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==Description== Rush is a neon-themed level with an effect-focused section at 19-57%, which chiefly employs improvised camera effects before their addition in [[Update 2.2|2.2]]. *'''0-9%:''' The first sequence is a mini-cube. The gameplay consists of simple jumps, yellow pads and orbs, and some chained falls. *'''9-19%:''' The level proceeds onto a ship sequence, keeping mini size. The player must fly between sets of pillars—one from the top and the other from the bottom. Towards the end, the gameplay cuts off, and two borders at the top and bottom close in as the player speeds up. *'''19-41%:''' A transition occurs, in which the level's title is spelt. A cube sequence follows, still under mini size. The gameplay is simply filler, essentially three chained jumps over single ground spikes, repeated eight times in total. The sequence's highlight is its improvised camera effects; a unique effect accompanies each set of spikes from the second: **'''Set 2:''' The camera tilts anticlockwise and zooms in. **'''Set 3:''' The camera assumes a flipped tilt and zooms in further. **'''Set 4:''' The camera's view splits into two halves on the left and right sides of the screen, rotated 90° from its original orientation. Both halves scroll in opposite directions. **'''Set 5:''' The foreground (the player, ground and spikes) is tripled, with each instance raised above and layered behind the last. **'''Set 6:''' The camera tilts anticlockwise, and the foreground is doubled, with the other instance of the foreground being positioned one layer behind and tilted in a flipped direction to the camera. **'''Set 7:''' The camera orientation is flipped vertically and tilted clockwise. **'''Set 8:''' With each jump, the camera view multiplies, going from 1 to 4, then 9, and lastly 16. *'''41-50%:''' The next sequence is a normal size ball. The player must go up and down to dodge rows of spikes; after the fifth row, the spikes are placed individually. The effect is the foreground appearing infinitely stacked on top of itself, with the camera panning up once and then down. *'''50-57%:''' A spider sequence follows. The effect is the gameplay being shown in panels. There are two panels positioned differently, with the gameplay offset in each accordingly. At first, each panel is shown individually, but afterwards, they are shown simultaneously. In each of the individual displays of the panels, the player has to switch gravity once to dodge a saw. In the paired display, the gameplay remains similar, though it requires three gravity switches. *'''57-77%:''' The player continues as a mini-UFO. They have to stay straight in the middle of the screen to dodge asteroids and afterwards survive a short boss fight. In the boss fight, the player is attacked by a column of four drones, which fire deadly lasers at them in the sequence: bottom, top, second from bottom, top, bottom and second from bottom, and finally top and bottom. During the boss fight, the top and bottom borders of the playable space turn hazardous and crash the icon on contact. As the end approaches, the background turns white and the foreground blacks out, transitioning to the next sequence. *'''77-86%:''' The following mini-cube sequence is very reminiscent of the 0-9% sequence, with identical gameplay patterns and similar theming. *'''86-100%:''' In the last sequence, playing as a mini-ship, the player has to keep straight through an open space with some structures. Towards the end, the player speeds up to triple speed, then quadruple speed, and finally goes through a free, open corridor. The level ends with an end screen, on which the level's title is spelt over a background of rotating recursing squares.
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