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Skeletal Shenanigans
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==Description== ''Note: Percentages assume the level's intro screen is not skipped. If the intro is skipped, subtract 11.5% from all percentage values.'' *'''0-11.5%:''' Skeletal Shenanigans begins with an intro that the player can skip by clicking when it starts. The intro contains three messages: 'For the Jam Gauntlet CC', 'By YoReid and Airz', and 'to the score of Teminite, Waterflame, and Boom Kitty's 'Slash Inferno'. The Jam Gauntlet, as well as the level and song creators, are displayed with icons alongside their respective names. *'''11.5-20.75%:''' The level's gameplay begins with a spider segment featuring a hellish theme, where some orbs require late timing to pass. Many clicks require landing on pads of several different colours. As the player leaves the section, a skeleton appears holding a wooden scoreboard that depicts the Skeletons' points (the player's current attempt count - 1) and the Player's <!--- It is capitalised in the level ---> points (the number of successful completions within the current session). *'''20.75-30.25%:''' Afterwards, the scenery changes to the inside of a castle, and the player must pass through a swing segment, followed by a robot segment on a bridge. This same pattern of gameplay changes repeats, maintaining the same theme. In the swing segments, background torches are present as click indicators. *'''30.25-34.75%:''' The player becomes a robot, and the scenery shifts to the castle's exterior at night. The player enters a cannon operated by a pair of skeletons led by their skeleton captain. After peering through a handheld telescope at the next section (visible in the background), the captain orders the pair of skeletons to 'Fire in the hole!'; the last word of his order is interrupted with the player being blasted out of the cannon as a cube. This section contains no gameplay. *'''34.75-53.5%:''' The player hits a target, and slow cube gameplay ensues, which then speeds up and changes to mini size. The player eventually reverts to regular size and slow speed, with more cube gameplay. At 43.75%, a skeleton head appears in the background and eats the moon, and more cube gameplay ensues, albeit at double speed. At the end, the player must hit a dash orb to reach the boss fight. A sign that reads 'Crystal Gives Power' is seen beforehand. As the player uses the dash orb, they dash into a black scene. The skeleton head, now with glowing eyes, reveals itself, beginning the boss fight. *'''53.5-74.5%:''' The boss fight involves the skeleton head using an orange diamond-shaped crystal to launch fireballs at the player. For the entirety of the boss fight, the player is a ship, and the scenery is that of a tower's interior. The screen's vertical boundaries wrap around; the player can swoop up to reach the bottom and swoop down to reach the top, as invisible teleport portals hover above and below the player. This mechanic is crucial as each time the giant skeleton head attacks, the player must swoop up or down to avoid attacks from smaller skeletons, whose attacks consist of ranged sword attacks from skeletons wielding swords first, then magic attacks from a skeleton wizard second, and finally arrow attacks from skeleton archers wielding bows and flaming arrows. After the giant skeleton head's last attacks, a trio of skeleton heads bearing wings appears, and one of them grabs the orange crystal. A brief scene shows the player breaking out of the tower as the winged skeleton carrying the crystal withers and drops it to the ground; the player goes after it. *'''74.5-81.5%:''' The scenery changes to a forest, and the player goes after the crystal with downward-cube gameplay, while the giant skeleton crawls behind, pursuing the crystal as well. At the end, the player falls again, this time to the final part, which features a cave-like theme. *'''81.5-100%:''' The entire final part features spider gameplay as several skeletons fight to get hold of the orange crystal, starting with a regular unarmed skeleton, then a sword-wielding skeleton, a wizard, and finally an archer; except for the unarmed skeleton, all of the returning skeletons are from the boss fight. At 89.5%, the archer skeleton falls and drops the crystal, and the player becomes a cube and picks it up before the end screen (created by ArcDraws) appears, ending the level.
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