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Revision as of 19:05, 12 October 2026
How to platformer is a 2.2 Insane Demon platformer level by thearmyants, published on 20 April 2024.[1] It contains a total of 2024 rooms, which the player must beat.
Description
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.
Gameplay
General 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 to 1650 and 1820 to 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 after every 10 rooms.
Rooms 1-100 (Cube Trials)
The level 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. These rooms 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 instroduced 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 to 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 to 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 jump pads, which will frequently appear throughout this set. Rooms 281 to 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 to 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 jump 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 jump 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. 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. The normal robot is also introduced. Watch out for room 666, a very hard jetpack room. Two rooms after that, it shows the player's attempt count. In room 699, the first invisible spikes appear.
Rooms 701-800 (Invisible Trials)
Everything in these trials becomes visible only when the player is close to them. In room 800, the effect clears, and the player can see again.
Rooms 801-900 (Mini Trials)
All of the rooms use the mini mode. Small blocks are now introduced.
Rooms 901-1000 (Robot Trials Part 2)
The level gets harder, and these rooms use needle much more. In room 946, the first saws appear. Room 1000 says 'THE END.' even though it is not the level's actual ending.
Rooms 1001-1100 (Speedrun Trials)
There are no checkpoints or spikes until room 1100. The player must complete all rooms in under 15 minutes, or they will have to restart manually. In rooms 1079 onwards, there will be force blocks that push the player.
Rooms 1101-1200 (Spring Trials)
These rooms use a lot of orbs and pads. In room 1198, the first calendar shows one row of orbs.
Rooms 1201-1300 (Summer Trials)
These rooms have fewer clicks but harder timings. In room 1299, the second calendar shows two rows of orbs.
Rooms 1301-1400 (Fall Trials)
These rooms have high gravity. In room 1399, the second calendar shows three rows of orbs.
Rooms 1401-1500 (Winter Trials)
These rooms have ice blocks. In room 1465, the first invisible ice blocks appear. In room 1499, the second calendar shows three rows of orbs.
Rooms 1501-1600 (Mirror Trials)
Each row of rooms in this trial has a mirrored image of the next row.
Rooms 1601-1650 (Moon Trials)
These rooms have low gravity. In room 1641, the player reaches the top of the editor. '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!'
Rooms 1651-1815 (Falldown Trials)
There are no numbers in these rooms. The player falls, avoiding spikes, using the fake spikes to anticipate what is coming. There are checkpoints at rooms 1657 and 1677. After room 1677, the spikes are replaced with coins. Room 1815 shows how many coins the player has collected.
Rooms 1816-1900 (Hypnosis Trials)
The level returns with some even harder rooms. In room 1820, the player gets back on track and enters the second 'tower' of rooms. Room 1855 introduces new kinds of spikes.
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. After that, the hardest rooms of the level begin. Have fun. Rooms 1973-1985 are named after the platformer Extreme Demons. At room 1990, it says 'Run to the end! You are almost there', as the final 10 rooms appear. In room 2000, a big 2000 appears, along with the word 'stellar'.
Rooms 2001-2024 (Ending)
'Dont 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, 2.2 is amazing. Made in... 2024 Thanks for rescuing me! But the princess is in another castle'
Walkthrough
Trivia
- How to platformer uses 10 songs and one sound effect.
- All the music was composed by Kevin MacLeod.[2]
- Although How to platformer aims to teach many aspects of every platformer game-mode, it does not include any dual gameplay.
- How to platformer featured several mini-series of rooms:
- The maze series contains rooms 8, 34, 68, 105, 118, 127, and 277
- The 'don't fall' series contains rooms 6, 24, 44, 78, and 453
- The puzzle series contains rooms 407 and 446
- The 'aint reading allat' series contains rooms 352 and 503
- How to platformer includes the following typos:
- 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'.
- How to platformer used to be rated an Extreme Demon before being demoted to an Insane Demon.
Levels inspired by How to platformer
- Platformer Manual
- ComoJugarPlataformas
- FURY OF 500
- How 2 Platformer
- I00
- GDTrials
- Generic Room Level
- Many Fun Rooms Await
- how to robot
- 200 rooms
- how to Spiderr
- Addiction
- How to Jetpack
- 60 Rooms of Fun
- 60 Rooms of Funny
- HOW TO UFO
- How to Randomizer
- (add more, there are more)