Can't Let Go: Difference between revisions

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{{Infobox level
{{Infobox level
|name = Can't Let Go
|name = Can't Let Go
|imagewidth = 300|levelnumber = Six
|imagewidth = 300|levelnumber = 6
|scenes = Cube & Rocket
|scenes = Cube, ship
|difficulty = [[File:Zinsane.png|25px]] Insane
|difficulty = [[File:Zinsane.png|25px]] Insane
|stars = Six
|stars = 6
|musiccreator = DJVI
|musiccreator = DJVI
|musicdate = October 20, 2013|image = File:Cant.png|created = Original Level}}
|musicdate = October 20, 2013|image = File:Cant.png|created = Original Level}}
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==Level information==
==Level information==
Can't Let Go is considerably more difficult than the first five levels. The first cube sequence is relatively harder with greater precision needed to execute jumps through tight spike arrangements, as well as a couple of deceiving jump rings. The second half of the sequence abruptly drops the player into a rapid sliding and jumping section that lasts for a while. Following is a ship sequence of mild difficulty, although it is possible to collide with the exit passage that sticks inwards. A tough antigravity sequence with the cube - now involving jump rings - marks the hardest challenge encountered up until this point. Normal gravity is restored towards the end with a few tricky jumps leading to completion.
Can't Let Go is relatively more difficult than the first five levels. The first cube sequence is requires greater precision needed to execute jumps through tight spike arrangements, as well as a couple of deceiving jump rings. The second half of the sequence abruptly drops the player into a rapid sliding and jumping section that lasts for a while. Following is a ship sequence of mild difficulty, although it is possible to collide with the exit passage that sticks inwards. A tough antigravity sequence with the cube - now involving jump rings - marks the hardest challenge encountered up until this point. Normal gravity is restored towards the end with a few tricky jumps leading to completion.




==Trivia==
==Trivia==


* The location of the first [[Secret Coins|secret coin]] acts as a shortcut.
* The location of the first [[Secret Coins|secret coin]] acts as a safer shortcut.
* Same involves last coin but is more dangerous to reach.
* Can't Let Go can be beaten in 01:23 without dying.
* Can't Let Go can be beaten in 01:23 without dying.
== Gallery==
== Gallery==

Revision as of 09:59, 21 August 2014

Template:Infobox level

Can't Let Go (spelled Cant Let Go in the level selection screen) is the sixth level in Geometry Dash. It is the first of many levels to be rated insane. Can't Let Go is also a level in Geometry Dash Lite.


Level information

Can't Let Go is relatively more difficult than the first five levels. The first cube sequence is requires greater precision needed to execute jumps through tight spike arrangements, as well as a couple of deceiving jump rings. The second half of the sequence abruptly drops the player into a rapid sliding and jumping section that lasts for a while. Following is a ship sequence of mild difficulty, although it is possible to collide with the exit passage that sticks inwards. A tough antigravity sequence with the cube - now involving jump rings - marks the hardest challenge encountered up until this point. Normal gravity is restored towards the end with a few tricky jumps leading to completion.


Trivia

  • The location of the first secret coin acts as a safer shortcut.
  • Can't Let Go can be beaten in 01:23 without dying.

Template:Levels Template:Levels lite