User:Hackey5

If I'm not on the wiki, I'd be hacking away at figuring this out. Hey, I'm Hackey5. I'm an experienced editor of wikis and also an administrator here. Leave me a message if you're interested in talking about anything!

I discovered Geometry Dash sometime around August 2014, and as good ol' Robert Topala was hoping, the icon's similarity to The Impossible Game's was what caught my attention in the first place. With GD appearing as the "unofficial sequel", I knew I'd be in for a treat after having built up my skills, and was ready to take it to the next level. Soon enough, I'd knocked out the Lite version and did not hesitate to make the upgrade to the full version. With no regrets, you can see how far I've gotten with my progress below.

I joined the GD Wiki which was in quite a poor state initially without any active administrators and a significant mess of unnecessary pages. I took to the streets of the wiki cleaning things up where I could, improving articles, adding categories and such in attempt to give some sort of order to everything. Eventually, the wiki was adopted by RaonicHero as the head bureaucrat. He offered me a promotion and we gave it our best to turn what once was into what you now see before you. Probably my finest achievement here is the styling I've done for the site. I've travelled miles in terms of CSS knowledge, with the GD Wiki providing a great deal of skill development.

I believe it is a person's motivation to help contribute to a community project that leads them to join a wiki, and the interaction with that community that keeps them interested. After all, if you knew no one ever saw the work you put in, why would you think it worthwhile? That's why I hope you can join us. At the end of the day, our goal is that you have a great experience here while discovering all there is to know about Geometry Dash. We hope the GD Wiki well and truly satisfies.

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 * 2015-07-09: Geometry Dash Wiki became my most edited wiki.
 * 2014-08-28: Acquired administrator rights on the Geometry Dash WIki.
 * 2014-08-12: First joined the Geometry Dash Wiki.
 * 2014-07-24: Coding journey formally began.
 * 2012-11-19: Acquired administrator rights on the Battle Bears Wiki.
 * 2012-10-21: First made an account on Wikia and joined the Battle Bears Wiki..
 * 2011-05-19: First ever edit made on Wikia which I can recall.

Projects
(MediaWiki pages) (CSS) (Chat CSS)

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Geometry Dash
Progress= (File:Hackey5_GD-4.png|thumb|left|440px|Good progress) Created levels= Because I'm incredibly picky with details and smooth functioning, creating levels takes an especially long period of time. Currently there's the setback of the music being out of sync, so levels will not be published until the issue is resolved.
 * Total stars: 730
 * From official levels: 136/150 (ToE2 58%)
 * From map packs: 594
 * From others: 0
 * Total coins: 76
 * From official levels: 51/54
 * From map packs: 23 (+1 Demon pack)
 * From others: 1
 * Completed user levels: 81
 * From map packs: 81
 * From others: 0
 * Completed Demon levels: 6
 * The Nightmare (Gw Jax)
 * The Lightning Road (timeless)
 * Crescendo (MasK463)
 * yStep (TheRealDarnoc)
 * Super Cycles (Gw Jax)
 * Clubstep (RobTop)
 * Next objective: Xstep v2 (IIINePtunEIII)
 * Next objective: Theory of Every v2 (IIINePtunEIII)
 * Incomplete map packs (easy-harder):
 * Bionic Pack (harder):
 * SkyFrost
 * Complete map packs (insane/Demon):
 * Remix Pack 3
 * Demon Pack 3

1. Evolution of Time: Unlike "v2" levels which are simply similar (and often harder) compared to the originals, this level actually copies the core layout of Time Machine, but adds additional elements, rearranges portal positions etc. while maintaining the basis you are familiar with. For example, the first antigravity section is replaced with a ball section, you can drop through the regular floor in an unlocked passage of partly missing pillars later on, and one section is almost identical to the official level except most things are virtually invisible. The level will likely rate as Insane when completed, due to the dual section I added towards the end of the level.

2. Jagged Equilbrium: Haven't done much here yet having been busy with other stuff, but I was experimenting with the dual portal combined with other things. Will be my go at getting a ship to fly while a ball is going nuts in the meantime! Electroman Adventures will be playing.

3. Ice Station Caster: This will be a Polargeist level. It was supposed to be easy, but I tend to outdo myself with difficulty. Makes extensive use of the latest update's colour settings.

4. The Frustration: Made within a day, this is the worst level you will ever play. It takes every stupid scenario where you really don't deserve to crash, and packs it into one level you're better off not playing. Its length is short, though, but might be worthy for an insane rating.

5. Hill: Something with a big hill in it.

6. Escapade: After trying hard to minimise on just about everything, a castle theme came along and so comes a noble cube's quest into the heavily guarded quarters of a long dead king (was there ever even a king to start with?). Be the one to find out! Comments=
 * Stereo Madness: Total of five attempts to win on normal mode. I never even used practice mode while playing on the Lite version. Agree with its rating.
 * Back on Track: Easiest coins to collect, and not much else to say. Agree with its rating.
 * Polargeist: Legitimate one attempt total to win on normal mode. I would probably hand the hardest coin to collect in the Lite version to this level, the third one where you have to pretty well guess the jump. And give the soundtrack an applause. Agree with its rating.
 * Dry Out: I remember when I used to call this a challenge, but the Impossible Game made sure I was ready for antigravity. Should be rated as hard.
 * Base After Base: Somewhat easier than the previous. Agree with its rating.
 * Can't Let Go: It was quite a task at the time, well, only really the upside-down bit introducing jump rings in that kind of play. A very good soundtrack too. Agree with its rating.
 * Jumper: It'd probably not have been as difficult if I was more experienced. At least we were given the chance to learn how to fly the ship with antigravity before dumping it on us in the midst of serious difficulty. Should be rated as hard.
 * Time Machine: This is a great level of balanced challenges and with soundtrack among my favourites. Agree with its rating.
 * Cycles: Least liked soundtrack, and annoying triple spikes at the start which took a while to figure out. At least the introduction of the ball was easy and it's rather straightforward afterwards. Agree with its rating.
 * xStep: This level was again made out to be more difficult than it should have been because of my initially poor ship handling ability, but It's no massive struggle nowadays. Should be rated as harder.
 * Clutterfunk: Oh boy, now I actually have a few worthwhile things to say for this one: damn hard level, definitely surpassing the next two. Starts easy, followed by the annoying but manageable shrunk cube, but from that ponit, the level relentlessly makes everything frustrating. See that first coin up there? You better be prepared to crash in every discernible situation before you drag that thing to the finish, which is what I spent many hours doing. But let's not get ahead with the fact that just winning is enough to ask. Hardest ship section up until that point in levels, regardless of whether the blasted coin is there or not, before struggling with a mini-ball against the soundtrack which stops caring about you too (and I've grown to like a lot, actually). Anyhow, the mini-ship through the blade passage just continues to escalate the difficulty. A calm before the storm when the ship turns big again (and another annoying coin), although frustration still prevails with the cube again. I was lucky, going from 75% to 100% because I saved myself with diligence on practice mode, but that didn't matter when a quest for all three coins pushed me to my limits. Agree with its rating.
 * Theory of Everything: When I first played this level, I couldn't fathom how I'd ever figure out the gravity rings launching me everywhere, and then learn to fly the mini-ship through a tiny passage. Of course, I won this before Clutterfunk because it wasn't that hard once you knew what to do and where you kept going wrong. But that second coin... possibly the hardest in the game to get with nothing more than perfect entry required to reach it and flawlessness to pull it out from under that rock and progress safely to the end of the level.. Medal for mini-ship handling, medal for excellent soundtrack, medal for great level. Should be rated as harder.
 * Electroman Adventures: I don't think this level is a huge thing to deal with, or other people think so, but for some reason my performance takes a toll on this level and I never really came to grasp it fully, despite rating it as harder. I don't know. I do know I like the soundtrack, the layout, and whatnot, but eh, maybe using vehicles so often ain't my style. One thing I am proud of is the fact I legitimately discovered the sneakily hidden first coin without using this wiki. Really, I don't think there was an explanation or an image at the time. And to you, good readers, do you do anything in games without checking the Internet first these days? Ha ha, of course you don't. Should be rated as harder.
 * Clubstep: Hmm. I think we all know what the go is here. Ridiculous? Shouldn't be allowed? Goes beyond reasonable human limit? That's pretty well Clubstep; move it or lose it. I tried to beat the level in practice mode the first time around without placing additional checkpoints… couldn't, and gained over 1000 attempts because of it. As terrifying as it was, I ended the oppressor at 3:17pm, April 21, 2015. Crashed at 97% a moment after scooping up the final coin, let out a deafening 'wat?!', and proceeded to beat it after a few more attempts, concluding the multi-hour session of most determined persistence! Funny enough, just a sigh of relief and the feel of most deserved liberation was upon me, and at that, I was fulfilled. Agree with its rating.
 * Electrodynamix: To be honest, this could pass with a Demon rating - an easier-ish Demon compared to Clubstep. Completing that level a lot later, I was yet to develop the particular skill set required to handle ships moving between gravity switches, and even so for that shabby UFO bit, probably the worst way to introduce antigravity there. Leaning on the catchy soundtrack, up to the 3x speed bit isn't even that hard, but from then on, it just gets a little tricky when you can no longer judge distances ahead of you while travelling so fast. What annoys me is that Topala seems to have dropped having a UFO at 3x speed and instead totalled three madly fast ship sequences, just to drive me insane. What I went through to win this was painstaking - sheer madness.  This level was truly the death of me, with so very many, many failures. Relentless struggle, all the way to 95% before I defeated this creature once and for all. Could pass rated as Demon.
 * Hexagon Force: This level was a real test, and to finally conquer it... the moment... so most beautifully satisfying. To get to that stage took diligent practise and much frustration too. As one of the few levels I think was rated correctly, probably the hardest thing was learning how the dual segments worked. 2x speed meant there was a greater amount of level passing by to remember compared to challenges before, but it didn't stop me. Well, I did crash in almost all possible locations, so let's not get too far ahead. Every part isn't too difficult alone, just hope when you put them all together you can pull it off. And I commend the soundtrack here, because within the heart of it there is that ever so slight spirit of rock. Probably wouldn't have beaten it without it. Agree with its rating.
 * Blast Processing: Waterflame can sure make good soundtracks, and this is yet another. Topala can also make good levels, once more demonstrated in quite a stunner. Experience had me win this easy, although I'll stand by the harder rating its been given. Looking good, Wave form. Agree with its rating.
 * Theory of Everything 2: Clubstep and this were the last things I had left. Now this is all that remains. If the whole concept of Geometry Dash was something considered 'impossible' by its predecessor (and so too did I think), why not take that and make it so you have absolutely no clue what's going on in a dazzle of colours and sparkles. Okay, if I ever could win this level, I'd probably be able to see myself do so. But to literally 'see' is a privilege you don't quite get here, whether it be hidden to the eye or too fast to take in. To win this level, you must become one with the game, attuned to every movement, and synced with its soul. Agree with its rating.