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  |objects    = 5,210
  |objects    = 5,210
  |copytype  = Password (0000)
  |copytype  = Password (0000)
  |downloads  = 10.29M
  |downloads  = 10.26M
  |likes      = 186.8K
  |likes      = 186.7K
  |rating    = Star-rated
  |rating    = Star-rated
  |artist    = [https://foreverbound.newgrounds.com/ ForeverBound]
  |artist    = [https://foreverbound.newgrounds.com/ ForeverBound]
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==Description==
==Description==
*'''0-11%:''' Conical Depression begins with an extremely difficult (and confusing) mini-wave section, where the player must take advantage of the game's faulty hitboxes. Here, the player must memorize the route while simultaneously navigating tight spaces and avoiding spikes.
*'''0-11%:''' Conical Depression begins with an extremely difficult (and confusing) mini-wave section, where the player must take advantage of the game's faulty hitboxes. Here, the player must memorise the route while simultaneously navigating tight spaces and avoiding spikes.
*'''11-23%:''' Next, the player enters a normal speed mini-ball segment. While it is not that difficult compared to the other parts of the level, it still features some critical timings, along with a moderately long orb spam part. A cube section comes next, requiring players to perform late timings on orbs, as hitting a pink orb too early would likely result in hitting the ceiling and crashing.
*'''11-23%:''' Next, the player enters a normal speed mini-ball segment. While it is not that difficult compared to the other parts of the level, it still features some critical timings, along with a moderately long orb spam part. A cube section comes next, requiring players to perform late timings on orbs, as hitting a pink orb too early would likely result in hitting the ceiling and crashing.
*'''23-51%:''' Afterwards, the player enters a difficult ship sequence. Here, not only would there be an abundance of straight-flying, but it would also require players to perform timed orb inputs and some memorization, making it even more frustrating. A mini-ship/mini-UFO dual will appear here, separating the ship sequences.
*'''23-51%:''' Afterwards, the player enters a difficult ship sequence. Here, not only would there be an abundance of straight-flying, but it would also require players to perform timed orb inputs and some memorisation, making it even more frustrating. A mini-ship/mini-UFO dual will appear here, separating the ship sequences.
*'''51-86%:''' The part that comes right after the ship sequence is entirely based on the cube game-mode, set at triple speed. Like the previous cube part, it features tons of precise orb timings, which would be difficult for newer players to get used to. This part also uses the spikes' odd hit boxes to make it even more challenging, as some of the timings require the player to jump right next to a spike. Orb spamming is something that players should expect here, too.
*'''51-86%:''' The part that comes right after the ship sequence is entirely based on the cube game-mode, set at triple speed. Like the previous cube part, it features tons of precise orb timings, which would be difficult for newer players to get used to. This part also uses the spikes' odd hit boxes to make it even more challenging, as some of the timings require the player to jump right next to a spike. Orb spamming is something that players should expect here, too.
*'''86-100%:''' The final part is a parody of the original Stereo Madness. It is a copy of the final sequence one would encounter in the first official level of the game, but instead of being a normal ship sequence, it uses the mini-wave game-mode. This part would not be a problem for anyone who had gotten this far. The level ends after this, as the player encounters a harmless wall of spikes at the end.
*'''86-100%:''' The final part is a parody of the original Stereo Madness. It is a copy of the final sequence one would encounter in the first official level of the game, but instead of being a normal ship sequence, it uses the mini-wave game-mode. This part would not be a problem for anyone who had gotten this far. The level ends after this, as the player encounters a harmless wall of spikes at the end.
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