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==Description== *'''0-2%:''' Change of Scene begins with an animation of four objects spinning around: a stage, a television, a game console and a portal, with the caption 'Tap to bring imagination to life.' If the player makes an input during this part, the text will change to 'Have fun...', breaking all objects, turning the background a shade of green, and causing a face to appear in the middle, signifying that the player has chosen the alternate mode. Otherwise, the player will enter the normal mode. A short spider section follows, leading up to the title screen of the level. The gameplay is relatively easy, with simple inputs and a few orbs. In the normal mode, a stage is shown with a sign on the left saying 'imagine'. The text above the curtains says, 'Next up: Theater'. In the alternate mode, gears and turning wheels replace the stage, and the sign says 'experience' instead of 'imagine'. A question mark is placed at the end of the upper text, now saying, 'Next up: Theater?' A subtle transition with the words 'Change of Scene' can be seen before Act I. *'''2-8% (''Act I: Desolation of the Dragons''):''' This part of the level is themed around an attack by dragons on a town. In the normal mode, it is supposed to be a play made mostly of cardboard and other materials. A single dragon with menacing red eyes and sharp teeth can be seen about to attack the town. Additionally, there is a sun in the background. In the alternate mode, the dragon and town come to life. The lifelike dragon attacks the player by breathing fire, but the difficulty is the same as the normal mode. The gameplay in this part is fast-paced, contrasting with the previous, slow-paced spider part. The player must make their inputs fast to avoid dying. The part consists of a cube and then a ship. In the normal mode, the part ends with a short gameplay loop of jumping and using a yellow orb, repeated four times, with multiple wheels surrounding a spiral and flashing hanging stars in the background. It is the same for the alternate mode, but bright orange fire and the dragon (now come to life) flash in the background. *'''8-16% (''Act II: World on Fire''):''' A direct continuation of the last part. The town is burned to the ground by the dragons now, and the intensity of the level increases. In the normal mode, the dragon from Act I can be seen with another dragon with blue eyes instead of red. A crescent moon replaces the sun, and the background is a deeper red with the town now on fire. If the player avoids jumping to a yellow gravity portal, they can obtain the red key needed for the first coin in the alternate mode. However, right after the player gets the key, they must jump through five orbs, three of which are fake. Only two orbs are correct: the blue orb in the yellow gravity portal and the pink orb (the fake orbs are black, so the player can easily spot which ones not to hit). In the alternate mode, there are two dragons now instead of one. The two dragons try to attack the player in various ways, such as breathing fire and biting. The background features a smoky sky and buildings reminiscent of a burning town. The gameplay is like Act I, fast-moving and input-intensive. After this part, a similar gameplay loop to Act I will play, except that the background fire is blue, and there are two dragons. The normal mode has the same appearance and ending as Act I, but with a deeper shade of red. A short transition in which the player hits multiple orbs and lands on platforms leads to Film III: The Wild West. *'''16-20% (''Film III: The Wild West''):''' This part is entirely separate from the first two acts. It is a film-themed section centred on the Western genre. In the normal mode, it has a vintage feel, with limited brownish colours. In the alternate mode, there are no borders and more colours. The player is a mini cube in this part. The gameplay consists mostly of jumping off sloped platforms and hitting orbs. The level intentionally makes the player skip an orb, and a small transition leads into the next film with a countdown. After the countdown, an animation shows the player launching into the next part of the level, Film IV: The Seven Seas. *'''20-25% (''Film IV: The Seven Seas''):''' This part of the level has only the mini-ship as its game-mode. In the normal mode, a purple cardboard kraken can be seen staring at a ship during a storm. The player must avoid crashing into obstacles, such as gears, and fly through the mouths of monster faces. In the alternate mode, the background is green, and rain pours from above. The kraken is alive and appears purple with a large spiralling red eye. The gameplay is the same, the only difference being that the kraken tries to kill the player by smashing its tentacles together. However, the player cannot be destroyed by the kraken, as the kraken's attacks are out of the way of the path that should be taken. Transitioning from this part leads the player to the Game Launcher. *'''25-27% (''Game Launcher''):''' The Game Launcher is a short part of the level. The gameplay is basic spider gameplay in which the player must quickly switch platforms. In the normal mode, the background is a dark orange with an abundance of lava flows pouring down. In the alternate mode, the background is a shade of green with the same decoration, but a question mark appears at the end of 'Game Launcher'. The player would eventually hit a green orb, but instead the level suddenly switched to the player becoming a ball going at quadruple speed, and the player must hit a pink orb, two green orbs, and another pink orb. *'''27-38% (''Game V: The Hell Breaks Loose''):''' This part is one of the most intense parts of the level. As soon as the player enters, they become a robot and must launch themselves up from a platform. The only two game-modes in this part are wave and robot. Inputs are primarily fast, as they remain at quadruple speed relative to the previous transition. In the normal mode, the background contains many things: a pixelated hellish face holding a staff, pixelated fire, lava falls and three layers of lava in red, orange and yellow. There are also three hearts in the top-left corner and one of the basic [[Geometry Dash]] cube icons in the player's colours in the top-right corner. The blocks and platforms are also pixel-like. In the alternate mode, a hellish monster has horns, large, spiralling red eyes, and sharp teeth, and attacks the player with lasers, fireballs, and bites. However, the monster cannot kill the player. The background is now only pillars and rocks with layers of lava in the same colours as the normal mode. Soon after, the player becomes a mini-wave and must spam. Although the platforms are slanted, the player can land on them safely while spamming and cannot crash. A click counter is located at the bottom right corner of the level, indicating how much the player has spammed. Twenty clicks are required to pass. *'''38-48% (''Game VI: Enter the Forest Temple''):''' After the wave spam in the previous part, the player becomes a ball. The background consists mainly of bushes (some with flowers) and trees. The part looks very similar in both modes, with the only visible difference being that in the normal mode, the tree trunks are squared, with only straight lines, while in the alternate mode, they are curvy and slanted. The gameplay is straightforward, with simple inputs and easy timings. After the ball, the player becomes a spider. The difficulty remains the same, but the player must tap somewhat faster due to the change in platforms. The background becomes darker, and the trees and bushes vanish. Small wind streaks are visible, indicating high speed. By not holding onto a green dash orb in the spider part in the normal mode, the player can obtain the blue key needed to earn the second coin in the alternate mode. However, as soon as the player lands on the platform, they must go up and through several spikes. The player must click very quickly, as the space between the spikes is very small. After a short time, the player becomes a cube, lands on an abundance of gravity pads, then becomes a spider requiring only two inputs, and then changes back to a cube. The player then descends into the temple (no inputs are required). *'''48-51%:''' The player becomes a UFO as they enter the temple. In the normal mode, the only decoration aside from the obstacles is the background, which features temple-like pillars, a railing, and turning gears. The alternate mode has the same decoration, but instead of an orange hue, it uses mint green. The gameplay is simple: the player navigates through several platforms and hits multiple orbs. The transition leading to Simulation VII contains the player being sucked into a vortex. In contrast, behind the decoration, the player is turned into a dual and desync-glitched for the next part. *'''51-59% (''Simulation VII: Inside the Matrix''):''' The player begins this part as a spider, but the player's colours are inverted, and the spider is reversed due to the dual desync glitch in the previous transition. The text above the level says 'Simulation VII: Inside the Matrix' with several binary numbers below. In the normal mode, a swirling matrix-like vortex can be seen in the background. The entire part is green, representing a matrix (usually in green colours due to code such as binary). The platforms are slanted and have a matrix-like appearance, with decorations like a technological simulation. Several binary numbers are visible in the background. As for the gameplay, it is not difficult. Although the player is reversed, the gameplay is normal, seemingly that the player is still unreversed. The part is slow, with the gameplay order: a spider, a ball, a robot, and then a ship. The inputs are very easy and require hardly any timing. However, the level might confuse the player when they reach the ship part. The level seems to be moving spikes and platforms very fast in coordination with the song, like a simulation. It appears difficult, but all the player needs to do is avoid touching the ground and stay floating; the player can go through the obstacles (though it is best to stay between them as they pass to reduce the risk of death). In the alternate mode, everything is the same except for the decoration. Now, the blocks have a much more realistic design, and the background vortex is gone, replaced by a black swirl that appears to sync with the song. The transition leading to Simulation VIII: Beyond Reality contains a large green eye that occasionally swirls and looks around. *'''59-71% (''Simulation VIII: Beyond Reality''):''' The level speeds back up, and the player is now a wave. In the normal mode, a small green ghost-like creature with fangs and spiralling eyes appears on the left side of the screen. However, it does nothing except occasionally spark an aura around itself and swoop beneath the player at the end of the wave. The gameplay becomes more challenging as the player must click more frequently and navigate three wave-like obstacles. The decoration is simple, with dark windows in the background, text pillars, binary numbers, detailed block decoration, and some pulsing. In the end, the player must go up to avoid being killed by the ghost (red marks will indicate the attack). If the player goes under the second wave obstacle, they can obtain the yellow key needed to get the third coin in the alternate mode. However, the key is very difficult to get as it requires the player to manoeuvre through several spikes (like the first slaughterhouse wave, but much easier). After the wave, the player becomes a cube and must make their inputs quickly, but they must also time them properly, as there are several timings. Most platforms are sloped, and there are many orbs the player must hit. At the end of the cube, the player must spam. Three layers of green liquid appear in the background, like Game V: The Hell Breaks Loose. In the changed mode, the green ghost is much larger, with large spiralling eyes and a dripping form. The ghost occasionally shoots other ghosts out of its mouth, but the ghosts do nothing to the player. The decoration is much more elaborate, with the windows lighting up and the block decoration being much more detailed. The gameplay is the same, with difficulty and inputs identical to normal mode. A transition to the next part contains the words 'Almost There' with a spiral. *'''71-78%:''' The player becomes a ship and flies as the background changes from Act I: Desolation of the Dragons to Film IV: The Seven Seas to Game V: The Hell Breaks Loose to Simulation VIII: Beyond Reality. The gameplay is not very difficult, with the player able to follow appearing arrows to fly over and under obstacles. However, concentration is still needed to avoid smashing into an obstacle and dying. The normal mode contains all the normal mode scenes, and the alternate mode contains all the alternate mode scenes. After the scene from Simulation VIII: Beyond Reality, the screen flashes orange for the normal mode and green for the alternate mode several times, which goes to the song. Then, the four scenes from the ship part will each appear for about a second counterclockwise. *'''78-83% (Fake End Screen):''' Right after the last turn (Simulation VIII), the screen says 'Congratulations! GG 100%' from top to bottom. However, the player is not done with the level yet. After the message flickers, a face with swirling eyes and a broad smile appears. A transition in which the face turns into a circle, jumps into a pit, and reappears leads to the next part: a dual. *'''83-97%:''' The player is a dual now, and the face from the transition appears, now in the background. The level is orange in the normal mode and green in the alternate mode. Although the dual may appear difficult since there are two game-modes at once, all the player needs to do is click towards the music. Arrows are also present to help the player know when to click. All the while, the face makes various expressions in the background. After the dual ends with the player simply holding, the player changes from a ship to a very subtle cube, then back to a ship, then to a cube, and must hit three red orbs. Then, the player encounters the codes. See the ''User coins'' section to learn how to acquire and use the codes. After the code section, the player will revert to a ship. Although there is plenty of space to fly, it is best to fly relatively straight, as there are still obstacles at the top and bottom of the level. The same face, with those spiral eyes and that smile, appears again in the background (it vanishes during the part with the codes). The colours of the level are still the same (orange for the normal mode, green for the alternate mode). However, the ship gameplay changes in the alternate mode if the player correctly enters the codes (see the User coins section for more information). *'''97-100% (End Screen):''' After the ship part, the player becomes a cube. All the gameplay is the player jumping off multiple platforms, hitting green orbs right after each platform, then holding two dash orbs to go through spikes, and finally making a final jump to the end screen. Again, the level retains its same colours, orange or green, depending on the mode. Multiple ending words and phrases flash in the background, surrounded by a spiral. They are in this order: The End, Fin, Game Over, finish, this and now. The end screen displays the level name, 'Change of Scene', followed by a credits scene.
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