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==Description== ''The gameplay was entirely created by spk. The listed creators are the decorators.'' *'''0-6% (Synd):''' KOCMOC begins with the pre-drop, split into two halves. Synd's half starts with a half-speed cube segment featuring strict timings, size portals and crucial orb clicks and jumps, similar to Slaughterhouse's beginning. Glitch effects add to the challenge. *'''6-13% (Vinty):''' In Vinty's half of the pre-drop, the player encounters tight timings, jumps and size portals. The segment concludes with six dash orbs and two challenging timings with varying icon sizes, followed by a brief transition displaying the level's name before the drop begins. *'''13-29% (Sauzzeth):''' The colour palette shifts to vibrant purple and pink, replacing Synd and Vinty's dark gray. The level ramps up to quadruple speed, intensifying the challenge in the wave game-mode. The player must navigate with tight manoeuvres, enter a mini portal and face a compact wave section. A frantic spam section follows, leading into a ship segment. Here, the player must ascend briefly, hit a black orb, and then execute a straight-fly along the bottom. The ship segment ends with a tight straight-fly that gradually slows. *'''29-44% ([[Bli]] + Sauzzeth):''' The level accelerates back up to quadruple speed, turning the player into a wave again. Here, a rapid automatic transition leads into extremely precise gameplay, marked by arrows to guide the player and make it slightly forgiving. Midway through, the player briefly enlarges and faces a few seconds of tight manoeuvring. This section concludes with a brief ball segment featuring precise orb timings and clicks. To conclude, the player must execute a rapid mini-wave spam. *'''44-59% (Xatz):''' The level briefly slows during a transition before speeding up. Next, a big-sized wave segment requires strict timings and a quick spam section. After this, a brief ship section features a lenient straight-fly that quickly transitions into an automatic segment. Following that, a tight wave part changes size multiple times. The section ends with a mini-UFO part featuring three orb timings. *'''59-74% (kivvvi):''' The final section features challenging wave segments with varied timings, gravity shifts and size changes. It includes extended periods of wave navigation interspersed with a highly demanding spam section at the end, arguably the toughest spam segment. After navigating this spam corridor, the level transitions back to half-speed, accompanied by a thematic shift to a broken, foggy ambience. *'''74-81% (Deadlox):''' Like the pre-drop, the concluding cube section is divided into two parts. It is longer than the pre-drop and features equally demanding timings, narrow jumps, and various changes in size throughout, mainly in Deadlox's half. *'''81-88% (Cauer + Sauzzeth):''' The timings remain tight in Cauer's and Sauzzeth's half. In the final moments, the player encounters intense timing challenges similar to the Slaughterhouse finale, including a sequence of rapid double-spikes. *'''88-100% (Hantein):''' Afterwards, the player meets the end screen, featuring each creator's name and the level title.
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