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  |objects    = 16,916
  |objects    = 16,916
  |copytype  = No password
  |copytype  = No password
  |downloads  = 473.4K
  |downloads  = 473.1K
  |likes      = 50.6K
  |likes      = 50.6K
  |rating    = Epic
  |rating    = Epic
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  |musicid    = 778356
  |musicid    = 778356
}}
}}
'''Count to Ten''' is a [[Update 2.1|2.1]] Harder collaboration level by Zoroa and [[DavJT]], published on 13 January 2019. Known for popularizing a trend of effect-based levels using its music track, Count to Ten frequently switches themes about every ten seconds. A sequel, Count to Twenty, was released on 22 August 2019.
'''Count to Ten''' is a [[Update 2.1|2.1]] Harder collaboration level by Zoroa and [[DavJT]], published on 13 January 2019. Known for popularising a trend of effect-based levels using its music track, Count to Ten frequently switches themes about every ten seconds. A sequel, Count to Twenty, was released on 22 August 2019.


==Description==
==Description==
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*'''0-15%:''' Count to Ten begins with a black-and-white, limited cube segment; the player cannot hold to jump and must instead click on the ground to make their icon (portrayed as a square outline with a smiling face object) jump. In sync with the count, the player must jump over several single-spikes as effects appear around their icon. When the count skips to '8', the incoming single-spike splits into a double-spike; after the jump, a transition takes place as Zoroa's logo drops from the top of the screen.
*'''0-15%:''' Count to Ten begins with a black-and-white, limited cube segment; the player cannot hold to jump and must instead click on the ground to make their icon (portrayed as a square outline with a smiling face object) jump. In sync with the count, the player must jump over several single-spikes as effects appear around their icon. When the count skips to '8', the incoming single-spike splits into a double-spike; after the jump, a transition takes place as Zoroa's logo drops from the top of the screen.
*'''15-27%:''' The screen turns colourized, and the player's square, now frowning, re-appears mirrored. They must land and jump from blocks using the jump indicators present within the level; they do not necessarily align with the count. The square background, as well as all objects on screen, change colour with the count; the squares also warp. Blocks with pulsing symbols bounce on the ground before the player reaches them, then sink after the player passes them. The player reverts the mirror portal's effects at 24.5%, followed by a short transition in which [https://bulbapedia.bulbagarden.net/wiki/Zorua_(Pok%C3%A9mon) Zorua] appears.  
*'''15-27%:''' The screen turns colourised, and the player's square, now frowning, re-appears mirrored. They must land and jump from blocks using the jump indicators present within the level; they do not necessarily align with the count. The square background, as well as all objects on screen, change colour with the count; the squares also warp. Blocks with pulsing symbols bounce on the ground before the player reaches them, then sink after the player passes them. The player reverts the mirror portal's effects at 24.5%, followed by a short transition in which [https://bulbapedia.bulbagarden.net/wiki/Zorua_(Pok%C3%A9mon) Zorua] appears.  
*'''27-47.5%:''' The third section features the player as a UFO on a background of squares. The first half is contained within a four-block corridor, where the player gets two prompts: 'Tap the circles' (follow the jump indicators) and 'Tap to switch' (hit a toggle orb in the centre to flip gravity). They must avoid waves of spikes that are tethered to either the top or bottom of the corridor by carefully timing their inputs. At 36%, the player shrinks as they exit the corridor into a section with floating squares that serve as hazards. The second half is 10 blocks high, but only six are safe for the player because spikes line the floor and ceiling. At 45%, a transition begins, making the spikes recede as the field of view shrinks.
*'''27-47.5%:''' The third section features the player as a UFO on a background of squares. The first half is contained within a four-block corridor, where the player gets two prompts: 'Tap the circles' (follow the jump indicators) and 'Tap to switch' (hit a toggle orb in the centre to flip gravity). They must avoid waves of spikes that are tethered to either the top or bottom of the corridor by carefully timing their inputs. At 36%, the player shrinks as they exit the corridor into a section with floating squares that serve as hazards. The second half is 10 blocks high, but only six are safe for the player because spikes line the floor and ceiling. At 45%, a transition begins, making the spikes recede as the field of view shrinks.
*'''47.5-60.25%:''' All gameplay from this point forward (excluding transitions) is at double speed. When the player reappears, the scene is a modernistic white theme with simplistic block designs and gears adorned with orbs. Gameplay is ship-exclusive, except when the count reaches '3', at which point the player must hit two buttons as a cube to open a pair of upcoming gates. The count is depicted in the background, but changes to a question mark after it reaches '8' and fails.
*'''47.5-60.25%:''' All gameplay from this point forward (excluding transitions) is at double speed. When the player reappears, the scene is a modernistic white theme with simplistic block designs and gears adorned with orbs. Gameplay is ship-exclusive, except when the count reaches '3', at which point the player must hit two buttons as a cube to open a pair of upcoming gates. The count is depicted in the background, but changes to a question mark after it reaches '8' and fails.
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