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{{Goodpage}}{{Infobox Level
{{IB-Level
|image = File:-2.0-_-Extreme_Demon_-1-_Artificial_Ascent_by_ViPriN_and_more.mp4_snapshot_02.25_-2016.12.14_18.53.38-.jpg
|image     = ArtificialAscent.png
|creator = Codex, [[Manix648]], Sanic, [[Hinds]], [[Zobros]], [[Michigun]], Anthrax, [[ZenthicAlpha]], [[Viprin]], [[Loogiah]], Wamiq8, [[Nasgubb]], [[AbstractDark]], [[Etzer]], [[Speed]], [[Serponge]], [[G4lvatron]] and [[Terron]] (Verified by [[Combined]])
|id        = 27122654
|difficulty = [[File:Extreme Demon.png|20px]] Extreme Demon
|creator   = [[Viprin]] (host and publisher); [[LmAnubis]] (co-host/former host)
|stars = 10[[File:Star.png|15px]]
;Contributors
|id = 27122654
Codex, [[Manix648]], Sanic, Hinds, [[Zobros]], [[Michigun]], Anthrax, [[ZenthicAlpha]], loogiah, Wamiq8, [[nasgubb]], [[AbstractDark]], [[Etzer]], Speed, [[Serponge]], [[G4lvatron]], and Terron
|song =
|verifier  = Combined
<p><soundcloud url="https://soundcloud.com/thefifthelement_aether/surface-dimrain47" height="70px" width="100%" auto_play="false"></soundcloud></p>
|created    = [[Update 2.0]]
|composer = Dimrain47}}
|updated    = [[Update 2.2]]
<p data-rte-fromparser="true"><b>[[Artificial Ascent]]</b> is a 2.0 Extreme Demon mega-collaboration created by Codex, [[Manix648]], Sanic, [[Hinds]], [[Zobros]], [[Michigun]], Anthrax, [[ZenthicAlpha]], [[Viprin]], [[Loogiah]], Wamiq8, [[Nasgubb]], [[AbstractDark]], [[Etzer]], [[Speed|GDSpeed]], [[Serponge]], [[G4lvatron]], and [[Terron]]. It is a level with numerous hard timings and tight flying spaces. The level is 2 minutes and 24 seconds long, meaning it is XL in length, and was verified by [[Combined]] on December 11th, 2016. The level was uploaded on Viprin's account. This level is currently placed at #13 on the [[Official Geometry Dash Demonlist|Official Geometry Dash Demon List]], between [[Digital Descent]] (#14) and [[Step to Hell]] (#12).
|difficulty = {{ExtremeDemon}}
|stars     = 10
|length    = 2m 24s (XL)
|objects    = 96,330
|copytype  = No password
|downloads  = 12.27M
|likes      = 406.6K
|rating    = Featured
|artist    = [https://dimrain47.newgrounds.com/ Dimrain47]
|music      = [https://www.newgrounds.com/audio/listen/63082 Surface]
|musicid    = 63082
}}
'''Artificial Ascent''' (abbreviated as '''AA''') is a [[Update 2.0|2.0]] Extreme Demon mega-collaboration level hosted by [[Viprin]] (the co-host/former host being [[LmAnubis]]), verified by Combined on 11 December 2016.<ref>https://www.youtube.com/watch?v=laok-nI3-t8</ref> It was placed at #1 on the [[Demonlist (Pointercrate)|Demonlist]] soon after, surpassing [[Sakupen Hell]], before itself being displaced a month later by [[Yatagarasu]]. It is the first instalment of the Technology Trilogy, succeeded by [[Digital Descent]] and [[Cybernetic Crescent]].


</p>
==History==
Artificial Ascent started as a solo remake of [[Cataclysm]]. According to LmAnubis, the original theme of the level was 'an abandoned robotic factory coming to life', which is why it is called Artificial Ascent. The original level featured a song similar to the ones used in Cataclysm and Sakupen Hell. The decoration would have been mainly gray, with neon blue representing electricity. LmAnubis' goal was to 'make a level similar to Cataclysm but with a slightly harder difficulty and a far more futuristic and scary atmosphere' that he could verify. LmAnubis had high expectations for the level, so progress was extremely slow, as he was constantly remaking parts.


<h2 data-rte-spaces-before="1" data-rte-spaces-after="1" data-rte-empty-lines-before="1"> Gameplay </h2>
About one month after the development of Artificial Ascent began, LmAnubis lost all the data on his device, including the original level. The original song was lost, and LmAnubis was unable to find it again. He would look for a replacement song on Dimrain47's YouTube channel and found 'Surface', which was completely unknown at the time. LmAnubis decided to turn Artificial Ascent into a mega-collaboration after some stream viewers suggested it.


'''Codex (1-4%)''': The level starts off with a cube sequence replacing [[AncientAnubis|Anubis's]] part. This is commonly seen as the easiest part of the level, featuring some easy timing jumps along with some jump rings to hit. This part contains mostly gray decorations as well as some yellow decoration in the form of small orbs floating in the sky.<p data-rte-fromparser="true" data-rte-empty-lines-before="1"><b>[[Manix648]] (5-13%)</b>: Occurring at the drop part, this part is a very tight mini wave segment, which becomes a large wave (triple speed) and then a mini ship sequence with a few green jump orbs and portals. A short mini cube block maze follows, with Manix's name, and then a ship sequence with a few gravity portals and a dual mini ball. Next is another ship sequence comprised of narrow spaces and a mini cube section with blue jump orbs to end his part.
The original theme was almost completely abandoned when the level became a mega-collaboration. After being invited by LmAnubis, Sanic would be the first to finish his part, and then Hinds. [[Zobros]] could not finish his part and left it half-finished, leaving LmAnubis to design the second half. The second half was themed around the UFO part in [[Bloodbath]].


</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1"><b>Sanic (13-18%)</b>: It starts off with a double speed ship sequence with a couple of gravity portals in a one block flying space. It then changes into a mini ball with some spamming and a yellow orb which requires precise timing as there is a spike in front of it. The mini ball transitions into a dual cube section with a single jump and the bottom cube turns into a big ship which requires precise timing to jump for the cube while still maintaining a straight fly. It turns back into a single mini UFO with hard timings. Next it is a robot with hard green and blue orb timing. Finally, it turns into a regular wave segment with tight spaces enclosed with spikes and then a mini wave, which also has very tight spaces, and then it turns back into a mini cube.
The creator that LmAnubis would have invited was Giron, but his part was cut because it was too difficult for the level. Anthrax was the next to finish, although the gameplay of the ship corridor at the end is unfinished in the final level. Crack originally had a part, but it was cut as Viprin requested a ship part with more verticality; however, Crack had quit the game.<ref>https://www.youtube.com/watch?v=CN6fBmqDEmE?t=338</ref> However, Crack's original part still exists above [[ZenthicAlpha|ZenthicAlpha's]] part in the final level. The next parts finished were those by Viprin, Wamiq8, and loogiah. [[Manix648]] then finished the second part in the level after the part went through multiple versions. At this point, LmAnubis had assigned himself the first part but struggled to build it, so it was scrapped. According to him, the part resembled the first cube of Cataclysm.


</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1"><b>[[Hinds]] (19-25%)</b>: This part starts off with a single speed mini cube section, and then a wave segment which transitions into a triple speed mini wave with tight spaces. It then turns into a mini ball with slight timing at the pink orb and some spamming at the blue orbs. It turns into a mini cube, which hits a blue orb and becomes an upside down mini ship which requires some straight flying and goes through a gravity portal. It will hit a green jump orb and become a mini cube with a slight block maze.
The level would almost die out as LmAnubis went inactive for an extended period. Since not many people knew about the level, he was considering leaving it unfinished. Viprin asked if he could finish the level as the co-host, and LmAnubis accepted. Viprin added many new creators to the level: Codex, [[Michigun]], ZenthicAlpha, [[nasgubb]], [[AbstractDark]], [[Etzer]], Speed, [[Serponge]], [[G4lvatron]], and Terron. LmAnubis agreed to allow Viprin to upload the level to his account because of the amount of work Viprin had put into it. Combined verified the level.


</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1"><b>[[Zobros]] (25-28%)</b>: Claimed to be the hardest part of the collaboration (while still being the shortest), this part starts off with an asymmetrical dual ship sequence with a yellow jump orb that one of the ships has to hit while maintaining a straight fly on the other ship, making timing more difficult for the player. Both of the ships hit on the surface and splits apart by a yellow orb which makes them go through the portal. After that, a straight fly section is needed for both of the ships and two yellow orbs which each ship has to jump respectively. Next is a UFO segment with slightly hard timings of the blue jump orbs needed to be hit.
==Description==
*'''0-4% (Codex):''' Artificial Ascent begins with a half-speed cube section replacing Anubis' part. It is commonly seen as the easiest part of the level, featuring some easy timings and jumps, and some orbs to hit. This part features mostly gray decorations, along with some yellow decorations that resemble orbs floating in the sky.
*'''4-13% (Manix648):''' Occurring at the drop, this part is a very tight mini-wave segment, which becomes a triple-speed normal wave and then a mini-ship sequence with a few green orbs and portals. A short mini-cube block maze follows, with Manix's name, then a ship sequence with a few gravity portals and a dual mini-ball. Next is another ship sequence comprised of narrow spaces and a mini-cube section with blue orbs to end his part.
*'''13-19% (Sanic):''' Sanic's part starts with a double-speed ship sequence with a couple of gravity portals in a one-block flying space. It then changes into a mini-ball with some spamming and a yellow orb, which requires precise timing as there is a spike in front of it. The mini-ball changes into a dual cube section with a single jump, and the bottom cube turns into a normal ship, which requires precise timing to jump for the cube while still maintaining a straight-fly. It turns into a single mini-UFO with hard timings. Next, it is a robot with difficult green and blue orb timings. Finally, it transitions into a regular wave segment, consisting of tight spaces enclosed by spikes, followed by a mini-wave with very tight spaces, and then it turns back into a mini-cube.
*'''19-25% (Hinds):''' This part starts with a normal-speed mini-cube section and then a wave segment that transitions into a triple-speed mini-wave with tight spaces. It then turns into a mini-ball with slight timing at the pink orb and some spamming at the blue orbs, followed by a mini-cube, in which the player must hit a blue orb and become an upside-down mini-ship that requires straight-flying and goes through a gravity portal. The player must then hit a green orb and become a mini-cube with a slight block maze.
*'''25-28% (Zobros + LmAnubis):''' This part is arguably considered the hardest in this level (while still being the shortest). It starts with an asymmetrical dual-ship sequence that requires one ship to hit a yellow orb while maintaining a straight-fly on the other, making timing more difficult for the player. Both ships hit the surface and are split apart by a yellow orb that makes them go through the portal. After that, a straight-fly section is needed for both ships, and each ship must use two yellow orbs. Next is a UFO segment with slightly challenging timings for the blue orbs that the player must hit.
*'''28-32% (Michigun):''' This entire part is noticeably decorated with blue and orange colours, making it stand out more compared to all of the other parts. It starts with a large block jump where the player must land on an invisible platform on top of a spike, then an elevated jump leading into a string of four blue orbs where the player must wait to tap briefly. Then, there are two yellow orbs and a triple spike jump, often seen as the signature of Michigun. If the player crashes at the triple spike, Michigun's signature cube pops up, along with text saying 'Michigun wins'.
*'''32-36% (Anthrax):''' This part contains a background pulsing in all kinds of colours and some very detailed block design. The gameplay in this part is entirely played as a ship with some moderately difficult flying, featuring orbs to hit and gravity portals to go through. The end of this part features an auto segment, serving as a short break for the player to regain their composure.
*'''36-40% (ZenthicAlpha):''' Unlike the previous part, this one only uses one type of colour, that being blue in many different shades. His part begins with a short block maze and a ship sequence that requires some timing to hit a yellow and a green orb consecutively. Then comes another slightly longer block maze containing more orbs than the first one, and to end the part is a short mini-UFO spam segment. Above this part in the editor is an old part made by Crack.
*'''40-44% (Viprin):''' It starts with a ball segment. Here, the player must navigate numerous platforms and hit a green orb, which requires a precise timing to pass through a small tunnel. It changes into a mini-ball with a yellow pad, shooting it up and switching gravity, which transitions into a mini-wave with tight spaces. It then switches to a normal-sized cube with a jump and a pink orb, which requires precise timing because of a half-spike beneath it. The cube then hits a normal speed portal, and a full triple spike jump is needed to pass the obstacle. A simple green orb jump follows it and ends with a moderately tight ship part section.
*'''44-49% (loogiah):''' Starting with an insane short auto segment, the triple-speed ship sequence has begun, which features numerous gravity portals with very tight spaces to fly through and a yellow orb leading into a cube with a single jump before the player rapidly enters a wave portal. This wave is very tight and utilizes music sync, which can guide the player. Using a similar cube transition like the one before, the player must now perform a short UFO spam before a hard straight-fly segment.
*'''49-53% (Wamiq8):''' His part starts with two spike jumps requiring some timing. After this, the player changes into a mini-cube requiring two jumps to proceed to the next segment. It transitions into a mini-ball part, requiring extreme timing to travel between the spikes. Lastly, it changes into a mini-robot, requiring two jumps with precise timings, then it enters a half-speed ship sequence, concluding the part.
*'''53-58% (nasgubb):''' The song now slows down as the player is transmitted into the part. This part begins with a half-speed ship sequence, where high manoeuvrability is required, and then briefly switches to double speed. Then, a quick double-speed cube jump follows, transitioning into a half-speed wave segment with gameplay very similar to that of the ship sequence; this time, it is designed for the wave. All decorations change colours throughout this part in the corresponding order: Blue, Green, Yellow, Red.
*'''58-64% (AbstractDark):''' Much like ZenthicAlpha's part, this part utilizes only different shades of blue as its colour. The part begins with a mini-cube that features tricky timings while jumping and hitting orbs. An equally difficult ball comes next, with a bunch of orbs of different types to tap. Coming up is a mini-UFO with precise timings while changing size at some points. In the end, a straight-flying section features both size and gravity portals that appear at the song's beat throughout.
*'''64-70% (Etzer):''' This part starts as a long, tight ship sequence with the player having to manoeuvre through tons of spikes on the way, as well as moving rainbow obstacles that pose a significant threat. It then progresses to a UFO, which quickly transforms into a tight wave segment and a ball with transparent blocks that fade in and out of visibility in the second half of his part. The entire part is primarily black and white, featuring many moving objects with numerous rainbow decorations. It is considered the level's most iconic part.
*'''70-77% (Speed):''' With the song gaining some of the 'upbeatness' again, this part is timing-based primarily and features lots of orbs to hit, with purple being the primary colour choice. It begins with a double-speed portal leading into more orbs to hit, along with a short straight-fly sequence featuring gravity portals throughout, before returning to the cube again. Then, the player will find a cluster of orbs, and it is required to remember which ones to hit. A short UFO segment follows with some gravity portals, and then another cube segment where timing is crucial. The final moments are played as a narrow wave and a mini-cube section with a few jumps and some yellow/blue orbs before ending.
*'''77-83% (Serponge):''' This part frequently alternates between cube and robot, comprising suspended platforms with a bunch of spikes and gears to avoid throughout the whole part. Timing is essential here, as all the different orbs are placed to mess the player up as much as possible. The blocks here are decorated with stripes going through them, along with a purple/pink/red moving background and similar platform motifs. Two final jumps end his part and lead the robot into the second-to-last part of the level.
*'''83-91% (G4lvatron):''' This part starts with a relatively difficult mini-ship straight-fly sequence featuring numerous yellow orbs to avoid mid-flight, along with four green orbs to hit in succession. It transitions to a moderately difficult wave segment. After this, there is a relatively easy mini-UFO segment (compared to the rest of the level) with some timing. Following this is a small cube maze with a single green orb to hit, guiding the player into another ship sequence similar to the first one. This entire part also features constellations flying past the screen, both in the foreground and background, giving it a spacious feel.
*'''91-100% (Terron):''' The last part of the level, Terron's part, features a very active background flashing in different shades of blue and pink throughout the part. It begins with a normal cube dual, which rapidly becomes a mixed dual, switching between various game modes one after another. However, there is a mini-straight-fly in the middle of the part before quickly returning to the intense mixed dual. This part continues for a while before a final solo cube appears with two orb jumps requiring no timing, followed by text saying 'Combined', 'AncientAnubis', 'Artificial Ascent', and 'GG' before the end of the level.


</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">'''[[Michigun]] (28-32%): '''This entire part is noticeably decorated with blue and orange color making it stand out more compared to all of the other parts. It starts with a large block jump where the player must land on an invisible platform on top of a spike, then an elevated jump leading into a string of four blue orbs where you must wait to tap for a small amount. Then are two yellow orbs and a triple spike jump; often seen as the ''signature of Michigun''. If the player crashes here at the triple spike, Michigun's signature cube pops up, along with text saying, "Michigun wins."
==Gameplay==
{{VC|noU__ZS25tc}}


</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1"><b>Anthrax (32-36%)</b>: This part contains a background pulsing in all sorts of different colors and some very detailed block design. The gameplay of this part is completely played as a ship with some moderately difficult flying with orbs to hit and gravity portals to go through. The very end of this part is an auto segment placed as a short break for the player to recompose oneself.
==Trivia==
===General===
*Artificial Ascent was nominated for ''Best Demon Megacollab'' in the [[The Geometry Dash Awards|2.0 Geometry Dash Awards]].
*Artificial Ascent was ranked #14 in GDToday's '100 Greatest Levels of All Time' list.
*Artificial Ascent is the only Technology Trilogy level that does not use a Creo song.
*Giron and Crack were both replaced by Michigun and ZenthicAlpha, respectively.
**Crack's old part still exists above ZenthicAlpha's part in the editor, as if it still formed part of the level.
*If the player crashes at Michigun's triple spike segment, Michigun's cube icon will appear and add 'Wins' or 'King' to Michigun's name, and the spaced-out triple spike will compress to normal.
**With precise timing, it is possible to jump late enough to trigger the text to appear but still survive and continue the level as normal.
**Similarly, if the player times their jump and dies on the upper half of the first spike, they will die, but the text will not appear.
*LmAnubis originally hosted Artificial Ascent before Viprin managed the level.
**LmAnubis had no hand in the final level aside from decorating the second half of Zobros's part.
*Bloodbath and Cataclysm inspire the name because BB is short for Bloodbath, and CC is short for Cataclysm; the level was named Artificial Ascent to be AA.
*There are male genitalia hidden in the structure above at 89% in G4lvatron's part.


</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">'''[[ZenthicAlpha]] (36-40%)''': Unlike the previous part, this one only uses one type of color, that being blue in many different shades. His part begins with a short block maze and a ship section requiring some timing to hit a yellow and green jump orb consecutively. Then comes another, little longer, block maze containing more jump orbs than the first one, and to end the part, a short mini UFO spam segment.
===Demonlist===
*On 4 January 2017, the Pointercrate Demonlist was made, and Artificial Ascent was the inaugural Top 1, above Sakupen Hell.
**Artificial Ascent is regarded as the 26th instance of the hardest rated level in the game's history.
**Right after the official Demonlist was created, Artificial Ascent stayed on the #1 spot for ten days until it was dethroned by [[Sonic Wave]] along with Yatagarasu on 14 January 2017.
***Sonic Wave was already placed on a pre-existing version of the Demonlist but had not been placed on Pointercrate yet.
*Coincidentally, four players ([[Smokes]], Theo, Slypp, and xander) beat Artificial Ascent on the same day—the first day of 2018.
*[[Sunix]] was tasked to be the verifier at one point, as Combined had issues with his computer. After getting it fixed, Sunix returned Artificial Ascent to the original verifier, as he found verifying the level boring compared to Sonic Wave, which he was practising.
*Zobros, Michigun, and AbstractDark's parts are claimed to be the hardest.
*SuperFX has a record of 92%, which is the first level he would potentially beat, except for the official levels; he has an attempt to jump from Stereo Madness.
*Artificial Ascent was pushed out of the Top 5 twice by Digital Descent; first, when it was initially placed, and second, when it was moved back above Artificial Ascent after its buff-date.
*The placement of untitled unmastered on 13 September 2022 pushed Artificial Ascent to the Legacy List of the Demonlist.
**Artificial Ascent beat Bloodbath's 1,997-day record for the longest-standing level before being pushed into the Legacy List, with 2,078 days. This record has since been surpassed multiple times, with Zodiac currently being the longest-lasting level on the Demonlist.
**This placement also makes Artificial Ascent the first level of the Technology Trilogy to fall off the list.
{{Togglebox
|header = Notable fails
|body  = <nowiki />
*[[Vortrox]] failed at 96% due to his ship flying too high.
*cobrablitz failed at 87%, 90%, and 95%.
*FinnStreams failed at 86%, which made him drop the level.
}}
{{Togglebox
|header = Notable completions
|body  = <nowiki />
*[[Luqualizer]] is the first 60Hz victor of Artificial Ascent on 3 February 2019.<ref>https://www.youtube.com/watch?v=pcTduiA3e-c</ref>
*Coopersuper is the first to beat Artificial Ascent on mobile on 30 December 2020 in 31,613 attempts, one of his highest attempt counts in any of his beaten levels.<ref>https://www.youtube.com/watch?v=32EhpNX81R8</ref>
**Coopersuper beat this on a 60Hz mobile device, while Noxop is the first High Refresh Rate victor of the level, playing on 144Hz, on 2 September 2021.<ref>https://www.youtube.com/watch?v=Sl3Vh7xKDLM</ref>
}}


</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1"><b>[[Viprin|ViPriN]] (40-44%): </b>It starts off with a ball segment. Here, the player must traverse numerous different platforms and a green jump orb which requires timing to allow it to go through a small tunnel. It changes into a mini ball with a yellow bounce pad shooting it up and switches gravity which transitions into a mini wave with some tight spaces. It then switches into a big cube with a jump and a pink orb which requires precise timing due to a half spike underneath it. The cube then hits a normal speed portal and a full triple spike jump is needed to pass the obstacle. It goes on with a simple green jump orb jump and it ends off with a moderately tight ship part section.
==Gallery==
<gallery mode="packed">
ArtificialAscentEndScreen.png|End screen
ArtificialAscentOriginal.png|A design from the original Artificial Ascent, created by LmAnubis
ArtificialAscentGiron.png|Giron's cut part
</gallery>


</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1"><b>[[Loogiah]] (44-48%): </b>Starting off with a insane short auto segment, the triple speed ship sequence is begun which features numerous gravity portals with very tight spaces to fly through and a yellow orb leading into a cube with a single jump rapidly entering a wave portal. This wave is very tight and goes well to the melody of the song which can guide the player. Using a similar cube transition as the one before, the player most now perform a short UFO spam and right afterwards, a short, hard straight fly segment.
==Videos==
{{VC|laok-nI3-t8|vshJM5r8Zfw|sVIDVo79MIU|74loa6uzpEc|PYhPh_rPdwg
|cpt1 = Verification
|cpt2 = Old version verification
|cpt3 = Unnerfed version
|cpt4 = Old version
|cpt5 = Documentary
}}


</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">'''Wamiq8 (49-53%)''': His part starts off with two spike jumps with some timing required. After this the player changes into a mini cube with two jumps needed to proceed into the next segment. It transits into a mini ball part which requires extreme timing to go through the spikes similar to the last ball part in [[Necropolis]]. Lastly, it changes into a mini robot with two jump with minor timing, and lastly entering a half speed ship sequence, ending his part.
==References==
 
<references />
</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">'''[[Nasgubb]] (53-58%)''': The song now slows down as the player is transmitted into the part. This part begins with a half speed ship sequence with high maneuverability required as it also switches to double speed for a moment. Then, a quick double speed cube jump follows which then goes into a half speed wave segment with very similar game-play to that of the ship sequence, this time designed for the wave. Throughout the part, all decorations change colors in the corresponding order: Blue-Green-Yellow-Red.
[[Category:Demon List levels]]
 
</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">'''[[AbstractDark]] (58-64%)''': Much like ZenthicAlpha's part, this part utilizes only different shades of blue as its color. The part begins with a mini cube with some very difficult timing involved, both while jumping and hitting orbs. An equally difficult ball comes next with a bunch of orbs of different types to tap. Coming up is a mini UFO with precise timings while also changing size at some points. At the end a straight flying section appears containing both size and gravity portals appearing to the beat of the song throughout it.</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">'''[[Etzer]] (64-70%)''': This part starts off as a long, tight ship sequence with the player having to maneuver through tons of spikes on the way as well as moving rainbow obstacles possessing a large threat. It then progresses to UFO which quickly transforms into a tight wave and a ball with transparent game-play respectively in the second half of his part. The entire part is mostly black and white and features lots of moving objects with numerous different rainbow decorations along the way. This is said as the most iconic part of the level.
 
</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">'''[[Speed|GDSpeed]] (70-77%):''' With the song gaining some of the "upbeatness" again, this part is mostly timing based and features lots of orbs to hit with purple being the main color choice of the part. It begins with a double speed portal leading into some more jump orbs to hit along with a very short straight fly sequence with gravity portals throughout before going back to cube form again. Then the player will find a cluster of orbs where it is required to remember which ones to hit. A short UFO segment follows with some gravity portals, and then another cube segment where crucial timing is essential. The final moments are played as a narrow wave segment and a mini cube section with a few jumps and some yellow/blue jump orbs before ending.
 
</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">[[Serponge|'''Serponge''']]''' (77-83%)''': This part frequently alternates between cube and robot, comprising of suspended platforms with a bunch of spikes and gears to avoid through the whole part. Timing is essential here as all different types of orbs are placed to mess the player up as hard as possible. The blocks here are decorated with stripes going through them along with a purple/pink/red moving background with similar platform motifs. Two final jumps end his part and leads the robot into the second to last part of the level.
 
</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">'''[[G4lvatron]] (83-90%)''': This part starts with a relatively difficult mini ship straight fly sequence with numerous yellow jump orbs to avoid mid-flight along with a four green jump orbs to hit in succession right before transitioning into wave form with some moderate difficulty to it (in this part, there is an easter egg... try to find it!), and after that, a relatively easy mini UFO segment (compared to the rest of the level) with some timing to it. Following this is a small cube maze with a single green jump orb to hit guiding the player into another ship sequence that is quite similar to the first one. This entire part also features constellations flying past the screen, both in the foreground and background, giving it a space feeling.
 
</p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">'''[[Terron]] (91-100%)''': The last part of the level, Terron's part features a very active background flashing in different shades of blue and pink all throughout the part. It begins with a normal cube dual which rapidly then becomes a mixed dual switching between all kinds of game modes, one after another. In the middle of the part however, there is a mini straight fly before quickly going back to the intense mixed dual. This continues for a while, before a final solo cube appears with two timing free orb jumps, and then text saying "Combined", "AncientAnubis", "Artificial Ascent" and "GG" before the end of the level.
</p>
 
<h2 data-rte-spaces-before="1" data-rte-spaces-after="1" data-rte-empty-lines-before="1"> Trivia </h2>
* Coincidentally, four people ([[Smokes]], Theo, Slypp, and xander556) beat Artificial Ascent on the same day - the first day of 2018.
* [[Sunix]] at one point was tasked to be the verifier, as Combined had issues with his computer. After getting it fixed, Sunix gave the level back to the original verifier as he finds verifying the level as something boring and was busy practicing [[Sonic Wave]].
 
* Many parts were buffed and nerfed. Some of these nerfs were buffs which were just added.
 
* Zobros's, Michigun's, and AbstractDark's parts are claimed to be the hardest.
* [[Giron|Giron David]] and Crack were both replaced by Michigun and ZenthicAlpha respectively.
** Though, if you copy the level to your editor, you will see that above ZenthicAlpha's part, Crack´s old part is still there, as if it still formed part of the level.
* If you happen to fail at Michigun's triple spike segment, Michigun's cube icon will appear adding, "Wins" or "King" to Michigun's name.
* Artificial Ascent currently has a sequel entitled "Digital Descent". It has been verified by Combined and is currently at #14 on the Demons List.
* This level was originally hosted by AncientAnubis but was managed by Viprin later on.
** Ironically, AncientAnubis has no part in this mega-collaboration. He was replaced by Codex because he did not want to finish his part.
** The name is inspired by [[Bloodbath]] and [[Cataclysm]]. That might not make sense at first, but because BB is short for Bloodbath, and CC is short for Cataclysm, They named this level Artificial Ascent to be AA, and also the the sequel Digital Descent to be DD.
 
== Video ==
[[File:Artificial Ascent (preview) - AncientAnubis, Zobros, Viprin (me) & many more!|centre|thumb|330x330px|The official preview of Artificial Ascent showing the original nine parts.]]
[[File:ARTIFICIAL ASCENT 100% -LEGENDARY DEMON- - VIPRIN & MORE!|centre|thumb|330x330px|The verification of Artificial Ascent. Credits to Combined GS]]
[[Category:2.0 Levels]]
[[Category:Extreme Demons]]
 
[[Category:XL Levels]]
[[Category:Megacollabs]]
[[Category:Featured Levels]]

Latest revision as of 19:15, 11 October 2026

Artificial Ascent
ID

27122654

Creator(s)

Viprin (host and publisher); LmAnubis (co-host/former host)

Contributors

Codex, Manix648, Sanic, Hinds, Zobros, Michigun, Anthrax, ZenthicAlpha, loogiah, Wamiq8, nasgubb, AbstractDark, Etzer, Speed, Serponge, G4lvatron, and Terron

Verifier(s)

Combined

Created
Last updated
Attributes
Difficulty

10

Length

2m 24s (XL)

Objects

96,330

Copy type

No password

Statistics
Downloads

12.27M

Likes

406.6K

Rating

Featured

Audio info
Artist(s)
Music
Music ID

63082

Artificial Ascent (abbreviated as AA) is a 2.0 Extreme Demon mega-collaboration level hosted by Viprin (the co-host/former host being LmAnubis), verified by Combined on 11 December 2016.[1] It was placed at #1 on the Demonlist soon after, surpassing Sakupen Hell, before itself being displaced a month later by Yatagarasu. It is the first instalment of the Technology Trilogy, succeeded by Digital Descent and Cybernetic Crescent.

History

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Artificial Ascent started as a solo remake of Cataclysm. According to LmAnubis, the original theme of the level was 'an abandoned robotic factory coming to life', which is why it is called Artificial Ascent. The original level featured a song similar to the ones used in Cataclysm and Sakupen Hell. The decoration would have been mainly gray, with neon blue representing electricity. LmAnubis' goal was to 'make a level similar to Cataclysm but with a slightly harder difficulty and a far more futuristic and scary atmosphere' that he could verify. LmAnubis had high expectations for the level, so progress was extremely slow, as he was constantly remaking parts.

About one month after the development of Artificial Ascent began, LmAnubis lost all the data on his device, including the original level. The original song was lost, and LmAnubis was unable to find it again. He would look for a replacement song on Dimrain47's YouTube channel and found 'Surface', which was completely unknown at the time. LmAnubis decided to turn Artificial Ascent into a mega-collaboration after some stream viewers suggested it.

The original theme was almost completely abandoned when the level became a mega-collaboration. After being invited by LmAnubis, Sanic would be the first to finish his part, and then Hinds. Zobros could not finish his part and left it half-finished, leaving LmAnubis to design the second half. The second half was themed around the UFO part in Bloodbath.

The creator that LmAnubis would have invited was Giron, but his part was cut because it was too difficult for the level. Anthrax was the next to finish, although the gameplay of the ship corridor at the end is unfinished in the final level. Crack originally had a part, but it was cut as Viprin requested a ship part with more verticality; however, Crack had quit the game.[2] However, Crack's original part still exists above ZenthicAlpha's part in the final level. The next parts finished were those by Viprin, Wamiq8, and loogiah. Manix648 then finished the second part in the level after the part went through multiple versions. At this point, LmAnubis had assigned himself the first part but struggled to build it, so it was scrapped. According to him, the part resembled the first cube of Cataclysm.

The level would almost die out as LmAnubis went inactive for an extended period. Since not many people knew about the level, he was considering leaving it unfinished. Viprin asked if he could finish the level as the co-host, and LmAnubis accepted. Viprin added many new creators to the level: Codex, Michigun, ZenthicAlpha, nasgubb, AbstractDark, Etzer, Speed, Serponge, G4lvatron, and Terron. LmAnubis agreed to allow Viprin to upload the level to his account because of the amount of work Viprin had put into it. Combined verified the level.

Description

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  • 0-4% (Codex): Artificial Ascent begins with a half-speed cube section replacing Anubis' part. It is commonly seen as the easiest part of the level, featuring some easy timings and jumps, and some orbs to hit. This part features mostly gray decorations, along with some yellow decorations that resemble orbs floating in the sky.
  • 4-13% (Manix648): Occurring at the drop, this part is a very tight mini-wave segment, which becomes a triple-speed normal wave and then a mini-ship sequence with a few green orbs and portals. A short mini-cube block maze follows, with Manix's name, then a ship sequence with a few gravity portals and a dual mini-ball. Next is another ship sequence comprised of narrow spaces and a mini-cube section with blue orbs to end his part.
  • 13-19% (Sanic): Sanic's part starts with a double-speed ship sequence with a couple of gravity portals in a one-block flying space. It then changes into a mini-ball with some spamming and a yellow orb, which requires precise timing as there is a spike in front of it. The mini-ball changes into a dual cube section with a single jump, and the bottom cube turns into a normal ship, which requires precise timing to jump for the cube while still maintaining a straight-fly. It turns into a single mini-UFO with hard timings. Next, it is a robot with difficult green and blue orb timings. Finally, it transitions into a regular wave segment, consisting of tight spaces enclosed by spikes, followed by a mini-wave with very tight spaces, and then it turns back into a mini-cube.
  • 19-25% (Hinds): This part starts with a normal-speed mini-cube section and then a wave segment that transitions into a triple-speed mini-wave with tight spaces. It then turns into a mini-ball with slight timing at the pink orb and some spamming at the blue orbs, followed by a mini-cube, in which the player must hit a blue orb and become an upside-down mini-ship that requires straight-flying and goes through a gravity portal. The player must then hit a green orb and become a mini-cube with a slight block maze.
  • 25-28% (Zobros + LmAnubis): This part is arguably considered the hardest in this level (while still being the shortest). It starts with an asymmetrical dual-ship sequence that requires one ship to hit a yellow orb while maintaining a straight-fly on the other, making timing more difficult for the player. Both ships hit the surface and are split apart by a yellow orb that makes them go through the portal. After that, a straight-fly section is needed for both ships, and each ship must use two yellow orbs. Next is a UFO segment with slightly challenging timings for the blue orbs that the player must hit.
  • 28-32% (Michigun): This entire part is noticeably decorated with blue and orange colours, making it stand out more compared to all of the other parts. It starts with a large block jump where the player must land on an invisible platform on top of a spike, then an elevated jump leading into a string of four blue orbs where the player must wait to tap briefly. Then, there are two yellow orbs and a triple spike jump, often seen as the signature of Michigun. If the player crashes at the triple spike, Michigun's signature cube pops up, along with text saying 'Michigun wins'.
  • 32-36% (Anthrax): This part contains a background pulsing in all kinds of colours and some very detailed block design. The gameplay in this part is entirely played as a ship with some moderately difficult flying, featuring orbs to hit and gravity portals to go through. The end of this part features an auto segment, serving as a short break for the player to regain their composure.
  • 36-40% (ZenthicAlpha): Unlike the previous part, this one only uses one type of colour, that being blue in many different shades. His part begins with a short block maze and a ship sequence that requires some timing to hit a yellow and a green orb consecutively. Then comes another slightly longer block maze containing more orbs than the first one, and to end the part is a short mini-UFO spam segment. Above this part in the editor is an old part made by Crack.
  • 40-44% (Viprin): It starts with a ball segment. Here, the player must navigate numerous platforms and hit a green orb, which requires a precise timing to pass through a small tunnel. It changes into a mini-ball with a yellow pad, shooting it up and switching gravity, which transitions into a mini-wave with tight spaces. It then switches to a normal-sized cube with a jump and a pink orb, which requires precise timing because of a half-spike beneath it. The cube then hits a normal speed portal, and a full triple spike jump is needed to pass the obstacle. A simple green orb jump follows it and ends with a moderately tight ship part section.
  • 44-49% (loogiah): Starting with an insane short auto segment, the triple-speed ship sequence has begun, which features numerous gravity portals with very tight spaces to fly through and a yellow orb leading into a cube with a single jump before the player rapidly enters a wave portal. This wave is very tight and utilizes music sync, which can guide the player. Using a similar cube transition like the one before, the player must now perform a short UFO spam before a hard straight-fly segment.
  • 49-53% (Wamiq8): His part starts with two spike jumps requiring some timing. After this, the player changes into a mini-cube requiring two jumps to proceed to the next segment. It transitions into a mini-ball part, requiring extreme timing to travel between the spikes. Lastly, it changes into a mini-robot, requiring two jumps with precise timings, then it enters a half-speed ship sequence, concluding the part.
  • 53-58% (nasgubb): The song now slows down as the player is transmitted into the part. This part begins with a half-speed ship sequence, where high manoeuvrability is required, and then briefly switches to double speed. Then, a quick double-speed cube jump follows, transitioning into a half-speed wave segment with gameplay very similar to that of the ship sequence; this time, it is designed for the wave. All decorations change colours throughout this part in the corresponding order: Blue, Green, Yellow, Red.
  • 58-64% (AbstractDark): Much like ZenthicAlpha's part, this part utilizes only different shades of blue as its colour. The part begins with a mini-cube that features tricky timings while jumping and hitting orbs. An equally difficult ball comes next, with a bunch of orbs of different types to tap. Coming up is a mini-UFO with precise timings while changing size at some points. In the end, a straight-flying section features both size and gravity portals that appear at the song's beat throughout.
  • 64-70% (Etzer): This part starts as a long, tight ship sequence with the player having to manoeuvre through tons of spikes on the way, as well as moving rainbow obstacles that pose a significant threat. It then progresses to a UFO, which quickly transforms into a tight wave segment and a ball with transparent blocks that fade in and out of visibility in the second half of his part. The entire part is primarily black and white, featuring many moving objects with numerous rainbow decorations. It is considered the level's most iconic part.
  • 70-77% (Speed): With the song gaining some of the 'upbeatness' again, this part is timing-based primarily and features lots of orbs to hit, with purple being the primary colour choice. It begins with a double-speed portal leading into more orbs to hit, along with a short straight-fly sequence featuring gravity portals throughout, before returning to the cube again. Then, the player will find a cluster of orbs, and it is required to remember which ones to hit. A short UFO segment follows with some gravity portals, and then another cube segment where timing is crucial. The final moments are played as a narrow wave and a mini-cube section with a few jumps and some yellow/blue orbs before ending.
  • 77-83% (Serponge): This part frequently alternates between cube and robot, comprising suspended platforms with a bunch of spikes and gears to avoid throughout the whole part. Timing is essential here, as all the different orbs are placed to mess the player up as much as possible. The blocks here are decorated with stripes going through them, along with a purple/pink/red moving background and similar platform motifs. Two final jumps end his part and lead the robot into the second-to-last part of the level.
  • 83-91% (G4lvatron): This part starts with a relatively difficult mini-ship straight-fly sequence featuring numerous yellow orbs to avoid mid-flight, along with four green orbs to hit in succession. It transitions to a moderately difficult wave segment. After this, there is a relatively easy mini-UFO segment (compared to the rest of the level) with some timing. Following this is a small cube maze with a single green orb to hit, guiding the player into another ship sequence similar to the first one. This entire part also features constellations flying past the screen, both in the foreground and background, giving it a spacious feel.
  • 91-100% (Terron): The last part of the level, Terron's part, features a very active background flashing in different shades of blue and pink throughout the part. It begins with a normal cube dual, which rapidly becomes a mixed dual, switching between various game modes one after another. However, there is a mini-straight-fly in the middle of the part before quickly returning to the intense mixed dual. This part continues for a while before a final solo cube appears with two orb jumps requiring no timing, followed by text saying 'Combined', 'AncientAnubis', 'Artificial Ascent', and 'GG' before the end of the level.

Gameplay

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Trivia

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General

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  • Artificial Ascent was nominated for Best Demon Megacollab in the 2.0 Geometry Dash Awards.
  • Artificial Ascent was ranked #14 in GDToday's '100 Greatest Levels of All Time' list.
  • Artificial Ascent is the only Technology Trilogy level that does not use a Creo song.
  • Giron and Crack were both replaced by Michigun and ZenthicAlpha, respectively.
    • Crack's old part still exists above ZenthicAlpha's part in the editor, as if it still formed part of the level.
  • If the player crashes at Michigun's triple spike segment, Michigun's cube icon will appear and add 'Wins' or 'King' to Michigun's name, and the spaced-out triple spike will compress to normal.
    • With precise timing, it is possible to jump late enough to trigger the text to appear but still survive and continue the level as normal.
    • Similarly, if the player times their jump and dies on the upper half of the first spike, they will die, but the text will not appear.
  • LmAnubis originally hosted Artificial Ascent before Viprin managed the level.
    • LmAnubis had no hand in the final level aside from decorating the second half of Zobros's part.
  • Bloodbath and Cataclysm inspire the name because BB is short for Bloodbath, and CC is short for Cataclysm; the level was named Artificial Ascent to be AA.
  • There are male genitalia hidden in the structure above at 89% in G4lvatron's part.

Demonlist

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  • On 4 January 2017, the Pointercrate Demonlist was made, and Artificial Ascent was the inaugural Top 1, above Sakupen Hell.
    • Artificial Ascent is regarded as the 26th instance of the hardest rated level in the game's history.
    • Right after the official Demonlist was created, Artificial Ascent stayed on the #1 spot for ten days until it was dethroned by Sonic Wave along with Yatagarasu on 14 January 2017.
      • Sonic Wave was already placed on a pre-existing version of the Demonlist but had not been placed on Pointercrate yet.
  • Coincidentally, four players (Smokes, Theo, Slypp, and xander) beat Artificial Ascent on the same day—the first day of 2018.
  • Sunix was tasked to be the verifier at one point, as Combined had issues with his computer. After getting it fixed, Sunix returned Artificial Ascent to the original verifier, as he found verifying the level boring compared to Sonic Wave, which he was practising.
  • Zobros, Michigun, and AbstractDark's parts are claimed to be the hardest.
  • SuperFX has a record of 92%, which is the first level he would potentially beat, except for the official levels; he has an attempt to jump from Stereo Madness.
  • Artificial Ascent was pushed out of the Top 5 twice by Digital Descent; first, when it was initially placed, and second, when it was moved back above Artificial Ascent after its buff-date.
  • The placement of untitled unmastered on 13 September 2022 pushed Artificial Ascent to the Legacy List of the Demonlist.
    • Artificial Ascent beat Bloodbath's 1,997-day record for the longest-standing level before being pushed into the Legacy List, with 2,078 days. This record has since been surpassed multiple times, with Zodiac currently being the longest-lasting level on the Demonlist.
    • This placement also makes Artificial Ascent the first level of the Technology Trilogy to fall off the list.

Notable fails

  • Vortrox failed at 96% due to his ship flying too high.
  • cobrablitz failed at 87%, 90%, and 95%.
  • FinnStreams failed at 86%, which made him drop the level.

Notable completions

  • Luqualizer is the first 60Hz victor of Artificial Ascent on 3 February 2019.[3]
  • Coopersuper is the first to beat Artificial Ascent on mobile on 30 December 2020 in 31,613 attempts, one of his highest attempt counts in any of his beaten levels.[4]
    • Coopersuper beat this on a 60Hz mobile device, while Noxop is the first High Refresh Rate victor of the level, playing on 144Hz, on 2 September 2021.[5]
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Videos

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Verification
Old version verification
Unnerfed version
Old version
Documentary




References

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