![]() This sudden need for the player to change their path is what is called a fake by Geometry Dash's modern day community. When going up a series of half sized platforms the player is suddenly met with a platform they can't jump onto or else they will be slaughtered by a spike. This trick was the reason Geometry Dash was considered a rage game back in its infancy. There is one final trick up RobTop's sleeve in the first part of Stereo Madness at 26% into the level. Clicking isn't hard, but once a primitive human brain must muster the courage to refrain from clicking, things get dicey. The combination of knowing when to click and not to click while analyzing gameplay is what makes the latter parts of Stereo Madness and Back on Track so difficult to newer players. ![]() If the player jumps onto this platform, they die on the spikes, but if the player refuses to jump, their cube will fall safely below the danger. The aforementioned themes of the gameplay in Stereo Madness are continued until about 19% into the level when yet another element of gameplay is introduced.Īt this part there are four spikes on a platform. ![]() Either the player simply taps three times to jump over the gaps between the three platforms, or they try holding and find that you can hold to constantly jump over obstacles. ![]() These spaces also inform the player of a game mechanic if they are witty enough to discover it. Finally the last 3 jumps are on top of consecutively placed platforms that are three spaces apart.
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