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Clubstep v2
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==Description== As its name suggests, it is a remake of [[Clubstep]]. It used to be considered a Hard Demon but is an Easy/Medium Demon to most players. Clubstep v2 is not much more difficult than the original but does, however, require the player to be more active, as there are almost no rest periods. The easiest part is probably the ball section at 43%, and the hardest part is probably the upside-down ship sequence at 88%. *'''0-25%:''' The level begins with a difficult normal-speed cube section that contains several jump orb traps, triple spikes, size and gravity portals, and tricky memorization. It is quite similar to the original level, but it becomes complicated several times. Here, the player must observe the timings to pass this section. *'''26-33%:''' Next, the player enters a difficult ship sequence, which is also similar to the original but also complicated. To pass this, the player must distinguish between fake spikes from real ones. They also must contend with several gravity portals that serve to throw off the player. *'''34-42%:''' Afterward, the player enters a short auto cube section and then an easy mini-cube section where they only need to understand which jump orbs to hit and which are traps. The trump card at this stage is its length. This area concludes with another auto cube section. *'''43-51%:''' Next is a very tricky ball segment that features numerous jump orb-based timings and a lot of memorization in the form of fading spikes, fake spikes, and a couple of fake paths. *'''52-55%:''' Then, the player goes through an easy mini-UFO segment. Here, the player only needs to travel through the pillars with spikes, which resemble monsters from Clubstep, and contend with a gravity change halfway through the segment. *'''56-58%:''' Following this is a short mini-ship sequence consisting of a few tight spaces and gravity portals. *'''59-63%:''' Then follows a difficult cube section, similar to the counterpart from the original level. Everything is as in the original, where the player needs to choose the right paths by hitting the correct jump orbs. *'''64-69%:''' Following this, the player transitions into a short but tricky mini-ship sequence with several fairly tight spaces, gravity portals, fake spikes, and fading spikes. *'''70-73%:''' Next, there is a difficult mini-UFO segment in which the player needs to be able to carefully time their jumps through narrow spaces and fake spikes as well as their fading counterparts. This segment also features many structures that resemble the monster-like structures from Clubstep. *'''74-83%:''' Afterward, there is a tricky mini-ship sequence. It contains more fake spikes and fading spikes that the player must avoid carefully. Then the player enters another ship portal and must contend with a few more narrow spaces and gravity portals. *'''84-85%:''' Then, there is a simple and extremely short cube section with a few fading blocks, the last of which must not be jumped on as it will lead the player into a fake path and cause them to crash. *'''86-92%:''' Next is a tricky mini-ship sequence with a couple of tricky timings and a few gravity portals that may throw off the player. *'''93-94%:''' Following this is another extremely short memory-based mini-cube section that features more fading blocks and fake paths. *'''95-100%:''' Finally, the level ends with one final easy mini-ship sequence. Here, the player must carefully fly through several fake spikes while avoiding the real fading ones and fly through a fake path located up top at the end.
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