Junior Member
easily the best of the trilogy, takes the best parts of the previous two and turns the energy up to 11. and adds a billion more objects. succeeds in what a prospective top 1 should, in that it's really fun to watch even if you never intend to play it in your life. the second to last part (minus outro) especially just rocks, love when people incorporate rapidly alternating color triggers like that
bit of a shame you have to basically just be riot to pose this kind of challenge to the community, releasing something way beyond anything anyone can currently beat, coz open verifications r just cool as hell when it really challenges people (ie zoink doesnt just beat it in 2 weeks)
it really is effectively just a valentinsanity level, who's basically just a more design oriented kips, but it's executed and paced so well i can't fault it, not a second wasted in this level. manix effect of i steal your ideas and then make a better level with them
theplebkingdom if it was good
have to imagine this is one of those levels that really hits if you were in a select few discord servers around when it came out, largely in part due to it being one of the earlier levels of this style, though it's still pretty unique, not as noisy as some of the later stuff and more monocolor. kind of reminds me of some of my own references to the style i've made in the past 2 years in my levels, which was not intentional on my part, i hadn't rewatched it in that time. really evocative title too
subwoofer's part is really what makes this pop- a well executed but fairly normalish design level punctuated by a barely design adjacent part is such a cool format i'm surprised it's not an entire trope, bewildering it's not more common to see
was in just the right time and place for this to click with me to the extent it does, mostly due to finding bo (or as i knew them bbasic)'s layouts well before anyone knew them for this or vsc. it took them a while to get any real attention, at least with iconic their contributions to hard levels are now, but for their time they had a very distinct style- while it very much is just the standard for a lot of (especially high end) extremes these days, i'd never quite seen something like their highly structured click sync based gameplay before, in a time when people just weren't that good at click sync. if i had to describe it today, it's satisfying in the same way pennutoh is (especially in the fact that it's definitely not flow or speedcore despite being click sync, though it is definitely a lot more subtle) but more in the vein of icedcave's style of "looking difficult" (which also barely existed at the time), though definitely not as straight forward, kind of more grungy than menacing. the obscuring glow (some of which does look cool for the time) does a good job to hide this most interesting part of the level, but i still think there's something to really appreciate here, even as just a 'has to watch it because it's so hard' average player
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