Junior Member
This is definitely a hidden gem. Has a very interesting theme of radiation and it executes it pretty well too. It's slightly on the longer side and definitely feels longer than it is. There's some slight chokepoints scattered around, but not enough to take away from the enjoyable and sometimes pretty unique gp.
Deco has some cool ideas and makes a decent attempt at matching the intensity of the song with its pulses. Unfortunately the structuring needs some work. It leaves a lot of empty space between structures and the bg and pulses can't do enough to make up for it.
Playing this you can immediately tell the gp is super skewed towards wave, but it also has a chain of orb heavy cube gp at 40% that I found to be the hardest part. Apart from the less than ideal balancing, it is pretty fun to play.
If you've already beaten plenty of levels harder than this, give it a shot, but don't do it as a hardest like I did.
Visually solid, matches the song with the flashiness and has some good movement. It's very fun too. The gp flows really well, just mind the big wave chokepoint at 80.
Where this level kind of falls flat in deco, it decently makes up for in the atmosphere. The energy matches the song pretty well, but I wish there was a little more detail and variation to look at.
Playing wise this is a little rough around the edges, but very enjoyable and nerve racking.
Generally pretty unpolished, but still very enjoyable.
Tell me how this mass of jank is somehow consistent and fun to play.
You need a ton of patience for the predrop, because apart from one sudden harder click it is genuinely free.
Nothing to say about the visuals.... just..... look at them....
of course it's verified by dorami
Very visually distinct and consistent. I really like the odd vibe this level has. The pulses are used nicely to match the sort of calm chaos feel.
It's very tough to learn and I'm a bit annoyed at the fact that the first dual takes up almost all the difficulty for me. Past that there's almost only nerves holding you back from fluking the entire level. The gp is nicely made though, no complaints there.
Give it a shot if you like dual heavy levels or want to practice them.
I always found this level to be slightly overrated, since people were always calling this the best extreme back in the day, but I feel like the hype for this level has mellowed out to where it should be now.
The effects are very ahead of its time and there's some cool art too. I love the concept of this level and it's pretty fittingly fun to play as well. I really enjoy the pad heavy bouncy gp it has and it slows down well with the energy of the level too.
Very consistently solid work and impressive given its length.
I have no idea how you can make ship gp timing based, but this sure did it.
I enjoy the pastel colors and unique designs.
The balancing could be better. The level gradually gets harder as it goes. with the last ball taking up a ton of the difficulty.
Pretty solid.
I saw this level on a video and really wanted to give it a shot, only to be very annoyed and disappointed at this levels lack of polishing. I do still like the deco, it's clean and well executed. I like the neon vibe it gives.
Playing this is something else entirely though. The gp is structured to sync, but it dances around actually syncing for most of the level, there's bad transitions that kill you after you feel like you should have died and a lot of inconsistent gp elements, especially in the first part of the drop. There are some fun parts, but they're easily overshadowed by the flaws. Wasted potential imo.
If you ask me, just stick to watching this one.
Amazingly fun gp with some of the most charming deco you'll find. This level doesn't take itself seriously and it shouldn't, as an spl successor which improves massively on it in every single way.
Nothing more needs to be said, it accomplishes what it tried to do perfectly.
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sorry about this gang