Can't Let Go: Difference between revisions
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* 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. | * 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. | ||
During the black background segment, you can jump on a block with another block hanging above it, and onto the next block, skipping the slabs below at three instances, if timed carefully. | During the black background segment, you can jump on a block with another block hanging above it, and onto the next block, skipping the slabs below at three instances, if timed carefully. | ||
* At the end of the level there are two misplaced spikes. The first is way off to the right, and some of it is even off of the block. The second creates the last jump, and is just barely off center. | * At the end of the level there are two misplaced spikes. The first is way off to the right, and some of it is even off of the block. The second creates the last jump, and is just barely off center. | ||
==Gallery== | ==Gallery== | ||
Revision as of 20:10, 21 October 2015
Template:Infobox level Can't Let Go is the sixth level of both Geometry Dash versions and the second level to be rated "Hard" as of Update 2.0.
Description
The first cube sequence requires greater precision to execute jumps through tight spike arrangements. It also has some deceiving jump rings, forcing the user to hit the correct jump ring at the right spot. Then, the background turns black, and the second half of the cube sequence abruptly drops the player into a rapid jumping and sliding section that lasts for a while. Fortunately, it is generally considered easier than the first half of the segment.
Following that, there 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 located at 26%, after the second yellow jump pad and before the speech (3!). After you are launched from pad and to the spike ramp: from the spiked platform after the jump ring where you do not have to jump, jump up twice and you will drop to the secret coin and then continue to the normal path. This is easier than the normal path because the normal path drops right into the black part, giving you 1.7 seconds to react. Sadly, this coin is only detectable if you get a glimpse of the final yellow jump pad.
- The location of the first secret coin acts as a safer shortcut.
- In the first secret coin path, a wavy platform not introduced until xStep is seen.
- The second secret coin is at the 63%, on the ship sequence. Fly through the platforms. When you see a block with spikes in front of it, fly up to the top of it, then continue as normal. The block is after two walls, one on the top and one on the bottom.
- The third secret coin is located at 76%, right after the ship ends. When you see a spiked platform after one jump pad, and three jump rings, you will come down on a staircase of three stairs. Jump on the second one. This will cause the cube to fall through a gap and onto a series of jump pads. After the purple pad immediately jump again to risk the collision of the spike.
Walkthrough
Trivia
- This level has an error with the name "Cant Let Go", without the apostrophe between "n" and "t". No apostrophes can be used in any level names.
- The third secret coin in this level is the first secret coin to be collected while in anti-gravity mode.
- 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. Video
- In this level, you are able to skip many blocks, especially in the first black background section. However, some of the jumps may require some timing. For example, it is possible not to fall down to the 2-block platform in the beginning, and make a 4 block + 1 block up jump.
- It takes 1:23 to complete this level, making it the second shortest level. The shortest are Cycles and Electrodynamix.
- Can't Let Go was rated "Insane" before Update 1.9.
- This is one of the three levels not to introduce a new game element. The other two are Base After Base and Jumper.
- However, this level did introduce the purple jump pad (used after the third secret coin).
- Can't Let Go was the only classic level that was not teased in the trailer. Hence this, it is possible this was before Ultimate Destruction was definitely not in–game so it might have not been the only level.
Errors
Decorational Errors
- After the upside-down sequence at 1:16, the spike is not properly placed.
Structural Errors
- 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.
During the black background segment, you can jump on a block with another block hanging above it, and onto the next block, skipping the slabs below at three instances, if timed carefully.
- At the end of the level there are two misplaced spikes. The first is way off to the right, and some of it is even off of the block. The second creates the last jump, and is just barely off center.
Gallery
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Can't Let Go on the main menu
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Can't Let Go before Update 1.9
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First secret coin (Cube)
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Second secret coin (Ship)
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Third secret coin (Cube)
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Icon rewarded after completing Can't Let Go in normal mode (Icon 10)