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Heartbeat
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==Description== Heartbeat begins with a half-speed cube section with a blind jump and consists of several sets of double-spike jumps. This section has a dark atmosphere with the background flashing dark red at the music's beat of a heartbeat. The jumps get harder, and the music speeds up. The next part contains some invisible orbs that the player must hit to continue. The part after is blue orb spam with a fake ceiling, which the player must deliberately miss one of the blue orbs to fall upwards. The next part is a mini-cube section with a bunch of spam and tricks to throw the player off. Next is a double-speed memory cube section with columns of moving orbs, followed by a spike corridor with a row of pink orbs that requires the player to hit the middle of the orbs. Afterwards, there is a memory section containing many tricky orb configurations with gravity portals, including orbs inside portals. Afterwards, there is a ball part with a bit memorization, speed changes, and timings, followed by a similar dual-ball segment, and the music gets intense. This dual is more basic tight orb inputs, but one of the slopes is accidentally inverted. Next, there is an easier yet tricky ball part, followed by a cube part with a single orb. The music ramps up in intensity before transitioning into the UFO. This difficult UFO segment features numerous tight timings and requires a bit of spamming, as well as tricky gravity portals and orb usage. After that, there is a row of alternating yellow and blue gravity portals that syncs with the music. Then there are more basic UFO timings, ending the part with lots of UFO spam, having spikes gradually poking upwards. This section leads to a brief auto cube section at half speed that drops the player downwards as the music drops. The player enters a long wave spam section, switching from triple speed and half speed, and features size changes, everything syncing with the music. The platforms move up and down; the required spam gets tighter as the player slows down, and the space becomes more open when becoming mini, which also well syncs with the music. This sequence repeats a couple of times. Afterwards, there is a memory wave sequence with more speed and size portals, culminating in a dual at the end. After the dual, there is a tight wave spam containing even more speed portals that requires going through shrunk corridors to the corners at half speed, which goes up and then down, before ending it with mini-wave spam at triple speed. The player enters a long wave spam section, switching from triple speed The music calms down and transitions into a double-speed ship sequence with many orb timings, tight manoeuvres, and memory sections, ending it off with a straight-fly with spikes closing in. Next is a half-speed robot segment with numerous tricky jumps that are hard to see, then some memory in the middle of the segment, before ending with a climb to the next part. The final part is a fairly long cube section consisting of some orb-in-portal inputs that require the player to flip around quite a bit, with a final trick portal at the end, which is a tight timing. The level ends with text of the creators' names, 'By AirSwipe Krazy Anubis'.
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