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MINUSdry
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==Description== *'''0-13%:''' MINUSdry begins with a cube sequence containing difficult timings, with regular jumps and precise orb clicks. There is a sequence of multiple different orbs, which the player must memorise to click the correct ones. After the cube comes a ship sequence that requires manoeuvring the descending straight-fly, then precise flying as the mini-ship. Following this is another cube sequence with less frequent click necessity. *'''13-34%:''' This section starts with a ship sequence, challenging both in straight-fly and sharp manoeuvres, requiring precise icon control, including a mirror portal midway. After the ship sequence, the level unmirrors, and another cube sequence follows, with its main difficulty being precise timing. A short sequence begins, requiring memorisation of the correct path, and once done, all the player must do is press the last orbs to enter the drop. *'''34-50%:''' The first half of the drop consists of four equal-length sequences: a swift ship sequence with mostly challenging straight-fly, a UFO sequence with precise clicks and ceiling-spam, and a fast cube sequence, where the timings are manageable but are tougher due to difficult spike jumps. This section ends with a difficult ball-copter sequence that requires good control and precise clicks through the narrow passages. *'''50-66%:''' The second half of the drop begins with a long and precise ball sequence, followed by a brief cube sequence with several clicks, which then turns into a ship that requires going through difficult straight-fly, changing sizes. This section ends with the player transforming into a UFO, featuring unusual and challenging gameplay. *'''66-82%:''' This section comprises to the brim with timings. It consists of two sequences: a cube with difficult timings and spike jumping, and a ship sequence with frequently changing speeds, size, and gravity, accompanied by straight-fly and complex manoeuvres. *'''82-100%:''' The final section features a slow cube sequence with complex timings. The level slows down, and a memory sequence follows, mixed with timings. The final click is a jump over the disappearing, spread-out triple-spike.
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