<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://geometrydashwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=96.236.0.0%2F16</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=96.236.0.0%2F16"/>
	<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/wiki/Special:Contributions/96.236.0.0/16"/>
	<updated>2026-10-18T11:14:10Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.46.2</generator>
	<entry>
		<id>https://geometrydashwiki.com/eng/Electrodynamix?diff=44516</id>
		<title>Electrodynamix</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Electrodynamix?diff=44516"/>
		<updated>2015-04-23T10:02:41Z</updated>

		<summary type="html">&lt;p&gt;96.236.223.233: The last fact isn&amp;#039;t true because There is A triple speed portal In ToE 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = Electrodynamix&lt;br /&gt;
|image = File:Electrodynamix.png&lt;br /&gt;
|imagewidth = 250&lt;br /&gt;
|created = [[Update 1.7]]&lt;br /&gt;
|levelnumber = 15&lt;br /&gt;
|difficulty = [[File:Insane.png|25px]] Insane&lt;br /&gt;
|musiccreator = DJ-Nate&lt;br /&gt;
|musicdate = December 5, 2010&lt;br /&gt;
|music = File:Electrodynamix.ogg&lt;br /&gt;
|precededby = [[Clubstep]]&lt;br /&gt;
|normalmode = [[File:Cube35.png|21px]]Icon 12 stars &amp;lt;br /&amp;gt; (Electrodynamix!)&lt;br /&gt;
|sequences = Cube, Ship, Ball, UFO&lt;br /&gt;
|portals = Gravity, Size, Speed&lt;br /&gt;
|practicemode = Color &amp;lt;br /&amp;gt; (Electromaniac)&lt;br /&gt;
|followedby = [[Hexagon Force]]}}&lt;br /&gt;
&#039;&#039;&#039;Electrodynamix&#039;&#039;&#039; is the fifteenth level in Geometry Dash, and the 5th level rated Insane. This level mainly focuses on fast speed.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This level starts with a few simple jumps, then becomes considerably harder with faster speed, flashing colors and invisible spikes.&lt;br /&gt;
&lt;br /&gt;
[[Update 1.7]] introduces the speed portals, but only two are shown on the level, the double speed (green) and the triple speed (pink). You start the level with normal speed, then the double speed starts, while 60% through the level, the triple speed is triggered, making it significantly harder.&lt;br /&gt;
&lt;br /&gt;
This level has some new features as well. The colors of the background on the first rocket and UFO paths are the same&#039;&#039;&#039; &#039;&#039;&#039;as the player&#039;s primary and secondary colors, so be careful. Bright colors make the UFO path very hard since the spikes are hard to be seen, so it is advised to use darker colors.&lt;br /&gt;
&lt;br /&gt;
The hardest parts of this level are considered to be the rocket segments during triple speed and mini mode. It generally takes lots of tries, even on practice mode, to handle the control of the rocket while passing narrow paths, so you have to be very careful on the rocket. If you make one small mistake, you are almost guaranteed to crash.&lt;br /&gt;
&lt;br /&gt;
== Secret Coins ==&lt;br /&gt;
* At the first shrunken UFO, slide through two gears that contain the secret coin. An alternate way to get it is to go under it and press 3 times to get it. However, the former method is the best because the latter method could have lots of things go wrong.&lt;br /&gt;
* After the ball section, jump two blue jump rings and not the yellow one. Get the secret coin and jump to keep going.&lt;br /&gt;
* After the shrunken ball section, jump on the purple and yellow jump ring and not the blue one. Then immediately focus on the ground and jump right at the end on the blue gravity pad to get the secret coin, then jump again to keep going. Correct timing and practice is (not really) required.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Electrodynamix is the first level without a secret coin in a ship segment of the level.&lt;br /&gt;
* Electrodynamix is the first level to introduce the blocks with colors.&lt;br /&gt;
* Even though this level also introduced the slow speed portal, it&#039;s not seen in the level. It wasn&#039;t used in an official level until Hexagon Force.&lt;br /&gt;
* &amp;lt;span&amp;gt;Besides being the level which introduces the Speed Portals, this level also introduces the custom-colour level mechanic, in which the background color is the same as the player&#039;s colors (mostly notable on the first rocket path and the UFO path).&amp;lt;/span&amp;gt;&lt;br /&gt;
* Due to the faster speeds present which lengthened the level, Electrodynamix is the only level where you can crash at 99% (Crash at the last spike to achieve 99%). This used to be the criteria for the &amp;quot;So Close...&amp;quot; achievement until Update 1.9, which nerfed the progress needed to 95%. Because of this, it&#039;s also possible to crash at 0%.&lt;br /&gt;
* Electrodynamix takes 1:24 to complete, making it the second shortest level. The shortest was [[Cycles]].&lt;br /&gt;
* Despite Electrodynamix&#039;s degree of difficulty, [[Hexagon Force]] and [[Theory of Everything]] all reward the same amount of stars (12). Many consider Electrodynamix much harder than these levels.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
&lt;br /&gt;
*  There is a decoration error in Electrodynamix. In the beginning, after you land on a yellow launch pad, one of the wavy obstacles near the two blocks and the yellow jump pad is missing.&lt;br /&gt;
* In the beginning of the double speed segment, it is possible to hit the pink jump ring marked with an X without crashing.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough  ==&lt;br /&gt;
[[File:Electrodynamix Geometry Dash|thumb|center|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery columns=&amp;quot;dynamic&amp;quot; position=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
ElectrodynamixMenu.png|Electrodynamix on the main menu&lt;br /&gt;
Cube35.png|Icon unlocked after completing in Normal Mode&lt;br /&gt;
ED-C1.png|First coin (Small UFO)&lt;br /&gt;
ED-C2.png|Second coin (Cube)&lt;br /&gt;
ED-C3.png|Third coin (Cube)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>96.236.223.233</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/XStep?diff=27948</id>
		<title>XStep</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/XStep?diff=27948"/>
		<updated>2015-04-22T09:36:59Z</updated>

		<summary type="html">&lt;p&gt;96.236.223.233: Minor changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox level&lt;br /&gt;
|name = xStep&lt;br /&gt;
|image = File:xStep.png&lt;br /&gt;
|imagewidth = 250&lt;br /&gt;
|levelnumber = 10&lt;br /&gt;
|created = [[Update 1.3]]&lt;br /&gt;
|difficulty = [[File:Insane.png|20px]] Insane&lt;br /&gt;
|sequences = Cube, Ball, Ship&lt;br /&gt;
|portals = Gravity&lt;br /&gt;
|normalmode = [[File:Cube18.png|20px]] Icon 18 (xStep!) &amp;lt;br /&amp;gt; [[File:Star.png|20px]] 10 Stars&lt;br /&gt;
|practicemode = [[File:Cube17.png|20px]] Icon 17 &amp;lt;br /&amp;gt;&lt;br /&gt;
|musiccreator = DJVI&lt;br /&gt;
|musicdate = November 26, 2013&lt;br /&gt;
|followedby = [[Clutterfunk]]&lt;br /&gt;
|precededby = [[Cycles]]}}&#039;&#039;&#039;xStep&#039;&#039;&#039; is the tenth level on &#039;&#039;[[Geometry Dash]]&#039;&#039;. &lt;br /&gt;
It is the first stage marked with the Insane difficulty after update 1.9. This level was released in update 1.3, and it is followed by Clutterfunk and preceded by Cycles. The sequences are cube, ball, and ship. The portals used most commonly in the level are gravity portals.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
xStep introduces blue pads and blue rings/circles on the regular path. The icon assumes three different [[forms]] through the level— the cube, rocket, and gravity ball. It is similar to Cycles in difficulty and features multiple tight rocket scenes. xStep is also the level that uses the greatest number of blue pads out of any level in the game, present throughout almost the entire second ship scene. The level also introduces full checker bricks and another block. The level also introduces wavy platforms along with the wavy thorns.&lt;br /&gt;
&lt;br /&gt;
== Secret Coins ==&lt;br /&gt;
*The first [[Secret Coins|secret coin]] is located in the first ship sequence. After the last thorn-ball before a stepped wall, carefully fly just above the thorn ball, and when you pass it, go down a bit to collect the secret coin. Immediately fly up to clear the wall quickly, but try not to crash above.&lt;br /&gt;
*The second secret coin is located in the second ship sequence. In the last part of it, when the passage starts going up again, slip your ship into a small hole. Make sure you go down at least 2 tiles or you will crash on the floor of the passage above you. Hold up to go out the hole in the other end, and go through a cube portal shortly afterward.&lt;br /&gt;
*The last coin is in the cube sequence after the second ship one. After flipping gravity three times, your cube will approach a gravity pad that is slightly elevated with some spikes before it. You have to miss the gravity pad and the spikes. If you jump from too far away, you will hit the gravity pad, which is the normal route. Once you have achieved a far enough jump, get ready to tap on a mid-air gravity ring, otherwise you will crash into a suspended platform with spikes on it. Once you have done that, you will reach the coin and fall into the regular course. Immediately jump again to clear off a jump ring.&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
[[File:XStep Geometry Dash|thumb|center|300px]]&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*xStep is one of the two levels to grant cube icons for both Practice and Normal. The other one is [[Cycles]].&lt;br /&gt;
*xStep is the only level name to begin with a lowercase letter.&lt;br /&gt;
** xStep is also the shortest level name, at 5 letters.&lt;br /&gt;
* The wavy platforms were officially introduced in this level, although they are in several coin paths in the first 6 levels.&lt;br /&gt;
*xStep marks the gradual introduction of many new [[Map Components|map components]] including blocks, pits and cosmetics.&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 Insane while Blast Processing has Harder.&lt;br /&gt;
* xStep formally introduces the blue jump pad, however, they were used to collect secret coins in [[Back on Track]] and [[Polargeist]].&lt;br /&gt;
* The level takes 1:24 to complete.&lt;br /&gt;
* xStep is the only level after [[Time Machine]] and before Clubstep to not include a mirror portal.&lt;br /&gt;
* A lot of people think Clutterfunk is the first level with Gravity rings. This is wrong because in the second ball section there are 5 of them. These 5 are not used in coin paths. There is a 6th one that is used in the second coin path however.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery orientation=&amp;quot;landscape&amp;quot;&amp;gt;&lt;br /&gt;
XStepMenu.png|xStep on main menu&lt;br /&gt;
XS-C1.png|First coin.&lt;br /&gt;
XS-C2.png|Second coin.&lt;br /&gt;
XS-C3.png|Third coin.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The following template changes the h1 title from &amp;quot;XStep&amp;quot; to &amp;quot;xStep&amp;quot;. Do not modify. --&amp;gt;&lt;br /&gt;
{{Lowercase}}&lt;br /&gt;
[[Category:Levels]]&lt;/div&gt;</summary>
		<author><name>96.236.223.233</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Objects?diff=122467</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Objects?diff=122467"/>
		<updated>2014-09-24T20:29:39Z</updated>

		<summary type="html">&lt;p&gt;96.236.122.57: /* Pads and circles */&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 introduce difficulty into a level. They will kill the player if touched in any way. Spikes are the most frequently occurring and are often jumped over. Saws which are first encountered in [[Clutterfunk]] are typically larger. There are also flat surfaces which similarly kill the player if touched, even is slid over from another surface.&lt;br /&gt;
&lt;br /&gt;
==Pads and circles==&lt;br /&gt;
Pads and circles influence the direction of travel. Pads only need to be touched to activate their effect, while circles need to be tapped as the player passes over for them to function. There are three variants identical to each.&lt;br /&gt;
*Yellow initiates a jump larger than normal, introduced in [[Back on Track]].&lt;br /&gt;
*Purple initiates a jump smaller than normal, formally introduced in [[Theory of Everything]].(Also found while getting the last coin in Can&#039;t Let Go).&lt;br /&gt;
*Blue 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, or UFO. 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.&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.[[Category:Level Elements]]&lt;/div&gt;</summary>
		<author><name>96.236.122.57</name></author>
	</entry>
	<entry>
		<id>https://geometrydashwiki.com/eng/Objects?diff=122466</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://geometrydashwiki.com/eng/Objects?diff=122466"/>
		<updated>2014-09-24T20:29:00Z</updated>

		<summary type="html">&lt;p&gt;96.236.122.57: /* Pads and circles */&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 introduce difficulty into a level. They will kill the player if touched in any way. Spikes are the most frequently occurring and are often jumped over. Saws which are first encountered in [[Clutterfunk]] are typically larger. There are also flat surfaces which similarly kill the player if touched, even is slid over from another surface.&lt;br /&gt;
&lt;br /&gt;
==Pads and circles==&lt;br /&gt;
Pads and circles influence the direction of travel. Pads only need to be touched to activate their effect, while circles need to be tapped as the player passes over for them to function. There are three variants identical to each.&lt;br /&gt;
*Yellow initiates a jump larger than normal, introduced in [[Back on Track]].&lt;br /&gt;
*Purple initiates a jump smaller than normal, formally introduced in [[Theory of Everything]].(Also found while getting the last coin in Can&#039;t Let Go).&lt;br /&gt;
*Blue changes the direction of gravity, formally introduced in [[xStep]].(Also found when getting the first coin in Back On Track. And 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, or UFO. 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.&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.[[Category:Level Elements]]&lt;/div&gt;</summary>
		<author><name>96.236.122.57</name></author>
	</entry>
</feed>