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{{IB-Level
{{Stub}}{{Infobox Level|image = File:Marat.png|creator = [[Weoweoteo]] (publisher) and [[Hinds]] (Verified by [[Luqualizer]])|difficulty = [[File:Extreme Demon.png|20px]] Extreme Demon|stars = 10[[File:Star.png|15px]]|id = 57595201|version = 1|last_updated = 2.1|composer = sLate10|song = Troubles|song_id = 659669}}
|image     = Marathon.png
'''Marathon''' is a 2.1 Extreme Demon collaboration created by [[Weoweoteo]] and [[Hinds]] and verified by [[Luqualizer]]. It is known for how most of the gameplay is based on memory and fakes, and also because how most of the level has outdated decoration. It is currently on the Legacy List of the [[Geometry Dash Demonlist|''Geometry Dash'' Demonlist]] and #74 on the GD Mobile Lists, above Triple Six (#75) and below Multition (#73).  
|id        = 57595201
|creator   = [[weoweoteo]] (publisher); Hinds
|verifier  = [[Luqualizer]]
|created    = [[Update 2.1]]
|updated    = [[Update 2.2]]
|difficulty = {{ExtremeDemon}}
|stars      = 10
|coins      = 3
|length    = 4m 34s (XL)
|objects    = 32,994
|copytype  = No password
|downloads  = 326K
|likes      = 15.2K
|rating    = Featured
|artist    = [https://metea11.newgrounds.com/ Metea11]
|music      = [https://www.newgrounds.com/audio/listen/1218829 Troubles]
|musicid    = 1218829
}}
'''Marathon''' is a [[Update 2.1|2.1]] Extreme Demon collaboration level by [[weoweoteo]] and Hinds, verified by [[Luqualizer]] on 28 September 2019.<ref>http://www.youtube.com/watch?v=B_L0ahpeYV4</ref> The level, which contains only the cube game-mode, features 26 sections, one for each mile of a marathon, testing memory and timing endurance; it is also in a 1.0-[[Update 2.0|2.0]] style, which sparked drama among players debating if it should be star-rated or featured; it ultimately was featured. Because of its particular skill set, it has gained a notorious reputation among top players.


==Description==
== Gameplay ==
There are several gameplay features to highlight.
Before describing the gameplay, there are several features in the gameplay to highlight:
*All portals, pads, and orbs are black, so the only way to recognise them is through their particles (except if the player has the game's Low Detail Mode at work).
* All portals, jump pads and jump orbs are black, so the only way to recognize them is through their particles (Except if the player has the game's Low Detail Mode in work)
*There are no dash orbs.
* The level has no dash orbs.
*The whole level is memory-based.
* The whole level is memory based.


Marathon is divided into 26 sections, each representing one mile and numbered as it progresses. Each of these sections has a different background colour and structure design.
The level is divided into 26 sections, each one is numbered as the level goes on, each of these sections has a different background color and structure design.
*'''0-4% (Mile 1):''' The background is bright red/pink coloured. The gameplay is simple and contains many fake paths.
*'''4-8% (Mile 2):''' The background colour changes to a darker shade of pink, and the gameplay is similar to the first mile.
*'''8-12% (Mile 3):''' The background is now dark blue. The structures now have black blocks, and the gameplay still utilises several fake paths.
*'''12-16% (Mile 4):''' The gameplay has no changes in structures and fakes, but the background becomes darker.
*'''16-24% (Mile 5):''' The player becomes mini. The concept of this section is small platforms and blocks; there are still many fake paths, and the background is dark red.
*'''24-30% (Mile 6):''' The background is now dark purple. In this part, the player must jump on several pillars with spikes and avoid some mini-spikes. There is a purple key that the player must obtain. If skipped, a further part of the level would become impossible to pass.
*'''30-33% (Mile 7):''' The background becomes black, and the player's size changes to normal. Unlike the rest of the miles, this mile has no fakes, only based on doing seven tight jumps; the first six are triple spikes, each one structured differently from the others, and the last one is four low spikes attached to be physically possible.
*'''33-39% (Mile 8):''' The background becomes grey. The player's size changes to mini, and they must hit many orbs attached to blocks and jump on small blocks with abundant fakes.
*'''39-42% (Mile 9):''' The background becomes black, and the blocks are green. The player must jump over many blocks and avoid invisible ones.
*'''42-45% (Mile 10):''' The background is still dark and pulses to dark green sometimes. The player must hit and avoid orbs without hitting sawblades, blocks and spikes. The key in Mile 6 toggles an orb at 44.1% for the player to pass. This section becomes impossible if the player skips the key.
*'''45-50% (Mile 11):''' The background is purple and turns darker and brighter. The player is now normal-sized and must go through some bricks by jumping or falling; the bricks often turn black, making them hard to see, then brighten. Notice that some pulsing hearts indicate the path that the player must take.
*'''50-55% (Mile 12):''' A simple part that can be easily beaten without much memory required. It is only jumping onto some pillars. The background is dark orange.
*'''55-57% (Mile 13):''' The background is cyan. The player is now mini-sized and must avoid spikes and jump onto the correct platforms. The player now goes at double speed.
*'''57-60% (Mile 14):''' The player has to go through small blocks, jump over spikes and hit orbs.
*'''60-63% (Mile 15):''' The player becomes a dual, the background turns grey, and the blocks turn white. The player must perform tricky buffer clicks and timings based on both icons' locations.
*'''63-66% (Mile 16):''' This section requires some learning but is simple when mastered. The background stays grey, and the player enters a mirror portal, becomes normal-sized and must now jump through blocks to avoid spikes while the monochromatic block design changes constantly, making some platforms invisible.
*'''66-68% (Mile 17):''' The background becomes yellow, and the player enters a mirror portal returning to normal. This section is trickier than the rest because the player must tap or hold at the locations of particular orbs, depending on whether they should be activated, while also being wary of timings, including one particularly difficult one at approximately 67.1%.
*'''68-71% (Mile 18):''' Another dual section similar to the previous one. The background stays yellow as the player must jump on certain mini blocks and time yellow orbs.
*'''71-72% (Mile 19):''' The player becomes a single normal-sized cube at normal speed as the song takes a short break. The ground is covered in a blue glow, and the background becomes a dark grey, slightly obscuring the overhead obstacles. Despite being one of the slowest sections and very easy to learn, this section has some of the hardest timings. It includes one at the beginning where the player must jump at the edge of a mini block to avoid hitting a spike overhead (though this timing can be skipped using a coin route).
*'''72-78% (Mile 20):''' The player goes into triple speed, and the background becomes purple. This section contains numerous fake paths in the first half but more straightforward gameplay in the second.
*'''78-81% (Mile 21):''' The background changes to green, and the player size constantly changes between normal and mini. The gameplay consists of a series of stacked-size portals. All of the blocks are invisible.
*'''81-84% (Mile 22):''' The background changes to a dark grey, and the gameplay flashes visible and then invisible. The player must take a specific path to toggle an orb at approximately 82.8%.
*'''84-90% (Mile 23):''' This section is the most well-known. The background is entirely black, and the player starts at normal speed. The first section consists of rows of white lines with hidden one-sided outline blocks. These rows occasionally flash, revealing the blocks. The second section doubles the speed and replaces the one-sided blocks with corner blocks, making them nearly impossible to see. The third section is at triple speed. There are columns of lines moving up and down, and the blocks are now practically invisible.
*'''90-93% (Mile 24):''' This section consists of only two clicks. At the first click, the player must click a toggle orb in the middle of a series of gravity orbs. There is a visual cue to help time the click: lining up the number 24 that follows the player on the right side inside an incoming circle. With the second click, the player must clear a tight gap of spikes. Not clicking the toggle orb will render the second click impossible because it replaces a spike after the jump with a necessary gravity pad.
*'''93-98% (Mile 25):''' The background changes to the same colour as Mile 1, and the speed changes to half speed. The gameplay consists of two stacked gravity portals, separated by a barrier. This part transitions into gameplay similar to Mile 1 about halfway through.
*'''98-100% (Mile 26):''' The background changes to black with blue decoration. This section is short and only features a few clicks before the level ends.


==User coins==
'''First mile (1% - 4%): '''The background has a bright red/pink color, the gameplay is simple, and there are many fake paths.
*The first coin is located at 4.3% in Mile 1, which requires hitting a crossed-out yellow orb after hitting a blue pad to land on top of some platforms and jumping on the right corner of a half-spike to collect the coin.
*The second coin is located at 74.3% in Mile 19, which requires hitting only the first of three blue orbs at the end of Mile 18 to fit through a spike gap with the second blue orb between them and jump over a set of spikes to collect a key, which makes a platform appear after jumping on the third step through a spike structure to reach the coin.
*The third and final coin is located at 99.4% in Mile 26, which requires performing a jump over a sawblade at the very end instead of going down.


==Gameplay==
'''Second mile (5% - 8%): '''The background color changes to a darker shade of pink, the gameplay is similar to the first mile.
{{VC|fXY7dO4PMsM}}


==Trivia==
'''Third mile (9% - 12%): '''The background is now dark blue colored, the structures now have black blocks, and the gameplay is still based on several fake paths.
*Marathon was placed at #120 on the [[Demonlist (Pointercrate)|Demonlist]] on 16 November 2019, above Audio Extraction and below The Antimatter.
**This addition pushed CYCLONE into the Legacy List.
*The cube is the only game-mode in Marathon, marking the first Extreme Demon and Demonlist level to do so.
*Marathon is weoweoteo's second-hardest created level, behind Betrayal of Fate.
*Marathon took nearly three years to complete.
*The song was originally composed by 'Metea11', but it was uploaded on Newgrounds by weoweoteo under the pseudonym 'sLate10'. In August 2023, the song was taken down from Newgrounds because weoweoteo uploaded it without the original artist's permission. Eventually, the original composer uploaded the song to Newgrounds, and it has been replaced with proper credit in Update 2.2.
*Bizaare created an easier remake of Marathon called Endurance, which primarily stays true to the themes of the original level in the first half but progressively deviates later on.<ref>https://www.youtube.com/watch?v=tw8iuSIH8gI</ref>
*ThiKn created a reimagined version of Marathon as a platformer level using the same name, verified by WillySilly on 27 April 2026.<ref>https://www.youtube.com/watch?v=PIaNQCBsz60</ref>
*The placement of Aesthetic on 6 May 2020 pushed Marathon into the Legacy List of the Demonlist.


==References==
'''Fourth mile (13% - 16%): '''The gameplay has no changes in structures and fakes, but the background becomes darker.
<references/>
 
[[Category:Demon List levels]]
'''Fifth mile: (16% - 23%): '''The size of the player changes to mini, this section is based on small platforms and blocks, there are still many fake paths, and the background is dark red colored.
 
'''Sixth mile (24% - 30%): '''The background color is now dark purple, in this part the player has to jump on several pillars that have spikes on them, and they have to avoid some mini spikes. There is a purple key that must be obtained. If it was skipped, a part of the level would became impossible to pass.
 
'''Seventh mile (31% - 33%):''' The background becomes black and the player's size changes back to normal. Unlike the rest of the miles, this mile has no fakes, being only based on doing 7 tight jumps, the first 6 are triple spikes, each one structured different from the others, and the last one being four low spikes attached to be physically possible.
 
'''Eighth mile (33% - 39%)''': The background becomes gray and the player's size changes to mini, they have to hit many orbs attached to blocks and jump on very small blocks, fakes abound.
 
'''Ninth mile (39% - 42%)''': The background becomes black and the blocks now are green, the player has to jump over many blocks and avoid invisible blocks.
 
'''Tenth mile (42% - 45%)''': Background is still dark, and pulses to dark green sometimes, the player has to hit and avoid jump orbs, without hitting saws, blocks and spikes.
 
'''Eleventh mile (45% - 50%)''': The background is purple and turns darker and then brighter, the player is now normal sized, and has to go through some bricks, jumping and going down, the bricks often become black, so they cannot be seen, and then become brighter. Notice that some of the pulsing hearts indicate the path that has to be taken.
 
'''Twelfth mile (50% - 55%)''': A simple part that can be easily beaten without learning it, it's only based on jumping onto some pillars, the background is dark orange.
 
'''Thirteenth mile (55% - 57%)''': The background is cyan, the player is now mini sized and has to avoid spikes and jump onto the proper platforms. The player is now faster.
 
'''Fourteenth mile (58% - 60%)''': The player has to go through small blocks and jump over spikes, and hit orbs.
 
'''Fifteenth mile (60% - 63%)''': The player becomes a dual, the background turns to gray, and the blocks turn to white. The player must perform tricky buffer clicks and timings based on where both icons are located.
 
'''Sixteenth mile (63% - 66%)''': A learny yet simple part when mastered. The player enters a mirror portal, becomes normal sized, and the background stays gray, and must now jump through blocks in order to avoid spikes while the monochromatic block design changes constantly, making some platforms invisible at times.
 
'''Seventeenth mile (66% - 68%)''': The background becomes yellow and the player enters a normal direction portal. This section is trickier than the rest because the player must tap or hold at the locations of certain orbs depending on whether or not they should be activated, while also being wary of timings, including one particularly difficult one at approximately 67.1%.
 
'''Eighteenth mile (68% - 71%)''': Another dual section similar to the previous one, the background stays yellow as the player must jump on certain mini blocks and time yellow orbs.
 
'''Nineteenth mile (71% - 72%)''': The player becomes slow speed, normal sized, and a single cube as the song takes a short break. The ground is covered in a layer of blue glow and the background becomes a dark gray, slightly obscuring the overhead obstacles. Despite being one of the slowest sections of the level, as well as being very easy to learn, this section has some of the hardest timings in the entire level, including one at the very beginning in which the player must jump at the very edge of a mini block to avoid hitting a spike overhead (though this timing can be skipped using a coin route).
 
To be continued...
 
<br />
 
== Trivia ==
* The level cannot be copied.
* The level contains 32,989 objects.
* The level is 4m 34s in length, making it the fourth longest rated Extreme Demon by duration. It is only beaten by [[Dark Odyssey]], [[Cromulent]], [[The Lost Existence]], Adrenaline and Boogie, almost all of which are almost a full minute longer than Marathon.
* The level caused some drama, with players discussing if it should be star-rated or not.
* The 26 sections the level is divided into represent the 26.2 miles of a marathon.
* Cube is the only game mode present in the level; the level was the first Extreme Demon to only use one gamemode.
* This is Weoweoteo's second hardest created level, behind [[Betrayal of Fate]].
* The level took nearly three years to complete.
 
== Walkthrough ==
[[File:Geometry Dash - Marathon by weoweoteo (and Hinds)|centre|thumb|330x330px|The verification of Marathon. Credits to Luqualizer.]]
[[Category:Extreme Demon levels]]
[[Category:Demon levels]]
[[Category:2.1 levels]]
[[Category:XL levels]]
[[Category:Legacy levels]]
[[Category:Collaborations]]
[[Category:Levels with user coins]]

Revision as of 20:10, 11 October 2026

This article is a stub.
This article is lacking basic information and requires further editing to reach a quality standard. You can help it get there through your contributions.

Template:Infobox Level

Marathon is a 2.1 Extreme Demon collaboration created by Weoweoteo and Hinds and verified by Luqualizer. It is known for how most of the gameplay is based on memory and fakes, and also because how most of the level has outdated decoration. It is currently on the Legacy List of the Geometry Dash Demonlist and #74 on the GD Mobile Lists, above Triple Six (#75) and below Multition (#73).

Gameplay

Before describing the gameplay, there are several features in the gameplay to highlight:

  • All portals, jump pads and jump orbs are black, so the only way to recognize them is through their particles (Except if the player has the game's Low Detail Mode in work)
  • The level has no dash orbs.
  • The whole level is memory based.

The level is divided into 26 sections, each one is numbered as the level goes on, each of these sections has a different background color and structure design.

First mile (1% - 4%): The background has a bright red/pink color, the gameplay is simple, and there are many fake paths.

Second mile (5% - 8%): The background color changes to a darker shade of pink, the gameplay is similar to the first mile.

Third mile (9% - 12%): The background is now dark blue colored, the structures now have black blocks, and the gameplay is still based on several fake paths.

Fourth mile (13% - 16%): The gameplay has no changes in structures and fakes, but the background becomes darker.

Fifth mile: (16% - 23%): The size of the player changes to mini, this section is based on small platforms and blocks, there are still many fake paths, and the background is dark red colored.

Sixth mile (24% - 30%): The background color is now dark purple, in this part the player has to jump on several pillars that have spikes on them, and they have to avoid some mini spikes. There is a purple key that must be obtained. If it was skipped, a part of the level would became impossible to pass.

Seventh mile (31% - 33%): The background becomes black and the player's size changes back to normal. Unlike the rest of the miles, this mile has no fakes, being only based on doing 7 tight jumps, the first 6 are triple spikes, each one structured different from the others, and the last one being four low spikes attached to be physically possible.

Eighth mile (33% - 39%): The background becomes gray and the player's size changes to mini, they have to hit many orbs attached to blocks and jump on very small blocks, fakes abound.

Ninth mile (39% - 42%): The background becomes black and the blocks now are green, the player has to jump over many blocks and avoid invisible blocks.

Tenth mile (42% - 45%): Background is still dark, and pulses to dark green sometimes, the player has to hit and avoid jump orbs, without hitting saws, blocks and spikes.

Eleventh mile (45% - 50%): The background is purple and turns darker and then brighter, the player is now normal sized, and has to go through some bricks, jumping and going down, the bricks often become black, so they cannot be seen, and then become brighter. Notice that some of the pulsing hearts indicate the path that has to be taken.

Twelfth mile (50% - 55%): A simple part that can be easily beaten without learning it, it's only based on jumping onto some pillars, the background is dark orange.

Thirteenth mile (55% - 57%): The background is cyan, the player is now mini sized and has to avoid spikes and jump onto the proper platforms. The player is now faster.

Fourteenth mile (58% - 60%): The player has to go through small blocks and jump over spikes, and hit orbs.

Fifteenth mile (60% - 63%): The player becomes a dual, the background turns to gray, and the blocks turn to white. The player must perform tricky buffer clicks and timings based on where both icons are located.

Sixteenth mile (63% - 66%): A learny yet simple part when mastered. The player enters a mirror portal, becomes normal sized, and the background stays gray, and must now jump through blocks in order to avoid spikes while the monochromatic block design changes constantly, making some platforms invisible at times.

Seventeenth mile (66% - 68%): The background becomes yellow and the player enters a normal direction portal. This section is trickier than the rest because the player must tap or hold at the locations of certain orbs depending on whether or not they should be activated, while also being wary of timings, including one particularly difficult one at approximately 67.1%.

Eighteenth mile (68% - 71%): Another dual section similar to the previous one, the background stays yellow as the player must jump on certain mini blocks and time yellow orbs.

Nineteenth mile (71% - 72%): The player becomes slow speed, normal sized, and a single cube as the song takes a short break. The ground is covered in a layer of blue glow and the background becomes a dark gray, slightly obscuring the overhead obstacles. Despite being one of the slowest sections of the level, as well as being very easy to learn, this section has some of the hardest timings in the entire level, including one at the very beginning in which the player must jump at the very edge of a mini block to avoid hitting a spike overhead (though this timing can be skipped using a coin route).

To be continued...


Trivia

  • The level cannot be copied.
  • The level contains 32,989 objects.
  • The level is 4m 34s in length, making it the fourth longest rated Extreme Demon by duration. It is only beaten by Dark Odyssey, Cromulent, The Lost Existence, Adrenaline and Boogie, almost all of which are almost a full minute longer than Marathon.
  • The level caused some drama, with players discussing if it should be star-rated or not.
  • The 26 sections the level is divided into represent the 26.2 miles of a marathon.
  • Cube is the only game mode present in the level; the level was the first Extreme Demon to only use one gamemode.
  • This is Weoweoteo's second hardest created level, behind Betrayal of Fate.
  • The level took nearly three years to complete.

Walkthrough

File:Geometry Dash - Marathon by weoweoteo (and Hinds)
The verification of Marathon. Credits to Luqualizer.