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'''Altered Ascent''' is a [[Update 2.1|2.1]] Extreme Demon mega-collaboration level hosted by Prism, initially verified by [[npesta]] on | '''Altered Ascent''' is a [[Update 2.1|2.1]] Extreme Demon mega-collaboration level hosted by Prism, initially verified by [[npesta]] on 04/04/2020<ref>https://www.youtube.com/watch?v=IUb1OUaiBcs</ref> and reverified by [[Doggie]] for a balance update on 19/07/2021.<ref>https://www.youtube.com/watch?v=A5Q7u2EDVe0</ref> As its name suggests, it is a buffed and redecorated remake of the popular [[Update 2.0|2.0]] level, [[Artificial Ascent]]. | ||
==Description== | ==Description== | ||
''Note: The gameplay is the same as Artificial Ascent in most parts, except for notable buffs.'' | ''Note: The gameplay is the same as Artificial Ascent in most parts, except for notable buffs.'' | ||
*'''0-4% (Genericqueso):''' Altered Ascent begins with a | *'''0-4% (Genericqueso):''' Altered Ascent begins with a slow speed cube section. This part is commonly seen as the easiest, featuring some easy-timed jumps and some orbs to hit. This part is primarily grey, with yellow and blue decorations in the form of small orbs floating in the sky. The end of the part shows Codex's name, only to be replaced by the word 'Queso', which is short for 'Genericqueso'. | ||
*'''4-13% (Angryboy):''' Occurring at the drop part is a very tight | *'''4-13% (Angryboy):''' Occurring at the drop part is a very tight very fast speed mini-wave segment, which becomes normal-sized and then a mini-ship sequence with a few green orbs and portals. There is a short mini-cube block maze with Angryboy's name appearing. Then, a ship sequence with a few gravity portals and a dual-mini-ball. Next is another ship sequence comprised of narrow spaces and a mini-cube section with blue orbs to end his part. | ||
*'''13-19% (Prism):''' Prism's part starts with a double-speed ship sequence with a couple of gravity portals in a one-block flying space. It then changes into a mini-ball, with some spamming, and a red orb that requires precise timing, as there is a spike in front of it. The mini-ball transitions into a dual-cube section with a single jump, and the bottom cube turns into a normal-sized ship, which requires precise timing to jump for the cube while still maintaining a straight-fly. It turns back into a single mini-UFO with tricky timings. Then, the level transitions into a robot with difficult green and blue orb timings. Finally, it changes into a wave segment with tight spaces enclosed by spikes, then into a mini-wave with very tight spaces, and then back into a mini-cube. | *'''13-19% (Prism):''' Prism's part starts with a double-speed ship sequence with a couple of gravity portals in a one-block flying space. It then changes into a mini-ball, with some spamming, and a red orb that requires precise timing, as there is a spike in front of it. The mini-ball transitions into a dual-cube section with a single jump, and the bottom cube turns into a normal-sized ship, which requires precise timing to jump for the cube while still maintaining a straight-fly. It turns back into a single mini-UFO with tricky timings. Then, the level transitions into a robot with difficult green and blue orb timings. Finally, it changes into a wave segment with tight spaces enclosed by spikes, then into a mini-wave with very tight spaces, and then back into a mini-cube. | ||
*'''19-25% (Shocksidian):''' This part starts with a normal | *'''19-25% (Shocksidian):''' This part starts with a normal speed mini-cube section and then a wave segment which transitions into a very fast mini-wave with tight spaces. It turns into a mini-ball with a small timing on a pink orb and some spamming on blue orbs. The player turns into a mini-cube and must hit a blue orb. Then, they become an upside-down mini-ship and must straight-fly through a gravity portal. They must hit a green orb and become a mini-cube with a block maze. | ||
*'''25-28% (Juhou + Ryder):''' Claimed to be the hardest part (while still being the shortest), this part starts with an asymmetrical dual-ship sequence with a yellow orb that one of the ships has to hit while maintaining a straight-fly on the other ship, making timing more difficult for the player. Both ships hit the surface, and the player splits apart by hitting a yellow orb, making them go through the portal. After that, there is a straight-fly section where both ships must hit two yellow orbs. Next is a cube segment, where they launch into the air and must hit a black orb to proceed. | *'''25-28% (Juhou + Ryder):''' Claimed to be the hardest part (while still being the shortest), this part starts with an asymmetrical dual-ship sequence with a yellow orb that one of the ships has to hit while maintaining a straight-fly on the other ship, making timing more difficult for the player. Both ships hit the surface, and the player splits apart by hitting a yellow orb, making them go through the portal. After that, there is a straight-fly section where both ships must hit two yellow orbs. Next is a cube segment, where they launch into the air and must hit a black orb to proceed. | ||
*'''28-32% (GS Craig):''' This part is noticeably decorated with blue and orange, making it stand out more than all the other parts. It starts with a large block jump where the player must land on an invisible platform above a spike, then a high jump into a spam-based mini-wave segment. Then there are two yellow orbs and a triple-spike jump. | *'''28-32% (GS Craig):''' This part is noticeably decorated with blue and orange, making it stand out more than all the other parts. It starts with a large block jump where the player must land on an invisible platform above a spike, then a high jump into a spam-based mini-wave segment. Then there are two yellow orbs and a triple-spike jump. | ||
*'''32-36% (Drakaglin):''' This part contains a background pulsing in various colours and some very detailed block design. The gameplay in this part is entirely played as a ship, with moderately tricky flying, orbs to hit, and gravity portals to go through. The very end of this part consists of two straight-fly segments, unlike an auto part in Artificial Ascent. | *'''32-36% (Drakaglin):''' This part contains a background pulsing in various colours and some very detailed block design. The gameplay in this part is entirely played as a ship, with moderately tricky flying, orbs to hit, and gravity portals to go through. The very end of this part consists of two straight-fly segments, unlike an auto part in Artificial Ascent. | ||
*'''36-40% (Eclipsed):''' Unlike the previous part, this one only uses one type of colour: blue in many shades. Eclipsed's part begins with a short block maze and a ship sequence requiring some timing to hit a yellow and green orb consecutively. Then comes another slightly longer block maze containing more orbs than the first one, and to end the part, a short mini-UFO spam segment. | *'''36-40% (Eclipsed):''' Unlike the previous part, this one only uses one type of colour: blue in many shades. Eclipsed's part begins with a short block maze and a ship sequence requiring some timing to hit a yellow and green orb consecutively. Then comes another slightly longer block maze containing more orbs than the first one, and to end the part, a short mini-UFO spam segment. | ||
*'''40-44% (Nico99):''' This part starts off with a ball segment. Here, the player must traverse numerous platforms and a green orb, timing it to go through a small tunnel. The player changes into a mini-ball with a yellow pad, then shoots up and switches gravity, transitioning into a mini-wave with some tight spaces. The player then switches into a cube with a jump and a pink orb, which requires precise timing because a half-spike lies beneath it. The player then hits a normal | *'''40-44% (Nico99):''' This part starts off with a ball segment. Here, the player must traverse numerous platforms and a green orb, timing it to go through a small tunnel. The player changes into a mini-ball with a yellow pad, then shoots up and switches gravity, transitioning into a mini-wave with some tight spaces. The player then switches into a cube with a jump and a pink orb, which requires precise timing because a half-spike lies beneath it. The player then hits a normal speed portal, and a full triple-spike jump is needed to pass the obstacle. It continues with a simple green orb timing and ends with a moderately tight ship section. | ||
*'''44-49% ([[Pennutoh]]):''' Starting with an insane straight-fly segment, a | *'''44-49% ([[Pennutoh]]):''' Starting with an insane straight-fly segment, a very fast speed ship sequence begins that features numerous gravity portals with very tight spaces to fly through and a yellow orb leading into a cube with a single jump rapidly entering a wave portal. This wave is very tight and goes well with the song's melody, which can guide the player. Using a similar cube transition like the one before, the player must now perform a short UFO spam and then do a quick, hard straight-fly segment. | ||
*'''49-53% (Failure444):''' This part starts with two spike jumps with some timing required. After this, the player changes into a mini-cube and must make two jumps to proceed to the next segment. The player transitions into a mini-ball section that requires precise timing to get through the spikes, similar to the last ball in [[Necropolis]]. Lastly, it changes into a mini-robot part with two jumps and minor timings, and then the player enters a half-speed ship sequence. | *'''49-53% (Failure444):''' This part starts with two spike jumps with some timing required. After this, the player changes into a mini-cube and must make two jumps to proceed to the next segment. The player transitions into a mini-ball section that requires precise timing to get through the spikes, similar to the last ball in [[Necropolis]]. Lastly, it changes into a mini-robot part with two jumps and minor timings, and then the player enters a half-speed ship sequence. | ||
*'''53-58% (Th04):''' The song slows down as the player enters into Th04's part. This part begins with a | *'''53-58% (Th04):''' The song slows down as the player enters into Th04's part. This part begins with a slow speed ship sequence requiring high manoeuvrability, then switches to fast speed for a moment. Then, a quick fast speed cube jump follows. Then it goes into a slow speed wave segment with gameplay similar to the ship sequence, but it is designed for the wave. Throughout the part, all decorations change colours in the following order: blue, green, yellow, red. | ||
*'''58-64% (Straw):''' Much like Eclipsed's part, this part utilises only different shades of blue as its colour. The part begins with a mini-cube, with difficult timings required while jumping and hitting orbs. An equally tricky ball comes next with many orbs of different types to tap. Coming up is a mini-UFO with precise timings and changing size at some points. In the end, a straight-flying section contains size and gravity portals throughout the song's beat. | *'''58-64% (Straw):''' Much like Eclipsed's part, this part utilises only different shades of blue as its colour. The part begins with a mini-cube, with difficult timings required while jumping and hitting orbs. An equally tricky ball comes next with many orbs of different types to tap. Coming up is a mini-UFO with precise timings and changing size at some points. In the end, a straight-flying section contains size and gravity portals throughout the song's beat. | ||
*'''64-70% (Sminx):''' This part starts as a long, tight ship sequence with the player having to manoeuvre through tons of spikes on the way and moving rainbow obstacles possessing a significant threat. It then progresses to UFO, quickly transforming into a tight wave segment and a ball, with transparent gameplay in the second half. The part is primarily black and white, featuring many moving objects with numerous rainbow decorations. | *'''64-70% (Sminx):''' This part starts as a long, tight ship sequence with the player having to manoeuvre through tons of spikes on the way and moving rainbow obstacles possessing a significant threat. It then progresses to UFO, quickly transforming into a tight wave segment and a ball, with transparent gameplay in the second half. The part is primarily black and white, featuring many moving objects with numerous rainbow decorations. | ||
*'''70-77% (LIEB):''' With the song gaining some of the 'upbeatness' again, this part is timing-based primarily and features many orbs to hit, pink being the primary colour choice. It begins with a | *'''70-77% (LIEB):''' With the song gaining some of the 'upbeatness' again, this part is timing-based primarily and features many orbs to hit, pink being the primary colour choice. It begins with a fast speed portal leading into more orbs to hit, along with a short straight-fly sequence with gravity portals throughout before returning to the cube again. Then the player will find a cluster of orbs, and they must remember which ones to hit. A short UFO segment follows, featuring some gravity portals, and then another cube segment where crucial timing is essential. The final moments play as a narrow wave segment and a mini-cube section with a few jumps and some yellow/blue orbs before ending. | ||
*'''77-83% (Bianox):''' This part frequently alternates between cube and robot, comprising suspended platforms with a bunch of spikes and gears to avoid throughout the whole part. Timing is essential here as all different types of orbs scatter to mess the player up as hard as possible. The blocks here have stripe decorations going through them, along with a rainbow-moving background with similar platform motifs. Two final jumps end his part and lead the robot into the second-to-last part of the level. | *'''77-83% (Bianox):''' This part frequently alternates between cube and robot, comprising suspended platforms with a bunch of spikes and gears to avoid throughout the whole part. Timing is essential here as all different types of orbs scatter to mess the player up as hard as possible. The blocks here have stripe decorations going through them, along with a rainbow-moving background with similar platform motifs. Two final jumps end his part and lead the robot into the second-to-last part of the level. | ||
*'''83-91% (Sminx + Voltex):''' This part starts with a relatively tricky mini-ship straight-fly sequence with numerous yellow orbs to avoid mid-flight along with four green orbs to hit in succession right before transitioning into a wave with some moderate difficulty to it, and after that, a relatively easy mini-UFO segment (compared to the rest of the level) with some timing to it. Following this is a small cube maze with a single green orb to hit, guiding the player into another ship sequence similar to the first one. This part also features constellations flying past the screen, both in the foreground and the background, giving it a spacious feel. | *'''83-91% (Sminx + Voltex):''' This part starts with a relatively tricky mini-ship straight-fly sequence with numerous yellow orbs to avoid mid-flight along with four green orbs to hit in succession right before transitioning into a wave with some moderate difficulty to it, and after that, a relatively easy mini-UFO segment (compared to the rest of the level) with some timing to it. Following this is a small cube maze with a single green orb to hit, guiding the player into another ship sequence similar to the first one. This part also features constellations flying past the screen, both in the foreground and the background, giving it a spacious feel. | ||
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==Trivia== | ==Trivia== | ||
*Altered Ascent was rated on | *Altered Ascent was rated on 08/04/2020 and placed at #45 on the [[Geometry Dash Demonlist|Demonlist]] on 22/04/2020, above Dolos and below Factory Realm X. | ||
**This addition pushed SINGULARITY into the Extended List and Unearthed into the Legacy List. | **This addition pushed SINGULARITY into the Extended List and Unearthed into the Legacy List. | ||
***Coincidentally, Unearthed is another one of npesta's verifications. | ***Coincidentally, Unearthed is another one of npesta's verifications. | ||
*Altered Ascent was originally set to be verified by Combined, the original verifier of Artificial Ascent, but after a 96% fail, the verification was passed to npesta. | *Altered Ascent was originally set to be verified by Combined, the original verifier of Artificial Ascent, but after a 96% fail, the verification was passed to npesta. | ||
*There is a running joke surrounding the person GS Craig popularised with Altered Ascent. The joke is that no one knows who Prism or himself is, and the host does not tell anyone about this person. | *There is a running joke surrounding the person GS Craig popularised with Altered Ascent. The joke is that no one knows who Prism or himself is, and the host does not tell anyone about this person. | ||
*The placement of Ourwa on | *The placement of Ourwa on 07/05/2023 pushed Altered Ascent into the Legacy List of the Demonlist. | ||
==References== | ==References== | ||
<references /> | <references /> | ||
[[Category:Demon List levels]] | [[Category:Demon List levels]] | ||
Revision as of 16:46, 14 June 2026
Altered Ascent is a 2.1 Extreme Demon mega-collaboration level hosted by Prism, initially verified by npesta on 04/04/2020[1] and reverified by Doggie for a balance update on 19/07/2021.[2] As its name suggests, it is a buffed and redecorated remake of the popular 2.0 level, Artificial Ascent.
Description
Note: The gameplay is the same as Artificial Ascent in most parts, except for notable buffs.
- 0-4% (Genericqueso): Altered Ascent begins with a slow speed cube section. This part is commonly seen as the easiest, featuring some easy-timed jumps and some orbs to hit. This part is primarily grey, with yellow and blue decorations in the form of small orbs floating in the sky. The end of the part shows Codex's name, only to be replaced by the word 'Queso', which is short for 'Genericqueso'.
- 4-13% (Angryboy): Occurring at the drop part is a very tight very fast speed mini-wave segment, which becomes normal-sized and then a mini-ship sequence with a few green orbs and portals. There is a short mini-cube block maze with Angryboy's name appearing. Then, a ship sequence with a few gravity portals and a dual-mini-ball. Next is another ship sequence comprised of narrow spaces and a mini-cube section with blue orbs to end his part.
- 13-19% (Prism): Prism's part starts with a double-speed ship sequence with a couple of gravity portals in a one-block flying space. It then changes into a mini-ball, with some spamming, and a red orb that requires precise timing, as there is a spike in front of it. The mini-ball transitions into a dual-cube section with a single jump, and the bottom cube turns into a normal-sized ship, which requires precise timing to jump for the cube while still maintaining a straight-fly. It turns back into a single mini-UFO with tricky timings. Then, the level transitions into a robot with difficult green and blue orb timings. Finally, it changes into a wave segment with tight spaces enclosed by spikes, then into a mini-wave with very tight spaces, and then back into a mini-cube.
- 19-25% (Shocksidian): This part starts with a normal speed mini-cube section and then a wave segment which transitions into a very fast mini-wave with tight spaces. It turns into a mini-ball with a small timing on a pink orb and some spamming on blue orbs. The player turns into a mini-cube and must hit a blue orb. Then, they become an upside-down mini-ship and must straight-fly through a gravity portal. They must hit a green orb and become a mini-cube with a block maze.
- 25-28% (Juhou + Ryder): Claimed to be the hardest part (while still being the shortest), this part starts with an asymmetrical dual-ship sequence with a yellow orb that one of the ships has to hit while maintaining a straight-fly on the other ship, making timing more difficult for the player. Both ships hit the surface, and the player splits apart by hitting a yellow orb, making them go through the portal. After that, there is a straight-fly section where both ships must hit two yellow orbs. Next is a cube segment, where they launch into the air and must hit a black orb to proceed.
- 28-32% (GS Craig): This part is noticeably decorated with blue and orange, making it stand out more than all the other parts. It starts with a large block jump where the player must land on an invisible platform above a spike, then a high jump into a spam-based mini-wave segment. Then there are two yellow orbs and a triple-spike jump.
- 32-36% (Drakaglin): This part contains a background pulsing in various colours and some very detailed block design. The gameplay in this part is entirely played as a ship, with moderately tricky flying, orbs to hit, and gravity portals to go through. The very end of this part consists of two straight-fly segments, unlike an auto part in Artificial Ascent.
- 36-40% (Eclipsed): Unlike the previous part, this one only uses one type of colour: blue in many shades. Eclipsed's part begins with a short block maze and a ship sequence requiring some timing to hit a yellow and green orb consecutively. Then comes another slightly longer block maze containing more orbs than the first one, and to end the part, a short mini-UFO spam segment.
- 40-44% (Nico99): This part starts off with a ball segment. Here, the player must traverse numerous platforms and a green orb, timing it to go through a small tunnel. The player changes into a mini-ball with a yellow pad, then shoots up and switches gravity, transitioning into a mini-wave with some tight spaces. The player then switches into a cube with a jump and a pink orb, which requires precise timing because a half-spike lies beneath it. The player then hits a normal speed portal, and a full triple-spike jump is needed to pass the obstacle. It continues with a simple green orb timing and ends with a moderately tight ship section.
- 44-49% (Pennutoh): Starting with an insane straight-fly segment, a very fast speed ship sequence begins that features numerous gravity portals with very tight spaces to fly through and a yellow orb leading into a cube with a single jump rapidly entering a wave portal. This wave is very tight and goes well with the song's melody, which can guide the player. Using a similar cube transition like the one before, the player must now perform a short UFO spam and then do a quick, hard straight-fly segment.
- 49-53% (Failure444): This part starts with two spike jumps with some timing required. After this, the player changes into a mini-cube and must make two jumps to proceed to the next segment. The player transitions into a mini-ball section that requires precise timing to get through the spikes, similar to the last ball in Necropolis. Lastly, it changes into a mini-robot part with two jumps and minor timings, and then the player enters a half-speed ship sequence.
- 53-58% (Th04): The song slows down as the player enters into Th04's part. This part begins with a slow speed ship sequence requiring high manoeuvrability, then switches to fast speed for a moment. Then, a quick fast speed cube jump follows. Then it goes into a slow speed wave segment with gameplay similar to the ship sequence, but it is designed for the wave. Throughout the part, all decorations change colours in the following order: blue, green, yellow, red.
- 58-64% (Straw): Much like Eclipsed's part, this part utilises only different shades of blue as its colour. The part begins with a mini-cube, with difficult timings required while jumping and hitting orbs. An equally tricky ball comes next with many orbs of different types to tap. Coming up is a mini-UFO with precise timings and changing size at some points. In the end, a straight-flying section contains size and gravity portals throughout the song's beat.
- 64-70% (Sminx): This part starts as a long, tight ship sequence with the player having to manoeuvre through tons of spikes on the way and moving rainbow obstacles possessing a significant threat. It then progresses to UFO, quickly transforming into a tight wave segment and a ball, with transparent gameplay in the second half. The part is primarily black and white, featuring many moving objects with numerous rainbow decorations.
- 70-77% (LIEB): With the song gaining some of the 'upbeatness' again, this part is timing-based primarily and features many orbs to hit, pink being the primary colour choice. It begins with a fast speed portal leading into more orbs to hit, along with a short straight-fly sequence with gravity portals throughout before returning to the cube again. Then the player will find a cluster of orbs, and they must remember which ones to hit. A short UFO segment follows, featuring some gravity portals, and then another cube segment where crucial timing is essential. The final moments play as a narrow wave segment and a mini-cube section with a few jumps and some yellow/blue orbs before ending.
- 77-83% (Bianox): This part frequently alternates between cube and robot, comprising suspended platforms with a bunch of spikes and gears to avoid throughout the whole part. Timing is essential here as all different types of orbs scatter to mess the player up as hard as possible. The blocks here have stripe decorations going through them, along with a rainbow-moving background with similar platform motifs. Two final jumps end his part and lead the robot into the second-to-last part of the level.
- 83-91% (Sminx + Voltex): This part starts with a relatively tricky mini-ship straight-fly sequence with numerous yellow orbs to avoid mid-flight along with four green orbs to hit in succession right before transitioning into a wave with some moderate difficulty to it, and after that, a relatively easy mini-UFO segment (compared to the rest of the level) with some timing to it. Following this is a small cube maze with a single green orb to hit, guiding the player into another ship sequence similar to the first one. This part also features constellations flying past the screen, both in the foreground and the background, giving it a spacious feel.
- 91-100% (Logic): The last part of the level, Logic's part, features a very active background flashing in different shades of blue and pink throughout the part. It begins with a cube dual, rapidly becoming a mixed dual, switching between all kinds of game modes, one after another. There is a mini-straight-fly in the middle of the part before quickly returning to the intense mixed dual. It continues until a final solo cube appears with two-timing free orb jumps.
Gameplay
Trivia
- Altered Ascent was rated on 08/04/2020 and placed at #45 on the Demonlist on 22/04/2020, above Dolos and below Factory Realm X.
- This addition pushed SINGULARITY into the Extended List and Unearthed into the Legacy List.
- Coincidentally, Unearthed is another one of npesta's verifications.
- This addition pushed SINGULARITY into the Extended List and Unearthed into the Legacy List.
- Altered Ascent was originally set to be verified by Combined, the original verifier of Artificial Ascent, but after a 96% fail, the verification was passed to npesta.
- There is a running joke surrounding the person GS Craig popularised with Altered Ascent. The joke is that no one knows who Prism or himself is, and the host does not tell anyone about this person.
- The placement of Ourwa on 07/05/2023 pushed Altered Ascent into the Legacy List of the Demonlist.