Experiment: Difference between revisions

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==Description==
==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.
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 return 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.
*'''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 loops 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.
*'''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.
*'''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.
*'''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 on the far right, loop, 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.
*'''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.
*'''06:''' During this section, the player becomes a robot. The chamber is a multi-path one. The player must jump early to reach the bottom path, touch a normal-size portal, then 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.
*'''07:''' The player becomes a ball. There is an abundance of green gravity portals. To escape, the player must jump whenever possible, falling through the ceiling rather than the floor.
*'''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.
*'''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 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.
*'''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.
*'''10:''' There are four spikes and a platform. To escape, the player must click exactly 12 times while on the platform during the phone dial, showing tick marks for the oncoming four spikes the player must jump over, 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.
*'''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 music slows down, the screen goes dark, and an image appears with the word 'experiment'. The player is stuck in an endless loop, able to escape only by 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.
*'''*01:''' After manually restarting, the player finds themselves back in the first chamber, with the same four orbs, but this time, however, the hole in the ground is covered. It seems the player is stuck in a loop, but as they continue, the scenery and music fades, allowing them to escape the chamber and complete the level.


==Gameplay==
==Gameplay==
Line 49: Line 49:
==Trivia==
==Trivia==
*experiment uses two songs and two sound effects (SFX).
*experiment uses two songs and two sound effects (SFX).
*experiment was nominated for ''Best Advanced Classic Level'' in [[The Geometry Dash Awards|The Geometry Dash Awards 2024]].
*experiment is one of the few levels that cannot be completed in one attempt: the level must be restarted, as the player will be stuck in an endless loop at the end of the level.
*experiment cannot be completed in [[Practice Mode|practice mode]] because after completing the level in this mode, before the end of the level, the player will stop, and the creators will advise completing the level in normal mode.
*The background of the first seven chambers is the walls of the test chambers from the game [[Wikipedia:Portal (series)|''Portal'']].
*In the first chamber, hitting only one green orb and then timing the green dash orb will result in a fall to the sky, revealing an image of a seal in a bathtub as an Easter egg.


==Notes==
==Notes==
<references group="Notes" />
<references group="Notes" />
[[Category:Classic levels]]
[[Category:Classic levels]]

Revision as of 18:23, 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 return 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 loops 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 on the far right, loop, 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 reach the bottom path, touch a normal-size portal, then 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 whenever possible, 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 exactly 12 times while on the platform during the phone dial, showing tick marks for the oncoming four spikes the player must jump over, 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 music slows down, the screen goes dark, and an image appears with the word 'experiment'. The player is stuck in an endless loop, able to escape only by manually restarting.
    • *01: After manually restarting, the player finds themselves back in the first chamber, with the same four orbs, but this time, however, the hole in the ground is covered. It seems the player is stuck in a loop, but as they continue, the scenery and music fades, allowing them to escape the chamber and complete the level.

    Gameplay






    Trivia

    • experiment uses two songs and two sound effects (SFX).
    • experiment was nominated for Best Advanced Classic Level in The Geometry Dash Awards 2024.
    • experiment is one of the few levels that cannot be completed in one attempt: the level must be restarted, as the player will be stuck in an endless loop at the end of the level.
    • experiment cannot be completed in practice mode because after completing the level in this mode, before the end of the level, the player will stop, and the creators will advise completing the level in normal mode.
    • The background of the first seven chambers is the walls of the test chambers from the game Portal.
    • In the first chamber, hitting only one green orb and then timing the green dash orb will result in a fall to the sky, revealing an image of a seal in a bathtub as an Easter egg.

    Notes

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