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Hard Machine
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==Description== ''As Hard Machine's gameplay was made in Update 2.0, inspired by 1.6-1.8 gameplay, the level contains no features added after that update. It features extremely tight timings, straight-fly, and a few memory-based gameplay sections. Much of the gameplay seems to have been inspired by some levels released around 1.8, such as ICE Carbon Diablo X, [[Necropolis]], and [[Silent clubstep]].'' *'''0-7%:''' Hard Machine begins with two triple-spikes before a short straight-fly part. Next, the player must jump and hit three blue orbs extremely late, then wait for a short time before passing through a ship portal. Throughout this ship part, the player must carefully straight-fly while gravity constantly changes. The ship must then travel through a tight space between two sawblades before turning into a cube and falling upwards. *'''7-12%:''' After the cube lands, a few timings must be made before a mini-ship straight-fly that later becomes a normal-sized ship straight-fly. *'''12-22%:''' The player must then fly up and go through a yellow gravity portal before quickly flying downwards to go through a blue gravity portal. An extremely tight straight-fly follows. After is another straight-fly; however, in this straight-fly, the player must fly between spikes above and cube portals below. If the player touches any of the cube portals except for the last one, they will crash into the spikes below. To pass the part, the player must touch the final cube portal and fall through fake spikes to reach the next part, which features tight cube timings. *'''22-29%:''' The next part is a memory cube with breakable blocks preventing the player from falling downwards. The jumps are as follows: directly before the first blue orb, aligned with the red spike facing upwards before the yellow orb, directly after the next spike, directly overhead passes, while hitting the pink orb and directly after the pink orb, and directly between the green orb and the blue orb (although closer to the green orb). If these jumps are done correctly, the player must jump over a quadruple-spike (with shorter spikes than normal) and then a triple-spike before the drop begins. *'''29-39%:''' After a short black screen transition, the player must jump over one triple-spike and hit a bunch of orbs. Next is a ball part with tight timings between spikes. The ball then slows to half speed and becomes mini. More timing ball timings must be made while going through mirror portals and hitting blue orbs late. *'''39-55%:''' Following the mini-ball is a short mini-cube with steps like a staircase. After hitting a pink orb at the end, the player must perform a tight straight-fly while the text 'EZ' appears in the background. Next is a UFO section where the player must time their jumps to avoid sawblades. The player needs to spam with a mini-UFO before turning into a cube. This cube part is a line of pink orbs; the player must hit them at the right time to avoid the spikes above and below. Afterwards is a tight ship part that starts at normal size and then becomes mini. At the end of the ship, the player must fly upwards; the path downwards is fake. *'''55-70%:''' After going through some gravity portals in an automatic part, there is a cube memory part with gravity portals and orbs. Following this part are a few triple-spikes and a ship part. In this ship part, the player must fly upwards, hit the ceiling while in normal size, and dodge spikes above when the ship becomes mini. The player then suddenly returns to normal size and must fly downwards through fake spikes to reach the next part. *'''70-81%:''' The following ship part contains tight straight-flying with gravity portals before a UFO portal where the player must spam into a cube portal to jump over a triple-spike. After a tight jump, the player becomes a ship again and must perform more straight-flying, this time with mirror portals, followed by a cube part with spikes to jump over. The cube part ends with a chain of yellow and pink orbs; the player must hit only the first pink orb and the yellow orb in the middle. *'''81-84%:''' Directly before the second drop is a UFO segment where the player must collect skulls to pass, while the name of the level is displayed in the background. The player must collect the top two skulls on the M, both skulls on the A, the top skull on the H and the top skull on the N. *'''84-91%:''' The second drop begins with a straight-fly part with gravity portals before a tight ball segment. Another straight-fly segment follows. *'''91-99%:''' Following the ship is a cube part that is slightly memory-focused before some orb timings. Two final triple-spikes are next, before two pink orbs that the player must hit late. After the last two jumps, the level ends. *'''99-100% (End Screen):''' The end screen displays the level's name along with its two creators and the verifier.
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