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Artificial Ideology
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==Description== *'''0-4% (Minus):''' Artificial Ideology begins with a cube section containing confusing obstacles with invisible orbs and gravity portals (labelled as 'GRAVITY'). The invisible orbs pulse their colour as the player progresses. The player must memorise which orbs to touch and which not to hit. *'''4-9% (KSWgeo):''' Next, the player enters a mini ball section with difficult timings, then switches to a ball dual with difficult timings that require the player to time right when the ball nearly reaches the edge of the platform. *'''9-13% (ThorMode):''' The player enters a difficult wave section with tight spaces and bright pulsing cubes as a background. There is a coin in a fake block with the coin's label (shown as 'C') on it, which requires the player to have skilled waving to go through the block. *'''13-18% (Cyclic + Minus):''' The player enters another ball dual with hard timings. It changes into a moderately tight-spaced wave segment and into a ship sequence, which requires moderate straight-fly as the spikes slowly close in on the player. *'''18-33% (Zelda):''' This consists of a robot section with many timed jumps, spinning gears, and small spikes that are hard to see through the dark. This section's background used to include the quote 'Dea Ex Machina - ', but it was removed as the level's name was changed. The gameplay switches to a mixed dual section, with the top one a mini-cube and the bottom one a mini-ship. This part requires a high level of timing. The top one turns into a mini-UFO, while the bottom one turns into a wave. The player has to 'straight-wave' as it changes its size while controlling the UFO to avoid hitting the spikes below, which requires controlled straight-waving. *'''33-43% (Motu):''' The player enters a ship sequence that contains a moderately tight space and a mini-straight-fly section, which changes gravity as the player goes through. The player enters a difficult mini-wave section that requires precise timing of micro-clicks and minor jitter-clicks. It transitions into a wave section, then into an auto segment with many blue pads corresponding to the build-up of the drop. *'''43-51% (Koreaqwer):''' Next, the player enters a half-speed wave section with tight spaces, which quickly changes into a triple-speed ship sequence with straight-flying. After this, the player turns into a mini-wave and a mini-ship that requires straight-flying and contains gravity changes. It turns into a mini-wave that requires precision to fly through, following the song's melody. A normal cube section and a short straight-fly segment follow. *'''51-58% (RedDragoN):''' Afterwards, the player enters a simple mini-cube section with slight timing and minor orb spam. The player enters a ship sequence with moderately tight spaces as the ship changes size and gravity. *'''58-64% (Miner + Koreaqwer):''' It changes into a half-speed, short ship section consisting of yellow orbs the player must hit. The player goes through the portal into a wave section with a seemingly open segment that tricks them. However, the 'lens flare' of the star in the background resembles white spikes, and hidden saws are scattered throughout the open space, making it a difficult wave section. It changes into a triple-speed mini-ship sequence with numerous straight-flying segments. *'''64-66% (Satum + Minus):''' The player goes through a mirror portal and enters a half-speed wave segment with tight spaces. They progressively increase speed as they go through. *'''66-75% (Ryan LC):''' The player passes through the mirror portal again and changes into a cube dual with moderate timing. It changes into a mixed dual section, one being a mini-UFO and the other being a mini-wave. This segment requires spamming the UFO while maintaining a controlled straight-fly as the mini-wave. It transitions into a single mini-ship with a short straight-fly segment, which in turn leads into a slow mini-UFO section as the background darkens and obstacles turn pure black. This segment requires skilled timing of the jumps and tapping of blue orbs. *'''75-82% (Dhk2725):''' Afterwards, the player transitions into a double-speed mini-ball dual with moderate timings of every jump, which goes according to the song's melody. Next is a half-speed mini-cube section that requires slight timings of the blue orbs, which also synchronises with the song. *'''82-100% (Rabb2t):''' It transitions into a triple-speed ship section with tight spaces and fast switching of gravity- and teleportation portals. It changes into a mixed dual section, a cube, and a wave segment, which requires moderate timing of the wave. Both icons change into a ship and a mini-ball, which require skilled timing of the ship and ball to go through the obstacle and a section that quotes the text 'Never Give Up' as the player reaches the end of the level. Finally, it changes into a ship as it lands on a floating platform with the mega-collaboration members labelled in the background in a crossword form.
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