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	<title>Geometry Dash Expanded Wiki - User contributions [en]</title>
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	<updated>2026-10-18T15:28:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://geometrydashwiki.com/eng/Objects?diff=122541</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Objects?diff=122541"/>
		<updated>2015-05-10T07:28:19Z</updated>

		<summary type="html">&lt;p&gt;103.14.62.93: /* Monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Map Components&#039;&#039;&#039; are what the player has to navigate through in order to make it through the level. There are a number of varieties, some which are used as methods of travel, while others are intended to destroy the player on contact. The layout of these make every level unique and of varying difficulty.&lt;br /&gt;
==Blocks==&lt;br /&gt;
[[File:Block.png|A block|thumb|100px]]&lt;br /&gt;
Blocks and other surfaces are the most common components and construct the basis of a level. There are many different shapes and sizes. Just about all can be jumped upon and serve as platforms. However, colliding horizontally with a block will destroy the player. Diagonal slanted blocks were introduced as of [[Update 1.8]], and act as ramps/slopes that a player can slide on without being destroyed. The [[Update 2.0]] sneak peek has shown that a feature that allows blocks and platforms to move will be introduced.&lt;br /&gt;
&lt;br /&gt;
==Hazards==&lt;br /&gt;
&lt;br /&gt;
Hazards usually introduce difficulty into each level. They will often destroy players if touched in any way. Through the levels in Geometry Dash, hazards are introduced in several different forms.&lt;br /&gt;
===Spikes===&lt;br /&gt;
{{Released}}[[File:Spike.png|thumb|The original spike]]&lt;br /&gt;
Spikes are the most frequently occurring and are often jumped over. These obstacles often appear with varying appearance, and can be invisible or transparent. They can also differ in size. Three spikes are sometimes placed in a group to escalate the level of difficulty. They are commonly seen in [[Time Machine]], which includes the most three-spikes out of any official level. Spikes can also be different sizes or widths. The color of some of these obstacles can also be changed using the COL1, COL2, COL3, and COL4 options in the [[Level Editor]].&lt;br /&gt;
===Sawblades===&lt;br /&gt;
{{Disambig}}[[File:Saw.png|thumb|One of the six sawblades]]&lt;br /&gt;
Sawblades, which are first encountered in [[Clutterfunk]], are typically larger than common spikes. They automatically rotate in place, and can be seen in several different forms as well. Transparent sawblades can sometimes be seen with dark backgrounds, commonly used in [[Electroman Adventures]]. Each variation has three sizes. The [[Update 1.9|1.9 update]] introduced gear-like sawblades, thick sawblades with customizable colors with c-obj, and invisible sawblades.&lt;br /&gt;
&lt;br /&gt;
===Thorns===&lt;br /&gt;
Thorns are one of the most common hazards in Geometry Dash. They are generally long but short, black, obstacles that are placed between columns of blocks. In official levels, they make appearances throughout the game. They generally came in either a spiky, jagged form or a waving form until [[Update 1.8|1.8 update]], which introduced diagonal thorns at either angle, as well as peaked-thorns. The [[Update 1.9|1.9 Update]] introduced block-like thorns which made their first appearance in [[Blast Processing]]. [[Theory of Everything]] also introduces a kind of thorn resembling creepers or vines. They can have multiple appearances.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
Monsters will be introduced into Geometry Dash in [[Update 2.0]]. They vary in size and have animated mouths. These obstacles, similar to the others, kill on impact.&lt;br /&gt;
&lt;br /&gt;
==Pads and rings==&lt;br /&gt;
Pads and rings influence the direction of travel. Pads only need to be touched to activate their effect, while rings need to be tapped as the player passes over for them to function. There are three variants identical to each.&lt;br /&gt;
*Yellow pad initiates a jump larger than normal, introduced in [[Back on Track]]. Yellow rings were introduced in [[Polargeist]], and while tapped it enables a jump mid-air.&lt;br /&gt;
*Purple pads and rings initiate a jump smaller than normal jumps and yellow pads and rings. They are formally introduced in [[Theory of Everything]] (The pad was also found while getting the last [[Secret Coins|secret coin]] in [[Can&#039;t Let Go]], and the ring was found when getting the last secret coin in [[Time Machine]]).&lt;br /&gt;
*Blue pads and rings change the direction of gravity, formally introduced in [[xStep]] (Both were also found when getting the first coin in [[Back on Track|Back On Track]] and the third coin in [[Polargeist]].)&lt;br /&gt;
Although these components are often part of completing a level, they can be positioned in such a way that redirects the player into a hazard, needing to be avoided in such instances.&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
&#039;&#039;For the complete article, see &#039;&#039;&#039;[[Portals]]&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Portals can modify the way the icon interacts with the level, and can force the cube to assume another form, such as the ship, gravity ball, UFO, or wave. They vary into two different types: Form portals, which changes the form of the player, or manipulation portal, which changes how the player interacts with the level. They can also change its speed, size, direction of gravity or mirror the screen. The [[Update 1.8|1.8 update]] introduced dual portals, which create a clone of the player. These objects are often expertly placed in correlation with the background soundtrack. On most occasions, the background and ground color also change with the icon.&lt;br /&gt;
&lt;br /&gt;
==Cosmetics and effects==&lt;br /&gt;
A number of components are purely cosmetic, or may have effects applied to them. Others may be used as markers to identify routes or hazards (punctuation marks, crosses, arrow signs). Physical objects can cycle through colours and complete visibility, which may also be distracting to gameplay. In contrast, what may look like physical objects can also be background objects, which may again fool the player, for example fake spikes and thorns. [[Blast Processing]] introduced a new effect, giving blocks a three-dimensional appearance. This, in no way, affects the gameplay.&lt;br /&gt;
&lt;br /&gt;
==Background and transition==&lt;br /&gt;
The background can change colour as a way to create a more vibrant gameplay experience. Other map components can enter and leave the screen, not physically affecting anything, as further visual enhancement, but may reduce the amount of time the player has to react to their entry.&lt;br /&gt;
[[Category:Level Elements]]&lt;/div&gt;</summary>
		<author><name>103.14.62.93</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Objects?diff=122540</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Objects?diff=122540"/>
		<updated>2015-05-10T07:27:30Z</updated>

		<summary type="html">&lt;p&gt;103.14.62.93: /* Spikes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Map Components&#039;&#039;&#039; are what the player has to navigate through in order to make it through the level. There are a number of varieties, some which are used as methods of travel, while others are intended to destroy the player on contact. The layout of these make every level unique and of varying difficulty.&lt;br /&gt;
==Blocks==&lt;br /&gt;
[[File:Block.png|A block|thumb|100px]]&lt;br /&gt;
Blocks and other surfaces are the most common components and construct the basis of a level. There are many different shapes and sizes. Just about all can be jumped upon and serve as platforms. However, colliding horizontally with a block will destroy the player. Diagonal slanted blocks were introduced as of [[Update 1.8]], and act as ramps/slopes that a player can slide on without being destroyed. The [[Update 2.0]] sneak peek has shown that a feature that allows blocks and platforms to move will be introduced.&lt;br /&gt;
&lt;br /&gt;
==Hazards==&lt;br /&gt;
&lt;br /&gt;
Hazards usually introduce difficulty into each level. They will often destroy players if touched in any way. Through the levels in Geometry Dash, hazards are introduced in several different forms.&lt;br /&gt;
===Spikes===&lt;br /&gt;
{{Released}}[[File:Spike.png|thumb|The original spike]]&lt;br /&gt;
Spikes are the most frequently occurring and are often jumped over. These obstacles often appear with varying appearance, and can be invisible or transparent. They can also differ in size. Three spikes are sometimes placed in a group to escalate the level of difficulty. They are commonly seen in [[Time Machine]], which includes the most three-spikes out of any official level. Spikes can also be different sizes or widths. The color of some of these obstacles can also be changed using the COL1, COL2, COL3, and COL4 options in the [[Level Editor]].&lt;br /&gt;
===Sawblades===&lt;br /&gt;
{{Disambig}}[[File:Saw.png|thumb|One of the six sawblades]]&lt;br /&gt;
Sawblades, which are first encountered in [[Clutterfunk]], are typically larger than common spikes. They automatically rotate in place, and can be seen in several different forms as well. Transparent sawblades can sometimes be seen with dark backgrounds, commonly used in [[Electroman Adventures]]. Each variation has three sizes. The [[Update 1.9|1.9 update]] introduced gear-like sawblades, thick sawblades with customizable colors with c-obj, and invisible sawblades.&lt;br /&gt;
&lt;br /&gt;
===Thorns===&lt;br /&gt;
Thorns are one of the most common hazards in Geometry Dash. They are generally long but short, black, obstacles that are placed between columns of blocks. In official levels, they make appearances throughout the game. They generally came in either a spiky, jagged form or a waving form until [[Update 1.8|1.8 update]], which introduced diagonal thorns at either angle, as well as peaked-thorns. The [[Update 1.9|1.9 Update]] introduced block-like thorns which made their first appearance in [[Blast Processing]]. [[Theory of Everything]] also introduces a kind of thorn resembling creepers or vines. They can have multiple appearances.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
Monsters will be introduced into Geometry Dash in [[Update 2.0]]. They vary in size and have animated mouths. These obstacles, similar to the others, kill on impact.&lt;br /&gt;
&lt;br /&gt;
==Pads and rings==&lt;br /&gt;
Pads and rings influence the direction of travel. Pads only need to be touched to activate their effect, while rings need to be tapped as the player passes over for them to function. There are three variants identical to each.&lt;br /&gt;
*Yellow pad initiates a jump larger than normal, introduced in [[Back on Track]]. Yellow rings were introduced in [[Polargeist]], and while tapped it enables a jump mid-air.&lt;br /&gt;
*Purple pads and rings initiate a jump smaller than normal jumps and yellow pads and rings. They are formally introduced in [[Theory of Everything]] (The pad was also found while getting the last [[Secret Coins|secret coin]] in [[Can&#039;t Let Go]], and the ring was found when getting the last secret coin in [[Time Machine]]).&lt;br /&gt;
*Blue pads and rings change the direction of gravity, formally introduced in [[xStep]] (Both were also found when getting the first coin in [[Back on Track|Back On Track]] and the third coin in [[Polargeist]].)&lt;br /&gt;
Although these components are often part of completing a level, they can be positioned in such a way that redirects the player into a hazard, needing to be avoided in such instances.&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
&#039;&#039;For the complete article, see &#039;&#039;&#039;[[Portals]]&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Portals can modify the way the icon interacts with the level, and can force the cube to assume another form, such as the ship, gravity ball, UFO, or wave. They vary into two different types: Form portals, which changes the form of the player, or manipulation portal, which changes how the player interacts with the level. They can also change its speed, size, direction of gravity or mirror the screen. The [[Update 1.8|1.8 update]] introduced dual portals, which create a clone of the player. These objects are often expertly placed in correlation with the background soundtrack. On most occasions, the background and ground color also change with the icon.&lt;br /&gt;
&lt;br /&gt;
==Cosmetics and effects==&lt;br /&gt;
A number of components are purely cosmetic, or may have effects applied to them. Others may be used as markers to identify routes or hazards (punctuation marks, crosses, arrow signs). Physical objects can cycle through colours and complete visibility, which may also be distracting to gameplay. In contrast, what may look like physical objects can also be background objects, which may again fool the player, for example fake spikes and thorns. [[Blast Processing]] introduced a new effect, giving blocks a three-dimensional appearance. This, in no way, affects the gameplay.&lt;br /&gt;
&lt;br /&gt;
==Background and transition==&lt;br /&gt;
The background can change colour as a way to create a more vibrant gameplay experience. Other map components can enter and leave the screen, not physically affecting anything, as further visual enhancement, but may reduce the amount of time the player has to react to their entry.&lt;br /&gt;
[[Category:Level Elements]]&lt;/div&gt;</summary>
		<author><name>103.14.62.93</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Objects?diff=122539</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Objects?diff=122539"/>
		<updated>2015-05-10T07:26:15Z</updated>

		<summary type="html">&lt;p&gt;103.14.62.93: /* Sawblades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Map Components&#039;&#039;&#039; are what the player has to navigate through in order to make it through the level. There are a number of varieties, some which are used as methods of travel, while others are intended to destroy the player on contact. The layout of these make every level unique and of varying difficulty.&lt;br /&gt;
==Blocks==&lt;br /&gt;
[[File:Block.png|A block|thumb|100px]]&lt;br /&gt;
Blocks and other surfaces are the most common components and construct the basis of a level. There are many different shapes and sizes. Just about all can be jumped upon and serve as platforms. However, colliding horizontally with a block will destroy the player. Diagonal slanted blocks were introduced as of [[Update 1.8]], and act as ramps/slopes that a player can slide on without being destroyed. The [[Update 2.0]] sneak peek has shown that a feature that allows blocks and platforms to move will be introduced.&lt;br /&gt;
&lt;br /&gt;
==Hazards==&lt;br /&gt;
&lt;br /&gt;
Hazards usually introduce difficulty into each level. They will often destroy players if touched in any way. Through the levels in Geometry Dash, hazards are introduced in several different forms.&lt;br /&gt;
===Spikes===&lt;br /&gt;
[[File:Spike.png|thumb|The original spike]]&lt;br /&gt;
Spikes are the most frequently occurring and are often jumped over. These obstacles often appear with varying appearance, and can be invisible or transparent. They can also differ in size. Three spikes are sometimes placed in a group to escalate the level of difficulty. They are commonly seen in [[Time Machine]], which includes the most three-spikes out of any official level. Spikes can also be different sizes or widths. The color of some of these obstacles can also be changed using the COL1, COL2, COL3, and COL4 options in the [[Level Editor]].&lt;br /&gt;
===Sawblades===&lt;br /&gt;
{{Disambig}}[[File:Saw.png|thumb|One of the six sawblades]]&lt;br /&gt;
Sawblades, which are first encountered in [[Clutterfunk]], are typically larger than common spikes. They automatically rotate in place, and can be seen in several different forms as well. Transparent sawblades can sometimes be seen with dark backgrounds, commonly used in [[Electroman Adventures]]. Each variation has three sizes. The [[Update 1.9|1.9 update]] introduced gear-like sawblades, thick sawblades with customizable colors with c-obj, and invisible sawblades.&lt;br /&gt;
&lt;br /&gt;
===Thorns===&lt;br /&gt;
Thorns are one of the most common hazards in Geometry Dash. They are generally long but short, black, obstacles that are placed between columns of blocks. In official levels, they make appearances throughout the game. They generally came in either a spiky, jagged form or a waving form until [[Update 1.8|1.8 update]], which introduced diagonal thorns at either angle, as well as peaked-thorns. The [[Update 1.9|1.9 Update]] introduced block-like thorns which made their first appearance in [[Blast Processing]]. [[Theory of Everything]] also introduces a kind of thorn resembling creepers or vines. They can have multiple appearances.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
Monsters will be introduced into Geometry Dash in [[Update 2.0]]. They vary in size and have animated mouths. These obstacles, similar to the others, kill on impact.&lt;br /&gt;
&lt;br /&gt;
==Pads and rings==&lt;br /&gt;
Pads and rings influence the direction of travel. Pads only need to be touched to activate their effect, while rings need to be tapped as the player passes over for them to function. There are three variants identical to each.&lt;br /&gt;
*Yellow pad initiates a jump larger than normal, introduced in [[Back on Track]]. Yellow rings were introduced in [[Polargeist]], and while tapped it enables a jump mid-air.&lt;br /&gt;
*Purple pads and rings initiate a jump smaller than normal jumps and yellow pads and rings. They are formally introduced in [[Theory of Everything]] (The pad was also found while getting the last [[Secret Coins|secret coin]] in [[Can&#039;t Let Go]], and the ring was found when getting the last secret coin in [[Time Machine]]).&lt;br /&gt;
*Blue pads and rings change the direction of gravity, formally introduced in [[xStep]] (Both were also found when getting the first coin in [[Back on Track|Back On Track]] and the third coin in [[Polargeist]].)&lt;br /&gt;
Although these components are often part of completing a level, they can be positioned in such a way that redirects the player into a hazard, needing to be avoided in such instances.&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
&#039;&#039;For the complete article, see &#039;&#039;&#039;[[Portals]]&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Portals can modify the way the icon interacts with the level, and can force the cube to assume another form, such as the ship, gravity ball, UFO, or wave. They vary into two different types: Form portals, which changes the form of the player, or manipulation portal, which changes how the player interacts with the level. They can also change its speed, size, direction of gravity or mirror the screen. The [[Update 1.8|1.8 update]] introduced dual portals, which create a clone of the player. These objects are often expertly placed in correlation with the background soundtrack. On most occasions, the background and ground color also change with the icon.&lt;br /&gt;
&lt;br /&gt;
==Cosmetics and effects==&lt;br /&gt;
A number of components are purely cosmetic, or may have effects applied to them. Others may be used as markers to identify routes or hazards (punctuation marks, crosses, arrow signs). Physical objects can cycle through colours and complete visibility, which may also be distracting to gameplay. In contrast, what may look like physical objects can also be background objects, which may again fool the player, for example fake spikes and thorns. [[Blast Processing]] introduced a new effect, giving blocks a three-dimensional appearance. This, in no way, affects the gameplay.&lt;br /&gt;
&lt;br /&gt;
==Background and transition==&lt;br /&gt;
The background can change colour as a way to create a more vibrant gameplay experience. Other map components can enter and leave the screen, not physically affecting anything, as further visual enhancement, but may reduce the amount of time the player has to react to their entry.&lt;br /&gt;
[[Category:Level Elements]]&lt;/div&gt;</summary>
		<author><name>103.14.62.93</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Blast_Processing?diff=39318</id>
		<title>Blast Processing</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Blast_Processing?diff=39318"/>
		<updated>2015-05-10T07:21:45Z</updated>

		<summary type="html">&lt;p&gt;103.14.62.93: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Blast Processing&lt;br /&gt;
|image = File:BlastProcessing.png&lt;br /&gt;
|levelnumber = 17&lt;br /&gt;
|created = [[Update 1.9]]&lt;br /&gt;
|difficulty = [[File:Harder.png|25px]] Harder&lt;br /&gt;
|sequences = Cube, Wave, Ship, Ball, UFO&lt;br /&gt;
|portals = Gravity, Dual (Final Appearance)&lt;br /&gt;
|musiccreator = Waterflame&lt;br /&gt;
|musicdate = October 17, 2012&lt;br /&gt;
|normalmode = [[File:Player 44 001.png|21px]] Icon 44 (Blast Processing!)&amp;lt;br /&amp;gt;[[File:Star.png|23px]] 10 stars&lt;br /&gt;
|practicemode = [[File:Colour21.png|21px]] Primary Dark Slate Green (Blast Power)&lt;br /&gt;
|followedby = [[Theory of Everything 2]]&lt;br /&gt;
|precededby = [[Hexagon Force]]|imagewidth = 300}}&lt;br /&gt;
{{WIP}}&#039;&#039;&#039;Blast Processing &#039;&#039;&#039;is the seventeenth level in &#039;&#039;[[Geometry Dash]]&#039;&#039;. It was released along with [[Theory of Everything 2]]. It is the fourth level in the game rated Harder.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
On September 16, 2014, [[Robert Topala]] posted an image on Facebook and Twitter, with the caption &#039;&#039;&amp;quot;Can You Guess?&amp;quot;&#039;&#039; on the bottom left hand corner. It showed 5 images: an explosion icon, a chip, a book, an infinity symbol, and the number &#039;&#039;2&#039;&#039;. The first two images referred to the [[Music Composers|Waterflame]] song, &#039;&#039;Blast Processing.&#039;&#039; On September 28, Topala published a post on Facebook, thanking his supporters for helping his page receive 400,000 likes. He also posted a [https://www.youtube.com/watch?v=PQkAjNPKxDM sneak peek video] of Blast Processing, confirming its existence.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Blast Processing begins with a cube sequence involving several gravity flips and icon decorations in the background. Next, the wave [[Forms|form]] and blue portal make their debuts. The icon then transforms into a ship, ball and then returns to the wave. To add on to the difficulty, the player must maneuver it on dual mode, Later, the user is forced to complete cube, ship and UFO scenes. Before winning, the new three-dimensional design is used, along with blue &amp;quot;plus signs.&amp;quot; Completing &#039;&#039;Blast&#039;&#039; &#039;&#039;Processing &#039;&#039;will give players an achievement of the same name and a new cube icon.&lt;br /&gt;
&lt;br /&gt;
== Secret Coin Location ==&lt;br /&gt;
*The first coin can be found at the dual wave sequence. Maneuver over the first and second diamonds with wavy spikes then through the opening of the fake spikes in the third one. As of Update 1.9, this is the only secret coin that is found while in dual mode.&lt;br /&gt;
&lt;br /&gt;
*The second coin can be found during a UFO section. When there are &amp;quot;beasts,&amp;quot; drop down at the second beast and bounce three times to slide into the third one&#039;s mouth which contains fake spikes and a coin at the end.&lt;br /&gt;
&lt;br /&gt;
*The third coin is located during the final ship section. More &amp;quot;beasts&amp;quot; appear using the spikes introduced in [[Electroman Adventures]], but the third one of these &amp;quot;beasts&amp;quot; has fake spikes instead. Stay fairly close to the ground, and then slide under the &amp;quot;beast&amp;quot; to get the final coin. It&#039;s pretty close to the ship portal, so get ready at 85%.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The speech in the music before the wave [[Portals|portal]] says &amp;quot;Get ready for a lot of fun and excitement!&amp;quot;, like a corrupted walkie-talkie and the level finishes with &amp;quot;You Win!&amp;quot; As if to congratulate you on finishing the level.&lt;br /&gt;
** &amp;quot;A lot of&amp;quot; sounds very similar to &amp;quot;some&amp;quot;, but it was confirmed by Waterflame to be the former.&lt;br /&gt;
* Considering only the cut soundtracks in the game, Blast Processing appears to have the most speech among all the levels.&lt;br /&gt;
* The name of the level (as well as the name of the song) is a reference to a Sega commercial &amp;quot;Blast Processing&amp;quot;, which tried to show that Sega&#039;s games were faster than Nintendo&#039;s.&lt;br /&gt;
* The preview video of Blast Processing teases one of the new icons (Icon 44), the one earned for beating this level.&lt;br /&gt;
* This is the level that introduced the &amp;quot;Wave&amp;quot; form.&lt;br /&gt;
* It takes 1:42 to beat the level, making it the longest main level.&lt;br /&gt;
* The level does not show any size portals, mirror portals, or speed portals.&lt;br /&gt;
* The level is one of the three levels not having a secret coin in their cube segments. The other two are [[Cycles]] and [[Hexagon Force]].&lt;br /&gt;
* Blast Processing, [[XStep|xStep,]] and [[Electroman Adventures]] all reward 10 stars when completed.&lt;br /&gt;
*This is the only level created after [[Electrodynamix]] to not feature a speed portal.&lt;br /&gt;
*Blast Processing is considered easier than the previous levels as it is rated fewer stars then the other levels before it.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
* At the end of the first ball segment, you hit two jump rings while under antigravity, so sometimes the blue gravity portal doesn&#039;t work and you enter the next wave segment while under antigravity. But this can be undone if you end the dual wave segment by the second error. As shown [https://www.youtube.com/watch?v=nAtp_t9xhY4 here].&lt;br /&gt;
** However, if you end the wave with anti-gravity, it can still be completed by jumping at the right position onto the second bump and jumping again. When you fall down and hit another bump, jump again and you will continue.&lt;br /&gt;
*  There is also a slight chance that after the dual wave segment, you may end up playing wave upside down, which will eventually cause you to crash. This can be done by moving your wave to the edge of the portal. If you survive, you have a chance of completing the level normally under precise timing.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
[[File:Blast Processing Geometry Dash|thumb|center|300px]]&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery position=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
BlastProcessingMenu.png|Blast Processing on the main menu&lt;br /&gt;
File:BP-C1.png|First Secret Coin(Dual Wave)&lt;br /&gt;
File:BP-C2.png|Second Secret Coin(UFO)&lt;br /&gt;
File:BP-C3.png|Third Secret Coin(Ship)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>103.14.62.93</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Practice_Mode?diff=11175</id>
		<title>Practice Mode</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Practice_Mode?diff=11175"/>
		<updated>2015-05-10T07:19:44Z</updated>

		<summary type="html">&lt;p&gt;103.14.62.93: ///&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Prctc.png|thumb|254px|Controls for practice mode on the steam edition.]]&#039;&#039;&#039;Practice Mode&#039;&#039;&#039; is a feature in [[Geometry Dash]] that allows players to manually or automatically place checkpoints throughout a level. You can add a checkpoint by pressing &amp;quot;Z&amp;quot; on your computer keyboard, and remove the last checkpoint that you made by pressing &amp;quot;X&amp;quot;. On a phone device, the only way you can manually add or remove a checkpoint is by pressing the green gem icons.&lt;br /&gt;
&lt;br /&gt;
[[File:StayInsideMe.ogg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
To activate practice mode, you must select the green gem icon from the pause screen. Once in practice mode, you may add checkpoints which you will respawn at upon crashing. You may also delete the last spawned check point as occasionally, you (or auto-check-points) may place them somewhere that you don&#039;t like. You can also toggle auto-checkpoints from the pause menu.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
*Sometimes, when in practice mode after you touch a blue ring and go upside down, then go back to normal mode, you will fly up in the air Instantly.&lt;br /&gt;
*Auto-checkpoints can sometimes occur when you&#039;re about to die and can&#039;t do anything about it.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The music used while in practice mode is &amp;quot;Stay Inside Me&amp;quot; by OcularNebula.&lt;br /&gt;
** However, in the Steam version, the practice mode song can be changed by editing the game files.&lt;br /&gt;
* In Practice Mode, when you try to collect a secret coin, you will go right through it, as if it were a decoration.&lt;br /&gt;
* In Practice Mode, there are no orbs pulsating nor decoration pulsating that follows the music beats.&lt;br /&gt;
* The wave trail also does not pulse. If you have activated the rainbow trail, it is unusually prominent while you practice.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Practice Mode.jpg|Practice Mode in-game&lt;br /&gt;
practice complete.png|Completing a level in Practice Mode&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Difflcuity ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Hard.png|Hard&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Insane.png|Insane Them All Levels&lt;br /&gt;
&amp;lt;/gallery&amp;gt;[[Category:Features]]&lt;/div&gt;</summary>
		<author><name>103.14.62.93</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Practice_Mode?diff=11172</id>
		<title>Practice Mode</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Practice_Mode?diff=11172"/>
		<updated>2015-05-10T07:14:59Z</updated>

		<summary type="html">&lt;p&gt;103.14.62.93: ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-WARNING THIS PRACTICE BE MADE THERE STUB{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Prctc.png|thumb|254px|Controls for practice mode on the steam edition.]]&#039;&#039;&#039;Practice Mode&#039;&#039;&#039; is a feature in [[Geometry Dash]] that allows players to manually or automatically place checkpoints throughout a level. You can add a checkpoint by pressing &amp;quot;Z&amp;quot; on your computer keyboard, and remove the last checkpoint that you made by pressing &amp;quot;X&amp;quot;. On a phone device, the only way you can manually add or remove a checkpoint is by pressing the green gem icons.&lt;br /&gt;
&lt;br /&gt;
[[File:StayInsideMe.ogg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
To activate practice mode, you must select the green gem icon from the pause screen. Once in practice mode, you may add checkpoints which you will respawn at upon crashing. You may also delete the last spawned check point as occasionally, you (or auto-check-points) may place them somewhere that you don&#039;t like. You can also toggle auto-checkpoints from the pause menu.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
*Sometimes, when in practice mode after you touch a blue ring and go upside down, then go back to normal mode, you will fly up in the air Instantly.&lt;br /&gt;
*Auto-checkpoints can sometimes occur when you&#039;re about to die and can&#039;t do anything about it.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The music used while in practice mode is &amp;quot;Stay Inside Me&amp;quot; by OcularNebula.&lt;br /&gt;
** However, in the Steam version, the practice mode song can be changed by editing the game files.&lt;br /&gt;
* In Practice Mode, when you try to collect a secret coin, you will go right through it, as if it were a decoration.&lt;br /&gt;
* In Practice Mode, there are no orbs pulsating nor decoration pulsating that follows the music beats.&lt;br /&gt;
* The wave trail also does not pulse. If you have activated the rainbow trail, it is unusually prominent while you practice.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Practice Mode.jpg|Practice Mode in-game&lt;br /&gt;
practice complete.png|Completing a level in Practice Mode&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Features]]&lt;/div&gt;</summary>
		<author><name>103.14.62.93</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Practice_Mode?diff=11171</id>
		<title>Practice Mode</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Practice_Mode?diff=11171"/>
		<updated>2015-05-10T07:14:24Z</updated>

		<summary type="html">&lt;p&gt;103.14.62.93: ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
WARNING! THIS PAGE IS STUB[[File:Prctc.png|thumb|254px|Controls for practice mode on the steam edition.]]&#039;&#039;&#039;Practice Mode&#039;&#039;&#039; is a feature in [[Geometry Dash]] that allows players to manually or automatically place checkpoints throughout a level. You can add a checkpoint by pressing &amp;quot;Z&amp;quot; on your computer keyboard, and remove the last checkpoint that you made by pressing &amp;quot;X&amp;quot;. On a phone device, the only way you can manually add or remove a checkpoint is by pressing the green gem icons.&lt;br /&gt;
&lt;br /&gt;
[[File:StayInsideMe.ogg|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
To activate practice mode, you must select the green gem icon from the pause screen. Once in practice mode, you may add checkpoints which you will respawn at upon crashing. You may also delete the last spawned check point as occasionally, you (or auto-check-points) may place them somewhere that you don&#039;t like. You can also toggle auto-checkpoints from the pause menu.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
*Sometimes, when in practice mode after you touch a blue ring and go upside down, then go back to normal mode, you will fly up in the air Instantly.&lt;br /&gt;
*Auto-checkpoints can sometimes occur when you&#039;re about to die and can&#039;t do anything about it.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The music used while in practice mode is &amp;quot;Stay Inside Me&amp;quot; by OcularNebula.&lt;br /&gt;
** However, in the Steam version, the practice mode song can be changed by editing the game files.&lt;br /&gt;
* In Practice Mode, when you try to collect a secret coin, you will go right through it, as if it were a decoration.&lt;br /&gt;
* In Practice Mode, there are no orbs pulsating nor decoration pulsating that follows the music beats.&lt;br /&gt;
* The wave trail also does not pulse. If you have activated the rainbow trail, it is unusually prominent while you practice.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Practice Mode.jpg|Practice Mode in-game&lt;br /&gt;
practice complete.png|Completing a level in Practice Mode&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Features]]&lt;/div&gt;</summary>
		<author><name>103.14.62.93</name></author>
	</entry>
</feed>