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An excellent remake for an already exceptional level, "Aperture 1p9" creatively transposes "Aperture" back into 1.9, managing to replicate the magic and jaw-dropping effects of the original "Aperture" while still abiding by period-accurate restrictions. It's a transposition which I greatly appreciate for its faithfulness to the original. Trying to imitate a part as technically complex and visually impressive as the 3D part within "Aperture" seems almost inconceivable, especially to try and copy it in an older update, but "Aperture 1p9" miraculously pulls it off. Every single part has a striking resemblance to the original in spite of the imposed limitations. Some parts might not be as hypnotically stunning as the original without the help of shaders, camera movements or move triggers (such as the famous film reel part), but I have to respect "Aperture 1p9" for how far it does push boundaries.
Obviously, as a very faithful remake, it's not going to conceivably compare with the original (as any of its novelty has already been used up by the original "Aperture"), but it's an excellent showcase of how limitations really do breed creativity.
The level that started the whole 'Cube Story' series. "Cubes story GD" is admittedly a pretty dated level by today's standards. Writing-wise, it tells a very basic story. A cube meets another cube, they do some jumps, a hacker suddenly appears; however, thankfully, the 'God of GD' (aka RobTop) arrives to vanquish the hacker to the shadow realm. It's far from the most thematically deep or emotional storyline, but I think "Cubes story GD" is very charming for what it is. The animations and movements are pretty advanced for the time (even if some of them feel a little stilted now), and I can see why it caught on and became a popular and successful series (successful enough that there are many unofficial spin-offs from other creators). The simplicity to the its story is probably a main reason why it succeeds. It’s something accessible and lighthearted that pretty much everyone can watch and understand. Animated auto narrative-based levels (like the 'Cube Story' series or even "MrGawne") are almost destined to be four-quadrant crowd pleasers (unless they're something more arthouse or esoteric).
Out of all of Geometry Dash's main levels, "Jumper" is probably the most memorably structured. Its primarily pillar-focused platforming is instantly recognizable to almost anybody who's played the game, to the extent that seeing any other level built on columns makes you naturally think 'This has to at least be inspired by "Jumper" right?'. It's admittedly simply structured, with it mostly consisting of basic pillars stretching from the ground or ceiling, but I think it's extremely effective at what it does. It's a level with a primary gimmick that tests your ability to discern whether or not it's appropriate to jump or let go. 'How well do you know the way of the jump?' is a question that is posed to any new players who stumble across it (which is pretty apt considering the level's own song and title). It's a pretty fun level to play through if you're a new player, especially as you try and 'guess' where you should hold and release, maybe dying because you misclicked (or forgot to) before finally achieving a feeling of pride upon fully memorizing when to and when not to click. I think "Jumper" is a pretty and fun satisfying tutorial to strategic jumping.
Other than "Geometrical Dominator" (which indisputably secures the throne for happiest main GD level), there isn't another level that is able to feel as happy or playful as "Jumper" does. "Jumper" has a pretty charming and whimsical song that massively complements its fun gameplay and makes completing it for the first time all the more triumphant and joyful. Other than just hosting memorable structuring in its cube parts, its ship parts are pretty memorable as well. There's the 'if you can do it with regular gravity, can you do it upside-down?' schtick behind the first ship section. It perfectly fits in with the song but also emphasises "Jumper" as being like a 'test' to see how much you've really learned; after all, "Jumper" was originally the final level of "Geometry Dash" upon its release in 2013. It gauges if you've really engaged with the core mechanics of the game. The second ship section of "Jumper" is probably its most memorable though. Flying past 'spiked rockets' comes with this sense of excitement and exhilaration for any new player. The 'spiked rockets' in question only consist of two blocks, but they're somehow some of the most memorable structures in the entire game, especially when they're skilfully integrated into levels such as Rabbitical's "Space Travel". For a structure so simplistic, they work so well at giving "Jumper" a tinge of adventure and personality.
I don't have much issues with Jumper. My only issue would be the 'intermission' between the first and second ship part. It's definitely acts as a ‘break period' between two major parts of the level, but it's just the least memorable section for me, other than it having a coin, of course.
"Jumper" is probably one of the best main levels in Geometry Dash, and maybe it might be one of the most thoughtfully structured. For 1.0 players, it was the ultimate test to see if you really mastered the art of jumping. It's structuring is certainly somewhat influential, with its pillared structure being present within "Dorabae Jumping Zone" by Dorabae or the infamous "Sunrise 3" by Mask, not to mention its explicit remakes and v2s/Reduxes/Rebirths out there or currently in the making.
This level was:
✅ Enjoyable ✅ Informative ✅ Heartwarming ✅ Calming ✅ Useful ✅ Inspiring ✅ Life-changing
"Special FX" really is a 'special' level. It's a level that isn't too dissimilar from Jayuff's earlier level, "Mashup", which also acts as a varied, vibrant collage of multiple different ideas and designs. Although, unlike in "Mashup" where every 'break' between each section was clearly dictated and defined by its song, "Special FX" takes a much smoother approach to switching things up. As is made evident by its description ('some random stuff i made'), "Special FX" is a pretty experimental level; it's just Jayuff trying out new things and seeing what sticks. And it works so well!
There's so much life and color to be found within "Special FX". Each part is extremely dynamic and different from the preceding one. The designs and 'effects' (for which the level likely gets its namesake) are all incredibly clean and work exceptionally well together, whether it be the neon palm trees at the beginning, the 4:3 retro-TV styled squiggly mini-cube, the 'glitchy' brick wave segment, the three 'lazers' which flicker on screen in sync with the song as the level progresses, or the dazzlingly glowy and radiant wave section later on in the level that is punctuated by its simple, plain white block design and stars, "Special FX" is an excellent example of exactly how to make a 'collage' level. It might not be the most cohesive level when you look at the individual parts side-by-side, but they all come together to create a fantastic (as well as irresistibly fun) final product.
Not to mention, but the song representation of "Special FX" is phenomenally good. There's so many little pulses, flickers and movements within "Special FX" that make it feel all the more lively and charming. Jayuff always knows how to pick a great song, and '1991 Reebok Pumps (Demo)' isn't an exception to his long list of appropriately sublime song choices for his levels. It's an undeniably peppy and upbeat song (featuring brief samples from other similarly happy songs like 'Renai Circulation'), and as such, I think the colorful, vibrant, spontaneous nature of "Special FX" perfectly encapsulates the song's spirit.
Jayuff's "Woisteeriuh" is a ridiculously silly parody of "Wysteria" by TriAxis which is funnier than it has any right to be. It's a level which can only be described as featuring a rather twisted and morbid sense of humor, especially when you take into consideration the fact that the original level as well as its song are based on the true story of a cannibalistic serial killer. I could see why someone might see "Woisteeriuh" as very tasteless and crude, but it's not a level which makes light of these events in any way. In fact, it's a level which instead makes fun of the 'scariest level in GD' reputation the original "Wysteria" had. It's somewhat amusing to see a level feared so greatly by 10 year olds turned into a goofy joke level from Jayuff of all people. Jayuff is a creator who is no stranger to making crude and questionable autos (see "The Ballad"), and while it might not have aged the best, "Woisteeriuh" is funny enough thanks to its pure absurdity.
Time certainly hasn't been the kindest to GeoGame's first level under FunnyGame's account. Compared to GeoGame's later efforts, "Variety" does not scream 'FunnyGame' in any way other than the account it was uploaded under. It's a pretty bland, disposable and generic modern level for its time that definitely hasn't aged that well, let me tell you (although I admittedly do like the colors even if the designs are archaic by today's standards). This is an unremarkable level that could have been uploaded by any other account and it's understandable as to why GeoGame eventually deleted this from the FunnyGame account. Although, it seems like after his blunder with "Variety", FunnyGame did finally train his protégé into making excellent levels (with "Persona" being an example of an excellent GeoGame-era FunnyGame level).
GeoGame's later levels are certainly somewhat distinct from FunnyGame's own levels, although with his later levels I think he's proved himself to be a generally worthy successor to a legend (even if most of his levels don't live up to primetime FunnyGame).
I've always loved how this level just tells you off for jumping during a very serious moment.
"Don't Cry" is a profoundly optimistic level from FunnyGame that is exactly what it says on the tin. It starts off black-and-white, shrouded in melancholy, consumed by a morose sadness, and it's only as the level progresses, towards the end that color — as well as hope — are allowed to bleed in and paint the level in a gorgeous and stunning rainbow of joy. Things may seem overwhelmingly terrible in the present, but in the end, it will inevitably come to pass. It's a simple level, but it bears a surprisingly resonant and uplifting message.
Don't cry, as your suffering and anguish will end…
"Base After Base" is likely the most forgettable main level within Geometry Dash. Of the original 7 main levels in Geometry Dash (which consist of "Stereo Madness" through to "Jumper"), "Base After Base" is the only one that doesn't really add anything substantially new or interesting.
"Stereo Madness" is very memorable because it's the first level you likely played when you first opened the game. Everybody has to start from somewhere… It features two squashed triple spikes which love to catch new players off guard as well as its final coin which was famously nerfed. "Back on Track" introduces jump pads and more infamously is known for the ‘Back on Track is the hardest level’ joke (I doubt this joke is as prevalent nowadays, but it was definitely common when I started playing in 2017/2018). "Polargeist" introduces jump orbs. "Dry Out" introduces the upside-down gameplay for the first time. "Can't Let Go" is known for its timings (which can be pretty annoying for new players). "Jumper" is memorable for its pillar-based structuring (and I guess that one ship section towards the end of the level). I can't think of anything necessarily unique or distinct about "Base After Base".
The upside-down gamemode was already perfectly introduced with "Dry Out", and there's no iconic, striking parts within "Base After Base", such as the ship section of "Back on Track", the memorable overall structuring and gameplay of "Jumper" or the dark section of "Can't Let Go". It's a filler level which I find pretty unremarkable, it only exists to fill an empty space between "Dry Out" and "Can't Let Go"; it could be easily be replaced and there wouldn't be much of a difference. The fact that it's a remnant of the unused beta level "Ultimate Destruction" also doesn’t help, especially as "Ultimate Destruction" just leaves a much stronger impression compared to "Base After Base", partially because of its song. I'm sorry to say, but "Base After Base" is probably DJVI's weakest contribution to the Geometry Dash soundtrack. "Ultimate Destruction" would have been a great song and it's a shame RobTop was never able to acquire the rights to use it.
"Base After Base" isn't necessarily a terrible level, it's just extremely forgettable with nothing particularly unique or new to add to the table like practically every other main level.
"Just because you're with my mom, doesn't mean that you're my dad."
"DadStep" is a level which is so inherently absurd and silly that it probably doesn't deserve to be as good as it is. I never expected to be so compelled and amused by a ludicrous song about a guy who just really, really hates his stepdad. It's a level which should be much uglier than it actually is. The colors in it are all clashing and the block design is heavily discordant but I think the lack of order and chaos in this lighthearted joke level only adds to its personality. Not to mention, the gameplay is criminally good for a joke level. I'm not too sure why this level isn't featured (perhaps the song has something to do with it, but it's a pretty amusing song and I'm not really the greatest fan of most vocal songs within GD).
If you want to make a memorable joke level, you should at least place enough effort into it so it doesn't seem sloppy. This is something that "DadStep" thankfully seems to understand.
But seriously, this should be featured.
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sorry about this gang