Despite 2 player mode being introduced all the way back in 1.8, Duelo Maestro is by far the most recognizable level that utilizes it. Nacho21 has always had an insanely unique style which you can recognize in an instant, with very notable levels such as Retro Circles, Invisible Light, Conchetumare X, and of course, Duelo Maestro.
I don't know what the hell Nacho21 laced this level with, but I swear no matter how many years pass since its creation, it never ages a day in it's life. It looks just as good as it did when it came out 8 years ago. Now most people obviously like to focus on this level's gameplay, as it is very recognizable and I feel like anyone could recognize the keys in the asymmetric dual. I'd like to focus on this level's decoration and style.
The first memory cube I'd say is one of the most recognizable predrop's in all of GD, the weird timings and fake spikes is something that doesn't exactly leave a lot of player's heads I've noticed. It shows you what the style is going to be like right away and sets you in for a 4 minute long journey. The next robot adds some color to the background, swapping between green, blue, and purple as you jump up these platforms of what seems to be a glass maze. It's super simplisticly designed, and yet, somehow extremely memorable! I think the gameplay here is also super unique because of its maze-like gameplay despite not seeming like one at first!
You then get to the next ship part where it becomes night time, this part is very simple in about every way. Pulsing stars in the background that follow you, the bricks from the building that pulse brighter and darken again, the giant structure where you hold and release? That might sound very non-descript but if you know the level, you know exactly what I'm talking about! That's what I'm talking about with this level's gameplay, it's just that memorable even if it isn't the most advanced. The next ball part keeps the night time theme aesthetic going with these floating spike lanterns with fire in them that shine the way through this dark area. All the blocks are now completely black and it makes it feel like you're going through some sort of dungeon. This part utilizes ball portals to bring the camera up and down, which genuinely makes it feel like you're exploring it. (Side note, I've always LOVED when levels did this, it makes the level feel so much cooler and like you're actually exploring it)
The next part is the cube right before the drop, bringing a very simple design with slowly changing colors where you follow the music notes to the song. You go up a giant staircase to the song and enter the symmetric drop for the first time. This buildup is very simple but REALLY COOL AND MEMORABLE. This level makes such simple design choices but is somehow able to use them effectively every time. I genuinely don't know how Nacho does it.
You finally enter the first 2 player dual, which is symmetric. It keeps the gray building look from the first part with this really cool circle moving background which seem to vaguely follow you, which I never actually noticed before LOL, it then goes darker after the wave part as all the blocks go black. The next part of the dual is a very unique take on a forest style, using the 2.0 grass and these customly designed mushrooms, as well as these low opacity yellow hexagons in the background which give a semblance of light above the trees. The gameplay here also only consists of jump pads and orbs but it's still REALLY fun to play as it syncs with the song. The design here is quite simple, but as we know, Nacho can achieve an incredibly unique aesthetic even with not much on screen at all. You then seem to enter the glow mushroom cave itself in the next part, as you jump across these invisible platforms surrounded by glowing ground topped off with glowing mushrooms. The background becomes this really cool moving square background, and it's overall just a really cool section. The gameplay here is also very fun for a robot dual :) The next part of the symmetric dual is probably the most recognizable, you finally leave the cave and are greeted with the bright sun as you are now flying along the clouds as a ship. It feels straight out of 2.0 and yet somehow feels like it hasn't aged a bit. Extremely memorable part and I haven't seen a single person dislike this part. The final part of the dual is back to the night time with the dual ball part, the gameplay involves sweeping across the screen onto different platforms and having the two players constantly swap sides. It's one of those parts that would be very easy with one player, but having two players makes it VERY reliant on both players performing at their best. The decoration is very simple once again, being night time and having low opacity glow and moving squares in the background. One cool part some people might not notice, is the moon appearing and changing phases during this part! It starts out as whole moon, becomes a half moon, and eventually disappears from the eyes. It's a very cool detail which is surprisingly visible yet a lot of people don't notice.
The dual part then ends and you are greeted with the beginning of the slow break part. This robot part has a very unique gimmick of all the blocks and spikes changing between high and low opacity. This part feels very still, as the background doesn't move at all. And all you can see is the fires that appear in the spikes when they go low opacity. The gameplay here is also very stressful as it involves some very weird robot gameplay where you have to microclick sometimes. It can be very precise which I find very cool!
You then enter the tech styled part, which will be the remainder of the break. This wave is EXTREMELY cool, bringing back the glass block design from before but utilizing a black color to make it look like shiny metal. The color goes purple and you wave this incredibly hollow feeling area, where the structures consist of one row of metal and then a pattern of gears. This part looks very pretty and the gameplay is AWESOME. It involves sweeping up and down, but you have to inch your way up and down, as well as go through these little spike corridors. It's very unique and fits the song extremely well!!
The next part stays the same style except you are now a ship. Nacho introduces these blocks that launch out platforms which you can use as a launch pad essentially. This is the first gameplay gimmick in the level and is used very tastefully. You have to view them as obstacles as touching them will 99% of the time launch you into a spike, but you also have to use them to your advantage to clear large heights you couldn't make with your ship. It's incredibly unique gameplay and I absolutely love this part.
You then enter the final portion of the break part. The level goes entirely red and utilizes these really cool blocks that constantly extend spikes out of them on a cycle. It also uses really cool orb chains and doesn't stop you if you stray off the main path! You jump up this giant staircase to the next part. This tunnel is my favorite part of the level gameplay wise, there are invisible portals that constantly swap you through four gamemodes. Ship, Ball, UFO, and Wave. You have to maneuver through this corridor while constantly swapping gamemodes and remembering when the spikes are going to jut out. It's all synced to the song and is SUPER satisfying to pull off. I remember always being enamored by this part when watching someone beat it. Shit like this is why I love Nacho21 levels so much, nobody else could pull this off as well as he does.
Finally, you enter the asymmetric dual. Each player has to collect their player color's keys and this is the final test of the level. The first part utilizes these very cool solid color blocks that get colored different colors as you move past them. The background consists of normal 2.0 objects that move in the background, however I really like what happens when one of the ships touches the blue auto pads. The low opacity black arrows in the background become real and start moving to the song! It's literally like watching something come alive in the background LOL, the wave part after keeps the same style but utilizes the tech styled blocks from before where they constantly switch colors. The gameplay here is SUPER fun and involves lots of sweeping over each other and making sure to keep track of where the other player here.
The next part is back to the night time where the background consists of a slowly rotating glow star in the background as you move two cubes across it. One starts as mini on the top and other starts as big on the bottom. The contrast of gameplay here is something I've always liked for some reason. You time some orbs and eventually both become big and start using the same platforms in the middle. One is forced to fall off and hit a blue pad to enter a ufo portal and spam up to the top. I really like the gameplay here and it's always stuck in my mind for some reason, I think it's due to how well it syncs with the music. It's able to make unique and interesting gameplay that also fits the music to a tee. I LOVE IT.
The part after is relatively simple, containing two mini balls traversing through two corridors on top of each other. A pulsing diamond reminiscent of the nine circles effect is used as the background and the balls have to do completely different gameplay that BOTH sync to the song. It flows extremely well. At the end of it they both come together in the middle, where they swap from top to bottom and bottom to top, leading to the next part, and my favorite from the asymmetrical dual.
This part HEAVILY reminds me of something KrmaL would make. The background is a simple darkened sky background with glow made to look like clouds. You also have these shapes made out of 4 hearts where each one individually moves to the song, making the level feel very vibrant!. The block design is SUPER cool, utilizing the gray 2.0 blocks with shadows to make it feel shiny like it really is in the sky! (I LOVE THIS) Both the wave and the ship have to then go through this wave corridor that is covered in spikes, where the ship has to sweep up and down. It's a super simple part in retrospective to everything, but the colors work perfectly and it's SO memorable.
The final part of the asymmetric dual is a dark brick style which feels like some sort of castle. The mini cubes dance across the screen, hitting different orbs to stay on their side of the screen and making sure to avoid any that the other should hit. I especially like the last row of orbs for the top player. It then gets darker as it splits into two corridors, the top being a big cube and the bottom being a mini ball. This part is very tense for solo players especially as the timings here are very awkward and makes for a fitting finale to the dual. Once the dual ends you enter this auto part as you make your way to the final cube. On sync, you also collect two invisible free coins, no idea why, but it's so memorable there's no way I can't love it LOL.
The last cube is probably the most stressful thing in any level EVER. After all of that 2 player dual madness, you enter a one player cube part where every orb is a question mark. It involves complete memorization of every orb and the timing of each one. You can't just simply buffer every single one, there's individual timings needed for each one. The background is completely black, there's no bells and whistles decoration wise, it's just up to you to remember the final part. It goes on for about 15 seconds, where the song resorts back to it's original melody after hearing dubstep for the past couple minutes. However, once it's finally over, the level gives you a free dual ship portal and thanks you for playing, and shows you all the dedication for about 20 seconds. This might feel drawn out, but I think this is perfect. It makes the level feel a lot more personal and a lot more like a passion project by the creator. It also serves as a break to react for the player(s) LOL, the endscreen is very simple just being a dual portal that say duelo maestro with your player colors. Very simple, very effective.
I don't think I'd be lying if I said this level was revolutionary. Even if it's not the most unique in it's decoration, it's able to form its own style and forces itself to make it known through it's incredible unique and satisfying gameplay, as well as its incredible song representation. There's no way I can't give this anything less than a 10 in everything :)
Hyperbolus uses cookies and local browser storage to enable basic functionality of the site. If we make any changes to these options we will ask for your consent again.
sorry about this gang