Editing Acropolis
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*'''16-25%:''' Next, the player enters a moderately difficult ball segment that needs timing because of spikes and spike balls everywhere. This segment usually takes time to learn due to numerous traps and timings. | *'''16-25%:''' Next, the player enters a moderately difficult ball segment that needs timing because of spikes and spike balls everywhere. This segment usually takes time to learn due to numerous traps and timings. | ||
*'''25-34%:''' Afterwards, the player transitions into a ship sequence with tight spaces. This sequence is tight but not as difficult as the more timing-intensive parts. | *'''25-34%:''' Afterwards, the player transitions into a ship sequence with tight spaces. This sequence is tight but not as difficult as the more timing-intensive parts. | ||
*'''34-43%:''' Afterwards, the player enters a fairly difficult cube section containing numerous traps, invisible spikes, and 'thorn balls' everywhere that mostly cover the various orbs. However, this part is actually easier than it looks, fairly easy to | *'''34-43%:''' Afterwards, the player enters a fairly difficult cube section containing numerous traps, invisible spikes, and 'thorn balls' everywhere that mostly cover the various orbs. However, this part is actually easier than it looks, fairly easy to memorise, and only requires minimal training to get consistent. | ||
*'''43-51%:''' The player enters a moderately difficult mini-ship sequence with moderately tight spaces and peculiar gameplay for a ship part, which requires a bit of skill. Despite this, it is one of the easier parts of the level. | *'''43-51%:''' The player enters a moderately difficult mini-ship sequence with moderately tight spaces and peculiar gameplay for a ship part, which requires a bit of skill. Despite this, it is one of the easier parts of the level. | ||
*'''51-60%:''' After the ship, the player transitions into a tight UFO segment with quite a specific input pattern, notorious for requiring extremely precise timings. | *'''51-60%:''' After the ship, the player transitions into a tight UFO segment with quite a specific input pattern, notorious for requiring extremely precise timings. | ||
*'''60-69%:''' Next, the player enters a ball segment similar to the first, with tricky timings throughout. | *'''60-69%:''' Next, the player enters a ball segment similar to the first, with tricky timings throughout. | ||
*'''69-79%:''' Afterwards, they enter a cube section with a few simple jumps over clusters of tiny | *'''69-79%:''' Afterwards, they enter a cube section with a few simple jumps over clusters of tiny grey spikes. They are the same jumps repeatedly throughout the 9% segment, but they require good consistency. | ||
*'''79-100%:''' Finally, the player enters a wave segment with many open spaces, thorn balls, and spikes. This wave section is considered one of the easier parts of the level, but it can be difficult to gain consistency with. Near the end, Zobros' name appears below a final spam corridor that has ended its fair share of unlucky players. | *'''79-100%:''' Finally, the player enters a wave segment with many open spaces, thorn balls, and spikes. This wave section is considered one of the easier parts of the level, but it can be difficult to gain consistency with. Near the end, Zobros' name appears below a final spam corridor that has ended its fair share of unlucky players. | ||