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==Description== ''Note: The creators listed here are the level's decorators. The gameplay and layout were both created by ORte.'' *'''0-3% (Lilium):''' Firework begins with a normal-speed cube. Even though this is the level's shortest segment, it is still quite difficult to pass, as it contains several precise timings with nearly no breaks in between. Once the player reaches the end of the part, the level accelerates to triple speed, sending the player into the level's immediate drop. It is deemed the hardest part of the level. *'''3-14% (ORte):''' The following section alternates between many different speeds. It starts with a swift downward ship curve before taking a little break in the cube game mode. The level then speeds up again, and the player must perform two tight dual-ball inputs. Afterwards, the player goes through a brief ship segment and a cube transition into a tight wave section, where they must perform two tight dash orb timings along with a size change. After a fast cube transition, the player has to manoeuvre another tight ship curve before reaching another cube transition. Following that, the player must do two tight dual spider inputs. The section ends with an array of orbs in the cube game mode, in which the player alternates between double and triple speed. *'''14-25% (Buragoz):''' The level continues to alternate between various speeds. This section begins with a quick upward swoop in the ship game mode, then launches the player out of a cube portal and into a robot part with precise inputs. The player then enters a dual-UFO section, followed by a tight wave section. The player then hits a dash orb that leads to a ship section where they must fly upward and straight-fly while dodging numerous orbs. This section, like the previous one, concludes with an array of orbs in the cube game mode that alternates between double and triple speed. *'''25-36% (Lekvid):''' The section begins in the spider transition with very tough timings before being thrown into a cube segment with two more timings. After hitting a black orb, the player is transported to a wave portal, where they must perform two dash orb timings, as seen at 7%. They must then perform two more dash orb timings while entering a slew of teleport portals in the ship game mode. After hitting a dash orb in the cube game mode, the player is transported to a dual-ship where one icon is large and the other is small. The player must use both ships to hit several orb timings while navigating through various gravity portals. This section, like the previous two, concludes with a cube part containing numerous orb timings and gravity portals. *'''36-45% (Crouley):''' The following section is entirely in cube game mode, leading up to the level's second drop. The first half is played at double speed, and every orb timing is synced to the music, remaining extremely tight. There are also numerous fake orbs to confuse the player. When the player reaches the second half, there are a few instances where the level accelerates to triple speed for a brief moment before decelerating back down to double speed. The player must click many more times in this half, but the number of fake orbs has decreased. The final two seconds of the section are entirely in triple speed, and the player must time seven tight orbs before moving on to the drop section. *'''45-55% (Itami):''' The player is launched through a ball portal at the start of the drop before reaching a cube portal. The player must perform two precise cube timings before reaching a brief ship segment with an upward swoop and a gravity portal. The player is then taken back to the cube game mode, where they must perform three precise orb timings before entering a difficult ship straight-fly. After the player hits two more cube timings, the level accelerates to quadruple speed while the player must rapidly spam through a wave corridor with many spikes. Following that, the level slows down briefly before the player must perform a cube timing into a ball portal, where another tight timing into a green orb awaits. Then, as a ship, the player must fly downward into a cube segment with two orb timings that lead to an easy ball input. The section concludes with a cube segment. The first half includes a mini-cube and an array of blue orbs, and the second half has a normal cube with six different orb timings. *'''55-64% (Buragoz):''' The following section begins with two cube timings, followed by a UFO segment with a single jump. The UFO jump leads to a brief cube cluster containing a blue orb, followed by a robot segment with three simple timings. Once accomplished, the player must execute a perfect ball timing into a minuscule upward swoop ship corridor, followed by an extreme UFO timing into a wave portal. If the player survives the next wave manoeuvre, they will confront the level's treacherous dual-spider segment. After that, the player can take a short break before emerging to meet an automatic UFO transition into a ball timing. If the player completes this ball timing, they will encounter two brutal robot inputs before reaching a ship corridor that ends many runs. After passing this, the player must complete a series of claustrophobic ball timings before being confronted with an extreme handful of orb timings in the cube game mode, all in a matter of seconds. *'''64-71% (Desumari):''' The following two sections, like the previous ones, are entirely in cube game modes. This first one begins at half speed and occasionally accelerates to triple speed. Despite being very in sync with the music, the section may kill the player due to nerves. The level accelerates up to normal speed once the player reaches the second half of the section. When the player reaches the end of this section, the level fades to black. *'''71-79% (RealVet):''' As they travel, the player remains in the form of a cube. The player's nerves begin to build as the level gradually becomes easier, a situation many other players have already experienced. Given that the majority of it is at double speed and that the entire section is on an upward slope, this section moves along more quickly than the previous one. Towards the end of this section, a single brief blue pad section briefly accelerates the player to triple speed before slowing the remainder of the section down to normal speed. *'''79-84% (Konsi):''' The level's climax then welcomes the player. It is one of the most challenging ship sections ever included in a rated Geometry Dash level, especially when the player's nerves become a factor. The player must navigate extremely narrow, half-speed corridors with nearly frame-perfect timing, as orbs are scattered throughout. It has many gravity portals. The player is reduced in size and forced to move through an even narrower corridor if they can reach the second half of the section. *'''84-93% (00Zero):''' After passing through the ship section, the player can take a brief break before encountering another double-speed cube section. This section relies heavily on memory and is as difficult as RealVet's cube section. The level briefly slows down to normal speed near the end of this section before accelerating back up to double speed. When the player reaches the end, a large skull with the text 'VERIFIED BY TRICK' appears on the screen. *'''93-99% (Lilium):''' The level's final section is short and straightforward, but it is also very easy for mistakes to creep in. As the player must alternate between dash orb timings and tight jumps, it constantly switches between half-speed and normal-speed. The level accelerates to triple speed after the fourth dash orb, and the player downsizes. They must hit a synced, tight array of orbs, followed by an upside-down, slow ship section in which the player must fly through two sawblades before reaching the level's end. *'''99-100% (Hantein, End Screen):''' The end screen of Firework features a giant detailed skull with spikes protruding from it on both sides.
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