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** The 2.2 update, which was released in December 19, 2023, changed the way the physics engine works. In the past, the game calculated your position and velocity at a speed equal to your monitor's refresh rate (a 60hz monitor would cause the game to calculate 60 "ticks" per second), whereas in 2.2, it calculates 240 times per second, regardless of your monitor. This made levels not compatible with 240 FPS much harder (e.g. Windy Landscape until it was bugfixed by its creator) or outright impossible (e.g. Black Blizzard).

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** The 2.2 update, which was released in December 19, 2023, update changed the way the physics engine works. In the past, the game calculated your position and velocity at a speed equal to your monitor's refresh rate (a 60hz monitor would cause the game to calculate 60 "ticks" per second), whereas in 2.2, it calculates 240 times per second, regardless of your monitor. This made levels not compatible with 240 FPS much harder (e.g. Windy Landscape until it was bugfixed by its creator) or outright impossible (e.g. Black Blizzard).
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Added example(s): Retraux


* {{Retraux}}: The music for Electroman Adventures is in chiptune.

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* {{Retraux}}: The music for Electroman Adventures is in chiptune. Additionally, most blocks and obstacles in Dash are pixel art.
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Added example(s)

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* AntiFrustrationFeatures: In official levels at least, fakeout orbs and jump pads are either sightreadable enough to identify them as traps or have labels that indicate what to jump on (or not to jump on).
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** The 2.2 update, which was released in December 19, 2023, changed the way the physics engine works. In the past, the game calculated your position and velocity at a speed equal to your monitor's refresh rate (a 60hz monitor would cause the game to calculate 60 "ticks" per second), whereas in 2.2, it calculates 240 times per second, regardless of your monitor. This made levels not compatible with 240 FPS much harder (e.g. Windy Landscape) or outright impossible (e.g. Black Blizzard).

to:

** The 2.2 update, which was released in December 19, 2023, changed the way the physics engine works. In the past, the game calculated your position and velocity at a speed equal to your monitor's refresh rate (a 60hz monitor would cause the game to calculate 60 "ticks" per second), whereas in 2.2, it calculates 240 times per second, regardless of your monitor. This made levels not compatible with 240 FPS much harder (e.g. Windy Landscape) Landscape until it was bugfixed by its creator) or outright impossible (e.g. Black Blizzard).
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Spelling/grammar fix(es), Not enough context (ZCE)


* AutoScrollingLevel: Every level. Even the ones that don't seem to move are actually moving at the same speed as your character.
* BottomlessPits: More like a Ceilingless Sky. If you fall out of the level while in reverse gravity, you fall until the sixty block height limit, where the screen stops scrolling and you die.

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* AutoScrollingLevel: Every level that's not a platformer level. Even the ones that don't seem to move are actually moving at the same speed as your character.
character (averted in 2.2, where the player can seemingly do this).
* BottomlessPits: More like a Ceilingless Sky. If you fall out of the level while in reverse gravity, you fall until the sixty eighty block height limit, where the screen stops scrolling and you die.



** The 2.2 update changed the way the physics engine works. In the past, the game calculated your position and velocity at a speed equal to your monitor's refresh rate (a 60hz monitor would cause the game to calculate 60 "ticks" per second), whereas in 2.2, it calculates 240 times per second, regardless of your monitor. This made levels not compatible with 240 FPS much harder (e.g. Windy Landscape) or outright impossible (e.g. Black Blizzard).

to:

** The 2.2 update update, which was released in December 19, 2023, changed the way the physics engine works. In the past, the game calculated your position and velocity at a speed equal to your monitor's refresh rate (a 60hz monitor would cause the game to calculate 60 "ticks" per second), whereas in 2.2, it calculates 240 times per second, regardless of your monitor. This made levels not compatible with 240 FPS much harder (e.g. Windy Landscape) or outright impossible (e.g. Black Blizzard).
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** The 22nd main level, Dash, is impossible on most mobile devices due to the extreme number of moving objects at 70% lagging or outright crashing the game.

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* SensoryAbuse: Some levels like Electrodynamix as well as some user created levels has flashing colors which can give the player epileptic seizures.

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* SensoryAbuse: Some levels like Electrodynamix as well as some user created levels has have flashing colors which can give the player epileptic seizures.



** The third key requires completion of the Chaos Gauntlet. It is the hardest Gauntlet, not including the Demon Gauntlet.

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** The third key requires completion of the Chaos Gauntlet. It is one of the hardest Gauntlet, not including the Demon Gauntlet.harder gauntlets, with long and tough levels like Scarlet Surge and Kappaclysm.



* TrialAndErrorGameplay: A lot of the more difficult levels.
* UnintentionallyUnwinnable: At least one user-made level, Swiftness, was rendered impossible due to a change in orb mechanics. It used to be that placing two orbs on top of each other would allow one of the orbs to only be usable at the edge of the hitbox, creating timing challenges; this was called orb masking. The 2.1 update changed it so only one of the orbs would do anything, breaking any level that required it.
* UnwinnableByDesign: Silent levels are a group of levels that are created by the community to be deliberately impossible. [[https://www.youtube.com/watch?v=ccY6OMR9PJ0 Silent Circles]], for instance, is made to be deliberately impossible, and it requires over ''30'' clicks per second to clear; most people can't even manage a third of that! Only two (technically 3) Silent levels have ever been beaten, with all three regarded as among the top 100 hardest levels in the game, with one of three (Silent Clubstep) regarded as among the Top ''three'' hardest levels.

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* TrialAndErrorGameplay: A lot of the more difficult levels.
levels, especially ones made early in the game's lifespan, where fake blocks and orbs were commonly used to make levels much harder.
* UnintentionallyUnwinnable: UnintentionallyUnwinnable:
**
At least one user-made level, Swiftness, was rendered impossible due to a change in orb mechanics. It used to be that placing two orbs on top of each other would allow one of the orbs to only be usable at the edge of the hitbox, creating timing challenges; this was called orb masking. The 2.1 update changed it so only one of the orbs would do anything, breaking any level that required it.
** The 2.2 update changed the way the physics engine works. In the past, the game calculated your position and velocity at a speed equal to your monitor's refresh rate (a 60hz monitor would cause the game to calculate 60 "ticks" per second), whereas in 2.2, it calculates 240 times per second, regardless of your monitor. This made levels not compatible with 240 FPS much harder (e.g. Windy Landscape) or outright impossible (e.g. Black Blizzard).
* UnwinnableByDesign: Silent levels are a group of levels that are created by the community to be deliberately impossible. [[https://www.youtube.com/watch?v=ccY6OMR9PJ0 Silent Circles]], for instance, is made to be deliberately impossible, and it requires over ''30'' clicks per second to clear; most people can't even manage a third of that! Only two (technically 3) Silent levels have ever been beaten, with all three regarded as among the top 100 hardest levels in the game, with one of three (Silent Clubstep) regarded as among the Top ''three'' top ''four'' hardest levels.

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Added some information relating to the Tower


* CoolGate: One of the elements in the game is a portal that teleports you vertically.

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* CoolGate: One of the elements in the game is a portal that teleports you vertically. Additionally, the Tower is accessed by clicking on a blue portal in the level select menu.



** The Tower has a skeleton that appears in a couple of levels and speaks in voice lines from the game's sound effect library.



* DownTheDrain: The second level of the Tower, the Sewers.



* KingMook: The boss of the Tower's first floor: [[spoiler: The Cursed Thorn, which is a bigger and far more dangerous version of the smaller ball-like monsters.]]



* MickeyMousing: The levels are usually designed so that the times you have to click to avoid getting killed match with the background music.

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* MickeyMousing: The levels are usually designed so that the times you have to click to avoid getting killed match with the background music. Platformer mode is an exception, though some of the Tower's levels have obstacles moving to the music instead.


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* SpeedrunReward: All of the Tower's platformer levels have a secret coin that can only be collected by reaching it fast enough.
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* RainbowSpeak: Exaggerated. Nearly every line of dialogue colors certain words or phrases, with seemingly no consistent pattern (though the word "shop" is always yellow, "diamonds" is always dark blue, the [[spoiler:Master Emblem]] is purple, and [[spoiler:Zolguroth]] is red). It goes beyond the dialogue though, with the level editor’s help windows coloring the names of trigger options and several other popups coloring important words.

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fixed a stray bullet point


** Several variations of “FIRE IN THE HOLE” were added to the game’s sound effect library, in a folder simply titled “Dont”.

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** Several new variations of “FIRE IN THE HOLE” were added to the game’s sound effect library, in a folder simply titled “Dont”.



**
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Added Ascended Glitch, examples for Ascended Meme added in 2.2

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* AscendedGlitch: The achievement for beating 2000 user levels was initially labeled "Title" and rewarded nothing. When fixed in a minor update, it was renamed to be "No Title!" instead.


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** Several variations of “FIRE IN THE HOLE” were added to the game’s sound effect library, in a folder simply titled “Dont”.
** One of the Chamber of Time’s codes [[spoiler:calls the game’s second level, Back On Track, impossible to complete.]]
** A code for the Vault mentions [[spoiler:a “Final Boss” demon difficulty, referencing a fan-made set of difficulty ratings going beyond the game’s highest.]]
**
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Advancing Wall Of Doom and Company Cross References. (I'm not 100% on the first one being described as "downplayed" as i'm not too familiar with all the distinctions, so if there's a better way to describe it please change it.)

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* AdvancingWallOfDoom: Downplayed. Meltdown's second level, Viking Arena, has a wall of monsters chasing the player near the end...but it can't actually harm them, due to the game's nature as an auto-scroller.


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* CompanyCrossReferences: You can unlock several icons that resemble the Boomlings from [=RobTop=]'s earlier game series of the same name.
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* UnwinnableByDesign: Silent levels are a group of levels that are created by the community to be deliberately impossible. [[https://www.youtube.com/watch?v=ccY6OMR9PJ0 Silent Circles]], for instance, is made to be deliberately impossible, and it requires over ''30'' clicks per second to clear; most people can't even manage a third of that! Only two (technically 3) Silent levels have ever been beaten, with all three regarded as among the top 100 hardest levels in the game ,with one of three (Silent Clubstep) regarded as among the Top ''three'' hardest levels.

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* UnwinnableByDesign: Silent levels are a group of levels that are created by the community to be deliberately impossible. [[https://www.youtube.com/watch?v=ccY6OMR9PJ0 Silent Circles]], for instance, is made to be deliberately impossible, and it requires over ''30'' clicks per second to clear; most people can't even manage a third of that! Only two (technically 3) Silent levels have ever been beaten, with all three regarded as among the top 100 hardest levels in the game ,with game, with one of three (Silent Clubstep) regarded as among the Top ''three'' hardest levels.
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* FeedItABomb: The Abomination in the 10th anniversary's animated segment is defeated by the cube throwing a bomb into its mouth.
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* ShoutOut: Many.
** Icons:
*** The icons from some of the first levels resemble some of the lowercase letters from the Oxygene 1 font, which is also the title's font.
*** The icon for typing 'spooky' in the vault resembles a [[Franchise/SuperMarioBros Shy Guy]].
*** The icon for typing 'seven' in the vault resembles [[WesternAnimation/AdventureTime Finn the Human]].
*** The icon for the Nice Shot achievement resembles a turn block from ''VideoGame/SuperMarioWorld''.
*** The icon for collecting 110 secret coins resembles {{ComicBook/Deadpool}}.
*** The icon for collecting 10 user coins resembles a mushroom from ''VideoGame/SuperMarioBros3''.
*** The icon for collecting 60 user coins resembles [=BamBam=].
*** The icon for collecting 110 user coins resembles {{Franchise/Robocop}}.
*** The icon for collecting 150 user coins resembles ComicBook/IronMan.
*** The icon for collecting 15 Lava Shards resembles a [[Franchise/SuperMarioBros Thwomp]].
*** The icons for opening 100 Treasure Room chests and for collecting 35 Poison Shards resembles Shoop Da Woop.
*** The icon for collecting 2,000 diamonds resembles {{Franchise/Kirby}}.
*** The icon for collecting 3,000 stars resembles VideoGame/MeatBoy.
*** The icon for rating 2,000 online levels resembles {{ComicBook/Batman}}.
*** The icon for completing Stereo Madness, Back on Track, and Polargeist on the Steam version is the [[VideoGame/{{Portal}} Companion Cube]].
*** The icon for completing Jumper resembles [[VideoGame/{{Jumper}} Ogmo]].
*** The icon for completing Clubstep on the Steam version resembles the Steam logo.
*** The icon for completing Hexagon Force resembles the [[VideoGame/{{Minecraft}} Creeper]].
*** The icon for collecting all the secret coins in Theory of Everything 2 resembles a [[Franchise/SuperMarioBros Boo]].
*** The icon for collecting all the secret coins in Deadlocked resembles {{ComicBook/Wolverine}}.
*** One of the secret shop icons resembles [[VideoGame/GodOfWar Kratos]].
*** The icon for collecting all three keys resembles {{ComicBook/Punisher}}'s logo.
** Ships:
*** The ship for collecting 75 secret coins resembles [[Franchise/{{Pokemon}} Porygon]].
*** The ship for collecting 30 user coins resembles [[Film/PetesDragon1977 Elliot]].
*** The ship for collecting 800 user coins resembles the [[VideoGame/KirbyAirRide Jet Star]].
*** The ship for collecting 35 of every kind of Shard resembles a [[Franchise/SuperMarioBros Chain Chomp]].
*** The ship for collecting 3,500 stars resembles the ''[[Franchise/StarWars Mon Calamari]]''.
** [=UFOs=]:
*** The UFO for getting a star-featured level resembles [[WesternAnimation/LiloAndStitch Stitch]].
*** The UFO for completing 30 map packs resembles [[VideoGame/SuperMarioWorld Bowser's Clown Car]].
** Waves:
*** A wave resembling the all-seeing eye/illuminati symbol is obtained by sequentially typing ''{{Series/Lost}}'''s numbers, multiplied by two, in the vault.
*** The wave for collecting 5 Shadow Shards resembles an [[Franchise/StarWars X-Wing]].
*** The waves for collecting 2,500 stars and for typing 'Ahead' in the vault resemble [[VideoGame/{{Metroid}} Metroids]].
** Robots:
*** The robot for collecting 100 user coins resembles [[Franchise/{{Halo}} Master Chief]]'s helmet.
*** The robot for completing Deadlocked resembles ComicBook/IronMan.
*** One of the community shop robots resembles [[VideoGame/MegaManX Zero]].
*** One of the community shop robots resembles [[Franchise/HowToTrainYourDragon Stormfly]].
*** One of the community shop robots resembles [[Music/DaftPunk Guy Manuel De Homem-Christo]]'s helmet.
** Spiders:
*** One of the community shop spiders resembles [[Franchise/{{Pokemon}} Stakataka]]. Another is based on Mega Gengar.
*** One of the Treasure Room spiders resembles Shoop Da Woop.
** Swings:
*** One of the swings is based on Franchise/{{Kirby}}.
** Geometrical Dominator is this to ''Franchise/SuperMarioBros''.
** Deadlocked has a section resembling ''VideoGame/JetpackJoyride''.
** Blocks:
*** Teleportation portals are blue and orange, just like ''{{VideoGame/Portal}}''.

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''Geometry Dash'' is a deceptively tough rhythm platformer that was released on [[UsefulNotes/IOSGames iOS]] on August 13, 2013, and was ported to [[UsefulNotes/IBMPersonalComputer PC]] on December 22nd, 2014. In and of itself, it is quite simple. Dodge the spikes. Jump on platforms. Don't hit the walls or the ceilings or, heck, avoid the saw blades as well.

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''Geometry Dash'' is a deceptively tough rhythm platformer that was released on [[UsefulNotes/IOSGames iOS]] on August 13, 2013, and was ported to [[UsefulNotes/IBMPersonalComputer [[Platform/IBMPersonalComputer PC]] on December 22nd, 2014. In and of itself, it is quite simple. Dodge the spikes. Jump on platforms. Don't hit the walls or the ceilings or, heck, avoid the saw blades as well.



** "Check UsefulNotes/{{Steam}}" was the message used to announce 2.2's release on all social media platforms.

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** "Check UsefulNotes/{{Steam}}" Platform/{{Steam}}" was the message used to announce 2.2's release on all social media platforms.



* NintendoHard: The 3 locked levels (Clubstep, Theory of Everything 2, and Deadlocked) WILL have you dying many, many, many times before beating them. Demons in general tend to revolve around this, of [[SerialEscalation varying degrees]].



*** The icon for collecting 60 user coins resembles [[VideoGame/{{Boomlings}} BamBam]].

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*** The icon for collecting 60 user coins resembles [[VideoGame/{{Boomlings}} BamBam]].[=BamBam=].



%% * StuffBlowingUp: See MadeOfExplodium above.
%% ** The Keymaster's level, The Challenge counts as this both intentionally and unintentionally. It's a very short level that contains few elements from updates 2.0 and 2.1, save for the bare minimum of backgrounds, the spider, and some orbs. In addition, it appears the Keymaster hasn't learned the "Stop" trigger for dash orbs yet[[note]]Placing this trigger in the path of a dash orb will cut the player off if they continue dashing and touch the trigger.[[/note]], which seems to be the unintentional portion.



* TakeThat: The above RunningGag about chicken is a reference to a throwaway gag made by [=RobTop=] (as in, the developer) that was misconstrued as a release hint for Update 2.1, which has suffered from many [[ScheduleSlip Schedule Slips.]]

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* TakeThat: [[invoked]] The above RunningGag about chicken is a reference to a throwaway gag made by [=RobTop=] (as in, the developer) that was misconstrued as a release hint for Update 2.1, which has suffered from many [[ScheduleSlip Schedule Slips.]]

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