Marathon: Difference between revisions
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'''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. | '''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. | '''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. The key in mile six toggles and orb at 44.1% | ||
'''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. | '''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. | ||
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'''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. | '''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 | '''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 goes into double speed. | ||
'''Fourteenth mile (58-60%):''' The player has to go through small blocks and jump over spikes, and hit orbs. | '''Fourteenth mile (58-60%):''' The player has to go through small blocks and jump over spikes, and hit orbs. | ||
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'''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). | '''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). | ||
'''Twentieth mile (72-78%):''' The player goes into triple speed and background becomes purple. This section contains numerous fakes paths in the first half but easier gameplay in the second. | |||
'''Twenty-first mile (78-81%):''' 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. | |||
'''Twenty-second mile (81-84%):''' The background changes to a dark grey and the gameplay flashes visible then invisible. A specific path must be taken to toggle an orb at approximately 82.8%. | |||
'''Twenty-third mile (84-90%):''' This section is the most well-known section of marathon. The background is completely black and the player starts out at single speed. The first section of gameplay consists rows of white lines with one sided outline blocks hidden in them. These rows occasionally flash and reveal the blocks. The second section makes the player double speed and replaces the one sided blocks with corner blocks making them nearly impossible to see. The third section is at triple speed, columns of lines move up and down, and the blocks are now completely invisible. | |||
'''Twenty-fourth mile (90-93%):''' This section consists of only 2 clicks. At the first click you must click a toggle orb in the middle of a series of gravity orbs. The second click you must clear a tight gap of spikes. Not clicking the toggle orb will render the second click impossible due to the fact that it replaces a spike after the jump with a necessary gravity pad. | |||
'''Twenty-fifth mile (93-98%):''' The background changes to the same color as mile one, and the speed changes to half speed. The gameplay consists of a series of two stacked gravity portals with a barrier between them. This transitions into gameplay similar to mile one about half way through. | |||
'''Twenty-sixth mile(98-100%):''' The background changes to black with blue decoration. This section is very short, only a few clicks, and there is a coin at 99.5% at the last jump. | |||
<br /> | <br /> | ||
Revision as of 13:44, 29 August 2022
“quote~ originator
Marathon is a 2.1 Extreme Demon collaboration created by Weoweoteo and Hinds and verified by Luqualizer. It is recognizable for its heavily memory-based gameplay, and for its use of designs introduced in early, pre-1.9 updates. 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. The key in mile six toggles and orb at 44.1%
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 goes into double speed.
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).
Twentieth mile (72-78%): The player goes into triple speed and background becomes purple. This section contains numerous fakes paths in the first half but easier gameplay in the second.
Twenty-first mile (78-81%): 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.
Twenty-second mile (81-84%): The background changes to a dark grey and the gameplay flashes visible then invisible. A specific path must be taken to toggle an orb at approximately 82.8%.
Twenty-third mile (84-90%): This section is the most well-known section of marathon. The background is completely black and the player starts out at single speed. The first section of gameplay consists rows of white lines with one sided outline blocks hidden in them. These rows occasionally flash and reveal the blocks. The second section makes the player double speed and replaces the one sided blocks with corner blocks making them nearly impossible to see. The third section is at triple speed, columns of lines move up and down, and the blocks are now completely invisible.
Twenty-fourth mile (90-93%): This section consists of only 2 clicks. At the first click you must click a toggle orb in the middle of a series of gravity orbs. The second click you must clear a tight gap of spikes. Not clicking the toggle orb will render the second click impossible due to the fact that it replaces a spike after the jump with a necessary gravity pad.
Twenty-fifth mile (93-98%): The background changes to the same color as mile one, and the speed changes to half speed. The gameplay consists of a series of two stacked gravity portals with a barrier between them. This transitions into gameplay similar to mile one about half way through.
Twenty-sixth mile(98-100%): The background changes to black with blue decoration. This section is very short, only a few clicks, and there is a coin at 99.5% at the last jump.
Trivia
- The level cannot be copied.
- The level contains 32,989 objects.
- The level is 4m 34s in length, making it the sixth 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 game mode.
- This is Weoweoteo's second hardest created level, behind Betrayal of Fate.
- The level took nearly three years to complete.
- The song for this level, Troubles, was composed by weoweoteo himself, under the name sLate10.