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Clutterfunk 2017
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==Description== *'''0-15%:''' The first cube sequence of Clutterfunk 2017 introduces the style used for several sections. It consists of black vignette borders along the horizontal edges of the screen, floating sawblades as decorations, particles on a cascading ground, and black block designs that utilize the Bounce Out and Back Out move easings. All decorations typically use significant glow. The gameplay is identical to Clutterfunk, including the 4-7% mirror section. Aside from a skull collectable at 1% that triggers the level's Low Detail Mode (LDM), the only change is that the drop at 5.25% now involves a fake wall the player must pass through. If the player follows the pulsing arrows and jumps, they will be blocked by a falling troll pillar with a spike. The background starts red, then fades to pink when mirrored, then back to red, and finally to black as the sequence ends. *'''15-29.25%:''' When the background returns to pink, the player hits a size portal and lands within an undulating corridor with spikes and sawblades plastered over the ceiling. The background cuts to purple when the player flips gravity at 21.5%, then fades to black as the player hits five pads to exit the cube sequence. The gameplay remains identical to its predecessor, but may appear to have tighter timings; this is due to the excessive placement of hazards, which limits the margin for error. *'''29.25-36.25%:''' When the player enters the first ship sequence, the background cuts to a darker purple with a vertical beam of light in the centre. While the placements of the obstacles remain the same, all of the blocks and spikes now rotate, slightly buffing the difficulty of the section. At 34.25%, the background begins to fade to pink, and the beam curves. *'''36.25-53.5%:''' After the screen fades to white, the level's mini-ball sequence takes place. The background cuts to a bright magenta with two curves moving back and forth; occasionally, a square grid appears and scales up and down. The decoration from the first cube sequence is recycled, with additional animated coloured stripe decorations. Gameplay remains the same, but may be slightly difficult to sightread due to the moving platforms and background effects. The first click is removed to lighten the transition. The screen fades to black once more as the player hits the six orbs at the end of the sequence. *'''53.5-67.75%:''' It then transitions into a very difficult version of the second ship sequence. The difficulty is exacerbated by a significant number of spikes placed throughout the undulating corridor, many of which prevent the player from clinging to floors or ceilings for longer than a second. The player returns to normal size at 60.5%, then begins flipping gravity at 64%. As the player approaches an upcoming cube portal, the screen fades to black one final time. *'''67.75-82%:''' The penultimate section features three parallax mountains and three rotating spotlights in the background. Unlike all previous sections, the blocks are not black; they (along with the background) change colour depending on the player's size (pink if mini, blue if normal, similar to the original level). The gameplay may be slightly hindered by structures that bounce into position rather than remain stationary. The player's size is changed at 71%, 75%, and 78%. *'''82-100%:''' After the player shrinks one last time, the final section begins. In the background, a grid of lines warps left, then right, as the letters of Jose's name, placed in the centre of the grid, fade in and out one letter at a time (the 'J' appears first, then the 'o', then 's', and finally 'e'). This section contains a gameplay pattern in which a player must ascend and descend a series of pillars arranged in a pyramidal shape, then carefully hit pads and orbs; the pattern is repeated four times in total. Finally, the player reaches a staircase at 96.25% where they must not jump. As the player enters the end wall, the screen fades to black and text reading 'GG' appears.
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