Experiment: Difference between revisions

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:''For the recursive level, see [[experiment]].''
{{DISPLAYTITLE:experiment}}
{{IB-Level
{{IB-Level
|name      = experiment
  |image      = Experiment.png
  |image      = Experiment.png
  |id        = 112770258
  |id        = 112770258
  |creator    = mbed (publisher), lumpy, Pocke, [[Serponge]], TheDevon
  |creator    = mbed (publisher)
;Contributors
Lumpy, pocke, [[Serponge]], TheDevon
  |created    = [[Update 2.2]]
  |created    = [[Update 2.2]]
  |difficulty = [[File:EasyDemon.png|x35px]]
  |difficulty = [[File:EasyDemon.png|x35px]]
  |stars      = 10
  |stars      = 10
  |length    = Variable
  |length    = 6m 6s (XL)<ref group="Notes">experiment's length varies as the level loops. The ending of the level after restarting lasts for 17 seconds.</ref>
  |copytype  = Free Copy
|objects    = 111,111
  |downloads  = 789K+
  |copytype  = No password
  |likes      = 47.6K+
  |downloads  = 791.2K+
  |likes      = 47.7K+
  |rating    = Legendary
  |rating    = Legendary
  |artist    = Frums
  |artist    =
  |music      = Wavetapper
*[https://soundcloud.com/frums Frums]
  |musicid    = 10009585
*[https://novedeht.newgrounds.com/ NoveDeht]
  |music      =
*[https://soundcloud.com/frums/wavetapper Wavetapper]
*[https://www.newgrounds.com/audio/listen/1348914 Wavetapper if it was good]
  |musicid    =
*10009585
*1348914
}}
}}
 
'''experiment''' is a [[Update 2.2|2.2]] Easy Demon collaboration level published by mbed. The level features a unique gimmick that uses the teleport trigger to loop the player back to the start of the section. The player must solve puzzles to 'escape' the loops.
'''experiment''' is a 2.2 Classic Easy Demon level published by mbed. It has a unique gimmick that uses the teleport trigger to loop the player back to the start of the section. The player must solve puzzles to "escape" the loops.


==Description==
==Description==
The level takes place in a facility of sorts. The facility is grey, large, and recursive. The player must flee the facility to beat the level, doing so by experimenting and finding secret ways in each of the ten chambers. Note that, like in any regular classic level, crashing will send you back to chamber 01.
experiment takes place in a facility of sorts. The facility is grey, large, and recursive. The player must flee the facility to beat the level, doing so by experimenting and finding secret ways in each of the ten chambers. Note that, like in any regular classic level, crashing will send you back to chamber 01.


*'''01'''. The first chamber of experiment has four orbs. Activating all four orbs in succession reveals the same four orbs about one second later. This recurses indefinitely. To escape, the player must forgo activating the final three orbs, falling into the next part.
*'''01:''' The first chamber of experiment is a cube section with four orbs. Activating all four orbs in succession reveals the same four orbs about one second later. This chamber recurs indefinitely. To escape, the player must forgo activating the final three orbs, fall, and proceed to the next part.
*'''02'''. This section has one black orb, a dash or , and another black orb. To escape, the player must jump before the first black orb, onto a big structure, and jump back on the ground where ther are breakable blocks. This reveals that breakable blocks can be shattered by falling on it from a high enough place.
*'''02:''' This section has one black orb, a dash orb, and another black orb. To escape, the player must jump before the first black orb onto a large structure, then jump back onto the ground where there are breakable blocks. It reveals that breakable blocks can be shattered by falling from a high enough height.
*'''03'''. This chamber has three spider orbs. To escape, the player must hit the final one late, and jump to the blue pad to fall down.
*'''03:''' This chamber has three spider orbs. To escape, the player must hit the final one late and jump to the blue pad to fall.
*'''04'''. This part uses a custom pulley system. Touching the platform on one side of the pulley weighs it down and brings the other platform up. Normally, the player touches both platforms, but to escape, they must skip the second one, recurse, and fall through an opening in the system.
*'''04:''' This part uses a custom pulley system. Touching the platform on one side of the pulley weighs it down and raises the other platform. Normally, the player touches both platforms, but to escape, they must skip the second one, recur, and fall through an opening in the system.
*'''05'''. During this section, the player's form is spider. They must teleport late onto the bottom of the room to advance.
*'''05:''' During this section, the player becomes a spider. They must teleport late onto the bottom of the room to advance.
*'''06'''. During this section, the player's form is robot. The chamber is a multi-path one. The player must jump early to the bottom path (touching a big size portal) and recurse to the top path, jumping high and shattering breakable blocks below.
*'''06:''' During this section, the player becomes a robot. The chamber is a multi-path one. The player must jump early to the bottom path (touching a normal-size portal) and return to the top path, jumping high and shattering breakable blocks below.
*'''07'''. The player's form is ball. There is an abundance of green toggle gravity portals. To escape, the player must jump at every point possible, falling through the ceiling instead of the floor.
*'''07:''' The player becomes a ball. There is an abundance of green gravity portals. To escape, the player must jump at every opportunity, falling through the ceiling rather than the floor.
*'''08'''. The player's form is ship. This dark chamber has seemingly random [[Transporters|orbs and pads]] placed about. To advance, the player must activate a purple transporter, a blue one, a red one, a green one, and a black one, in that order, consecutively. If the player activates a wrong type of transporter during the sequence, the chamber will reset and the sequence will have to be restarted.
*'''08:''' The player becomes a ship. This dark chamber has seemingly random [[Transporters|orbs and pads]] placed about. To advance, the player must activate a purple (spider) transporter, then a blue one, a red one, a green one, and a black one, in that order. This combination can be found in the previous chamber. If the player activates the wrong type of transporter during the sequence, the chamber will reset, and the sequence will restart.
*'''09'''. The decoration has turned into that of visual noise. This chamber is a tricky one where red orbs fly around, and gameplay is normal otherwise. To pass, the player should activate a red orb, accessing the upper section of the chamber, and activating a dash orb early, skipping any other gameplay and advancing up into chamber 10.
*'''09:''' The decoration has turned into that of visual noise. This chamber is tricky: red orbs fly around, and gameplay is otherwise normal. To pass, the player, as a mini-cube, should activate a red orb, accessing the upper section of the chamber, and activating a dash orb early, skipping any other gameplay and advancing up into chamber 10.
*'''10'''. There are four spikes and a platform. To escape, the player must click ten times while on the platform, showing checkmarks on the four spikes and moving on.
*'''10:''' There are four spikes and a platform. To escape, the player must click the platform 12 times during the phone dial, showing checkmarks on the four spikes, and then move on.
*'''End Sequence'''. An ending sequence that is bright and colorful. There is a cube part and a ship part, being the trickiest part of the level. After overcoming these obstacles, the player is now stuck in an infinite recursive state, only able to escape via manually restarting.
*'''End Sequence:''' An ending sequence that is bright and colourful. There are a cube part and a ship part, both simple yet somewhat tricky. After overcoming these obstacles, the player is now stuck in an infinite recursive state, only able to escape via manually restarting.
*'''*01'''. After manually restarting, the same four orbs at the start are placed, but this time, however, the hole in the ground is covered, and the player must active all four orbs five times over to complete the level.
*'''*01:''' After manually restarting, the same four orbs at the start are placed, but this time, however, the hole in the ground is covered, and the player must activate all four orbs in five loops to escape the chamber and complete the level.


==Walkthrough==
==Gameplay==
{{VC|A1lcntI8Mn4}}
{{VC|A1lcntI8Mn4}}
==Trivia==
*experiment uses two songs and two sound effects (SFX).
==Notes==
<references group="Notes" />
[[Category:Classic levels]]

Revision as of 18:00, 5 April 2026

experiment
ID
112770258
Creator(s)
mbed (publisher)
Contributors
Lumpy, pocke, Serponge, TheDevon
Created
Attributes
Difficulty
Length
6m 6s (XL)[Notes 1]
Objects
111,111
Copy type
No password
Statistics
Downloads
791.2K+
Likes
47.7K+
Rating
Legendary
Audio info
Artist(s)
Music ID
*10009585
  • 1348914
  • experiment is a 2.2 Easy Demon collaboration level published by mbed. The level features a unique gimmick that uses the teleport trigger to loop the player back to the start of the section. The player must solve puzzles to 'escape' the loops.

    Description

    experiment takes place in a facility of sorts. The facility is grey, large, and recursive. The player must flee the facility to beat the level, doing so by experimenting and finding secret ways in each of the ten chambers. Note that, like in any regular classic level, crashing will send you back to chamber 01.

    • 01: The first chamber of experiment is a cube section with four orbs. Activating all four orbs in succession reveals the same four orbs about one second later. This chamber recurs indefinitely. To escape, the player must forgo activating the final three orbs, fall, and proceed to the next part.
    • 02: This section has one black orb, a dash orb, and another black orb. To escape, the player must jump before the first black orb onto a large structure, then jump back onto the ground where there are breakable blocks. It reveals that breakable blocks can be shattered by falling from a high enough height.
    • 03: This chamber has three spider orbs. To escape, the player must hit the final one late and jump to the blue pad to fall.
    • 04: This part uses a custom pulley system. Touching the platform on one side of the pulley weighs it down and raises the other platform. Normally, the player touches both platforms, but to escape, they must skip the second one, recur, and fall through an opening in the system.
    • 05: During this section, the player becomes a spider. They must teleport late onto the bottom of the room to advance.
    • 06: During this section, the player becomes a robot. The chamber is a multi-path one. The player must jump early to the bottom path (touching a normal-size portal) and return to the top path, jumping high and shattering breakable blocks below.
    • 07: The player becomes a ball. There is an abundance of green gravity portals. To escape, the player must jump at every opportunity, falling through the ceiling rather than the floor.
    • 08: The player becomes a ship. This dark chamber has seemingly random orbs and pads placed about. To advance, the player must activate a purple (spider) transporter, then a blue one, a red one, a green one, and a black one, in that order. This combination can be found in the previous chamber. If the player activates the wrong type of transporter during the sequence, the chamber will reset, and the sequence will restart.
    • 09: The decoration has turned into that of visual noise. This chamber is tricky: red orbs fly around, and gameplay is otherwise normal. To pass, the player, as a mini-cube, should activate a red orb, accessing the upper section of the chamber, and activating a dash orb early, skipping any other gameplay and advancing up into chamber 10.
    • 10: There are four spikes and a platform. To escape, the player must click the platform 12 times during the phone dial, showing checkmarks on the four spikes, and then move on.
    • End Sequence: An ending sequence that is bright and colourful. There are a cube part and a ship part, both simple yet somewhat tricky. After overcoming these obstacles, the player is now stuck in an infinite recursive state, only able to escape via manually restarting.
    • *01: After manually restarting, the same four orbs at the start are placed, but this time, however, the hole in the ground is covered, and the player must activate all four orbs in five loops to escape the chamber and complete the level.

    Gameplay






    Trivia

    • experiment uses two songs and two sound effects (SFX).

    Notes

    1. ↑ experiment's length varies as the level loops. The ending of the level after restarting lasts for 17 seconds.