Can't Let Go: Difference between revisions
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|levelnumber = 6 | |levelnumber = 6 | ||
|sequences = Cube, ship | |sequences = Cube, ship | ||
|portals = Gravity | |portals = Gravity, ship, cube | ||
|difficulty = [[File:Zinsane.png|25px]] Insane | |difficulty = [[File:Zinsane.png|25px]] Insane | ||
|normalmode = Icon 10 <br /> 6 stars | |normalmode = Icon 10 <br /> 6 stars <br /> (Cant Let Go!) | ||
|practicemode = Primary Red 2 | |practicemode = Primary Red 2 | ||
(Hold On) | (Hold On) | ||
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|musicdate = October 20, 2013|image = File:Cant.png|created = Original level | |musicdate = October 20, 2013|image = File:Cant.png|created = Original level | ||
|precededby = [[Base After Base]] | |precededby = [[Base After Base]] | ||
|followedby = [[Jumper]]}}'''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 | |followedby = [[Jumper]]}}'''Can't Let Go''' (spelled ''Cant Let Go'' in the level selection screen) is the sixth level in both [[Geometry Dash]] and [[Geometry Dash Lite]]. It is the first of many levels to be rated insane. | ||
==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. | ||
Revision as of 20:27, 8 November 2014
Template:Infobox levelCan't Let Go (spelled Cant Let Go in the level selection screen) is the sixth level in both Geometry Dash and Geometry Dash Lite. It is the first of many levels to be rated insane.
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.
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.
Gallery
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First coin.
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Second coin.
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Third coin.