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{{WIP}} <!-- This page is constantly being updated. It never will be considered "complete", so the template has to stay. -->
This page is a '''dictionary''' of common [[Geometry Dash]] terminology used by its online community. The purpose is to help players understand the jargon typically used by players.
This page is a '''glossary''' of common [[Geometry Dash]] terminology used by its online community. The purpose is to help players understand the jargon typically used by players.


== A ==
<tabber>
 
A=
<span id="term-asymmetrical%20dual"></span>
<span id='term-asymmetrical%20dual'></span>
<div id="asymmetrical_dual" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">asymmetrical dual</div>
<div id='asymmetrical_dual' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>asymmetrical dual</div>
/ˌeɪsəˈmɛtrɪkəl ˈduəl/
/ˌeɪsəˈmɛtrɪkəl ˈduəl/


# <small>''noun''</small> — a section in Dual mode in which the two icons have distinct gameplay.
#<small>''noun''</small> — a section in Dual mode in which the two icons have distinct gameplay.
#: <i>"Adding jump indicators to an asymmetrical dual lowered its learning curve."</i>
#:<i>'Adding jump indicators to an asymmetrical dual lowered its learning curve.'</i>


<span id="term-auto"></span>
<span id='term-auto'></span>
<div id="auto" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">auto</div>
<div id='auto' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>auto</div>
/ˈɔːtoʊ/
/ˈɔːtoʊ/


# <small>''adjective''</small> — (of a level or section of gameplay) automatically completed; requires no input to complete.
#<small>''adjective''</small> — (of a level or section of gameplay) automatically completed; requires no input to complete.
#: <i>"Most auto transitions are marked with text objects."</i>
#:<i>'Most auto transitions are marked with text objects.'</i>
# <small>''noun''</small> — a [[User Levels|user-made level]] rated 1[[File:StarB.png|x15px]] or 1[[File:Moon.png|x15px]], typically requiring no player input to complete.
#<small>''noun''</small> — a [[User Levels|user-made level]] typically requiring no player input to complete.
#: <i>"[[Geass]]' Easy rating was re-classified as Auto in [[Update 1.6]]."</i>
#:<i>'[[Geass|Geass's]] Easy rating was re-classified as Auto in [[Update 1.6]].'</i>
|-|
B=
<span id='term-bot'></span>
<div id='bot' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>bot</div>
/bɑt/


== B ==
#<small>''noun''</small> — an external tool or modification that automatically performs and/or records inputs, commonly used to create showcases, test gameplay, or cheat.
#:<i>'I downloaded a bot to track my inputs and replay them for a showcase.'</i>
#<small>''verb''</small> — to play or record a level using an external tool or modification that automatically plays a level.
#:<i>'The level was botted past 42%, as evidenced by a cut in the recording.'</i>
#<small>''noun''</small> — short form of ''Robot'', a game-mode.
#:<i>'[[Goober Rage Stage]] tests your bot handling skills.'</i>


<span id="term-buff"></span>
<span id='term-buff'></span>
<div id="buff" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">buff</div>
<div id='buff' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>buff</div>
/bʌf/
/bʌf/


# <small>''noun''</small> — an edit made to a level that makes it harder.
#<small>''noun''</small> — an edit made to a level that makes it harder.
#: <i>"The level received a buff that made several of its previous sections more difficult."</i>
#:<i>'The level received a buff that made several of its previous sections more difficult.'</i>
# <small>''verb''</small> — the act of editing a level to make it harder.
#<small>''verb''</small> — the act of editing a level to make it harder.
#: <i>"At the host's request, the chokepoint was buffed further."</i>
#:<i>'At the host's request, the chokepoint was buffed further.'</i>


<span id="term-buffer"></span>
<span id='term-buffer'></span>
<div id="buffer" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">buffer</div>
<div id='buffer' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>buffer</div>
/ˈbʌfər/
/ˈbʌfər/


# <small>''noun''</small> — a held input made before it can take effect and registered the frame that it is permitted by the game.
#<small>''noun''</small> — a held input made before it can take effect and is registered in the frame that the game permits it.
#: <i>"If you're struggling with landing on the jump pad, try to avoid buffers."</i>
#:<i>'If you're struggling with landing on the jump pad, try to avoid buffers.'</i>
# <small>''verb''</small> — to perform and hold an input while in mid-air that can only take place after landing.
#<small>''verb''</small> — to perform and hold an input while in mid-air that can only take place after landing.
#: <i>"Buffer the first orb to reach the coin."</i>
#:<i>'Buffer the first orb to reach the coin.'</i>
 
|-|
== C ==
C=
 
<span id='term-chokepoint'></span>
<span id="term-chokepoint"></span>
<div id='chokepoint' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>chokepoint</div>
<div id="chokepoint" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">chokepoint</div>
/ˈtʃoʊkˌpɔɪnt/
/ˈtʃoʊkˌpɔɪnt/
<br/>
<br/>
alt: choke point
alt: choke point


# <small>''noun''</small> — a specific point or section in a level considered exceptionally easy to fail at; usually more difficult than the remainder of the level.
#<small>''noun''</small> — a specific point or section in a level considered exceptionally easy to fail at; usually more difficult than the remainder of the level.
#: <i>"I've only passed that chokepoint once, and then crashed immediately afterward!"</i>
#:<i>'I've only passed that chokepoint once, and then crashed immediately afterward!'</i>


== D ==
<span id='term-click%20sync'></span>
<div id='click_sync' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>click sync</div>
/ˈklɪk ˌsɪŋk/


<span id="term-de-rated"></span>
#<small>''noun''</small> — synchronisation between required player inputs and elements of a level's music, such as its rhythm, beats, or melody.
<div id="de-rated" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">de-rated</div>
#:<i>'JamAttack uses click sync so that most inputs coincide with prominent beats in the song.'</i>
 
<span id='term-crash%20trigger'></span>
<div id='crash_trigger' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>crash trigger</div>
/ˈkræʃ ˌtrɪɡər/
 
#<small>''noun''</small> — a malformed trigger setup engineered to crash the game when activated.
#:<i>'It appeared as though I'd found a [[#secret way|secret way]], but the level activated a crash trigger at 99%.'</i>
|-|
D=
<span id='term-derated'></span>
<div id='derated' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>derated</div>
/ˌdiːˈreɪtɪd/
/ˌdiːˈreɪtɪd/
<br/>
<br/>
alt: derated
alt: de-rated


# <small>''adjective''</small> — (of a level) stripped of its awarded status.
#<small>''adjective''</small> — (of a level) stripped of its awarded status.
#: <i>"De-rated levels are usually deleted from the servers."</i>
#:<i>'Derated levels are usually deleted from the servers.'</i>
# <small>''verb''</small> — (past participle) to revoke a [[User Levels|user level's]] rated status.
#<small>''verb''</small> — (past participle) to revoke a [[User Levels|user level's]] rated status.
#: <i>"The developer decided to de-rate all levels that were found to contain stolen assets."</i>
#:<i>'The developer elected to derate all levels that were found to contain stolen assets.'</i>


<span id="term-difficulty%20spike"></span>
<span id='term-difficulty%20spike'></span>
<div id="difficulty_spike" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">difficulty spike</div>
<div id='difficulty_spike' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>difficulty spike</div>
/ˈdɪfɪkəlti ˌspaɪk/
/ˈdɪfɪkəlti ˌspaɪk/


# <small>''noun''</small> — a sudden and unprecedented increase in difficulty. May be between levels in a series or parts in a single level.
#<small>''noun''</small> — a sudden and unprecedented increase in difficulty. May be between levels in a series or parts in a single level.
#: <i>"A massive difficulty spike at 70%? What could go wrong?"</i>
#:<i>'A massive difficulty spike at 70%? What could go wrong?'</i>
|-|
F=
<span id='term-first%20victor'></span>
<div id='first_victor' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>first victor</div>
/ˌfɝst ˈvɪktər/


== F ==
#<small>''noun''</small> — (of a level) the first player, other than its [[#verifier|verifier]], to legitimately complete a level.
#:<i>'[[Zoink]] became the first victor of [[Society]] on 13 July 2026.'</i>


<span id="term-frame-perfect"></span>
<span id='term-flow%20gameplay'></span>
<div id="frame-perfect" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">frame-perfect</div>
<div id='flow_gameplay' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>flow gameplay</div>
/floʊ ˈɡeɪmpleɪ/
 
#<small>''noun''</small> — a gameplay style that involves brief sections, rapid game-mode switching, high speeds, and learny gameplay. Commonplace in Demon levels.
#:<i>'[[Kyouki]] has flow gameplay, which makes it difficult to sight-read.'</i>
 
<span id='term-frame%20alignment'></span>
<div id='frame_alignment' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>frame alignment</div>
/ˈfreɪm əˌlaɪnmənt/
 
#<small>''noun''</small> — the player's temporal position relative to the game's frames or physics steps, which can affect which frames are available for performing an input.
#:<i>'Entering the Robot portal with a different frame alignment can make the following timing impossible.'</i>
 
<span id='term-frame-perfect'></span>
<div id='frame-perfect' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>frame-perfect</div>
/ˌfreɪm ˈpɝfɪkt/
/ˌfreɪm ˈpɝfɪkt/
<br/>
<br/>
alt: frame perfect
alt: frame perfect


# <small>''adjective''</small> — (of an input) requiring execution within a single-frame window to be performed successfully.
#<small>''adjective''</small> — (of an input) requiring execution within a single-frame window to be performed successfully.
#: <i>"OniLink's frame-perfect clicks halted her progress."</i>
#:<i>'OniLink's frame-perfect clicks halted her progress.'</i>
# <small>''noun''</small> — an input requiring execution within a single-frame window to be performed succesfully; shortened form of 'frame-perfect input'.
#<small>''noun''</small> — an input requiring execution within a single-frame window to be performed successfully; shortened form of 'frame-perfect input'.
#: <i>"Six consecutive frame-perfects at 240 FPS are required to beat the level."</i>
#:<i>'Six consecutive frame-perfects at 240 FPS are required to beat the level.'</i>


<span id="term-full%20solo"></span>
<span id='term-full%20solo'></span>
<div id="full_solo" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">full solo</div>
<div id='full_solo' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>full solo</div>
/fʊl ˈsoʊloʊ/
/fʊl ˈsoʊloʊ/


# <small>''noun''</small> — a level fully created, verified, and published by a single player.
#<small>''noun''</small> — a level fully created, verified, and published by a single player.
#: <i>"Your contest entry must be a full solo; collaborations are not allowed."</i>
#:<i>'Your contest entry must be a full solo; collaborations are not allowed.'</i>
|-|
I=
<span id='term-icon'></span>
<div id='icon' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>icon</div>
/ˈaɪkɑn/


== I ==
#<small>''noun''</small> — the player character in a level, or one of its customisable appearances corresponding to a particular game-mode.
#:<i>'The three mainline Demon levels each reward an icon for collecting all three of their secret coins.'</i>
|-|
J=
<span id='term-jump'></span>
<div id='jump' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>jump</div>
/dʒʌmp/


<span id="term-icon"></span>
#<small>''noun''</small> — an upward movement performed by a Cube or Robot.
<div id="icon" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">icon</div>
#:<i>'You only have a few frames to clear the triple-spike jump.'</i>
skip, /ˈaɪkɑn/
#<small>''verb''</small> — to cause an applicable game-mode to temporarily move upward by pressing an input.
#:<i>'The player must jump immediately after landing on the platform.'</i>
#<small>''noun''</small> — a single obstacle or sequence requiring a temporary upward movement.
#:<i>'The final jump is a common chokepoint in [[Bloodbath]].'</i>
#<small>''noun''</small> — a progression from one level to another of significantly greater difficulty.
#:<i>'Going from an Easy Demon to an Extreme Demon is a considerable jump in difficulty.'</i>
#<small>''verb''</small> — to progress directly from one level to another of significantly greater difficulty, usually without completing levels of intermediate difficulty.
#:<i>'She jumped from [[Acu]] to [[Acheron]] in four months.'</i>
#<small>''verb''</small> — synonym of [[#difficulty spike|difficulty spike]].
#:<i>'The coin's difficulty jumps from Insane to Medium Demon.'</i>


# <small>''noun''</small> — the player character in a level, or one of its customizable appearances corresponding to a particular game-mode.
<span id='term-jumpscare'></span>
#: <i>"The three mainline Demon levels each reward an icon for collecting all three of their secret coins."</i>
<div id='jumpscare' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>jumpscare</div>
/ˈdʒʌmpˌskɛr/


== M ==
#<small>''noun''</small> — a sudden and unexpected appearance or recreation of a recognisable gameplay section from another level, typically used as a joke or reference.
#:<i>'A poster in [[GD GANGSTER RAP]] contains the [[Dash]] Spider jumpscare.'</i>
|-|
L=
<span id='term-Levelution'></span>
<div id='Levelution' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>Levelution</div>
/ˌlɛvəˈluːʃən/
<br/>
alt: #Levelution


<span id="term-minigame"></span>
#<small>''proper noun''</small> — a level-creation movement started by Optical in 2018 that advocated simpler, less object-intensive levels in response to increasingly high decoration and rate standards.
<div id="minigame" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">minigame</div>
#:<i>'Danzmen was opposed to #Levelution on the grounds that a dedicated minimalist movement was unnecessary.'</i>
|-|
M=
<span id='term-minigame'></span>
<div id='minigame' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>minigame</div>
/ˈmɪniˌɡeɪm/
/ˈmɪniˌɡeɪm/
<br/>
<br/>
alt: mini-game
alt: mini-game


# <small>''noun''</small> — a level in which the gameplay does not use the normal game-modes and instead uses triggers to simulate an entirely different game experience.
#<small>''noun''</small> — a level in which the gameplay does not use the normal game-modes and instead uses triggers to simulate an entirely different game experience.
#: <i>"Incidius won two of three awards for Best Minigame."</i>
#:<i>'Incidius won two of three awards for Best Minigame.'</i>


<span id="term-mixed%20dual"></span>
<span id='term-mixed%20dual'></span>
<div id="mixed_dual" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">mixed dual</div>
<div id='mixed_dual' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>mixed dual</div>
/ˌmɪkst ˈduəl/
/ˌmɪkst ˈduəl/


# <small>''noun''</small> — an [[#asymmetrical dual|asymmetrical dual]] section that uses two separate game-modes.
#<small>''noun''</small> — an [[#asymmetrical dual|asymmetrical dual]] section that uses two separate game-modes.
#: <i>"The mixed dual section disrupted the level's balancing."</i>
#:<i>'The mixed dual section disrupted the level's balancing.'</i>


<span id="term-muscle%20memory"></span>
<span id='term-muscle%20memory'></span>
<div id="muscle_memory" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">muscle memory</div>
<div id='muscle_memory' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>muscle memory</div>
/ˈmʌsəl ˌmɛməri/
/ˈmʌsəl ˌmɛməri/


# <small>''noun''</small> — unconscious memorization and retention of gameplay via many repeated attempts.
#<small>''noun''</small> — unconscious memorisation and retention of gameplay via many repeated attempts.
#: <i>"Muscle memory is required to consistently clear frame-perfects."</i>
#:<i>'Muscle memory is required to consistently clear frame-perfects.'</i>
 
|-|
== N ==
N=
 
<span id='term-nerf'></span>
<span id="term-nerf"></span>
<div id='nerf' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>nerf</div>
<div id="nerf" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">nerf</div>
/nɝf/
/nɝf/


# <small>''noun''</small> — an edit made to a level that makes it easier.
#<small>''noun''</small> — an edit made to a level that makes it easier.
#: <i>"The level received a significant nerf following community backlash."</i>
#:<i>'The level received a significant nerf following community backlash.'</i>
# <small>''verb''</small> — the act of editing a level to make it easier.
#<small>''verb''</small> — the act of editing a level to make it easier.
#: <i>"The level was nerfed to the point that it could no longer be consider an Insane Demon."</i>
#:<i>'The level was nerfed to the point that it could no longer be consider an Insane Demon.'</i>


<span id="term-NoNG"></span>
<span id='term-NoNG'></span>
<div id="NoNG" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">NoNG</div>
<div id='NoNG' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>NoNG</div>
acronym, /sɒŋ/
acronym, /sɒŋ/


# <small>''noun''</small> — Abbreviation of 'Not on Newgrounds', referring to a music track that cannot be selected for use in [[Geometry Dash]]. It must be downloaded and implemented using external means or tools.
#<small>''noun''</small> — abbreviation of 'Not on Newgrounds', referring to a music track that cannot be selected for use in [[Geometry Dash]]. Excluding the Music Library, it must be downloaded and implemented using external means or tools.
#: <i>"A level with a NoNG is significantly less likely to be rated."</i>
#:<i>'A level with a NoNG is significantly less likely to be rated.'</i>
|-|
O=
<span id='term-open%20verification'></span>
<div id='open_verification' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>open verification</div>
/ˌoʊpən ˌvɛrəfəˈkeɪʃən/


== O ==
#<small>''noun''</small> — a level lacking an assigned verifier which anyone may attempt to verify.
#:<i>'When the verifier's progress came to a halt, the host elected to make the level an open verification.'</i>
|-|
P=
<span id='term-pause-buffer'></span>
<div id='pause-buffer' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>pause-buffer</div>
/ˈpɔːz ˌbʌfə/
<br/>
alt: pause buffer


<span id="term-open%20verification"></span>
#<small>''noun''</small> — a method of rapidly pausing and unpausing the game to allow inputs to be timed on a nearly frame-by-frame basis. Often banned in top play as of [[Update 2.2]].
<div id="open_verification" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">open verification</div>
#:<i>'As of February 2024, the [[Demonlist (Pointercrate)|Demonlist]] banned the use of pause-buffering to time inputs.'</i>
/ˌoʊpən ˌvɛrəfəˈkeɪʃən/
#<small>''verb''</small> — rapidly pausing and unpausing the game to allow inputs to be timed on a nearly frame-by-frame basis.
#:<i>'Players can pause-buffer difficult inputs to execute them more precisely.'</i>


# <small>''noun''</small> — a level lacking an assigned verifier which anyone may attempt to verify.
<span id='term-playtester'></span>
#: <i>"When the verifier's progress came to a halt, the host elected to make the level an open verification."</i>
<div id='playtester' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>playtester</div>
/ˈpleɪˌtɛstər/


== P ==
#<small>''noun''</small> — a confidant who is given a copy of an unreleased level to check for bugs and suggest changes.
#:<i>'Soliciting a playtester will significantly improve your level's reception.'</i>
|-|
R=
<span id='term-rate-worthy'></span>
<div id='rate-worthy' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>rate-worthy</div>
/ˈreɪtˌwɝði/


<span id="term-playtester"></span>
#<small>''adjective''</small> — an unrated [[User Levels|user level]] that is considered to meet the general quality standards required to receive a 'rate' from the game's developer, [[Robert Topala]]. Such levels typically have suitable gameplay, clean decoration, and polish.
<div id="playtester" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">playtester</div>
#:<i>'This level I found in the magic tab is surprisingly rate-worthy.'</i>
/ˈpleɪˌtɛstər/


# <small>''noun''</small> — a confidant who is given a copy of an unreleased level to check for bugs and suggest changes.
<span id='term-Rattledash'></span>
#: <i>"Soliciting a playtester will significantly improve your level's reception."</i>
<div id='Rattledash' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>Rattledash</div>
/ˈrætəlˌdæʃ/


== R ==
#<small>''proper noun''</small> — a colloquial name coined by [[Colon]] for pixel art object 1276, which depicts a skeleton sitting.
#:<i>'It is impossible to complete [[The Cellar]] without blowing up Rattledash.'</i>


<span id="term-roomslop"></span>
<span id='term-roomslop'></span>
<div id="roomslop" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">roomslop</div>
<div id='roomslop' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>roomslop</div>
/ˈruːmˌslɑp/
/ˈruːmˌslɑp/


# <small>''noun''</small> — a Platformer level characterized by a large number of single-screen rooms.
#<small>''noun''</small> — a Platformer level characterised by a large number of single-screen rooms.
#: <i>"[[How to platformer]] started the trend of roomslop levels."</i>
#:<i>'[[How to platformer]] started the trend of roomslop levels.'</i>
|-|
S=
<span id='term-ship%20corridor'></span>
<div id='ship_corridor' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>ship corridor</div>
/ˈʃɪp ˌkɔrədɔr/
 
#<small>''noun''</small> — a passage in a Ship section through which a player must fly without colliding with its upper or lower boundaries. Typically a narrow passage lined with spikes.
#:<i>'Straight-fly skills are required to pass the ship corridor at the start of the drop.'</i>
 
<span id='term-showcase'></span>
<div id='showcase' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>showcase</div>
/ˈʃoʊkeɪs/
 
#<small>''noun''</small> — a recording of a level intended to demonstrate its gameplay, decoration, or other features, without necessarily representing a legitimate completion.
#:<i>'[[Nexus]] was criticised for frequently uploading showcases of new List Demons.'</i>
#<small>''verb''</small> — to record or display a level for the purpose of demonstrating its gameplay, decoration, or other features.
#:<i>'The final preview of the level was a full showcase.'</i>
 
<span id='term-slope%20boosting'></span>
<div id='slope_boosting' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>slope boosting</div>
/ˈsloʊp ˌbuːstɪŋ/
 
#<small>''noun''</small> — a technique in Platformer mode, in which the player gains additional speed with timed jumps while moving upward along a steep slope.
#:<i>'The highest slope-boost climb is believed to be 116 blocks high.'</i>
#<small>''verb''</small> — the act of precisely timing a directional change and a jump the exact moment a player hits a slope in Platformer Mode to gain a sudden burst of speed or height.
#:<i>'Slope boosting is required to complete Speedtek.'</i>


== S ==
<span id='term-spawn%20loop'></span>
<div id='spawn_loop' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>spawn loop</div>
/ˈspɔːn ˌluːp/


<span id="term-ship%20corridor"></span>
#<small>''noun''</small> — a repeated trigger setup in which [[Spawn Trigger]]s repeatedly activate one another, allowing a sequence of triggers to loop infinitely.
<div id="ship_corridor" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">ship corridor</div>
#:<i>'By clicking the 'Create Loop' button, creators will automatically generate an empty, two-step spawn loop.'</i>
/ˈʃɪp ˌkɔrədɔr/
 
<span id='term-SPWN'></span>
<div id='SPWN' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>SPWN</div>
/ˈspɔːn/


# <small>''noun''</small> — a passage in a Ship section through which a player must fly without colliding with its upper or lower boundaries. Typically a narrow passage lined with spikes.
#<small>''proper noun''</small> — an abstracted programming language created by [[Spu7Nix]] that compiles text-based code to create triggers directly in Geometry Dash levels.
#: <i>"Straight-fly skills are required to pass the ship corridor at the start of the drop."</i>
#:<i>'[[Brainfugd]] was near-universally created using SPWN.'</i>


== X ==
<span id='term-swag%20route'></span>
<div id='swag_route' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>swag route</div>
/ˈswæɡ ˌruːt/; /ˈswæɡ ˌraʊt/


<span id="term-XXL"></span>
#<small>''noun''</small> — an unintended, typically harder alternative route through part of a level.
<div id="XXL" role="heading" aria-level="3" style="font-size:1.3em;font-weight:bold;margin-top:1em;">XXL</div>
#:<i>'SiKky frequently shouts 'Swag route let's gooooo!' when he finds a hidden route.'</i>
|-|
X=
<span id='term-XXL'></span>
<div id='XXL' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>XXL</div>
initialism, /ˌɛks ˌɛks ˈɛl/
initialism, /ˌɛks ˌɛks ˈɛl/
<br/>
<br/>
alt: extra-extra-long
alt: extra-extra-long


# <small>''adjective''</small> — (of a level, typically Classic mode) longer than five minutes in length.
#<small>''adjective''</small> — (of a level, typically Classic mode) longer than five minutes in length.
#: <i>"[[JonathanGD]] is well-known for his XXL Demon levels."</i>
#:<i>'[[JonathanGD]] is well-known for his XXL Demon levels.'</i>
</tabber>
[[Category:Community activities]]
[[Category:Wiki content status - meta]]

Latest revision as of 00:42, 17 October 2026

This page is a dictionary of common Geometry Dash terminology used by its online community. The purpose is to help players understand the jargon typically used by players.

asymmetrical dual

/ˌeɪsəˈmɛtrɪkəl ˈduəl/

  1. noun — a section in Dual mode in which the two icons have distinct gameplay.
    'Adding jump indicators to an asymmetrical dual lowered its learning curve.'

auto

/ˈɔːtoʊ/

  1. adjective — (of a level or section of gameplay) automatically completed; requires no input to complete.
    'Most auto transitions are marked with text objects.'
  2. noun — a user-made level typically requiring no player input to complete.
    'Geass's Easy rating was re-classified as Auto in Update 1.6.'

bot

/bɑt/

  1. noun — an external tool or modification that automatically performs and/or records inputs, commonly used to create showcases, test gameplay, or cheat.
    'I downloaded a bot to track my inputs and replay them for a showcase.'
  2. verb — to play or record a level using an external tool or modification that automatically plays a level.
    'The level was botted past 42%, as evidenced by a cut in the recording.'
  3. noun — short form of Robot, a game-mode.
    'Goober Rage Stage tests your bot handling skills.'

buff

/bʌf/

  1. noun — an edit made to a level that makes it harder.
    'The level received a buff that made several of its previous sections more difficult.'
  2. verb — the act of editing a level to make it harder.
    'At the host's request, the chokepoint was buffed further.'

buffer

/ˈbʌfər/

  1. noun — a held input made before it can take effect and is registered in the frame that the game permits it.
    'If you're struggling with landing on the jump pad, try to avoid buffers.'
  2. verb — to perform and hold an input while in mid-air that can only take place after landing.
    'Buffer the first orb to reach the coin.'

chokepoint

/ˈtʃoʊkˌpɔɪnt/
alt: choke point

  1. noun — a specific point or section in a level considered exceptionally easy to fail at; usually more difficult than the remainder of the level.
    'I've only passed that chokepoint once, and then crashed immediately afterward!'

click sync

/ˈklɪk ˌsɪŋk/

  1. noun — synchronisation between required player inputs and elements of a level's music, such as its rhythm, beats, or melody.
    'JamAttack uses click sync so that most inputs coincide with prominent beats in the song.'

crash trigger

/ˈkræʃ ˌtrɪɡər/

  1. noun — a malformed trigger setup engineered to crash the game when activated.
    'It appeared as though I'd found a secret way, but the level activated a crash trigger at 99%.'

derated

/ˌdiːˈreɪtɪd/
alt: de-rated

  1. adjective — (of a level) stripped of its awarded status.
    'Derated levels are usually deleted from the servers.'
  2. verb — (past participle) to revoke a user level's rated status.
    'The developer elected to derate all levels that were found to contain stolen assets.'

difficulty spike

/ˈdɪfɪkəlti ˌspaɪk/

  1. noun — a sudden and unprecedented increase in difficulty. May be between levels in a series or parts in a single level.
    'A massive difficulty spike at 70%? What could go wrong?'

first victor

/ˌfɝst ˈvɪktər/

  1. noun — (of a level) the first player, other than its verifier, to legitimately complete a level.
    'Zoink became the first victor of Society on 13 July 2026.'

flow gameplay

/floʊ ˈɡeɪmpleɪ/

  1. noun — a gameplay style that involves brief sections, rapid game-mode switching, high speeds, and learny gameplay. Commonplace in Demon levels.
    'Kyouki has flow gameplay, which makes it difficult to sight-read.'

frame alignment

/ˈfreɪm əˌlaɪnmənt/

  1. noun — the player's temporal position relative to the game's frames or physics steps, which can affect which frames are available for performing an input.
    'Entering the Robot portal with a different frame alignment can make the following timing impossible.'

frame-perfect

/ˌfreɪm ˈpɝfɪkt/
alt: frame perfect

  1. adjective — (of an input) requiring execution within a single-frame window to be performed successfully.
    'OniLink's frame-perfect clicks halted her progress.'
  2. noun — an input requiring execution within a single-frame window to be performed successfully; shortened form of 'frame-perfect input'.
    'Six consecutive frame-perfects at 240 FPS are required to beat the level.'

full solo

/fʊl ˈsoʊloʊ/

  1. noun — a level fully created, verified, and published by a single player.
    'Your contest entry must be a full solo; collaborations are not allowed.'

icon

/ˈaɪkɑn/

  1. noun — the player character in a level, or one of its customisable appearances corresponding to a particular game-mode.
    'The three mainline Demon levels each reward an icon for collecting all three of their secret coins.'

jump

/dʒʌmp/

  1. noun — an upward movement performed by a Cube or Robot.
    'You only have a few frames to clear the triple-spike jump.'
  2. verb — to cause an applicable game-mode to temporarily move upward by pressing an input.
    'The player must jump immediately after landing on the platform.'
  3. noun — a single obstacle or sequence requiring a temporary upward movement.
    'The final jump is a common chokepoint in Bloodbath.'
  4. noun — a progression from one level to another of significantly greater difficulty.
    'Going from an Easy Demon to an Extreme Demon is a considerable jump in difficulty.'
  5. verb — to progress directly from one level to another of significantly greater difficulty, usually without completing levels of intermediate difficulty.
    'She jumped from Acu to Acheron in four months.'
  6. verb — synonym of difficulty spike.
    'The coin's difficulty jumps from Insane to Medium Demon.'

jumpscare

/ˈdʒʌmpˌskɛr/

  1. noun — a sudden and unexpected appearance or recreation of a recognisable gameplay section from another level, typically used as a joke or reference.
    'A poster in GD GANGSTER RAP contains the Dash Spider jumpscare.'

Levelution

/ˌlɛvəˈluːʃən/
alt: #Levelution

  1. proper noun — a level-creation movement started by Optical in 2018 that advocated simpler, less object-intensive levels in response to increasingly high decoration and rate standards.
    'Danzmen was opposed to #Levelution on the grounds that a dedicated minimalist movement was unnecessary.'

minigame

/ˈmɪniˌɡeɪm/
alt: mini-game

  1. noun — a level in which the gameplay does not use the normal game-modes and instead uses triggers to simulate an entirely different game experience.
    'Incidius won two of three awards for Best Minigame.'

mixed dual

/ˌmɪkst ˈduəl/

  1. noun — an asymmetrical dual section that uses two separate game-modes.
    'The mixed dual section disrupted the level's balancing.'

muscle memory

/ˈmʌsəl ˌmɛməri/

  1. noun — unconscious memorisation and retention of gameplay via many repeated attempts.
    'Muscle memory is required to consistently clear frame-perfects.'

nerf

/nɝf/

  1. noun — an edit made to a level that makes it easier.
    'The level received a significant nerf following community backlash.'
  2. verb — the act of editing a level to make it easier.
    'The level was nerfed to the point that it could no longer be consider an Insane Demon.'

NoNG

acronym, /sɒŋ/

  1. noun — abbreviation of 'Not on Newgrounds', referring to a music track that cannot be selected for use in Geometry Dash. Excluding the Music Library, it must be downloaded and implemented using external means or tools.
    'A level with a NoNG is significantly less likely to be rated.'

open verification

/ˌoʊpən ˌvɛrəfəˈkeɪʃən/

  1. noun — a level lacking an assigned verifier which anyone may attempt to verify.
    'When the verifier's progress came to a halt, the host elected to make the level an open verification.'

pause-buffer

/ˈpɔːz ˌbʌfə/
alt: pause buffer

  1. noun — a method of rapidly pausing and unpausing the game to allow inputs to be timed on a nearly frame-by-frame basis. Often banned in top play as of Update 2.2.
    'As of February 2024, the Demonlist banned the use of pause-buffering to time inputs.'
  2. verb — rapidly pausing and unpausing the game to allow inputs to be timed on a nearly frame-by-frame basis.
    'Players can pause-buffer difficult inputs to execute them more precisely.'

playtester

/ˈpleɪˌtɛstər/

  1. noun — a confidant who is given a copy of an unreleased level to check for bugs and suggest changes.
    'Soliciting a playtester will significantly improve your level's reception.'

rate-worthy

/ˈreɪtˌwɝði/

  1. adjective — an unrated user level that is considered to meet the general quality standards required to receive a 'rate' from the game's developer, Robert Topala. Such levels typically have suitable gameplay, clean decoration, and polish.
    'This level I found in the magic tab is surprisingly rate-worthy.'

Rattledash

/ˈrætəlˌdæʃ/

  1. proper noun — a colloquial name coined by Colon for pixel art object 1276, which depicts a skeleton sitting.
    'It is impossible to complete The Cellar without blowing up Rattledash.'

roomslop

/ˈruːmˌslɑp/

  1. noun — a Platformer level characterised by a large number of single-screen rooms.
    'How to platformer started the trend of roomslop levels.'

ship corridor

/ˈʃɪp ˌkɔrədɔr/

  1. noun — a passage in a Ship section through which a player must fly without colliding with its upper or lower boundaries. Typically a narrow passage lined with spikes.
    'Straight-fly skills are required to pass the ship corridor at the start of the drop.'

showcase

/ˈʃoʊkeɪs/

  1. noun — a recording of a level intended to demonstrate its gameplay, decoration, or other features, without necessarily representing a legitimate completion.
    'Nexus was criticised for frequently uploading showcases of new List Demons.'
  2. verb — to record or display a level for the purpose of demonstrating its gameplay, decoration, or other features.
    'The final preview of the level was a full showcase.'

slope boosting

/ˈsloʊp ˌbuːstɪŋ/

  1. noun — a technique in Platformer mode, in which the player gains additional speed with timed jumps while moving upward along a steep slope.
    'The highest slope-boost climb is believed to be 116 blocks high.'
  2. verb — the act of precisely timing a directional change and a jump the exact moment a player hits a slope in Platformer Mode to gain a sudden burst of speed or height.
    'Slope boosting is required to complete Speedtek.'

spawn loop

/ˈspɔːn ˌluːp/

  1. noun — a repeated trigger setup in which Spawn Triggers repeatedly activate one another, allowing a sequence of triggers to loop infinitely.
    'By clicking the 'Create Loop' button, creators will automatically generate an empty, two-step spawn loop.'

SPWN

/ˈspɔːn/

  1. proper noun — an abstracted programming language created by Spu7Nix that compiles text-based code to create triggers directly in Geometry Dash levels.
    'Brainfugd was near-universally created using SPWN.'

swag route

/ˈswæɡ ˌruːt/; /ˈswæɡ ˌraʊt/

  1. noun — an unintended, typically harder alternative route through part of a level.
    'SiKky frequently shouts 'Swag route let's gooooo!' when he finds a hidden route.'

XXL

initialism, /ˌɛks ˌɛks ˈɛl/
alt: extra-extra-long

  1. adjective — (of a level, typically Classic mode) longer than five minutes in length.
    'JonathanGD is well-known for his XXL Demon levels.'