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	<id>https://geometrydashwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=24.45.164.235</id>
	<title>Geometry Dash Expanded Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://geometrydashwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=24.45.164.235"/>
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	<updated>2026-10-17T22:26:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.2</generator>
	<entry>
		<id>https://geometrydashwiki.com/eng/Update_1.9?diff=51273</id>
		<title>Update 1.9</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Update_1.9?diff=51273"/>
		<updated>2015-04-10T23:20:34Z</updated>

		<summary type="html">&lt;p&gt;24.45.164.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
[[Category:Updates]]&lt;/div&gt;</summary>
		<author><name>24.45.164.235</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Update_1.9?diff=51272</id>
		<title>Update 1.9</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Update_1.9?diff=51272"/>
		<updated>2015-04-10T23:20:21Z</updated>

		<summary type="html">&lt;p&gt;24.45.164.235: /* Previews */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki/&amp;gt;&lt;br /&gt;
* fuck all&lt;br /&gt;
[[Category:Updates]]&lt;/div&gt;</summary>
		<author><name>24.45.164.235</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Update_1.9?diff=51271</id>
		<title>Update 1.9</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Update_1.9?diff=51271"/>
		<updated>2015-04-10T23:19:57Z</updated>

		<summary type="html">&lt;p&gt;24.45.164.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;cdbjhagdjhgdlhaowpdfjfweadw[[File:BlastProcessing.png|thumb|226px|New level, Blast Processing]]&lt;br /&gt;
[[File:TheoryOfEverything2.png|thumb|226px|New level, Theory of Everything 2]]&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Update 1.9 &#039;&#039;&#039;was the ninth major update to [[Geometry Dash]]. It was officially released to the public on November 9, 2014. As well as introducing two new levels, [[Blast Processing]] and [[Theory of Everything 2]]. The Wave game mode made its debut here, appearing in both the aforementioned levels. The custom song function was also introduced, allowing players to use songs from the audio-sharing website [[Newgrounds]] in their custom levels.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Previews ==&lt;br /&gt;
Prior to the release of [[Update 1.8]], Topala said in a conversation at Touch Arcade Forums, &amp;quot;I have a lot of ideas for Update 1.9 that could be huge for the game, but more on that after I release 1.8... muahaha!&amp;quot;&lt;br /&gt;
* August 13, 2014: Topala posts his first Update 1.9 preview image, which shows five icons wearing different-colored headphones. This makes way for much anticipation throughout the Geometry Dash community and results in theories involving soundtrack changes within a level and new game modes.&lt;br /&gt;
* August 26, 2014: Topala publishes another image depicting three-dimensional blocks, arousing much excitement among Geometry Dash players.&lt;br /&gt;
* August 28, 2014: Topala continues with the three-dimensional idea, posting a picture on Facebook about what could be built using the blocks.&lt;br /&gt;
* September 6, 2014: Another image is posted through Topala&#039;s social media accounts, featuring several different [[Map Components|map components]] that could be used in future Geometry Dash levels. This includes two new icons, gear-like obstacles, and various different unknown types of blocks. The most prominent feature is a new thick blue portal that would likely result in the introduction of a new game mode.&lt;br /&gt;
* September 14, 2014: Topala posts another image to social media, hinting the soundtracks for the upcoming levels. It has a blast and processor (which was later confirmed to be &#039;&#039;Blast Processing&#039;&#039; by Waterflame) and a book, an infinity symbol, and the number 2 (which in truth hinted to &#039;&#039;Theory of Everything 2&#039;&#039; by DJ Nate). The latter was correctly theorized to be a demon level, following similar lines to [[Update 1.6]].&lt;br /&gt;
* September 21, 2014: Another image is posted through Facebook and Twitter. It previews a new custom music feature that would allow players to include music from [[Newgrounds]] in their custom levels. The image includes ten icons with headphones at the bottom. It is the first picture to indicate that the update was a work in progress. Upon the release of the image, Topala says that a sneak peek video for the next levels would be coming soon.&lt;br /&gt;
* September 28, 2014: Topala officially releases the first Update 1.9 sneak peek video, which shows the first 21 seconds of a beta version of Blast Processing. As seen in the video, the new blue portal changes the icon to an arrow-like object with physics similar to those seen in the mobile game, &#039;&#039;Wave Wave&#039;&#039;.&lt;br /&gt;
* October 10, 2014: Topala releases another sneak peek video featuring the second level, Theory of Everything 2. In this video, a new background and a new design of ship is used. Topala is also playing the game on his computer, indicating that he may have been using the future Steam version.&lt;br /&gt;
* October 18, 2014: Topala confirms that the update would be released soon after he had fixed a minor issues in the backup and music systems. He also says he is working on the Steam version, and hints on [[Update 2.0]], stating that he will continue improving the user account system devised in 1.9.&lt;br /&gt;
* November 4, 2014: Topala posts that the update is submitted for review and is waiting to be accepted.&lt;br /&gt;
* November 9, 2014,: Nearly three months after Update 1.9 was first mentioned, Topala confirms the release of 1.9 and states that it will be released to iOS and Android devices around the same time, and the Steam version would be released as soon as possible.&lt;br /&gt;
* November 13, 2014: Update 1.9 is released to the Windows Phone, App Store, and several other mobile devices.&lt;br /&gt;
* November 14, 2014: Update 1.91 is released to all devices. This is a minor update that fixes a few bugs.&lt;br /&gt;
* November 15, 2014: Update 1.9 is released on Amazon devices.&lt;br /&gt;
* January 18, 2015: Update 1.92 is released to the Play Store. This includes some new options and fixes a few custom soundtrack bugs.&lt;br /&gt;
* February 12, 2015: Update 1.93 is released to the Play Store. This is a minor update that includes some bugfixes.&lt;br /&gt;
* February 16, 2015: Update 1.93 is released to App Store.&lt;br /&gt;
&lt;br /&gt;
== Introductions ==&lt;br /&gt;
* New level &amp;quot;&#039;&#039;&#039;&#039;&#039;Blast Processing&#039;&#039;&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* New level &amp;quot;&#039;&#039;&#039;&#039;&#039;Theory of Everything 2&#039;&#039;&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
* New &amp;quot;&#039;&#039;&#039;Wave&#039;&#039;&#039;&amp;quot; [[Forms|Game ]]&amp;lt;nowiki/&amp;gt;mode&lt;br /&gt;
* New music system. Build and share levels using custom music from [[Newgrounds]].&lt;br /&gt;
* Lots of new details and level objects.&lt;br /&gt;
* (Not fully functional) [[Everyplay]] support for Android.&lt;br /&gt;
* Customize the color.&lt;br /&gt;
* Color coding in editor to make different objects more clear.&lt;br /&gt;
* New search options.&lt;br /&gt;
* Improved server performance for downloading levels.&lt;br /&gt;
* Copy/paste support in editor. (not duplicate, paste object anywhere in the level).&lt;br /&gt;
* Level editor object limit increased to 15,000 (in 1.92 and PC version - 20,000)&lt;br /&gt;
* The 99% achievement got nerfed to dying between 95% and 99%, making it possible to get the achievement in all main levels (including Lite ones), not just Electrodynamix and Hexagon Force.&lt;br /&gt;
* A lot of difficulties for levels have been changed: [[Back on Track]] now is Easy, [[Polargeist]] and [[Dry Out]] now are Normal, [[Base After Base]] and [[Can&#039;t Let Go]] now are Hard and [[Jumper]], [[Time Machine]] and [[Cycles]] are now Harder difficulty.&lt;br /&gt;
* A new sound engine was introduced.&lt;br /&gt;
* [[Stereo Madness]]&#039;s third coin was given a less difficult path.&lt;br /&gt;
* The game now automatically names your level &amp;quot;Unnamed 0&amp;quot; when you don&#039;t set a name for it. Your second unnamed level will be named &amp;quot;Unnamed 1&amp;quot;, your third unnamed level will be named &amp;quot;Unnamed 2&amp;quot;, and so forth.&lt;br /&gt;
* A new secret [[Achievements|achievement]] was added (Master Detective!)&lt;br /&gt;
&lt;br /&gt;
=== Update 1.92 ===&lt;br /&gt;
* New option that can help reduce lag on some devices (&amp;quot;options/smooth fix&amp;quot;) &amp;amp; Other few new Settings options.&lt;br /&gt;
* Added group features to level editor (Ability to separate Objects with Groups)&lt;br /&gt;
* Max objects increased to 20,000.&lt;br /&gt;
* Custom song bugfixes.&lt;br /&gt;
* Steam users can now use their exclusive icons in the mobile version.&lt;br /&gt;
* Random bugfixes and tweaks.&lt;br /&gt;
&lt;br /&gt;
=== Update 1.93 ===&lt;br /&gt;
* Bugfixes&lt;br /&gt;
&lt;br /&gt;
== Sneak peeks ==&lt;br /&gt;
[[File:Geometry Dash Update 1.90 Sneak Peek|thumb|left|300px|Sneak Peek for [[Blast Processing]]]]&lt;br /&gt;
[[File:Geometry Dash Update 1.90 Sneak Peek 2-1|thumb|300px|Sneak Peek 2 for [[Theory of Everything 2]]]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Geometry Dash Lite Introductions==&lt;br /&gt;
On February 5, 2015, [[Geometry Dash Lite]] was updated straight to version 1.921, which included the following:&lt;br /&gt;
*New level &amp;quot;Time Machine&amp;quot;!&lt;br /&gt;
*New achievements and rewards!&lt;br /&gt;
*Account system&lt;br /&gt;
*Bugfixes and tweaks&lt;br /&gt;
&lt;br /&gt;
==  Trivia  ==&lt;br /&gt;
* The new arrow-like form, known as the Wave, was inspired by the mechanics of the mobile game &#039;&#039;Wave Wave&#039;&#039;. It is supposed the concept was brought to light by a popular Geometry Dash player, TheRealDarnoc, who created a level (also named &#039;&#039;Wave Wave&#039;&#039;), mimicking its mechanics using condensed groups of gravity rings and the UFO.&lt;br /&gt;
* This is the first update to include a sequel of a main level song: [[Theory of Everything]] - Theory of Everything 2&lt;br /&gt;
* This is the second update that includes two new main levels. (1.6 with [[Electroman Adventures]] and [[Clubstep]], and now 1.9 with Blast Processing and Theory of Everything 2.)&lt;br /&gt;
* Both Update 1.6 and Update 1.9 featured music from both Waterflame and DJ Nate.&lt;br /&gt;
* This update included a notably smaller amount of new customizations, even when including the Steam exclusive icons.&lt;br /&gt;
* The update 1.92 came along with a bug that is still being abused and it&#039;s the ability to finish a level without completing it and you delete it instead. It consist on holding the &amp;quot;Play&amp;quot; button and pressing the &amp;quot;X (Delete)&amp;quot; button and press &amp;quot;yes&amp;quot; at the same time you stop pressing the play button. The level will delete itself and you&#039;ll finish it, it looks like an empty level except for the difference that you get the stars the level is given. &amp;lt;u&amp;gt;&#039;&#039;This results in a ban (permanent) if abused or gets noticed.&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* The Top 100 is now filled with people who have abused this bug. However, Robtop is banning those people from the leaderboards from time to time.&lt;br /&gt;
* When 1.9 was released, you could get all the coins and reach a lot of stars by merging two accounts in one. This would happen if you had progress in an account and logged into another in the same device and loadet the progress with the older one running on the background; this would result in an account merge and the progress would sum. &#039;&#039;&amp;lt;u&amp;gt;This wouldn&#039;t result in a ban from the leaderboard.&amp;lt;/u&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery orientation=&amp;quot;none&amp;quot; position=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
1.9 Elements.png|The first update sneak peek showing new blocks (Left), icons, gears a new portal, and unused blocks (Right)&lt;br /&gt;
1.9 Headphones.png|The second sneak peek image showing icons wearing headphones, hinting custom music.&lt;br /&gt;
1.9 3D.png|The third sneak peek image showing some blocks with a new 3D style.&lt;br /&gt;
10357780_358402904311473_6395351959445388127_o.png|Examples of what can be built using the new object/settings in 1.9&lt;br /&gt;
1.9 Hint.png|Soundtrack hint for 1.9(Blast, Processor, Book, Infinity symbol, and the number 2)&lt;br /&gt;
1.9 Music.png|Custom Music 1.9 Update&lt;br /&gt;
bandicam 2015-01-20 20-06-22-113.jpg|The Level Editor as of Update 1.92&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* https://www.youtube.com/user/RobTopGames (YouTube Channel)&lt;br /&gt;
* https://www.facebook.com/geometrydash (Facebook Account)&lt;br /&gt;
* https://twitter.com/RobTopGames (Twitter Account)&lt;br /&gt;
* http://forums.toucharcade.com/showthread.php?t=203823 (Touch Arcade Forums)&lt;br /&gt;
[[Category:Updates]]&lt;/div&gt;</summary>
		<author><name>24.45.164.235</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Electroman_Adventures?diff=40070</id>
		<title>Electroman Adventures</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Electroman_Adventures?diff=40070"/>
		<updated>2015-02-03T21:52:00Z</updated>

		<summary type="html">&lt;p&gt;24.45.164.235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Electroman Adventures&lt;br /&gt;
|created = [[Update 1.6]]|levelnumber = 13&lt;br /&gt;
|difficulty = [[File:Insane.png|25px]] Insane&lt;br /&gt;
|musiccreator = Waterflame&lt;br /&gt;
|musicdate = April 4, 2012&lt;br /&gt;
|image = File:Eman.PNG&lt;br /&gt;
|imagewidth = 300&lt;br /&gt;
|precededby = [[Theory of Everything]]&lt;br /&gt;
|normalmode = Ship 9 &amp;lt;br /&amp;gt; 10 Stars&lt;br /&gt;
|practicemode = Cyan Primary Colour&lt;br /&gt;
|followedby = [[Clubstep]]&lt;br /&gt;
|sequences = cube, ship, ball, U.F.O.&lt;br /&gt;
|portals = Gravity, Size, Mirror}}&lt;br /&gt;
&#039;&#039;&#039;CALFREEZY SUCKS BIG JUICY DICK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Level description==&lt;br /&gt;
&lt;br /&gt;
Electroman Adventures introduces colored sawblades, breakable blocks and changeable line colour. It also introduces new obstacles (wavy thorns and ice-themed spikes).&lt;br /&gt;
&lt;br /&gt;
The level starts with a fairly simple cube sequence, but with a lot more decorations that previous levels. Also, a major change is that jump rings are now surrounded by spinning blade-like objects. These are not real, you can still use the jump rings. Make sure you follow the arrows and do not over jump in the first cube part.&lt;br /&gt;
&lt;br /&gt;
After the cube sequence, there is a short mini-ship portion which ends with a narrow passageway somewhat tricky to navigate.&lt;br /&gt;
&lt;br /&gt;
The next sequence is in mini-cube form. There will be many jump pads, giving the player a slight break from tapping. Shortly, after a few spikes (now styled to look like ice), the player goes into ball form (regular size) for a short while.&lt;br /&gt;
&lt;br /&gt;
After a few blue jump rings in ball form, there is a mirrored cube sequence which also has an anti-gravity portion. This requires some care.&lt;br /&gt;
&lt;br /&gt;
The player then goes out of mirror to do a short UFO sequence which features many spiky blocks and then a ship sequence as well.&lt;br /&gt;
&lt;br /&gt;
Then there is another mirror player, and the player turns into mini-UFO form to do a short sequence.&lt;br /&gt;
&lt;br /&gt;
Finally, the player exits mirror for the last time (unless they use the design error and slip under a portal), and then goes into mini-ship form for a short sequence. Then, the player switches into mini-cube form for a fairly tough sequence which also has antigravity. This is followed by an intense mini-ball section which requires more tapping than previous levels. Finally, the level finishes in cube form with a few blue jump rings and then some jumps.&lt;br /&gt;
&lt;br /&gt;
== Secret Coins ==&lt;br /&gt;
&lt;br /&gt;
=== Unlockables ===&lt;br /&gt;
If you complete the level in Normal mode, you will unlock a new [[Forms|rocket]] icon resembling a space rocket (albeit on its side). Completing it in Practice mode gives you a cyan primary color (the Electroman is cyan colored!).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The title &amp;quot;Electroman Adventures&amp;quot; is only 1 character too long if it were to be a custom level title (&amp;quot;ElectromanAdventures&amp;quot; is OK).&lt;br /&gt;
* Despite being the thirteenth level, only 10 stars are rewarded upon completion, most likely reflected by the old difficulty.&lt;br /&gt;
* On the first mini UFO part, you can land on the platform holding a portal that transforms you into an east-facing mini rocket, and stay as a west-heading mini UFO.&lt;br /&gt;
* All of the secret coins use fake spikes in the pathways of getting them.&lt;br /&gt;
* The music and layout of this level could all be a reference to classic video game dungeons. The large chains, breakable blocks, and the pipe-like platforms are all evidence of this.&lt;br /&gt;
* [[xStep]], Electroman Adventures, and [[Blast Processing]] all reward 10 stars if completed, although xStep and Electroman Adventures have the higher rating of &#039;&#039;Insane&#039;&#039;, and all custom demon levels provide 10 stars.&lt;br /&gt;
* It takes 1:28 to complete the level.&lt;br /&gt;
* Electroman Adventures is the last level to use a Mirror Portal so far. It has not been used since [[Clubstep]].&lt;br /&gt;
* This level is the only level that had its difficulty changed in an update outside of 1.9, and also the only one to have their difficulty upgraded rather than downgraded.&lt;br /&gt;
* Previously, flipping gravity at the first ball sequence before the mini cube portal would glitch past.&lt;br /&gt;
*This level and [[Electrodynamix]] are the only levels to start with a vowel.&lt;br /&gt;
**They also both start with the vowel &amp;quot;e&amp;quot; and start with the word &amp;quot;electro&amp;quot;. However, the practice mode achivement&#039;s name for this level is &amp;quot;Electro Time&amp;quot; while that for Electrodynamix is &amp;quot;Electromaniac&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
[[File:Geometry dash lvl 13 - Electroman adventures-0|thumb|center|300px]]&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
== Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Electroman Adventures.jpg|The level select menu in 1.7&lt;br /&gt;
Electroman Adventures.png|The level select menu before 1.7&lt;br /&gt;
Ship 3.png|Ship unlocked after completing in Normal Mode.&lt;br /&gt;
Coin1em.png|First coin.&lt;br /&gt;
Coin2em.png|Second coin.&lt;br /&gt;
Coin3em.png|Third coin.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>24.45.164.235</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Can%27t_Let_Go?diff=7399</id>
		<title>Can&#039;t Let Go</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Can%27t_Let_Go?diff=7399"/>
		<updated>2015-02-03T21:50:24Z</updated>

		<summary type="html">&lt;p&gt;24.45.164.235: dicks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Can&#039;t Let Go&lt;br /&gt;
|image = File:Cant.png&lt;br /&gt;
|imagewidth = 250px&lt;br /&gt;
|levelnumber = 6&lt;br /&gt;
|created = Original level&lt;br /&gt;
|difficulty = [[File:Hard.png|20px]] Hard &amp;lt;span style=&amp;quot;color:#888;&amp;quot;&amp;gt;(Insane in Lite version)&amp;lt;/span&amp;gt;&lt;br /&gt;
|sequences = Cube, ship&lt;br /&gt;
|portals = Ship, cube, gravity&lt;br /&gt;
|normalmode = [[File:Icon_6.png|20px]] Icon 6&amp;lt;br /&amp;gt; [[File:Star.png|20px]] 6 stars &amp;lt;br /&amp;gt;&lt;br /&gt;
|practicemode = Primary Red 2&lt;br /&gt;
|musiccreator = DJVI&lt;br /&gt;
|musicdate = October 20, 2013&lt;br /&gt;
|precededby = [[Base After Base]]&lt;br /&gt;
|followedby = [[Jumper]]}}&#039;&#039;&#039;Can&#039;t Let Go&#039;&#039;&#039; is the sixth level in both [[Geometry Dash]] and [[Geometry Dash Lite]]. It was the first of many levels to be rated Insane, but the difficulty was changed to Hard in [[Update 1.9]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Can&#039;t Let Go is considerably more difficult than the first five levels. &lt;br /&gt;
&lt;br /&gt;
The first cube sequence requires greater precision to execute jumps through tight spike arrangements. It also has some deceiving jump rings, forcing the user to hit the correct jump ring at the right spot. &lt;br /&gt;
&lt;br /&gt;
Then, the background turns black, and the second half of the cube sequence abruptly drops the player into a rapid sliding and jumping section that lasts for a while. &lt;br /&gt;
&lt;br /&gt;
Following that is a ship sequence of mild difficulty, although it is possible to collide with the exit passage that sticks inwards. &lt;br /&gt;
&lt;br /&gt;
A tough antigravity sequence with the cube - now involving jump rings - marks the hardest challenge encountered up until this point. &lt;br /&gt;
&lt;br /&gt;
Normal gravity is restored towards the end with a few tricky jumps to tackle.&lt;br /&gt;
&lt;br /&gt;
==Secret coins==&lt;br /&gt;
* The first [[Secret Coins|secret coin]] is after the second yellow jump pad and before the speech (Three!). After you are launched from pad and to the spike ramp: from the spiked platform, jump up twice and you will drop to the secret coin and then continue to the normal path.&lt;br /&gt;
* The second coin is on the ship sequence. Fly through the platforms. When you see a block with spikes in front of it, fly to the top of the top. Then continue as normal.&lt;br /&gt;
* The third coin is right after the ship ends.When you see a spiked platform, you&#039;re supposed to jump over it. Instead, jump on the last staircase. After the purple pad (not introduced until [[Theory of Everything]]), immediately jump again to risk the collision of the spike.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
[[File:Geometry Dash - Level 6 Can&#039;t Let Go (All Coins)|thumb|center|300 px]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*This level has an error with the name &amp;quot;Cant Let Go&amp;quot;, without the &amp;quot; &#039; &amp;quot; between n and t.&lt;br /&gt;
* At the first bit with two yellow jump rings, it is possible to only jump on one if timed correctly and the player can ride on the spiked wall. The level can be continued as normal.&lt;br /&gt;
*The location of the first secret coin acts as a safer shortcut.&lt;br /&gt;
*It takes approximately 1:23 to complete this level.&lt;br /&gt;
*Can&#039;t Let Go was rated Insane before 1.9, but it is now rated hard, which is two tiers down.&lt;br /&gt;
* In the first secret coin path, a wavy platform not introduced until xStep is seen.&lt;br /&gt;
*There is a shortcut in Can&#039;t Let Go. After seeing two spikes hanging above you (after the first secret coin), jump up once and you will fall to the last yellow boost of the secret coin path.&lt;br /&gt;
*Can&#039;t Let Go was the only classic level that wasn&#039;t teased in the trailer (Stereo Madness-Base After Base were teased in the achievements and Polargeist and Jumper were teased as a song).                             • Hence this, it is possible this was before Calfreezy sucks BIG JUICY DICK&lt;br /&gt;
&amp;lt;references group=&amp;quot;dick&amp;quot; /&amp;gt;&lt;br /&gt;
was definitely not in–game so it might have not been the only level.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery position=&amp;quot;center&amp;quot; columns=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Geometry Dash Can&#039;t Let Go.jpg|The level selection before 1.9&lt;br /&gt;
Clgo1.png|First coin.&lt;br /&gt;
Clgo2.png|Second coin.&lt;br /&gt;
Clgo3.png|Third coin.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>24.45.164.235</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Cycles?diff=25912</id>
		<title>Cycles</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Cycles?diff=25912"/>
		<updated>2015-01-20T21:06:54Z</updated>

		<summary type="html">&lt;p&gt;24.45.164.235: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|image = File:Cycles Screenshot.jpeg&lt;br /&gt;
|imagewidth = 250px&lt;br /&gt;
|name = Cycles&lt;br /&gt;
|levelnumber = 9&lt;br /&gt;
|created = [[Update 1.2]]&lt;br /&gt;
|difficulty = [[File:Harder.png|25px]] Harder (was [[File:Insane.png|20px]] Insane)&lt;br /&gt;
|sequences = Cube, ball, ship&lt;br /&gt;
|portals = Gravity, ball, ship, cube, mirror&lt;br /&gt;
|normalmode = [[File:Icon 9-A.png|20px]] Icon 16 &amp;lt;br /&amp;gt; [[File:Star.png|20px]] 9 Stars&lt;br /&gt;
|practicemode = [[File:Icon 9-B.png|20px]] Icon 15&lt;br /&gt;
|musiccreator = DJVI&lt;br /&gt;
|musicdate = October 20, 2013&lt;br /&gt;
|followedby = [[xStep]]&lt;br /&gt;
|precededby = [[Time Machine]]}}&#039;&#039;&#039;Cycles&#039;&#039;&#039; is the name of the ninth level of [[Geometry Dash]]. It is the third Harder level in the game currently.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Cycles introduces a new icon form, called the ball, along with its respective Ball Portal, which is red. Although it has an easier rating than xStep, some would argue that it is actually more difficult, due to some fairly imaginative and tricky segments, although Time Machine is arguably harder than both.&lt;br /&gt;
&lt;br /&gt;
The level starts with a cube section which switches between regular gravity and antigravity many times. It starts easy, but gets more difficult as it has some triple-spikes, as well as many trick jump pads and rings which the user must not hit. After going through a bit of this, the player will encounter a series of yellow jump pads; the second one will get the player to the above platform, with dodging two trick jump rings. After a few more tricky jumps, the player descends down a set of steps and enters the Ball Portal. In ball form, the user must tap to switch gravity. The level has a few large arrow indicators for the first few taps, but then leaves the player on their own. After a short ball segment, the user enters a very tricky ship segment which tends to frustrate players as it is unlike anything they have ever done before. It consists of a series of gravity portals which continuously switch the player between gravity and antigravity, but also makes the user go up and down. It takes a very long time to get used to. The trick is to use a series of long taps each time the player comes close to a gravity portal; rapid tapping is a bad idea. After this ship section, the level goes into Mirror and enters another ball section which is considerably more difficult than the first one. This switches in and out of Mirror Mode a few times, but ends in Mirror. Throughout the section, the player must be careful with jump pads and rings, particularly which to hit and miss.&lt;br /&gt;
&lt;br /&gt;
==Secret coins==&lt;br /&gt;
*The first one, after the beginning of the first ball portal, flip gravity three times and stay. you&#039;ll get in a tunnel where it leads you to the secret coin, but you have to time your moment to flip gravity, as the bottom part of the tunnel has spikes on it.&lt;br /&gt;
*In the middle of the gravity flipping rocket part, after the pillars, the coin is on the top, before the path gets narrow. You&#039;ll have to time your moment to fly back to the normal path.&lt;br /&gt;
*On the second ball part, when the background is blue, there&#039;s a yellow pad on the top before a four spike set. Flip gravity quick and then flip again to be above the four spike set hanging, then flip gravity again when there are no spikes on the top, repeat that until you reach the end of the secret path and collected the coin. This coin is hard to obtain.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
&lt;br /&gt;
[[File:Geometry Dash - Cycles - All Coins|thumb|center|300px]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Cycles is one of the two levels to offer players [[Icon Kit|icons]] for completing the level both in practice and normal mode. One other such level is [[xStep]].&lt;br /&gt;
* Cycles introduces the gravity ball mode.&lt;br /&gt;
* Cycles is the only level to end in mirror mode.&lt;br /&gt;
* Cycles takes 1:22 to complete, the shortest of all levels.&lt;br /&gt;
* This level has the most gravity portals.&lt;br /&gt;
* This is one of the three levels where a form besides cubes get coins and gets more screen time. The two other is [[Hexagon Force]] and [[Blast Processing]].&lt;br /&gt;
* There&#039;s a glitch in Cycles. In the second yellow gravity portal, if you get close enough to the spikes, you can slip through a gap on top of the blue gravity portal. But this glitch is bad, since this makes you die (The good glitch is in [[Theory of Everything]]).&lt;br /&gt;
* After the fourth anti-gravity portal, the basic block is used a lot of times.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
cycles12.jpg|Cycles before 1.9&lt;br /&gt;
Icon 9-B.png|Icon unlocked after completing in Practice Mode&lt;br /&gt;
Icon 9-A.png|Icon unlocked after completing in Normal Mode.&lt;br /&gt;
Cycles First Coin.PNG|First coin.&lt;br /&gt;
Cycles Second Coin.PNG|Second coin.&lt;br /&gt;
Cycles Third Coin.PNG|Third coin.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>24.45.164.235</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Hexagon_Force?diff=49930</id>
		<title>Hexagon Force</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Hexagon_Force?diff=49930"/>
		<updated>2015-01-11T15:01:31Z</updated>

		<summary type="html">&lt;p&gt;24.45.164.235: /* Descriptifwregt3q5tyg4reon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Hexagon Force&lt;br /&gt;
|created = [[Update 1.8]]&lt;br /&gt;
|levelnumber = 16&lt;br /&gt;
|difficulty = [[File:Insane.png|25px]] Insane&lt;br /&gt;
|musiccreator = Waterflame&lt;br /&gt;
|musicdate = March 1, 2014&lt;br /&gt;
|image = File:Hexagon.PNG&lt;br /&gt;
|imagewidth = 250&lt;br /&gt;
|precededby = [[Electrodynamix]]&lt;br /&gt;
|normalmode = [[File:Icon 16.png|21px]] Icon 42 &amp;lt;br /&amp;gt;[[File:Star.png|23px]] 12 stars (Hexagon Force)&lt;br /&gt;
|practicemode = [[File:Color 19 01.png|21px]] Primary Dark Grey Color (Hexagonest) &lt;br /&gt;
|sequences = Cube, ship, ball, UFO&lt;br /&gt;
|followedby = [[Blast Processing]]&lt;br /&gt;
|portals = Gravity, size, dual, speed|caption = Playing Hexagon Force, currently in Dual Mode. A hexagon background is seen.}}&#039;&#039;&#039;Hexagon Force&#039;&#039;&#039; is the sixteenth level in [[Geometry Dash]]. It is also the sixth insane difficulty level. It was released on [[Update 1.8|Update ]]&lt;br /&gt;
&lt;br /&gt;
==Descriptifwregt3q5tyg4reon==&lt;br /&gt;
&lt;br /&gt;
well so go and don&#039;t care nothin&#039; about the description NOOB. &lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Completing the level without flaws in practice mode will unlock the dark grey primary color and the achievement, &#039;&#039;Hexagonest&#039;&#039;. If the player is capable of winning on normal mode, they would earn the achievement &#039;&#039;Hexagon Force!&#039;&#039; The icon unlocked is also similar in appearance to Creeper from the sandbox game, Minecraft. Flawlessly finishing the level would take under 1 minutes and 40 seconds.&lt;br /&gt;
&lt;br /&gt;
== Secret Coin Location ==&lt;br /&gt;
* The first secret coin is located at the first ball sequence. After you flip and land into flat forms, upon encountering a short ramp, flip gravity to get the secret coin and touching a yellow jump pad.&lt;br /&gt;
* The second secret coin is located at the triple speed ship sequence. After avoiding spikes and saws, and upon encountering a slope with an opening, immediately go through there to get it.&lt;br /&gt;
* The final secret coin is located at the final half-speed ship sequence. Upon finishing the level, you will encounter a large obstacle with an opening in it. Carefully fly through it to get the secret coin and in the same time, finishing the level.&lt;br /&gt;
==Clearing the dual sections==&lt;br /&gt;
The introduction of the copy portal brings yet another challenge to increasingly difficult levels. It is almost always overwhelming when first encountered, but like all things, can be beaten once properly understood. What is especially important to know is that &#039;&#039;practice makes perfect, &#039;&#039;and coincidentally, there is a practice mode which provides the opportunity to make it perfect, all down to experience. Take advantage of practice mode to correctly learn the maneuvers. Another incredibly useful tip is to &#039;&#039;focus on only one icon&#039;&#039;. Trying to track two things at once is already harder than what the level really is. Determine at which points movements occur in order to efficiently control both icons.&lt;br /&gt;
===&#039;&#039;&#039;Cube section&#039;&#039;&#039;===&lt;br /&gt;
The dual cube section is divided into two segments. Three successive jumps from the first lower spikes with a pause, followed by another three jumps clears the first segment. When launched into the second segment, begin with two synchronized jumps on jump rings. Next, direct attention to the lower cube, and jump when aligned with the indicator arrow and once more from the jump ring. Immediately direct attention to the upper cube and do the same, keeping accurate to the position of the second arrow. This can be particularly difficult to time correctly, so remember to practice to improve understanding. &#039;&#039;Four jumps from the first arrow.&#039;&#039; This completes the cube sequence.&lt;br /&gt;
===&#039;&#039;&#039;First ship section&#039;&#039;&#039;===&lt;br /&gt;
Never try to focus on both ships. They are normally symmetrically aligned and therefore focusing on one will safely navigate the other. From the dual cube section, quickly hold down to send each ship towards the sides of the map before they are directed to the center, and remain there to avoid the spiked walls. Prepare to dodge a central obstacle, then shift to the center for a moment before pressing apart again, where you can rest as the ships travel along a safe divider through the middle, emerging to complete the sequence.&lt;br /&gt;
===&#039;&#039;&#039;Ball section&#039;&#039;&#039;===&lt;br /&gt;
As well as being fragile to manoeuvre, the balls are also shrunken. The way the game&#039;s mechanics work means the speed remains constant in both enlarged and shrunken states, making the shrunken state appear considerably faster in comparison. Due to this, it serves to know exactly what happens to both balls since there is not enough time to interpret the position of obstacles as they arrive. From the UFO sequence, the balls must pass over a small gap by switching sides just a moment after changing form. What happens next is the lower ball is launched into the air, and in that time the upper ball must flip twice over an oncoming saw before the launched ball lands. There is an indicator arrow which marks the first flip point before having to return immediately once clear of the saw. In a similar manner, the lower ball must flip over a saw while the upper ball is sent airborne. Take care after as both balls are swiftly launched by jump pads onto several synchronised jump rings very quickly. It can also occur the balls being sent there themselves prematurely from switching gravity, even having both balls share a single jump ring if the timing is slightly out. The sequence can still be cleared safely, approaching another ship sequence while still shrunken.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* When this level was added, the quake effect was added to dying.&lt;br /&gt;
* The icon unlocked when completing the level in Normal mode was inspired by [http://minecraft.wikia.com/wiki/Creepers Creepers] from the popular video game [http://en.wikipedia.org/wiki/Minecraft Minecraft].&lt;br /&gt;
* The achievement &#039;&#039;Hexagonest&#039;&#039; may be a reference to the game [http://en.wikipedia.org/wiki/Super_Hexagon Super Hexagon].&lt;br /&gt;
* There is an error in the level located before the first dual section. It&#039;s on the platform after you jump off a ramp. The error is on the bottom right corner of the platform. However, this was fixed in 1.9.&lt;br /&gt;
*This is the first level with the slow down portal. The second is [[Theory of Everything 2]].&lt;br /&gt;
* This level introduces Object rotation, Dual mode, and slopes.&lt;br /&gt;
* Completing the level takes 1:31.&lt;br /&gt;
* The level is one of the three levels not having a [[Secret Coins|secret coin]] in their cube segments. The other two are [[Cycles]] and [[Blast Processing]].&lt;br /&gt;
* There is a glitch on this level: when you reach the first UFO part, if you are far enough from the slow speed portal, you may become an UFO without changing your speed, making it significantly difficult and unsynchronizing the music&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
[[File:Geometry Dash - Level 16 Hexagon Force Complete All Coins|thumb|center|300px]]&lt;br /&gt;
&lt;br /&gt;
== Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gdsong.png&lt;br /&gt;
NewPortals.png&lt;br /&gt;
Icon 16.png|Icon unlocked after completing in Normal Mode.&lt;br /&gt;
Coin1hf.png|First coin&lt;br /&gt;
Coin2hf.png|Second coin.&lt;br /&gt;
Coin3hf.png|Third coin.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>24.45.164.235</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Hexagon_Force?diff=49928</id>
		<title>Hexagon Force</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Hexagon_Force?diff=49928"/>
		<updated>2015-01-11T02:03:45Z</updated>

		<summary type="html">&lt;p&gt;24.45.164.235: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Hexagon Force&lt;br /&gt;
|created = [[Update 1.8]]&lt;br /&gt;
|levelnumber = 16&lt;br /&gt;
|difficulty = [[File:Insane.png|25px]] Insane&lt;br /&gt;
|musiccreator = Waterflame&lt;br /&gt;
|musicdate = March 1, 2014&lt;br /&gt;
|image = File:Hexagon.PNG&lt;br /&gt;
|imagewidth = 250&lt;br /&gt;
|precededby = [[Electrodynamix]]&lt;br /&gt;
|normalmode = [[File:Icon 16.png|21px]] Icon 42 &amp;lt;br /&amp;gt;[[File:Star.png|23px]] 12 stars (Hexagon Force)&lt;br /&gt;
|practicemode = [[File:Color 19 01.png|21px]] Primary Dark Grey Color (Hexagonest) &lt;br /&gt;
|sequences = Cube, ship, ball, UFO&lt;br /&gt;
|followedby = [[Blast Processing]]&lt;br /&gt;
|portals = Gravity, size, dual, speed|caption = Playing Hexagon Force, currently in Dual Mode. A hexagon background is seen.}}&#039;&#039;&#039;Hexagon Force&#039;&#039;&#039; is the sixteenth level in [[Geometry Dash]]. It is also the sixth insane difficulty level. It was released on [[Update 1.8|Update ]]&lt;br /&gt;
&lt;br /&gt;
==Descriptifwregt3q5tyg4reon==&lt;br /&gt;
&lt;br /&gt;
Hexagon Force begins with a brief cube scene, followed by a speed [[Portals|portal]] and rocket portal. Subsequently, the icon turns into a [[Forms|gravity ball]], and the player makes first contact with the new blocks having diagonal surfaces. Later on, Hexagon Force introduces the brand new copy portals, which &amp;quot;clones&amp;quot; the icon with reversed colors. With the copy portal in action, the player is then forced to maneuver using the rocket. Throughout the level, multiple copy portals are included, and the icon transforms into every object in the game. Hexagon Force is also the first official level to introduce the slow and normal speed [[portals]], which are shown along some rocket scenes. Hexagon Force also features every portal on 1.8 except Mirror Portals.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
Completing the level without flaws in practice mode will unlock the dark grey primary color and the achievement, &#039;&#039;Hexagonest&#039;&#039;. If the player is capable of winning on normal mode, they would earn the achievement &#039;&#039;Hexagon Force!&#039;&#039; The icon unlocked is also similar in appearance to Creeper from the sandbox game, Minecraft. Flawlessly finishing the level would take under 1 minutes and 40 seconds.&lt;br /&gt;
&lt;br /&gt;
== Secret Coin Location ==&lt;br /&gt;
* The first secret coin is located at the first ball sequence. After you flip and land into flat forms, upon encountering a short ramp, flip gravity to get the secret coin and touching a yellow jump pad.&lt;br /&gt;
* The second secret coin is located at the triple speed ship sequence. After avoiding spikes and saws, and upon encountering a slope with an opening, immediately go through there to get it.&lt;br /&gt;
* The final secret coin is located at the final half-speed ship sequence. Upon finishing the level, you will encounter a large obstacle with an opening in it. Carefully fly through it to get the secret coin and in the same time, finishing the level.&lt;br /&gt;
==Clearing the dual sections==&lt;br /&gt;
The introduction of the copy portal brings yet another challenge to increasingly difficult levels. It is almost always overwhelming when first encountered, but like all things, can be beaten once properly understood. What is especially important to know is that &#039;&#039;practice makes perfect, &#039;&#039;and coincidentally, there is a practice mode which provides the opportunity to make it perfect, all down to experience. Take advantage of practice mode to correctly learn the maneuvers. Another incredibly useful tip is to &#039;&#039;focus on only one icon&#039;&#039;. Trying to track two things at once is already harder than what the level really is. Determine at which points movements occur in order to efficiently control both icons.&lt;br /&gt;
===&#039;&#039;&#039;Cube section&#039;&#039;&#039;===&lt;br /&gt;
The dual cube section is divided into two segments. Three successive jumps from the first lower spikes with a pause, followed by another three jumps clears the first segment. When launched into the second segment, begin with two synchronized jumps on jump rings. Next, direct attention to the lower cube, and jump when aligned with the indicator arrow and once more from the jump ring. Immediately direct attention to the upper cube and do the same, keeping accurate to the position of the second arrow. This can be particularly difficult to time correctly, so remember to practice to improve understanding. &#039;&#039;Four jumps from the first arrow.&#039;&#039; This completes the cube sequence.&lt;br /&gt;
===&#039;&#039;&#039;First ship section&#039;&#039;&#039;===&lt;br /&gt;
Never try to focus on both ships. They are normally symmetrically aligned and therefore focusing on one will safely navigate the other. From the dual cube section, quickly hold down to send each ship towards the sides of the map before they are directed to the center, and remain there to avoid the spiked walls. Prepare to dodge a central obstacle, then shift to the center for a moment before pressing apart again, where you can rest as the ships travel along a safe divider through the middle, emerging to complete the sequence.&lt;br /&gt;
===&#039;&#039;&#039;Ball section&#039;&#039;&#039;===&lt;br /&gt;
As well as being fragile to manoeuvre, the balls are also shrunken. The way the game&#039;s mechanics work means the speed remains constant in both enlarged and shrunken states, making the shrunken state appear considerably faster in comparison. Due to this, it serves to know exactly what happens to both balls since there is not enough time to interpret the position of obstacles as they arrive. From the UFO sequence, the balls must pass over a small gap by switching sides just a moment after changing form. What happens next is the lower ball is launched into the air, and in that time the upper ball must flip twice over an oncoming saw before the launched ball lands. There is an indicator arrow which marks the first flip point before having to return immediately once clear of the saw. In a similar manner, the lower ball must flip over a saw while the upper ball is sent airborne. Take care after as both balls are swiftly launched by jump pads onto several synchronised jump rings very quickly. It can also occur the balls being sent there themselves prematurely from switching gravity, even having both balls share a single jump ring if the timing is slightly out. The sequence can still be cleared safely, approaching another ship sequence while still shrunken.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* When this level was added, the quake effect was added to dying.&lt;br /&gt;
* The icon unlocked when completing the level in Normal mode was inspired by [http://minecraft.wikia.com/wiki/Creepers Creepers] from the popular video game [http://en.wikipedia.org/wiki/Minecraft Minecraft].&lt;br /&gt;
* The achievement &#039;&#039;Hexagonest&#039;&#039; may be a reference to the game [http://en.wikipedia.org/wiki/Super_Hexagon Super Hexagon].&lt;br /&gt;
* There is an error in the level located before the first dual section. It&#039;s on the platform after you jump off a ramp. The error is on the bottom right corner of the platform. However, this was fixed in 1.9.&lt;br /&gt;
*This is the first level with the slow down portal. The second is [[Theory of Everything 2]].&lt;br /&gt;
* This level introduces Object rotation, Dual mode, and slopes.&lt;br /&gt;
* Completing the level takes 1:31.&lt;br /&gt;
* The level is one of the three levels not having a [[Secret Coins|secret coin]] in their cube segments. The other two are [[Cycles]] and [[Blast Processing]].&lt;br /&gt;
* There is a glitch on this level: when you reach the first UFO part, if you are far enough from the slow speed portal, you may become an UFO without changing your speed, making it significantly difficult and unsynchronizing the music&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
[[File:Geometry Dash - Level 16 Hexagon Force Complete All Coins|thumb|center|300px]]&lt;br /&gt;
&lt;br /&gt;
== Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gdsong.png&lt;br /&gt;
NewPortals.png&lt;br /&gt;
Icon 16.png|Icon unlocked after completing in Normal Mode.&lt;br /&gt;
Coin1hf.png|First coin&lt;br /&gt;
Coin2hf.png|Second coin.&lt;br /&gt;
Coin3hf.png|Third coin.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>24.45.164.235</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Objects?diff=122484</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Objects?diff=122484"/>
		<updated>2014-11-11T23:16:34Z</updated>

		<summary type="html">&lt;p&gt;24.45.164.235: /* Portals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Baseafterbasegame.jpg|thumb|300px|right|Yellow pads in [[Base After Base]].]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map Components&#039;&#039;&#039; are what the player has to navigate in order to make it through the level. There are a number of kinds, some which are used as methods of travel while others are intended to kill the player. The layout of these make every level unique and of varying difficulty.&lt;br /&gt;
&lt;br /&gt;
==Blocks==&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 kill the player. Diagonal slanted blocks were introduced as of v1.8.&lt;br /&gt;
&lt;br /&gt;
==Hazards==&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;
&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 C-OBJ option in level settings from [[Level Editor]].&lt;br /&gt;
===Sawblades===&lt;br /&gt;
&lt;br /&gt;
Sawblades, which are first encountered in [[Clutterfunk]], are typically larger than 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.&lt;br /&gt;
===Thorns===&lt;br /&gt;
Thorns are one of the most common hazards in Geometry Dash. They are generally long, black obstacles that are placed between columns of blocks. In official levels, they make appearances throughout the game. The [[Update 1.8|1.8 update]] introduced diagonal thorns in either direction.&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]].&lt;br /&gt;
*Purple pad initiates a jump smaller than normal, formally introduced in [[Theory of Everything]].(Also found while getting the first and last [[Secret Coins|secret coin]] in Can&#039;t Let Go).&lt;br /&gt;
*Blue pad changes the direction of gravity, formally introduced in [[xStep]].(Also found when getting the first coin in Back On Track. Also found while getting 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 rocket, gravity ball, UFO, or wave. They can also change its speed, size, or mirror the screen. The [[Update 1.8|1.8 update]] introduced portals which created a copy 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. The music can be connected to background posts which pulse to the beat. Others may be used as markers to identify routes or hazards. 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. [[Blast Processing]] introduced a new effect, giving blocks a three-dimensional appearance. This, in no way, affected gameplay.&lt;br /&gt;
&lt;br /&gt;
==Background and transition==&lt;br /&gt;
The background can change colour and sometimes its pattern 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>24.45.164.235</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Icon_Kit?diff=114761</id>
		<title>Icon Kit</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Icon_Kit?diff=114761"/>
		<updated>2014-10-27T23:55:40Z</updated>

		<summary type="html">&lt;p&gt;24.45.164.235: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Icon Kit&#039;&#039;&#039; is a feature for cosmetically modifying the player&#039;s [[Forms|form]] in [[Geometry Dash]]. Although there is no physical difference to gameplay, the player can select from a variety of visually appealing options, including icons for the cube, ship, ball and UFO all with their own unique icons. Colours can also be applied to make unique creations consisting of a primary and secondary colour. However, the two chosen colours remain consistent between all forms, disallowing multiple colour schemes.&lt;br /&gt;
&lt;br /&gt;
By completing [[Achievements]], more colours and icons can be obtained.&lt;br /&gt;
&lt;br /&gt;
== Colors ==&lt;br /&gt;
[[File:COLORS.PNG|thumb|699x699px]]&lt;br /&gt;
&lt;br /&gt;
==Icons==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;96&amp;quot; orientation=&amp;quot;square&amp;quot; captionsize=&amp;quot;small&amp;quot; captionalign=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
player_01_001.png|Freebie 1&lt;br /&gt;
player_02_001.png|Freebie 2&lt;br /&gt;
player_03_001.png|Freebie 3&lt;br /&gt;
player_04_001.png|Freebie 4&lt;br /&gt;
player_05_001.png|[[Stereo Madness]] normal mode&lt;br /&gt;
Icon 2.png|[[Back on Track]] Normal mode&lt;br /&gt;
Icon 3.png|[[Polargeist]] Normal mode&lt;br /&gt;
Icon 4.png|[[Dry Out]] Normal mode&lt;br /&gt;
Icon 5.png|[[Base After Base]] Normal mode&lt;br /&gt;
Icon 6.png|[[Can&#039;t Let Go]] Normal mode&lt;br /&gt;
Icon 7.png|[[Jumper]] Normal mode&lt;br /&gt;
Player 12 001.png|Complete 10 user created levels&lt;br /&gt;
Player 13 001.png|Rate [[Geometry Dash]] on Google Play/App Store&lt;br /&gt;
Icon 8.png|[[Time Machine]] Normal mode&lt;br /&gt;
Icon 9-B.png|[[Cycles]] Practice mode&lt;br /&gt;
Icon 9-A.png|[[Cycles]] Normal mode&lt;br /&gt;
Icon 10-B.png|[[XStep|xStep]] Practice mode&lt;br /&gt;
Icon 10-A.png|[[XStep|xStep]] Normal mode&lt;br /&gt;
Icon ReflexChampion.png|1 Demon difficult level&lt;br /&gt;
Icon DemonChaser.png|2 Demon difficult level&lt;br /&gt;
Icon TheOne.png|3 Demon difficult level&lt;br /&gt;
Icon DemonMaster.png|4 Demon difficult level&lt;br /&gt;
Icon Stars100.png|Collect 100 stars&lt;br /&gt;
Icon Stars200.png|Collect 200 stars&lt;br /&gt;
Icon Stars300.png|Collect 300 stars&lt;br /&gt;
Icon Stars400.png|Collect 400 stars&lt;br /&gt;
Icon 12.png|[[Theory of Everything]] Normal mode&lt;br /&gt;
Icon Stars800.png|Collect 800 stars&lt;br /&gt;
Icon Stars900.png|Collect 900 stars&lt;br /&gt;
Icon Stars1000.png|Collect 1000 stars&lt;br /&gt;
Icon 31.png|Collect 5 [[Secret Coins]]&lt;br /&gt;
Icon 32.png|Collect 25 [[Secret Coins]]&lt;br /&gt;
Icon 33.png|1 Map Pack&lt;br /&gt;
Icon 34.png|Collect 40 [[Secret Coins]]&lt;br /&gt;
Icon 15.png|[[Electrodynamix]] Normal mode&lt;br /&gt;
Icon 36.png|Complete 50 user created levels&lt;br /&gt;
Icon Demolicious.png|30 Demon difficult level&lt;br /&gt;
Icon 38.png|Collect 60 [[Secret Coins]]&lt;br /&gt;
Icon Godlike!.png|Destroy [[Icon Kit#Trivia|200 players]]&lt;br /&gt;
Icon 40.png|Complete 300 user created levels&lt;br /&gt;
Icon Dominating!.png|Destroy [[Icon Kit#Trivia|50 players]]&lt;br /&gt;
Icon 16.png|[[Hexagon Force]] Normal mode&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ships==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;96&amp;quot; orientation=&amp;quot;none&amp;quot;&amp;gt;&lt;br /&gt;
ship_01_001.png|Freebie&lt;br /&gt;
Ship 2.png|[[Clutterfunk]] Normal mode/Free Version-Complete 4 levels in Normal Mode&lt;br /&gt;
Ship DemonicGuardian.png|5 demon difficult level/Free Version-Complete 5 levels in normal mode&lt;br /&gt;
Icon Stars500.png|Collect 500 stars&lt;br /&gt;
Icon Stars600.png|Collect 600 stars&lt;br /&gt;
Ship DemonicOvermind.png|10 demon difficult level&lt;br /&gt;
Icon Stars700.png|Collect 700 stars&lt;br /&gt;
Ship MasterOfTiming.png|15 demon difficult level&lt;br /&gt;
Ship 3.png|[[Electroman Adventures]] Normal mode&lt;br /&gt;
Ship 10 001.png|5 Map Packs&lt;br /&gt;
Ship 11.png|15 Map Packs&lt;br /&gt;
Ship 12.png|Collect 75 [[Secret Coins]]&lt;br /&gt;
Ship 13.png|100 user created levels&lt;br /&gt;
Ship 14.png|Collect 55 [[Secret Coins]]&lt;br /&gt;
Ship 15.png|500 user created levels&lt;br /&gt;
Ship 16.png|Collect 90 [[Secret Coins]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Balls==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;103&amp;quot; orientation=&amp;quot;square&amp;quot;&amp;gt;&lt;br /&gt;
Player ball 01 001.png|Freebie&lt;br /&gt;
Ball 2.png|Collect 10 [[Secret Coins]]&lt;br /&gt;
Ball 3.png|Collect 35 [[Secret Coins]]&lt;br /&gt;
Ball 4.png|Collect 50 [[Secret Coins]]&lt;br /&gt;
Ball Unstoppable!.png|20 demon difficult level&lt;br /&gt;
Ball 6.png|Collect 70 [[Secret Coins]]&lt;br /&gt;
Ball 7.png|20 Map Packs&lt;br /&gt;
Ball 8.png|25 Map Packs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==UFO&#039;s==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;130&amp;quot;&amp;gt;&lt;br /&gt;
Ufo 01 001.png|Freebie&lt;br /&gt;
ufo_02_001.png|[[Clubstep]] Practice mode&lt;br /&gt;
ufo_03_001.png|Collect 20 [[Secret Coins]]&lt;br /&gt;
ufo_04_001.png|Collect 45 [[Secret Coins]]&lt;br /&gt;
ufo_05_001.png|Jump 50.000 times&lt;br /&gt;
ufo_06_001.png|Collect 65 [[Secret Coins]]&lt;br /&gt;
ufo_07_001.png|Collect 80 [[Secret Coins]]&lt;br /&gt;
ufo_08_001.png|Collect 85 [[Secret Coins]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*The icons primary color will also be used in the progress bar if turned on.&lt;br /&gt;
* There are a total of 42 cube icons, 16 ship icons, 8 ball icons 8 UFO icons. At the time the number of triangle icons is unknown.&lt;br /&gt;
*Choosing black as the primary colour will change what is normally the black outline into the secondary colour. Several other changes occur which mostly applies the secondary colour to [[Map Components|map components]] in place of the black.&lt;br /&gt;
*[[Update 1.7]] added a special option unlocked by completing 10 [[Map Packs|map packs]], which is a rainbow trail emitted behind the player.&lt;br /&gt;
* Update 1.7 had a sneak peek picture that featured a ball that never came to game. But, that ball had 35 secret coin ball in it and 70 secret coin ball is nearly the same, so the ball nearly came to game.&lt;br /&gt;
*[[Cycles]] and [[xStep]] are the only levels where you can get icons both in Normal Mode &#039;&#039;and&#039;&#039; Practice Mode.&lt;br /&gt;
* The icon unlocked by completing [[Hexagon Force]] in Normal Mode is a reference of a &#039;&#039;Creeper&#039;&#039;, a popularised enemy creature from the game &#039;&#039;Minecraft&#039;&#039;.&lt;br /&gt;
* [[Update 1.8]] added secrets to the game. Unlocking the second secret will reveal how to get 2 icons.&lt;br /&gt;
[[Category:Features]]&lt;/div&gt;</summary>
		<author><name>24.45.164.235</name></author>
	</entry>
</feed>