Can't Let Go: Difference between revisions
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|sequences = Cube, ship | |sequences = Cube, ship | ||
|portals = Gravity, ship, cube | |portals = Gravity, ship, cube | ||
|difficulty = [[File: | |difficulty = [[File:Hard.png|25px]] Hard | ||
|normalmode = Icon 10 <br /> 6 stars <br /> (Cant Let Go!) | |normalmode = Icon 10 <br /> 6 stars <br /> (Cant Let Go!) | ||
|practicemode = Primary Red 2 | |practicemode = Primary Red 2 | ||
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|precededby = [[Base After Base]] | |precededby = [[Base After Base]] | ||
|followedby = [[Jumper]]}} | |followedby = [[Jumper]]}} | ||
'''Can't Let Go''' | '''Can't Let Go''' 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]]. | ||
== Description == | == Description == | ||
Can't Let Go is considerably 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 to tackle. | Can't Let Go is considerably 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 to tackle. | ||
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<gallery position="center" columns="3"> | <gallery position="center" columns="3"> | ||
Geometry Dash Can't Let Go.jpg|The level selection before 1.9 | Geometry Dash Can't Let Go.jpg|The level selection before 1.9 | ||
Clgo1.png|First coin. | Clgo1.png|First coin. | ||
Clgo2.png|Second coin. | Clgo2.png|Second coin. | ||
Revision as of 06:20, 9 December 2014
Template:Infobox level Can't Let Go 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.
Description
Can't Let Go is considerably 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 to tackle.
Secret Coins
- The first secret coin is after the second yellow jump pad and before the speech (THREE!). After you pass the pad and spike ramp: from the spiked platform, jump up twice and you will drop to the secret coin and then continue to the normal path.
- The second coin is on the ship sequence. Fly through the platforms, then fly to the top of the spike platform.
- The third coin is right after the ship ends. In opposite gravity, when you go up a staircase, jump on the last staircase. You will go through some gravity pads, but then after the purple pad (not introduced until Theory of Everything), immediately jump again to risk the collision of the spike.
Trivia
- 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.
- The location of the first secret coin acts as a safer shortcut.
- It takes approximately 1 minute and 23 seconds to complete this soundtrack.
- Can't Let Go was rated Insane before 1.9, but it is now rated hard, which is two tiers down.
- The music is altered slightly after the 1.9 update.
- Because of the 1.9 change, there are no insane levels in the lite version, with jumper being harder and Can't Let Go being hard.
- There is a shortcut in Can'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.
Walkthrough
Gallery
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The level selection before 1.9
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First coin.
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Second coin.
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Third coin.