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Menace
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==Description== Menace begins with a challenging robot section that features jumps off spike edges and precise orb timing. It then accelerates into a ball segment, presenting similar timing challenges. Following this, a mini-cube with three spider orb timings appears, then an automatic transition to a robot section at 10%, where the player must cling to floating blue pads to remain airborne. The level decelerates into another mini-cube segment with complex block shapes and challenging orb timings, similar to [[Black Blizzard]]. Finally, the following UFO section features challenging timings and tight spaces, building tension for the drop. After the level's title is displayed, the drop begins, with the first half featuring a fast-paced sequence and frequent game mode changes. It features difficult asymmetrical duals and unique mechanics, such as a same-gravity swing dual at 29%. A notable segment at 34% focuses solely on robot gameplay. The second half of the drop begins with a dual-ship transition in which the two ships appear to be approaching each other. It then accelerates to quadruple speed, displaying robot and spider timings. A cube with the same blue pad gimmick as the 10% robot section follows. The level then quickly switches between game modes, each containing 1-2 clicks, before moving on to a swing section, three repeated cube timings, a longer cube section and additional robot timings. Then, there is a wave segment with a gravity-flipping dash orb leading to a short cube section that completes the drop. After the drop is a long cube section completely slowed by a time warp trigger, with a size switch halfway through and unusual timings, such as jumping off sides of block towers and spike edges. It concludes with three orb timings, where the third launches the player into a difficult swing section that tests endurance and swing control. There are a few fake paths, such as routes inside gears. Towards the end of the section, it builds tension by accelerating to double speed before the second drop. When the second drop starts, the level introduces a dual-cube gimmick in which both cubes must repeatedly hit a dash orb to navigate through a moving, invisible spike gap, repeated four times. The gimmick is then repeated four more times in a straight-fly ship section. Then comes a complex asymmetrical dual-cube part with size changes and invisible collision blocks, followed by a difficult same-gravity dual-ship segment. The level then presents a brief symmetrical cube dual, an asymmetrical wave, and an asymmetrical swing segment. The finale alternates between game modes, including a timing-heavy robot part, two difficult wave clicks, a ship segment that tests vertical control, and a final robot segment with six dash orb timings and four spider orb timings. The end screen displays an eyeball artwork with the title, creator, playtesters, font and verifier.
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