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Silent clubstep
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==Description== *'''0-4%:''' Silent clubstep begins with a cube section containing two frame-perfect timings, a blind jump over a quadruple-spike and a visible jump over a spike pyramid, followed by a three-block wide blue orb spam. *'''4-6%:''' The player enters a mirror portal into a cube dual in the dark with a frame-perfect corner jump and triple-spike. *'''6-10%:''' The infamous extremely tight ship segment with straight-flying, a slight bend upwards, then mirror, yellow gravity and half-speed portals midway into more straight-flying with slightly jutted spikes. This segment is considered the main obstacle in beating the level due to its inconsistency. *'''10-25%:''' The player returns to normal speed, then down a ledge from the ship segment is a cube part with four frame-perfect jumps, a two-block wide orb spam section into a mirror portal, then four more frame-perfect timings with low visibility and constant speed-, gravity- and mirror portals, before a transition featuring a Clubstep monster background decoration and a decoration reading 'BYE!' *'''25-34%:''' The drop of the level starts with a triple-speed mini-ship, with an immediate frame-perfect timing through the invisible teeth of a Clubstep monster, a trick second monster, then a mirror portal and moderately tight half-speed curved flying, another triple-speed timing through invisible monster teeth and another half-speed curved passage. *'''34-42%:''' After a short mini-cube transition is a relatively easy normal speed mini-ball section that uses toggle triggers to mimic 'orb masking', a deprecated technique of overlapping multiple orbs in the same position to make a 'layered orb' and requires each input to be buffered to avoid activating the underlying pink orbs. *'''42-49%:''' The player enters another relatively easy section featuring memory-based UFO gameplay filled with mirror-, size-, gravity- and speed portals. *'''49-55%:''' The player encounters a ship segment with a design that goes nearly completely dark partway through, requiring diagonal flying, pink orb timings and navigation through gravity, mirror and half-speed changes with little visibility. *'''55-56%:''' The player enters a simple, brief ball section with invisible spikes. *'''56-63%:''' A transitional break section follows, a memory-based cube featuring masked orbs the player must buffer in the order of the fifth blue orb falling up, the second blue orb falling down and then an unbuffered input for the third pink orb falling up. *'''63-69%:''' The player encounters a challenging triple-speed cube and ball dual, both icons having to perform eight frame-perfect timings over quintuple-spikes and one-block-wide gaps respectively, then a brief cube dual where the player can stagger the individual icon jumps to avoid another frame-perfect timing. It is considered the hardest part of the level. *'''69-71%:''' The player enters a brief mini-ball section with their vision obscured mainly by erratic speed and mirror portals. *'''71-77%:''' After a drop from the mini-ball section is a mini-cube section containing the '8 Jumps of Hell', eight frame-perfect jumps with speed changes every two jumps, the first of which is obscured due to a mirror portal, before descending steps to the next section. *'''77-79%:''' The player enters a simple upside-down ship segment containing three columns with spiked gaps, with the second being a trick where the player must slip near a hidden passage above. *'''79-100%:''' Finally, the player transitions with a background Clubstep monster and the level ends with the infamous memory-based cube maze. The jumping pattern to beat the level is the following (+ is jump and - is fall): +4, -1, +3, -2, +2, -6, +15, -10, +5. A final Clubstep monster appears at the end.
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