Glossary: Difference between revisions

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{{WIP}} <!-- This page is constantly being updated. It will never be considered 'complete', so the template has to stay. -->
<!-- Additions to this page are subject to staff review, and a case must be made for an inclusion if a term's relevance is disputed. -->This page is a '''glossary''' of [[Geometry Dash]] terminology and jargon commonly used by its online community.
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.
 
<tabber>
<tabber>
A=
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/


#<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.
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<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/


#<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.
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<span id='term-bot'></span>
<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>
<div id='bot' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>bot</div>
/bɑt/


#<small>''noun''</small> — an external tool or modification that automatically performs and/or records inputs, commonly used to create showcases, test gameplay, or cheat.
#<small>''noun''</small> — an external tool or modification that automatically performs and/or records inputs, commonly used to create showcases, test gameplay, or cheat.
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<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/


#<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.
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<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/


#<small>''noun''</small> — a held input made before it can take effect and is registered in the frame that the game permits it.
#<small>''noun''</small> — a held input made before it can take effect and is registered in the frame that the game permits it.
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<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/
<br/>
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.
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<span id='term-click%20sync'></span>
<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>
<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/


#<small>''noun''</small> — synchronisation between required player inputs and elements of a level's music, such as its rhythm, beats, or melody.
#<small>''noun''</small> — synchronisation between required player inputs and elements of a level's music, such as its rhythm, beats, or melody.
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<span id='term-crash%20trigger'></span>
<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>
<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.
#<small>''noun''</small> — a malformed trigger setup engineered to crash the game when activated.
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<span id='term-derated'></span>
<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>
<div id='derated' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>derated</div>
/ˌdiːˈreɪtɪd/
<br/>
alt: de-rated
alt: de-rated


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<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/


#<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.
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<span id='term-first%20victor'></span>
<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>
<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/


#<small>''noun''</small> — (of a level) the first player, other than its [[#verifier|verifier]], to legitimately complete a level.
#<small>''noun''</small> — (of a level) the first player, other than its [[#verifier|verifier]], to legitimately complete a level.
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<span id='term-frame%20alignment'></span>
<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>
<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.
#<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.
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<span id='term-frame-perfect'></span>
<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>
<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/
<br/>
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.
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<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/


#<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.
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<span id='term-icon'></span>
<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>
<div id='icon' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>icon</div>
/ˈaɪkɑn/


#<small>''noun''</small> — the player character in a level, or one of its customisable appearances corresponding to a particular game-mode.
#<small>''noun''</small> — the player character in a level, or one of its customisable appearances corresponding to a particular game-mode.
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<span id='term-jump'></span>
<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>
<div id='jump' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>jump</div>
/dʒʌmp/


#<small>''noun''</small> — an upward movement performed by a Cube or Robot.
#<small>''noun''</small> — an upward movement performed by a Cube or Robot.
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#<small>''verb''</small> — synonym of [[#difficulty spike|difficulty spike]].
#<small>''verb''</small> — synonym of [[#difficulty spike|difficulty spike]].
#:<i>'The coin's difficulty jumps from Insane to Medium Demon.'</i>
#:<i>'The coin's difficulty jumps from Insane to Medium Demon.'</i>
<span id='term-jumpscare'></span>
<div id='jumpscare' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>jumpscare</div>
/ˈdʒʌmpˌskɛr/
#<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
#<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.
#:<i>'Danzmen was opposed to #Levelution on the grounds that a dedicated minimalist movement was unnecessary.'</i>
|-|
|-|
M=
M=
<span id='term-minigame'></span>
<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>
<div id='minigame' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>minigame</div>
/ˈmɪniˌɡeɪm/
<br/>
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.
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<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/


#<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.
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<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/


#<small>''noun''</small> — unconscious memorisation and retention of gameplay via many repeated attempts.
#<small>''noun''</small> — unconscious memorisation and retention of gameplay via many repeated attempts.
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<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/


#<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.
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<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, /nɒŋ/


#<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.
#<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.
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<span id='term-open%20verification'></span>
<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>
<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/


#<small>''noun''</small> — a level lacking an assigned verifier which anyone may attempt to verify.
#<small>''noun''</small> — a level lacking an assigned verifier which anyone may attempt to verify.
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<span id='term-pause-buffer'></span>
<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>
<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


#<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]].
#<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]].
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<span id='term-playtester'></span>
<span id='term-playtester'></span>
<div id='playtester' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>playtester</div>
<div id='playtester' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>playtester</div>
/ˈpleɪˌtɛstər/


#<small>''noun''</small> — a confidant who is given a copy of an unreleased level to check for bugs and suggest changes.
#<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>
#:<i>'Soliciting a playtester will significantly improve your level's reception.'</i>
|-|
R=
<span id='term-Rattledash'></span>
<div id='Rattledash' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>Rattledash</div>
/ˈrætəlˌdæʃ/
#<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>
<div id='roomslop' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>roomslop</div>
/ˈruːmˌslɑp/
#<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>
|-|
|-|
S=
S=
<span id='term-ship%20corridor'></span>
<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>
<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.
#<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.
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<span id='term-showcase'></span>
<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>
<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.
#<small>''noun''</small> — a recording of a level intended to demonstrate its gameplay, decoration, or other features, without necessarily representing a legitimate completion.
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<span id='term-slope%20boosting'></span>
<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>
<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.
#<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.
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<span id='term-spawn%20loop'></span>
<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>
<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/


#<small>''noun''</small> — a repeated trigger setup in which [[Spawn Trigger]]s repeatedly activate one another, allowing a sequence of triggers to loop infinitely.
#<small>''noun''</small> — a repeated trigger setup in which [[Spawn Trigger]]s repeatedly activate one another, allowing a sequence of triggers to loop infinitely.
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<span id='term-SPWN'></span>
<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>
<div id='SPWN' role='heading' aria-level='3' style='font-size:1.3em;font-weight:bold;margin-top:1em;'>SPWN</div>
/ˈspɔːn/


#<small>''proper noun''</small> — an abstracted programming language created by [[Spu7Nix]] that compiles text-based code to create triggers directly in Geometry Dash levels.
#<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>'[[Brainfugd]] was near-universally created using SPWN.'</i>
#:<i>'[[Brainfugd]] was near-universally created using SPWN.'</i>
<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/
#<small>''noun''</small> — an unintended, typically harder alternative route through part of a level.
#:<i>'SiKky frequently shouts 'Swag route let's gooooo!' when he finds a hidden route.'</i>
|-|
|-|
X=
X=
<span id='term-XXL'></span>
<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>
<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/
<br/>
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.

Revision as of 06:46, 26 September 2026

This page is a glossary of Geometry Dash terminology and jargon commonly used by its online community.

asymmetrical dual
  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
  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
  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
  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
  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
  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
  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
  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

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
  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
  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.'

frame alignment
  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
  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
  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
  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
  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.'

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

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

nerf
  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
  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
  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
  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
  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.'

ship corridor
  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
  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
  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
  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
  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.'

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