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Revision as of 17:10, 31 August 2026
Game Time is a 2.1 Insane Demon level by SimilarAMZ, published on 25 March 2018. Considered an homage to several now-defunct Flash games, the level features recreations of some of SimilarAMZ's favourites.
Description
Game Time recreates 15 separate Flash games. The outputs of each player input are always listed at the top of the screen, along with the game-mode used to recreate movement, if applicable.
- 0-5.25% (Space Is Key): Game Time begins with an orange-and-white recreation of the game Space Is Key, with the player controlling a mini-cube and needing to jump over some blocks (acting as spikes). Text appears as the player progresses, saying: 'Hello!!', 'This is mix of flashgames [sic] I like', and 'I hope you enjoy!!' At 4.5%, the player enters a black introduction screen, where the level title appears alongside the phrase 'Good luck!!' The cube breaks a star under the 'G' in 'Game', before speeding off the screen.
- 5.25-12.5% (Heart Star): The player must use the Player 1 button to jump as a cube portrayed as Heartgirl or Starboy, representing the colours red and blue, respectively. This section contains blocks and spikes in three colours: red (hearts), blue (stars), and purple (moons); blocks are marked with these symbols for colourblind support. Purple obstacles remain solid throughout, but red and blue obstacles only turn solid when their corresponding colour is 'active'; the active colour starts as red. To complete the section, the player must reach a golden platform at the end.
- Whenever the player uses the Player 2 button, the active colour flips from red to blue (or vice versa). This action causes the following effects:
- Obstacles of the previously active colour become passable outlines, and obstacles of the active colour become solid.
- The character changes to match the current active colour; Heartgirl for red or Starboy for blue.
- The background changes to the active colour, with hearts replacing stars (or vice versa).
- 12.5-18.75% (The World's Hardest Game): This section plays similarly to its namesake, except the player constantly moves to the right instead of being allowed to move freely in any direction. The player controls the red cube with wave controls and must avoid the moving blue ball obstacles. The player also must collect the four yellow coins—located at 14.25%, 14.75%, 17.5%, and 17.75%—to pass after entering the green box at the end.
- 18.75-27.5% (Crazy Tracker): The player controls a mini-ship portrayed as a red gear and must pass through several metallic green obstacles, such as rotating fan structures and shifting columns, to get to the next part. Though not indicated, touching the floor or ceiling will cause a crash.
- 27.5-33.25% (light-Bot): This section consists of a 4x4 square grid (tilted 45° clockwise) with the following objects placed:
- The Light-Bot on the top-left space.
- Blockers on the third space in the second row and the first space in the third row. Light-Bot cannot pass through these spaces.
- A blue tile on the third space in the third row, serving as the target destination.
- The objective of this section is to create a 7-command sequence which will direct Light-Bot to walk from his starting point to the blue tile, upon which he must then activate his antenna lamp. It must be completed before the timer (indicated by a depleting yellow progress bar in the bottom-right) runs out. The timer runs from 28.5-32%, after which the command sequence will be run; the player will crash if the sequence is incorrect. The four commands to choose from (in order) are as follows:
- Walk (↑) - attempts to move Light-Bot forward one space in the direction he is currently facing. It will be unsuccessful if directly in front of a boundary or blocker.
- Turn right (⭮) - rotates the Light-Bot 90° clockwise.
- Turn left (⭯) - rotates the Light-Bot 90° counterclockwise.
- Light (💡) - illuminates the Light-Bot's lamp. It must only be used as the seventh and final command.
- To input commands, the player must use the Player 1 button to cycle through the options and press Player 2 to input the currently selected command. Due to the maximum of seven commands, there is only one correct answer: ↑⭮↑↑⭯↑💡. Once it is input, the Light-Bot will reach the blue tile and turn it yellow, allowing the player to pass to the next section.
- 33.25-38% (Spikes Tend to Kill You): Here, the player controls a black mini-cube and must avoid spikes and yellow bullets that shoot out of launchers as they progress to an area with the word 'GOAL'. This section splits into four parts; the first three display the messages 'Welcome to this part', 'Don't touch yellow bits', and 'Actually this is Spikes Tend to Kill You 2', respectively.
- 38-47.5% (Exit Path): The player controls a mini-robot at triple speed, portrayed as a cyan stick figure. They must avoid numerous sawblades, spikes, and swinging pendulums, and use or avoid springs.
- 47.5-52.25% (Fear Less): The player controls a mini-cube, portrayed as a girl being chased by the Grim Reaper. They must use the Player 1 button to jump as a mini-cube, avoiding six stationary red mushrooms. At 48.25% and 50.5%, the player must also use the Player 2 button to concentrate on an attack against two fox enemies, clicking when a pair of arrows is within the red-highlighted area in a sword-shaped attack gauge.
- 52-59% (Last Egg Alive): The player controls a cube portraying Eggy and must use the Player 1 button to jump. The player must jump over spikes, jump on boxes, and use springs to reach the end. To do so, they must make use of two power-ups, obtained by touching golden eggs:
- The first golden egg is after the spring at 53.5%; it is unskippable. Collecting it grants the Shrink ability, which turns the player into a mini-cube (shrinking Eggy to match) for two seconds when the Player 2 button is clicked. This power-up must be activated at 54%; doing so will allow the player to clear a small jump at 54.75% and revert to normal size in time to make a standard jump at 55.25%.
- The second golden egg is to the right of the large crate at 56.25%, requiring a timed jump off a medium-sized crate to collect. Collecting it grants the Laser ability, which makes Eggy fire a red laser beam horizontally forward when the Player 2 button is clicked, destroying any blocks orthogonally to the right. This power-up must be activated at 57.5%, destroying a floating set of four crates just before a double-spike at 57.75%. Failure to do so will block the player from successfully jumping over the two spikes.
- 59-65% (Click Drag Type): The player controls a circular vehicle that constantly moves forward, and they must use the Player 1 button to turn left or the Player 2 button to turn right. Turning left lights up the left orange side of the vehicle, while turning right lights up the right blue side. The vehicle displays a colour at its base, and the player must direct it to the corresponding coloured circle out of five on the field. When successfully navigated, the base colour will change to denote a new target; the sequence is always green, lilac, yellow, orange, navy blue. Unlike Heart Star, this section has no colourblindness support.
- Reaching all five coloured areas in order before time runs out (indicated by a vertical progress bar on the right) completes the section. If the player finishes before the time limit, the screen will say 'Good job Please wait'. Failure to complete the sequence in time or travelling too far out of bounds will cause a crash. There is no penalty for passing over incorrect colours aside from the time already lost.
- 65-70.75% (Pwong): The player controls the lower paddle and must use the Player 1 and Player 2 buttons to move left and right, respectively. The section begins with one ball, then adds a second ball at 66.5%. To advance, the player must ensure that neither ball passes their paddle before it passes the opponent's. Two unskippable modifiers are collected during the rally:
- Smaller Paddle: Halves the player's paddle width.
- Faster Ball: Speeds up the balls.
- 70.75-76.75% (Tower of Heaven): The player controls a mini-robot portraying Eid. The player must jump through spikes and use the dark-coloured blocks without touching the light-coloured hazard blocks. At 74%, the text 'Thou shalt not touch in the air' appears, which will shock Eid with a lightning bolt if the player clicks mid-air (resulting in a fail). The player must reach the stairs to pass this part. There is also a block bridge that blinks from light to dark, so the player must jump just before it turns light-coloured.
- 76.75-82.75% (Anbot): This part features two sections. In the first section, the player must use the Player 1 button to move the sawblades so the Anbot can pass through and board a ship at 79.75%. In the second section, three ships pursue the player, and they must avoid the lasers by using the Player 1 button to go up and the Player 2 button to go down.
- 82.75-88.75% (Spewer): The player controls a cube portraying Spewer. The player must use the Player 1 button to jump and the Player 2 button to spew vomit to float upwards. The player only has a limited amount of vomit, indicated by a meter on the bottom left. The player must pass through spikes and structures to reach the end.
- 88.75-97% (The I of It): The player controls a wave portrayed as a red ball attached to an 'I' that stretches its size depending on the player's position, with its base stuck to the bottom of the screen. The player must carefully manoeuvre through orange sloped structures. The section begins at half speed, then gradually increases speed at 90%, 91.5%, 93.25%, and finally 94.5%. Moderate spamming is required to complete the final two speed sections.
- 97-100 (Ending): The ending shows text typed out, initially making a typo, 'Chank', before correcting to 'Thank you for playing'. The level ends with the player on top of blocks spelling 'similar', the creator's name. There is a quadruple-mini-spike on top of the 'R', prompting the player to perform a final jump as the mini-cube. Successful completion of this chokepoint ends the level.
Gameplay
Trivia
- Game Time was rated on 6 May 2018, six weeks after its release.
- Game Time was nominated for Best Game Recreation in the 2.1 Geometry Dash Awards. It went on to place first with 11,356 votes, or 43.54% of the total.
- Game Time is SimilarAMZ's only Featured level.
- SimilarAMZ's two other rated levels, ABLAZE and Cyber Planet, only received a star rating.
- By extension, all three of SimilarAMZ's rated levels are Insane Demons.
- The Spikes Tend to Kill You is the only section that references its sequel game instead of the original.
- Blippblipp, the music track used in Game Time, is the same one used for the first game that was referenced, Space Is Key.
- There is an unofficial sequel level to Game Time called Game Switch, created by cubodix.
Game titles
- Crazy Tracker is misspelt as 'Crazy Traker'.
- SimilarAMZ modelled the light-Bot section after the version created by game developer Danny Yaroslavski (known by his online alias 'Coolio_Niato'). Therefore, Game Time's spelling of 'Light Bot' is incorrect.
- Fear Less! had its subtitle, 'Escape the Nightmare', dropped.
Notable fails
- Mulpan failed at 99% while livestreaming, missing the final jump. After turning off his stream in shock, he completed Game Time off-stream 11 minutes later.[1]
- Calculating his collected orbs reveals Mulpan had previously failed at 89%.
- Nexus also failed at 99%.[2]
- Calculating his collected orbs reveals Nexus had previously failed at 88%.
- Dimonkyky also failed at 99% before completing Game Time after 1,085 attempts. [3]
- Calculating their collected orbs reveals Dimonkyky had previously failed at 91%.
- JordanTRS failed at 94%, then at 99% twice.[4]
- MrSpud8 failed at 84% twice, 85%, and 86% twice.[5]