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{{IB-Level |image = HowToPlatformer.png |id = 104187415 |creator = thearmyants |created = [[Update 2.2]] |difficulty = {{InsaneDemon}} |moons = 10 |length = Platformer |objects = 87,378 |copytype = No password |downloads = 9.33M |likes = 269.7K |rating = Moon-rated |artist = [https://incompetech.com Kevin MacLeod] |music = *[https://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100737 Amazing Plan] *[https://incompetech.com/music/royalty-free/index.html?isrc=USUAN1600055 BossaBossa] *[https://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100302 Breaktime] *[https://incompetech.com/music/royalty-free/index.html?isrc=USUAN1600008 Cyborg Ninja] *[https://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100564 Desert City] *[https://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100768 Fluffing a Duck] *[https://incompetech.com/music/royalty-free/index.html?isrc=USUAN1300010 Local Forecast] *[https://incompetech.com/music/royalty-free/index.html?isrc=USUAN1700008 March of the Spoons] *[https://incompetech.com/music/royalty-free/index.html?isrc=USUAN1500014 Meatball Parade High Quality] *[https://incompetech.com/music/royalty-free/index.html?isrc=USUAN1400011 Monkeys Spinning Monkeys] |musicid = *10002980 *10002992 *10002993 *10003025 *10003039 *10003064 *10003093 *10003098 *10003102 *10003117 }} '''How to platformer''' is a [[Update 2.2|2.2]] Insane Demon platformer level by thearmyants, published on 20 April 2024.<ref>https://www.youtube.com/watch?v=nP7ZvNzcwZs</ref> It contains a total of 2024 rooms, which the player must beat. It is currently the most-liked and most-downloaded Insane Demon platformer level. ==Description== ===General=== How to platformer is an extremely long, room-based platformer level that teaches the player various platformer mechanics across every platformer game-mode. It begins with simple sections but gradually increases in difficulty as the player progresses. ===Structure=== The rooms in the level are 9 blocks wide and 5 blocks high, and all of them—except for room 1, rooms 1005-1100, rooms 1652-1656, rooms 1658-1676, and rooms 1678-1815—feature a checkpoint. From rooms 1-1650 and 1820-2024, the layout follows a repeating pattern: the player progresses 9 rooms to the right, moves up to the room above, then travels 9 rooms to the left, ascends again, and continues this sequence. Sets of rooms, usually 100, are grouped by a specific theme, such as platformer game-modes, seasons, or other concepts. Each set has its own music, so the background soundtrack changes whenever the player enters a new set of rooms. These sets usually increase in difficulty gradually, starting with very easy rooms and progressing to more challenging ones toward the end, before the player advances to the next set of rooms. Every room, except for room 1, rooms 1652-1815, and room 2024, has its own name displayed in the top-left corner, which may describe its contents, reference another level, or convey a message to the player. Additionally, every room except 1651-1815 has its number displayed in the top-left or top-right corner. The colour of the rooms typically changes every 10 rooms, and most rooms feature simple patterns or basic elements in the background. ===Rooms 1-100 (Cube Trials)=== How to platformer begins with the text 'Welcome to -How to platformer-' displayed at the top of room 1, along with the message 'If you suck at platformer, I hope you can get better by the end of this:D' shown in the bottom-left corner. Immediately after, in room 2, the message 'This level is EXTREMELY long, gl!' is displayed. Room 7 is titled 'retry', teaching the player that if they get stuck, they can press the retry button to restart the room from the beginning. Room 10 teaches the player that after every 10 rooms, instead of progressing sideways, they must move upwards through the ceiling. The rooms in this set feature cube gameplay with various platformer elements: semisolids, marked with an arrow, are first introduced between rooms 10 and 11; slopes appear for the first time in room 14; spikes are introduced in room 27; smaller blocks are introduced in room 43; green dash orbs first appear in room 62; and pink size portals are first introduced in room 83. This set of rooms concludes with the 'CUBE TEST', spanning rooms 96-99, which contains the most difficult rooms of the level up to that point. Room 100 is named 'The end?', suggesting to the player that the level may or may not end there. The background music in these rooms is 'Amazing Plan'. ===Rooms 101-200 (Jetpack Trials)=== When the player enters room 101, the level's music changes for the first time, and the room is named 'Absolutely NOT', providing an answer to the question posed by room 100's name. Immediately after, room 102 is named 'Cube tutorial is over! Time for the JetPack', and it contains a jetpack portal. From this room onward, the levels in this set are played using the jetpack game-mode. This set of levels also introduces new platformer mechanics: green size portals appear for the first time in room 107, and invisible blocks are first introduced in room 123. Similar to rooms 96-99, this set of levels concludes with a challenge titled 'JETPACK TRIAL', spanning rooms 196-199. Room 200 is named 'the... end?', suggesting to the player that, unlike room 100, the level might actually end after this room. The background music in these rooms is 'BossaBossa'. ===Rooms 201-300 (Ball Trials)=== After entering room 201, the music changes once again, and the room is simply named 'no', answering the question posed by room 200's name. Right after that, room 202 is named 'Next gamemode! The ball!' and contains two unavoidable ball portals. From this room onward, the levels in this set are played using the ball game-mode. Room 205 introduces the pink, yellow, and red pads, which will frequently appear throughout this set. Rooms 281-290 form a mini-series called 'The tube trials', featuring very narrow corridors. Just like in the first two sets, this set of levels concludes with a challenge, this time titled 'BALL TRIALS', spanning rooms 295-299. Room 300 is named 'DOES IT END?!', referencing the already considerable length of the level. The background music in these rooms is 'Fluffing a Duck'. ===Rooms 301-400 (UFO Trials)=== Room 301 is simply titled 'Of corse not.' indicating that the level is still not ending. Immediately after, room 302 is named 'Ball trials over, UFO trials, START!', and the player enters a UFO portal. From this room onward, the levels in this set use the UFO game-mode. This set introduces pink orbs to the level in room 325. It concludes with the 'UFO TRIALS', spanning rooms 396-399. Room 400 is named 'gg?', still teasing that the level might end there, but, of course, it does not. The background music in these rooms is 'Cyborg Ninja'. ===Rooms 401-500 (Spider Trials)=== Room 401's name ('ahahaha... no') also refers to the level not ending. Right after that, room 402 is called 'UFO trials over SPIDER TIME!!'. From this room onward, the levels in this set are played using the spider game-mode. This set introduces yellow orbs to the level in room 415. It concludes with the 'SPIDER TRIALS', spanning rooms 495-499. Unlike previous rooms with numbers divisible by 100, room 500's name does not refer to the level ending; instead, it is just 'you have come far'. The background music in these rooms is 'Breaktime'. ===Rooms 501-600 (Robot Trials)=== Room 501 is named '..but not far enough', and in room 502, titled 'Spider trials over! ROBOT TIME!!!!!', the player is introduced to the final remaining platformer game-mode, the robot game-mode, which they will use from this room onward in this set of levels. In room 503, a message is displayed stating, 'With the robot in the equation now... things are going to get much, MUCH harder. Good luck ;)', foreshadowing that many of the hardest rooms later in the level will be robot-based. Room 594 displays the text 'no... big robot? I wonder why...', implying that all previous trials featured the large version of the respective game-mode, but this one does not. This set of levels concludes with the 'ROBOT TRIALS', spanning rooms 595-599. In room 600, a message is displayed: 'Well... that's all the gamemodes... so what's next?', referring to the fact that no other platformer game-modes remain beyond those already featured in previous sets of rooms. This set of levels concludes the game-mode-themed room sets. The background music in these rooms is 'Local Forecast'. ===Rooms 601-700 (Overall Trials)=== These trials are where thearmyants begins running out of ideas and starts reusing all the game-modes. Rooms 601-613 feature robot gameplay, with the normal-sized robot first introduced in room 605. Rooms 613-623 feature UFO gameplay, followed by rooms 623-635 returning to robot gameplay. Rooms 635-643 feature spider gameplay, while rooms 644-669 use the jetpack game-mode. Notably, room 666 is a particularly difficult jetpack room titled 'EVIL' to watch out for, featuring an Extreme Demon face in the centre, and two rooms after that, room 668 displays the player's attempt count. Rooms 669-690 return to UFO gameplay. Although multiple game-mode portals appear in room 690, the level continues with UFO gameplay until room 693. Rooms 693-700 feature cube gameplay, with the first invisible spikes in the level appearing in room 699. The second half of room 699 and room 700 consist entirely of invisible elements, foreshadowing that the next set of levels will follow this theme. Unlike previous sets, this set of levels does not conclude with a dedicated trial section. The background music in these rooms is 'Monkeys Spinning Monkeys'. ===Rooms 701-800 (Invisible Trials)=== Everything in these trials becomes visible only when the player is close to them. The rooms also do not feature any background elements, as they are 'invisible' as well. Rooms 701-726 use the cube game-mode, rooms 726-740 use the ball game-mode, rooms 740-765 feature the jetpack, rooms 765-785 use the robot game-mode, rooms 785-792 feature the spider game-mode, and rooms 792-800 return to robot gameplay. In room 800, the effect clears, and the player can see again. The background music in these rooms is 'Meatball Parade High Quality'. ===Rooms 801-900 (Mini Trials)=== This set of levels begins with room 801, titled 'The MINI Trials...', which establishes the theme of the set. All rooms in this section use mini mode and typically feature smaller blocks or spikes. In the first half of this set, rooms 801-851 use the robot game-mode, rooms 851-871 feature the jetpack, rooms 871-882 use the UFO, and rooms 882-900 switch to cube gameplay. Room 900 is named '100 more?', suggesting to the player that the level may contain a total of 1000 rooms. The background music in these rooms is 'Desert City'. ===Rooms 901-1000 (Robot Trials Part 2)=== The level in this set gets harder, and these rooms use needle gameplay much more. Room 901 is named "Robot trials...", and room 902 is titled "PART 2!!!!", indicating that this set is a continuation of the Robot Trials that previously spanned rooms 501 to 600. Unlike previous sets, the background does not change between rooms; instead, it consistently features a skull in the center throughout this entire set. In room 946, the first saws appear. Room 1000 is called 'THE END.' and features a moon above a triple spike on the left side, despite not being the actual ending of the level. If the player attempts to jump to the moon, they are launched upward into room 1001, which is foreshadowed by the presence of semisolids at the top of the room. The background music in these rooms is 'March of the Spoons'. ===Rooms 1001-1100 (Speedrun Trials)=== This set of rooms begins with room 1001 making fun of the player for thinking the level would end after 1000 rooms. Rooms 1003 and 1004 introduce a speedrun challenge in which the player must complete rooms 1005-1100 in under 15 minutes (900 seconds) without the use of checkpoints or spikes. Failing to meet these conditions causes room 1100 to become blocked with spikes, requiring a manual restart. Activating the smiley-face trigger in room 1004 initiates the speedrun. Room 1024 introduces the first red orb in the level, spider orbs first appear in room 1035, and black orbs are introduced in room 1043. Rooms 1001-1100 feature the following game-modes: the cube from rooms 1001-1044, the jetpack from 1044-1062, the robot from 1062-1071, and the UFO from 1071-1100. Beginning in room 1079, force blocks appear that push the player while using the UFO. Throughout this set of levels, a timer in the background tracks the number of seconds elapsed since the player activated the 'Start' trigger in room 1004. Before activation, the timer displays 0.00. The background music in these rooms is 'Amazing Plan'. ===Rooms 1101-1200 (Spring Trials)=== These rooms are themed around the spring season, as indicated by the name of room 1102, 'Spring Trials!'. This set makes extensive use of orbs and pads. Throughout this set, the background consistently features grass-like structures. Room 1112 is the first one to feature blue pads in the level, room 1136 introduces blue orbs, and room 1139 is the first to include spider pads. Rooms 1101-1200 feature the following game-modes: the cube from rooms 1101-1142, the ball from 1142-1173, the UFO from 1173-1193, and the cube again from 1193-1200. Room 1198, titled 'calendar progression', features a calendar in which the first row of orbs signifies the completion of one of the four seasons. The name of room 1200, 'goodbye spring', further indicates the conclusion of the Spring Trials. The background music in these rooms is 'BossaBossa'. ===Rooms 1201-1300 (Summer Trials)=== These rooms are themed around the summer season and have fewer clicks but harder timings, as indicated by the name of room 1201, 'Summer trials less clicks, harder timings.' Throughout this set, the background consistently features flowers, while the foreground contains numerous sawblades and the rooms typically feature an orangish colour scheme. Rooms 1201-1300 feature only two game-modes: the cube from rooms 1201-1235 and the jetpack from 1235-1300, with the cube game-mode returning in room 1300. At room 1232, the first fixed hitbox spikes appear, marked with a skull. Room 1298, titled 'FIRE', is the only room in the level that partially prevents the player from seeing its icon, using fire-themed objects to achieve this effect. In room 1299, titled 'time goes by', a calendar appears similar to the one in room 1198, this time displaying two rows of orbs to indicate the completion of two of the four seasons. The name of room 1300, '2/4 seasons', further indicates the conclusion of the Summer Trials. The background music in these rooms is 'Fluffing a Duck'. ===Rooms 1301-1400 (Fall Trials)=== These rooms are themed around the fall season and feature high gravity, as indicated by room 1301's name, 'fall', and the text 'high high gravity' displayed in the background. Throughout this set, the background consistently features a leaf. Room 1335 introduces invisible orbs in the level. Rooms 1301-1400 feature the following game-modes: the cube in rooms 1301-1142, the UFO in rooms 1342-1372, and the robot in rooms 1372-1400. In room 1399, a third calendar appears, this time featuring three rows of orbs indicating the end of Fall Trials. In room 1400, the gravity turns back to normal. The background music in these rooms is 'Cyborg Ninja'. ===Rooms 1401-1500 (Winter Trials)=== These rooms are themed around the winter season, as indicated by room 1401's name, 'WINTER!', and feature slippery ice blocks. Throughout this set, the background consistently features a snowflake, and the rooms typically feature a whitish or bluish colour scheme. The first ice block in the level appears in room 1403, and the first invisible ice blocks appear in room 1465. Rooms 1401-1500 feature only two game-modes: the cube in rooms 1401-1439 and the robot in rooms 1439-1500, with the cube game-mode returning in room 1500. In room 1499, titled '1 GD YEAR', the final calendar appears, displaying four rows of orbs to signify the completion of not only the Winter Trials but the Season Trials sets altogether. Room 1500 is titled 'Well, what could POSSIBLY be next...?' The background music in these rooms is 'Breaktime'. ===Rooms 1501-1600 (Mirror Trials)=== In this trial, every second row of rooms features a horizontally mirrored version of the previous row, as indicated by room 1501's name, 'the mirror trials'. Some of the later rooms foreshadow their mirrored image through an easier or harder future path, or a completely different route altogether. Throughout this set, the background consistently features a soundwave-like object. The first two pairs of rows, consisting of rooms 1501-1520 and 1521-1540, feature cube gameplay. The third pair, rooms 1541-1560, features jetpack gameplay; the fourth, rooms 1561-1580, features UFO gameplay; and the final pair, rooms 1581-1600, features robot gameplay. Room 1600 is named 'exit the mirror', signalling the end of this set of rooms. The background music in these rooms is 'Local Forecast'. ===Rooms 1601-1650 (Moon Trials)=== This set of levels begins with room 1601, titled 'THE MOON TRIALS', and room 1602, titled 'no gravity', indicating that these rooms feature low gravity. Throughout this set, the background consistently features the Moon, and the rooms typically use a whitish or greyish colour scheme. These rooms only feature cube gameplay. In room 1641, the player reaches the top of the editor, and the rooms become completely black. Rooms 1641-1650 have the following names: 'Well...', 'we are at the height limit', 'cant go higher then this', 'how could this continue?', 'the height is right above this room', 'think for a second', 'there is truly only one way to go', 'I mean, isnt it obvious?', 'if you cant go up', 'GO DOWN!', signalling that from this point onward, the player will no longer be progressing upward. These rooms are all empty except for room 1649, which contains a spike that blends perfectly with the background to trick the player. Unlike all previous rooms that ended with 0, room 1650 is exited from its side, marked with an arrow pointing sideways and the text 'ROOMS 1651-1815 (no numbers)'. With this, the Moon Trials conclude after just 50 rooms, unlike all previous sets of levels, which were 100 rooms long. The background music in these rooms is 'Monkeys Spinning Monkeys'. ===Rooms 1651-1815 (Falldown Trials)=== There are no numbers in these rooms, and, apart from room 1651, none of them have names either. In this set of rooms, the background is blue with occasional clouds, giving the player the impression that they were inside a very tall tower up to room 1650 and are now outside. As in the previous section, this part features only the cube game-mode. Room 1651's title is 'FALLDOWN TRIALS', indicating that this set of levels is about falling gameplay, and it has the texts 'take multiple tries to learn each section' and 'fake spikes are whats coming up'. In rooms 1652-1656, the player falls while avoiding spikes, using fake spikes to anticipate upcoming hazards. Room 1657 features a checkpoint, followed by rooms 1658-1676, which repeat the same falling-and-spike gimmick as the earlier rooms. Room 1677 then includes another checkpoint, along with the texts 'ok im bored of spikes, lets do something with COINS' and 'take a break...'. After room 1677, the spikes are replaced with coins that the player can collect. At the end of this section, in room 1815, the player reaches the ground, where the total number of collected coins is displayed along with the text 'Ok, breaktime over.' Unlike other parts of the level, the background music does not change compared to the previous part. ===Rooms 1816-1900 (Hypnosis Trials)=== After room 1815, the level continues with some rooms that are even more difficult than the previous ones. Room 1816 is titled 'The Hypnosis Trials', marking the beginning of this set of rooms. After progressing through rooms 1816-1820, the player gets back on track and enters the second 'tower' of rooms. Throughout this set, the background consistently features a spiral, likely referencing the hypnotic theme of these rooms in the Hypnosis Trials. The Room 1828 is the only room in the level to feature mirror portals. Room 1855 introduces a new type of spikes. This set contains some of the hardest rooms in the entire level, including rooms 1826, 1872, and 1889. Rooms 1815-1900 feature the following game-modes: robot from rooms 1816-1834, ball from 1834-1859 (with room 1859 being the last room in the entire level entered using the ball), jetpack from 1859-1892, UFO from 1892-1897, and cube from 1897-1900. The background music in these rooms remains 'Monkeys Spinning Monkeys', just as in the previous two sets of rooms. ===Rooms 1901-2000 (Finale Trials)=== Before the finale trials begin, room 1901 says 'Gd twitter submissions', with the next three rooms being made by people who submitted them through Twitter, namely @frozen_water4, @GeoReffGD and @Zyc4nthropy. After that, room 1905, titled 'Finale trials begin.', displays the text 'have fun.', marking the start of the hardest rooms in the level. Throughout this set, the background consistently features a star. Rooms 1901-2000 feature the following game-modes: cube from rooms 1901-1911 (with room 1911 being the last room entered using the cube), jetpack from 1911-1928 (with room 1928 being the last room entered using the jetpack), spider from 1928-1948 (with room 1948 being the last room entered using the spider), UFO from 1948-1964 (with room 1964 being the last room entered using the UFO), and robot from room 1964 until the end of the level, with room 1964 titled 'best for LAST'. Room 1972 is an exceptionally difficult room titled 'excruciating pain'. Rooms 1973-1985 are named after the platformer Extreme Demons that had been rated before this level was released, except for room 1981, which is titled 'literally above you', referencing the fact that the final gameplay room, room 2000, is located directly above it. In room 1990, there is a text, 'Run to the end! You are almost there', just before the player enters the final row of 10 gameplay rooms. These ten rooms include several of the most difficult rooms in the entire level, such as room 1992, titled 'Mercy lacking', and room 1997, titled 'Torture'. They also include an empty room, room 1991, titled ':)'. In room 1999, titled 'gg', the creator, thearmyants, congratulates the player. In room 2000, a large '2000' is displayed alongside the word 'stellar.' The background music in these rooms is 'Meatball Parade High Quality'. ===Rooms 2001-2024 (Ending)=== Upon entering room 2001, the music remains unchanged. This set of rooms features a heart in the background, and all rooms are green and contain no gameplay elements, except for rooms 2010 and 2020, which have yellow pads on their sides that propel the player to the next room, and room 2017, which contains a single yellow pad. The room names for rooms 2001-2022 are as follows: 'Don't Worry', 'These Are Just Credits', 'PLAYTESTED BY Abso GD', 'DEDICATED TO:', 'nova4664', 'pettsu', 'Jollyappleman', 'whippie37', 'JopoTV', 'therealmannyheffley', 'kevin macleod', 'Myaaaaaa', 'the platformer demonlist', 'zYuko', 'neonnexusSC', 'well', 'this level has', 'almost 90k objects', 'around 20 days of work', 'made by thearmyants', 'made in geometry dash', and '2.2 is amazing.' Room 2023, titled 'Made In…', features the logo of TheArmyAnts. The final room, 2024, displays a large room number in the centre, so that rooms 2023 and 2024 together read 'Made in 2024'. Below the number is an icon resembling [[Robert Topala|RobTop]], and if the player passes him, he says, 'Thanks for rescuing me! But the princess is in another castle,' referencing [[Wikipedia:Super Mario Bros.|Super Mario Bros.]] In the bottom-right corner of the room, a moon icon serves as the level's exit, ending the level shortly after being touched. ==Gameplay== {{VC|jLEAeNBd-6s}} ==Trivia== *How to platformer uses 10 songs and one sound effect. **All the music was composed by Kevin MacLeod.<ref>https://www.youtube.com/@incompetech_kmac</ref> *Between 24 April and 20 May 2024, How to platformer repeatedly fluctuated between the Insane Demon and Extreme Demon difficulty ratings, ultimately settling as an Insane Demon. *Although How to platformer aims to teach many aspects of every platformer game-mode, it does not include any dual gameplay, pink dash orbs, or green orbs. *How to platformer featured several mini-series of rooms: **The maze series contains rooms 8, 34, 68, 105, 118, 127, 277, 683, and 762. **The 'don't fall' series contains rooms 6, 24, 44, 78, 453 and 1320. **The puzzle series contains rooms 407 and 446. **The 'aint reading allat' series contains rooms 352 and 503. *No rooms outside Speedrun Trials feature any black orbs. *Rooms 1914 and 1918 are the only ones to feature the ice blocks outside Winter Trials. *Room 690 is the only one to feature multiple game-mode portals. *How to platformer includes the following typos (some of these might be intentional): {{Togglebox |header = Room Name Typos |body = <nowiki /> *Room 10's name is 'Ascention' instead of 'Ascension'. *Room 120's name is 'snake ascention' instead of 'snake ascension'. *Room 301's name is 'Of corse not.' instead of 'Of course not.' *The text in room 352 contains 'ma de' instead of 'made'. *Room 620's name is 'electric ascention' instead of 'electric ascension'. *Room 672's name is 'consistancy' instead of 'consistency'. *Room 894's name is 'Shrinking out of existance' instead of 'Shrinking out of existence'. *Room 916's name is 'timyier timings', which was likely intended to be 'timier timings', but it is misspelt. *Room 997's name is 'unreal consistancy' instead of 'unreal consistency'. *Room 1010's name is 'fastest ascention' instead of 'fastest ascension'. *Room 1165's name is 'Easyest demon' instead of 'Easiest demon'. *Room 1503's name is 'odd obsticles' instead of 'odd obstacles'. *Room 1643's name is 'cant go higher then this' instead of 'cant go higher than this' (excluding the missing apostrophe). *Room 1861's name is 'misalligned' instead of 'misaligned'. *Room 1910's name is 'ASCENTION #1' instead of 'ASCENSION #1'. *Room 1919's name is 'Prescise 100' instead of 'Precise 100'. *Room 1936's name is 'spider consistancy' instead of 'spider consistency'. *Room 1970's name is 'ASCENTION #2' instead of 'ASCENSION #2'. }} {{Togglebox |header = Levels inspired by How to platformer |body = <nowiki /> *TOP 10000 CHEESE *How To Platformerer *How To Needle *Platformer Manual *How 2 Platformer (GDRandomStuff) *ComoJugarPlataformas *[[FURY OF 500]] *How 2 Platformer (Xalamander) *I00 *GDTrials *The 300 Trials *50 Rooms of EE *100 Levels of CUBE *Generic Room Level *Many Fun Rooms Await *72 *How To Spam *how to robot *200 rooms *Globed 100 levels *Globed 100 levels 2 *how to Spiderr *How to Ball *How to Spider *Addiction *How to Jetpack *60 Rooms of Fun *60 Rooms of Funny *HOW TO UFO *How to Randomizer *HowToHype *How to Swing }} ==References== <references /> [[Category:Platformer levels]]
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