''Square Adventure'' from the Normal Pack takes the crown of the "most hated map pack level". While it starts off easy, there are several tricks that may catch players off guard. At least until the dark part came in, which increased the number of tricks and fake paths, which means that whenever the player restarts the level, they may have to remember which path is the correct path, similar to a memory-based level. ''[[FakeDifficulty ''[[NonIndicativeDifficulty And it's only rated four stars!]]''
* Lunar Ocean ''Lunar Ocean'' of the Electro Pack after the 2.0 update [[TheyChangedItNowItSucks was changed for the worse]]. It became hated for several portals being changed to invisible or rather hard to notice, including gravity switching and mirror portals, some especially found when going through gamemode portals. Due to this, transitions make it hard to predict when to tap, so the player could immediately crash upon entering the wave or ball portals.
** Fortunately, the creator of Lunar Ocean ''Lunar Ocean'' decided to update the level in 2.2 by removing all mirror portals and making the gravity switch portals visible, essentially making the level easier and more beatable. With this, the honor for the Electro Pack's That One Level now goes to [=ElectroWorld=] ''[=ElectroWorld=]'' with its insanely buggy ball part, suddenly appearing coins, and tight wave spaces with obstacles that look like you could pass through them.
* [=GabberFly=] ''[=GabberFly=]'' of the Laser Pack. It has a VERY brutal beginning part, with constantly moving blocks, and small spikes. Combine that with the constantly moving objects in other parts of it and you get a level that is too hard for the map pack.
* Edification ''Edification'' from the Spirit Pack revolves around a cool gimmick that forms the block platforms out of nowhere. The problem with this effect, though, that it utilizes [[InterfaceScrew a lot of moving objects]], rendering the level unsightreadable and needing practice runs to be able to familiarize with the locations of the platforms. Additinally, there is a very difficult (maybe even frame perfect) UFO jump at 62% that if you jump even at the wrong time, you die to the sawblade that precedes the already difficult wave segment. At least it's under 1 minute long...
* Time ''Time is Eco Eco'' from the Shiny Pack is absolutely notorious for having a ridiculous amount of [[DemonicSpiders triple spikes]] even by the game's standards, along with some jump pad/spike traps that are prone to tripping people up. And if that wasn't enough, the similarly-named Time Technology ''Time Technology'' from the Color Pack has more. It's like Time Machine levels really need to have a lot of triples, as with the official level itself.
* [=SkyFrost=] ''[=SkyFrost=]'' from the Bionic Pack. Hope you like blind jumps, tight ball gameplay, and transitions where you have to click to not die!
* Hyper ''Hyper Ice Jumper Jumper'' from Turbo Pack 2 used to have an infamous bug at around 77% of the level, which is really hard to pull off, as it requires a near-frame perfect jump and orb timing to be able to get to the platform without dying. This makes it harder for players with high refresh rates to be able to complete the level. To be able to perform this hard jump at all, certain options such as [[spoiler:Smooth Fix]] have to be toggled off. Thankfully, at some time before 2.2 releases, a moderator decides to update that part so it is more possible to land on the platform without dying, though the level's notoriety still lives on.
* The Twisted Pack has two notorious levels: Corrupted Kingdom ''Corrupted Kingdom'' and Tyrian Wall.''Tyrian Wall''. The former has a lot of memory-based cube parts and tight ship sections, whilst the latter has blind jumps, straight fly-esque ship gameplay and tight ball parts. Despite both levels being rated Insane, they test your skill on various gamemodes as well as memorization, which is why some players consider them to be Demons instead. Whilst Scene Machine, the map pack's last level, also has its haters, it doesn't get as much attention as the other two levels mentioned above.
* Theory ''Theory of Relativity Relativity'' from the Chaos Pack was infamously refurbished after the release of Update 2.0, with the newly-added moving objects and an unreasonable amount of traps making this level quite a challenge to complete, even for an Insane-difficulty pack. Despite the level being slightly nerfed in Update 2.1, it still remains its notoriety, as much of the gameplay isn't changed (only a few spikes and tricks are removed).
* The infamous PG Clubstep ''PG Clubstep'' from Demon Pack 11 has lots of memorization parts and tight ship and UFO sections that make the original Clubstep seem like Stereo Madness in comparison. In fact, it is one of the most infamous levels not only from its tight gameplay, but also it has been updated several times by the creator, either to buff or nerf the level. It is currently one of the only Hard Demons in map packs.



* Magmatic Sanctuary of the Fire Gauntlet was immediately discovered to have a DemonicSpiders portion halfway through with "unstable" speed. Cue BrokenBase over whether or not it was too difficult to be the first level of the first Gauntlet, followed by the author nerfing the problematic part of the level and [=RobTop=] reassigning it to be the last level, with what was originally the Fire Gauntlet's third level, titled [=OuterSpace=], replacing its spot.
* [=GeoBound=] of the Ice Gauntlet has a wave section so brutal that you can make it auto at the start of the level. Even then, that won’t save you from the later portions of the level, including an ''asymmetrical'' dual cube section.
* For the first level of the Poison Gauntlet, Acid Factory is rather challenging as most of the level is dark, and contains some moving objects and the infamous "invisible size portal spam" in the ship parts. Then there's [[ThatOneAttack that one UFO part]], particularly at 71%, which has gears as obstacles and the background's floor contains acid that can kill the player. Problem is, the sole gear obstacle at that exact percent blends seamlessly with the background that it may be hard to notice it, and there are also fake gears acting as decoration above the actual obstacle itself. As a result, players tend to go under the gears and end up getting killed by the acid.
* Fire Aura from the Lava Gauntlet is perhaps one of the most hated levels of the first wave of gauntlets, and mostly because the gameplay is far beyond the current rating of 7 stars, such as a tight wave part near the beginning and a rather crude 3x speed section, particularly during the wave, mini ship, and UFO parts. Also, good luck trying to get the third coin, because not only is the space ''really'' tight, but it's also at the end of the level, meaning that if you die here, you have to do the entire level all over again, which could lead to further frustration.
* The Chaos Gauntlet (and by extension, the Blade Pack for the latter) has two, those being Scarlet Surge and Kappaclysm. The first one is an XL level with dark, flashing platforms and a few tight ship, ball, and UFO sections around the second half, while the second one is an easier remake of Cataclysm that still proves a daunting task for less-experienced players with many tight flying spaces and an only slightly less MindScrew version of the famous ball segment. With the two levels only one apart from each other, this also ends up making the level between them, named Drippy Dub, a known BreatherLevel by comparison.

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* Magmatic Sanctuary ''Magmatic Sanctuary'' of the Fire Gauntlet was immediately discovered to have a DemonicSpiders portion halfway through with "unstable" speed. Cue BrokenBase over whether or not it was too difficult to be the first level of the first Gauntlet, followed by the author nerfing the problematic part of the level and [=RobTop=] reassigning it to be the last level, with what was originally the Fire Gauntlet's third level, titled [=OuterSpace=], ''[=OuterSpace=]'', replacing its spot.
* [=GeoBound=] ''[=GeoBound=]'' of the Ice Gauntlet has a wave section so brutal that you can make it auto at the start of the level. Even then, that won’t save you from the later portions of the level, including an ''asymmetrical'' dual cube section.
* For the first level of the Poison Gauntlet, Acid Factory ''Acid Factory'' is rather challenging as most of the level is dark, and contains some moving objects and the infamous "invisible size portal spam" in the ship parts. Then there's [[ThatOneAttack that one UFO part]], particularly at 71%, which has gears as obstacles and the background's floor contains acid that can kill the player. Problem is, the sole gear obstacle at that exact percent blends seamlessly with the background that it may be hard to notice it, and there are also fake gears acting as decoration above the actual obstacle itself. As a result, players tend to go under the gears and end up getting killed by the acid.
* Fire Aura ''Fire Aura'' from the Lava Gauntlet is perhaps one of the most hated levels of the first wave of gauntlets, and mostly because the gameplay is far beyond the current rating of 7 stars, such as a tight wave part near the beginning and a rather crude 3x speed section, particularly during the wave, mini ship, and UFO parts. Also, good luck trying to get the third coin, because not only is the space ''really'' tight, but it's also at the end of the level, meaning that if you die here, you have to do the entire level all over again, which could lead to further frustration.
* The Chaos Gauntlet (and by extension, the Blade Pack for the latter) has two, those being Scarlet Surge ''Scarlet Surge'' and Kappaclysm. ''Kappaclysm''. The first one is an XL level with dark, flashing platforms and a few tight ship, ball, and UFO sections around the second half, while the second one is an easier remake of Cataclysm ''Cataclysm'' that still proves a daunting task for less-experienced players with many tight flying spaces and an only slightly less MindScrew version of the famous ball segment. With the two levels only one apart from each other, this also ends up making the level between them, named Drippy Dub, ''Drippy Dub'', a known BreatherLevel by comparison.



** Sidestep, the first level of the Demon Gauntlet, is an interesting case. While not an overly difficult demon, it is erroneously referred to as an easy demon level, when the level has a lot of fast portal chaining that would give a normal player trouble, as well as a relatively complex dual part about two-thirds of the way through. It serves as an effective DifficultySpike from the other gauntlets, to the point that the next demon in the gauntlet (ironically rated harder than Sidestep) enters BreatherLevel territory if one has enough skill to pass what comes before it.
** Crystal Essence from the Crystal Gauntlet doesn't seem too much of a threat, that is until the dual part came in with a lot of tight timings, particularly in the wave parts. Aside from that, the coins are also rather notorious, which involve a hefty amount of ball and spider timings.
** Empyrean from the Magic Gauntlet is a 5-person megacollab, which [=ChaSe=] participated in. His part, however, has a lot of unpredictable moving spikes and an infamously tight UFO corridor with portals that may prevent many players from accessing the later parts. Doesn't help that some of the other parts are also often criticized for their gameplay as well.
** [=HellGate=] Menace from the Monster Gauntlet has a bossfight section that is brutal to pass with its quick reaction time, despite having indicators on where to go. The bossfight has two phases - the second phase is more challenging due to the tighter flying spaces, the use of Magmatic Sanctuary's "unstable speed" gimmick (as both levels share the same song), and a segment where the the player turns invisible for a moment. The massive hate that [=ChaSe=] got for this level caused him to change the level's description to lampshade this trope:

to:

** Sidestep, ''Sidestep'', the first level of the Demon Gauntlet, is an interesting case. While not an overly difficult demon, it is erroneously referred to as an easy demon level, when the level has a lot of fast portal chaining that would give a normal player trouble, as well as a relatively complex dual part about two-thirds of the way through. It serves as an effective DifficultySpike from the other gauntlets, to the point that the next demon in the gauntlet (ironically rated harder than Sidestep) enters BreatherLevel territory if one has enough skill to pass what comes before it.
** Crystal Essence ''Crystal Essence'' from the Crystal Gauntlet doesn't seem too much of a threat, that is until the dual part came in with a lot of tight timings, particularly in the wave parts. Aside from that, the coins are also rather notorious, which involve a hefty amount of ball and spider timings.
** Empyrean ''Empyrean'' from the Magic Gauntlet is a 5-person megacollab, which [=ChaSe=] participated in. His part, however, has a lot of unpredictable moving spikes and an infamously tight UFO corridor with portals that may prevent many players from accessing the later parts. Doesn't help that some of the other parts are also often criticized for their gameplay as well.
** [=HellGate=] ''[=HellGate=]'' Menace from the Monster Gauntlet has a bossfight section that is brutal to pass with its quick reaction time, despite having indicators on where to go. The bossfight has two phases - the second phase is more challenging due to the tighter flying spaces, the use of Magmatic Sanctuary's "unstable speed" gimmick (as both levels share the same song), and a segment where the the player turns invisible for a moment. The massive hate that [=ChaSe=] got for this level caused him to change the level's description to lampshade this trope:



---->-- Former description of [=HellGate Menace=]

to:

---->-- Former description of [=HellGate Menace=]''[=HellGate Menace=]''



** [[https://www.youtube.com/watch?v=IRH2WCvbX20 Bloodbath]]. The level was infamous for being the first real use of straight flying. It required mastery of the Ship gamemode far higher than players had at that point. This led it to be the hardest level in the game by a massive margin when it was released. Even today, it still remains a formidable challenge and a test of Ship skills.
** [[https://www.youtube.com/watch?v=svyOjwLCErg&feature=emb_title Sakupen Hell]] trades ship flying for fast speed and tight waves. Those sections at 16% and 82% in particular featured tight timings for its day. Though the rest of the level was somewhat tamer, the wave parts were hard enough for this level to dethrone Bloodbath.
*** You thought that was bad? Make it twice as long and add in a ton of new, just as difficult parts, and you get [[https://m.youtube.com/watch?v=E43Mc-NKpUw Kenos]], a level so infuriatingly tough that its verification spawned one of the greatest reactions [[MemeticMutation (and memes)]] in the community.
** With the intention of being a Nine Circles level harder than Bloodbath, [[https://www.youtube.com/watch?v=GpXTwPgweAk Sonic Wave]] takes its direction by including timed orb jumps in the cube parts, a tight ship segment, a tricky timing-based ball segment, an even tighter wave segment with the infamous epileptic effect that goes for the entire drop, and a memory cube part that acts as a "break" in between the wave parts. This level is so famous that it spawned [[https://www.youtube.com/watch?v=U39EYZnnBv0 multiple remakes]] that all have took a spot on the Demon List.
** [[https://www.youtube.com/watch?v=8csWDx6C2YI Erebus]] takes a different direction in its difficulty: it is '''infamous''' along players due to extremely inconsistent and challenging gameplay and purposely unfixed bugs. It also had some other tight gameplay thrown in as well, with an extremely tight ship section at 85%.
** Bloodbath's remake, [[https://www.youtube.com/watch?v=5SzKetF2btw Bloodlust]], throws an interesting wrench into things. By now players had gotten used to straight fly, so instead of basing its difficulty based on that, it instead buffed the rest of the level to vary up the gameplay. In particular, Evasium's part in the original level now requires insanely tight wave timings. Furthermore, the level was extended by over a minute. While these parts weren't as hard as the rest of the level, it was still well able to kill you even after all the parts of the original level.
** [[https://www.youtube.com/watch?v=HCQK_y8JutU&t Zodiac]] doesn't seem as hard just by looking at it, but it disguises a myriad of difficult sections: Shocksidian's part has extremely tough and technical ship duals, TMN's part has an incredible number of tight timings, Pennutoh had a very tight wave section, and Enlex had a difficult ship another difficult wave right at the end! Furthermore, the level was over 3 minutes long, and each of the aforementioned parts are at least over a minute in, meaning that you'll have to grind a lot against the relatively easy parts only to get walled by the later ones.
** [[https://www.youtube.com/watch?v=9YYQBbrsV5Y&t Tartarus]] was a level so hard that, when it was first created, people thought it was impossible. There was good reason for them to think that: it had tough blue orb spam parts, ship parts that made those in Bloodbath look like they were in an Easy Demon, wave timings that made those in Sakupen Hell look like an easy demon, an extremely tight swingcopter part, and extremely precise movement demanded from the player all around.
** [[https://www.youtube.com/watch?v=SJ7SIDO5sj4 The Golden]] is a level with pinpoint timings with every single game mode. Often, levels would require only one or two types of gameplay that dominated the level, allowing a skilled player in those modes to bypass most of the level with relative ease. That isn't going to work here; you need to be perfect in every single gameplay mode to stand a chance here, on top of being a god of hitting extremely tight timings, oftentimes close together, with no breaks at all. On top of that, the level itself is dark and can sometimes obstruct the gameplay, making it even harder to make the timings.
** [[https://m.youtube.com/watch?v=FkFU7JHyO5g Super Probably Level]] isn't nearly as threatening in design as a majority of fellow Extreme Demons, but it's infamous for killing many a run of the [[SelfImposedChallenge Extreme Demon Roulette]] and causing frustration among any who try to beat it. The primary factor in its difficulty is not the gameplay alone [[https://m.youtube.com/watch?v=c7S0ftbwEl4 (though that's not exactly a cakewalk, either)]], but the fact that the background and decoration provide zero help whatsoever. That's not an exaggeration, either; the gameplay doesn't even attempt to match up with the design, often hiding the real path through what the player assumes is a wall or away from what seems like the real path, and spikes generally range from tough to see to literally invisible. Thanks to this, it's practically impossible to sight-read the level, demanding an inhuman amount of memorization as a result.
** [[https://www.youtube.com/watch?v=RRgd7fjkPr4 Slaughterhouse]], a level so hard, it easily dethroned Tartarus and went to be the hardest level for months, kicking down all of its competitors. With wave parts, tight cube jumps, ship sections that even put Tartarus to shame, and that's not even talking about the 63 60hz frame perfect inputs in the level, all wrapped up in a dark red atmosphere.
** At its inception, [[https://www.youtube.com/watch?v=GR4OMkS3SN8 Silent Clubstep]] was outright considered UnwinnableByDesign. Its requirement of dozens of pinpoint-precision inputs in a row for cube and ship segments was thought to be impossible for a human being to perform, and if that wasn't bad enough, it also features a maze, an extremely fast miniship, and a very difficult mixed dual. After briefly becoming impossible period in 2.1 due to the deprecation of some of its gameplay, and a slight nerf, it remained unbeaten for years before finally claiming the third spot of the demonlist.

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** [[https://www.''[[https://www.youtube.com/watch?v=IRH2WCvbX20 Bloodbath]].Bloodbath]]''. The level was infamous for being the first real use of straight flying. It required mastery of the Ship gamemode far higher than players had at that point. This led it to be the hardest level in the game by a massive margin when it was released. Even today, it still remains a formidable challenge and a test of Ship skills.
** [[https://www.''[[https://www.youtube.com/watch?v=svyOjwLCErg&feature=emb_title Sakupen Hell]] Hell]]'' trades ship flying for fast speed and tight waves. Those sections at 16% and 82% in particular featured tight timings for its day. Though the rest of the level was somewhat tamer, the wave parts were hard enough for this level to dethrone Bloodbath.
*** You thought that was bad? Make it twice as long and add in a ton of new, just as difficult parts, and you get [[https://m.''[[https://m.youtube.com/watch?v=E43Mc-NKpUw Kenos]], Kenos]]'', a level so infuriatingly tough that its verification spawned one of the greatest reactions [[MemeticMutation (and memes)]] in the community.
** With the intention of being a Nine Circles level harder than Bloodbath, [[https://www.''Bloodbath'', ''[[https://www.youtube.com/watch?v=GpXTwPgweAk Sonic Wave]] Wave]]'' takes its direction by including timed orb jumps in the cube parts, a tight ship segment, a tricky timing-based ball segment, an even tighter wave segment with the infamous epileptic effect that goes for the entire drop, and a memory cube part that acts as a "break" in between the wave parts. This level is so famous that it spawned [[https://www.youtube.com/watch?v=U39EYZnnBv0 multiple remakes]] that all have took a spot on the Demon List.
** [[https://www.''[[https://www.youtube.com/watch?v=8csWDx6C2YI Erebus]] Erebus]]'' takes a different direction in its difficulty: it is '''infamous''' along players due to extremely inconsistent and challenging gameplay and purposely unfixed bugs. It also had some other tight gameplay thrown in as well, with an extremely tight ship section at 85%.
** Bloodbath's ''Bloodbath'''s remake, [[https://www.''[[https://www.youtube.com/watch?v=5SzKetF2btw Bloodlust]], Bloodlust]]'', throws an interesting wrench into things. By now players had gotten used to straight fly, so instead of basing its difficulty based on that, it instead buffed the rest of the level to vary up the gameplay. In particular, Evasium's part in the original level now requires insanely tight wave timings. Furthermore, the level was extended by over a minute. While these parts weren't as hard as the rest of the level, it was still well able to kill you even after all the parts of the original level.
** [[https://www.''[[https://www.youtube.com/watch?v=HCQK_y8JutU&t Zodiac]] Zodiac]]'' doesn't seem as hard just by looking at it, but it disguises a myriad of difficult sections: Shocksidian's part has extremely tough and technical ship duals, TMN's part has an incredible number of tight timings, Pennutoh had a very tight wave section, and Enlex had a difficult ship another difficult wave right at the end! Furthermore, the level was over 3 minutes long, and each of the aforementioned parts are at least over a minute in, meaning that you'll have to grind a lot against the relatively easy parts only to get walled by the later ones.
** [[https://www.''[[https://www.youtube.com/watch?v=9YYQBbrsV5Y&t Tartarus]] Tartarus]]'' was a level so hard that, when it was first created, people thought it was impossible. There was good reason for them to think that: it had tough blue orb spam parts, ship parts that made those in Bloodbath look like they were in an Easy Demon, wave timings that made those in Sakupen Hell look like an easy demon, an extremely tight swingcopter part, and extremely precise movement demanded from the player all around.
** [[https://www.''[[https://www.youtube.com/watch?v=SJ7SIDO5sj4 The Golden]] Golden]]'' is a level with pinpoint timings with every single game mode. Often, levels would require only one or two types of gameplay that dominated the level, allowing a skilled player in those modes to bypass most of the level with relative ease. That isn't going to work here; you need to be perfect in every single gameplay mode to stand a chance here, on top of being a god of hitting extremely tight timings, oftentimes close together, with no breaks at all. On top of that, the level itself is dark and can sometimes obstruct the gameplay, making it even harder to make the timings.
** [[https://m.''[[https://m.youtube.com/watch?v=FkFU7JHyO5g Super Probably Level]] Level]]'' isn't nearly as threatening in design as a majority of fellow Extreme Demons, but it's infamous for killing many a run of the [[SelfImposedChallenge Extreme Demon Roulette]] and causing frustration among any who try to beat it. The primary factor in its difficulty is not the gameplay alone [[https://m.youtube.com/watch?v=c7S0ftbwEl4 (though that's not exactly a cakewalk, either)]], but the fact that the background and decoration provide zero help whatsoever. That's not an exaggeration, either; the gameplay doesn't even attempt to match up with the design, often hiding the real path through what the player assumes is a wall or away from what seems like the real path, and spikes generally range from tough to see to literally invisible. Thanks to this, it's practically impossible to sight-read the level, demanding an inhuman amount of memorization as a result.
** [[https://www.''[[https://www.youtube.com/watch?v=RRgd7fjkPr4 Slaughterhouse]], Slaughterhouse]]'', a level so hard, it easily dethroned Tartarus and went to be the hardest level for months, kicking down all of its competitors. With wave parts, tight cube jumps, ship sections that even put Tartarus to shame, and that's not even talking about the 63 60hz frame perfect inputs in the level, all wrapped up in a dark red atmosphere.
** At its inception, [[https://www.''[[https://www.youtube.com/watch?v=GR4OMkS3SN8 Silent Clubstep]] Clubstep]]'' was outright considered UnwinnableByDesign. Its requirement of dozens of pinpoint-precision inputs in a row for cube and ship segments was thought to be impossible for a human being to perform, and if that wasn't bad enough, it also features a maze, an extremely fast miniship, and a very difficult mixed dual. After briefly becoming impossible period in 2.1 due to the deprecation of some of its gameplay, and a slight nerf, it remained unbeaten for years before finally claiming the third spot of the demonlist.demonlist.
** Don't be fooled by ''[[https://m.youtube.com/watch?v=mGJVt_weyLg Tidal Wave]]'''s bright summer colors, this level became the number one demon in January 2024 for a reason. Not only does it require 200 frame-perfect inputs, three times as many as in ''Slaughterhouse'', but this level also earns its rank from its length: [[MarathonLevel three minutes]] of pure chaos with ultra-tight waves and extensive quadruple speed segments.

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[[folder:Map Pack/Gauntlet Levels]]

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[[folder:Map Pack/Gauntlet Pack Levels]]


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** Fortunately, the creator of Lunar Ocean decided to update the level in 2.2 by removing all mirror portals and making the gravity switch portals visible, essentially making the level easier and more beatable. With this, the honor for the Electro Pack's That One Level now goes to [=ElectroWorld=] with its insanely buggy ball part, suddenly appearing coins, and tight wave spaces with obstacles that look like you could pass through them.


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* Edification from the Spirit Pack revolves around a cool gimmick that forms the block platforms out of nowhere. The problem with this effect, though, that it utilizes [[InterfaceScrew a lot of moving objects]], rendering the level unsightreadable and needing practice runs to be able to familiarize with the locations of the platforms. Additinally, there is a very difficult (maybe even frame perfect) UFO jump at 62% that if you jump even at the wrong time, you die to the sawblade that precedes the already difficult wave segment. At least it's under 1 minute long...


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[[/folder]]

[[folder:Gauntlet Levels]]


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** With the intention of being a Nine Circles level harder than Bloodbath, [[https://www.youtube.com/watch?v=GpXTwPgweAk Sonic Wave]] takes its direction by including timed orb jumps in the cube parts, a tight ship segment, a tricky timing-based ball segment, an even tighter wave segment with the infamous epileptic effect that goes for the entire drop, and a memory cube part that acts as a "break" in between the wave parts. This level is so famous that it spawned [[https://www.youtube.com/watch?v=U39EYZnnBv0 multiple remakes]] that all have took a spot on the Demon List.

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