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'''Eon''' is a [[Update 2.2|2.2]] Extreme Demon level by Renn241, verified by BlankB. The level is famous for its over 55-minute length, making it the longest rated classic level, while mostly consisting of gameplay considered to be around Harder difficulty. The level was uploaded on 24 February 2024, then deleted and reuploaded the following day. | '''Eon''' is a [[Update 2.2|2.2]] Extreme Demon level by Renn241, verified by BlankB. The level is famous for its over 55-minute length, making it the longest rated classic level, while mostly consisting of gameplay considered to be around Harder difficulty. The level was uploaded on 24 February 2024, then deleted and reuploaded the following day. | ||
Eon is one of the most iconic Extreme Demons for its length. It has received praise for its challenging gameplay, well-polished decorations and effects, and music representation. However, it was | Eon is one of the most iconic Extreme Demons for its length. It has received praise for its challenging gameplay, well-polished decorations and effects, and music representation. However, it was criticised for repetitive gameplay, parts that lacked sight-readability, excessive high-CPS usage, and the infamous last triple-spike jump. | ||
==Description== | ==Description== | ||
*'''0-4%:''' Eon begins with the player as a cube, and the first part of the level consists of a row of four keys where the player can choose their FPS, and the level will keep the music synced with the level based on the FPS they have. The rest of the part consists of pillars and orb spam. | *'''0-4%:''' Eon begins with the player as a cube, and the first part of the level consists of a row of four keys where the player can choose their FPS, and the level will keep the music synced with the level based on the FPS they have. The rest of the part consists of pillars and orb spam. | ||
*'''4-6%:''' This next part consists of floating platforms and tight timings, often | *'''4-6%:''' This next part consists of floating platforms and tight timings, often utilising gravity portals in its gameplay to switch the player between platforms. | ||
*'''6-7%:''' This part consists of the first of many ship and wave parts, | *'''6-7%:''' This part consists of the first of many ship and wave parts, utilising the free fly mode in the wave part. | ||
*'''7-8%:''' The level switches back to the cube game-mode, consisting of hard timings and orb gameplay. | *'''7-8%:''' The level switches back to the cube game-mode, consisting of hard timings and orb gameplay. | ||
*'''8-10%:''' The gameplay switches from cube to ship consistently, still | *'''8-10%:''' The gameplay switches from cube to ship consistently, still utilising the hard timings the rest of the level has used. | ||
*'''10-11%:''' The start of this part consists of sloped platforms, and towards the end, the gameplay switches back to the constant game-mode switches like in the last part, switching the player from cube to wave. | *'''10-11%:''' The start of this part consists of sloped platforms, and towards the end, the gameplay switches back to the constant game-mode switches like in the last part, switching the player from cube to wave. | ||
*'''11-12%:''' Continuation of the last part, it consistently switches the game-mode from cube to wave. | *'''11-12%:''' Continuation of the last part, it consistently switches the game-mode from cube to wave. | ||
*'''12-14%:''' This part consists of ship and wave gameplay, | *'''12-14%:''' This part consists of ship and wave gameplay, utilising invisible sawblades and a dark background. | ||
*'''14-17%:''' The beginning of this part | *'''14-17%:''' The beginning of this part utilises the same gimmick as 9-12%, switching from cube to the swing, and then the gameplay switches back to cube gameplay, utilising gravity pads and slopes. The end of this part consists of spike jumps. | ||
*'''17-18%:''' The gameplay consists of floating platforms and dash orbs. | *'''17-18%:''' The gameplay consists of floating platforms and dash orbs. | ||
*'''18-20%:''' This part consists of the first robot part, switching to another cube part for a bit and then back to the robot. | *'''18-20%:''' This part consists of the first robot part, switching to another cube part for a bit and then back to the robot. | ||
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*'''45-47%:''' Fast-paced switching between cube and ball, with some normal cube jumps at the end. | *'''45-47%:''' Fast-paced switching between cube and ball, with some normal cube jumps at the end. | ||
*'''47-49%:''' Casual ship gameplay with jazz music in the background. | *'''47-49%:''' Casual ship gameplay with jazz music in the background. | ||
*'''49-51%:''' A slow | *'''49-51%:''' A slow grey part followed by wave and UFO corridors with a colourful design. | ||
*'''51-53%:''' A colourful part that switches between active cube gameplay and wave corridors. | *'''51-53%:''' A colourful part that switches between active cube gameplay and wave corridors. | ||
*'''53-57%:''' A long part that consists of ship, UFO, swing and some ground gameplay (all mini). | *'''53-57%:''' A long part that consists of ship, UFO, swing and some ground gameplay (all mini). | ||
*'''57-59%:''' Slow cube gameplay with fading blocks. | *'''57-59%:''' Slow cube gameplay with fading blocks. | ||
*'''59-60%:''' A short but hard part with very fast gameplay. | *'''59-60%:''' A short but hard part with very fast gameplay. | ||
*'''60-61%:''' Another part similar to 7-8%, but light | *'''60-61%:''' Another part similar to 7-8%, but light grey and harder to see due to shaders. | ||
*'''61-62%:''' Switching gameplay between cube and ball, also similar to 7-8%. | *'''61-62%:''' Switching gameplay between cube and ball, also similar to 7-8%. | ||
*'''62-64%:''' A remix of 12-14%, with a small jumpscare added. | *'''62-64%:''' A remix of 12-14%, with a small jumpscare added. | ||
*'''64-65%:''' A simple slow cube part | *'''64-65%:''' A simple slow cube part utilising sepia shaders. | ||
*'''65-66%:''' A part that begins with a staircase and has some repetitive orb gameplay. | *'''65-66%:''' A part that begins with a staircase and has some repetitive orb gameplay. | ||
*'''65-69%:''' A neon cube-only part that begins red with clocks ticking back and forth, and turns white for some spike jumps and more simple cube gameplay resembling staircases. | *'''65-69%:''' A neon cube-only part that begins red with clocks ticking back and forth, and turns white for some spike jumps and more simple cube gameplay resembling staircases. | ||
*'''69-71%:''' Rainbow neon designs, with slightly harder gameplay than the previous part. | *'''69-71%:''' Rainbow neon designs, with slightly harder gameplay than the previous part. | ||
*'''71-74%:''' Similar design to 63-65%, but also with a hue effect. | *'''71-74%:''' Similar design to 63-65%, but also with a hue effect. | ||
*'''74-76%:''' A light | *'''74-76%:''' A light grey part with a split screen background, switches from cube to robot halfway through. | ||
*'''76-79%:''' Slow cube gameplay with a dark background and white blocks. | *'''76-79%:''' Slow cube gameplay with a dark background and white blocks. | ||
*'''79-81%:''' A slightly faster and more colourful section with a heavy focus on orbs. | *'''79-81%:''' A slightly faster and more colourful section with a heavy focus on orbs. | ||