User:Hackey5

Favourite movie of some of the best of all time? Avatar Dawn of the Planet of the Apes District 9 Fight Club Gone Girl Kingsman: The Secret Service Mad Max: Fury Road The Dark Knight The Terminator (1 or 2) V for Vendetta Hey, I'm Hackey5. I'm an experienced editor, coder and administrator. Leave me a message if you're interested in talking about anything!

I discovered Geometry Dash sometime around August 2014, and as good ol' Topala was hoping, the app 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.

I believe it is a person's motivation that leads them to contribute to a community project, and the interaction with that community that keeps them interested. After all, if you knew no one ever acknowledged the work you put in, why would you think it worthwhile? 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.

Geometry Dash
Progress=
 * Played on an iPhone 4, an iPhone 5, an iPhone 5S, and an iPhone 7.
 * Check out some Everyplay!'
 * As a busy person, I understand that unlimited playabilty renders open-ended objectives meaningless and endlessly time-consuming with diminishing entertainment value. For that reason, I imposed a limit and objective to simply complete all local game content, including main levels, map packs and gauntlets, but not any additional user levels.
 * As of Update 2.11:

Demons=
 * Total jumps: 1,900,000+
 * Total attempts: 180,000+
 * Total stars: 2019
 * From main levels: 187/187
 * From map packs: 1677/1817
 * From gauntlets: 252/372
 * From others: 3/3
 * Total secret coins: 135/149
 * From main levels: 63/63
 * From map packs: 69/83
 * From others: 3/3
 * Total user coins: 185
 * From demon levels: 6
 * Completed user levels: 236
 * From map packs: 188/195
 * From gauntlets: 48/65
 * From others: 0
 * Total map packs: 58/65
 * Easy: 2/2
 * Normal: 6/6
 * Hard: 15/15
 * Harder: 10/10
 * Insane: 14/14
 * Demon: 11/18
 * Remix Pack 4: 3/3
 * Demon Pack 1: 2/3 (Extreme Fantasy)
 * Demon Pack 2: 3/3
 * Demon Pack 3: 3/3
 * Demon Pack 4: 3/3
 * Demon Pack 5: 3/3
 * Demon Pack 6: 3/3
 * Demon Pack 7: 3/3
 * Demon Pack 8: 3/3
 * Demon Pack 9: 2/3
 * Demon Pack 10: 2/3 (Ripplez Adventures)
 * Demon Pack 11: 2/3 (pg clubstep)
 * Demon Pack 12: 2/3 (Death Step)
 * Demon Pack 13: 2/3 (DeathFunk)
 * Demon Pack 14: 2/3 (Electrodynamix v2)
 * Demon Pack 15: 2/3 (Hexagon Force v2)
 * Demon Pack 16: 3/3
 * Demon Pack 17: 3/3
 * Total gauntlets: 6/11
 * Fire gauntlet: 5/5 (Magmatic Sanctuary is superb)
 * Ice gauntlet: 5/5
 * Poison gauntlet: 5/5
 * Shadow gauntlet: 5/5
 * Lava gauntlet: 3/5
 * Bonus gauntlet: 5/5
 * Chaos gauntlet: 5/5 (Dark Drop is boss)
 * Demon gauntlet: 0/5
 * Time Gauntlet: 4/5
 * Crystal gauntlet: 4/5 (-4 coins)
 * Magic gauntlet: 2/5
 * Spike gauntlet: 5/5
 * Doom gauntlet: 0/5

Created levels= Comments= Revising ratings= I think there is one too many difficulty ratings right now, such that a level can often be considered a harder version of an easier rating or an easier version of a harder rating. I would comfigure stars to correspond to revised difficulties as follows: Here is how I would more accurately rate levels, furthermore, in order of difficulty: And yet, after all this time, after all I have achieved, I have yet to complete The Impossible Game's infamous 'Heaven'...
 * Completed demon levels: 50 (17 remaining)
 * The Nightmare (Gw Jax) - 216 attempts
 * the lightning road (timeless) - 251 attempts
 * Crescendo (MasK463) - 1067 attempts
 * yStep (TheRealDarnoc) - 758 attempts
 * Super Cycles (Gw Jax) - 761 attempts
 * Clubstep (RobTop) - 5758 attempts
 * Theory of Everything 2 (RobTop) - 6365 attempts
 * demon jumper (Player) - 138 attempts
 * Radioactive Demon (MrCheeseTigrr) - 60 attempts
 * Xstep v2 (IIINePtunEIII) - 665 attempts
 * Ice of dawn (Experience D) - 156 attempts
 * Theory of every v2 (IIINePtunEIII) - 945 attempts
 * Hextec Flow (TheRealDarnoc) - 723 attempts
 * Deadlocked (RobTop) - 4449 attempts
 * Clutterfunk v2 (IIINePtunEIII) - 841 attempts
 * Electroman Adven v2 (IIINePtunEIII) - 394 attempts
 * Requiem (FunnyGame) - 494 attempts
 * Clubdrop (TheRealDarnoc) - 823 attempts
 * Impulse (MrCheeseTigrr) - 117 attempts
 * Electro rand (gw-madboy) - 287 attempts
 * ddays (PaILyn) - 239 attempts
 * DarnocDynamix (TheRealDarnoc) - 219 attempts
 * time pressure (dedpewl) - 402 attempts
 * Lights And Thunder (Lyod) - 145 attempts
 * Genesis (FunnyGame) - 126 attempts
 * Sky Realm (TheRealDarnoc) - 312 attempts
 * Crazy Bolt (FunnyGame) - 413 attempts
 * StarQuake (MasK463) - 804 attempts
 * Chaotic (MrCheeseTigrr) - 254 attempts
 * Apocalypse Eve (MasK463) - 366 attempts
 * cyber paradise (tunar98) - 656 attempts
 * demon park (MidM2col) - 916 attempts
 * ClutterStep (Lyod) - 1161 attempts
 * Natural step (TrueNature) - 892 attempts
 * absolute zero (BEkID1442) - 502 attempts
 * Beautiful Chaos (Darnoc2) - 890 attempts
 * Dimension Machine (PunkySoul) - 545 attempts
 * Restricted Area (ZenthicAlpha) - 742 attempts
 * 12 Clutterfunk (Cody) - 491 attempts
 * Laser Room (TrueNature) - 683 attempts
 * moon adventure (Experience D) - 420 attempts
 * Buck Force (Rob Buck) - 735 attempts
 * Mechanic Downforce (ZenthicAlpha) - 1149 attempts
 * Steam Chamber (TheRealDarnoc) - 867 attempts
 * ForceDynamix (Minesap) - 1365 attempts and loved every one of them
 * Way of the Darkness (IIINePtunEIII) - 902 attempts
 * Windings (RyooN) - 1370 attempts
 * Clubstep v2 (IIINePtunEIII) - 3194 attempts
 * DarnoCant Let Go (BEkID1442) - 1204 attempts
 * Flappy Weird (TheSuperBot) - 1793 attempts of misery and frustration and more if not for the secret way
 * An Impossible Game
 * A tribute to what started it all.
 * Uploaded: 2016-01-28
 * Core level structure with no decorations, pads or rings, only traditional cube mechanics including half the level under antigravity.
 * Chaos Fantazy
 * Core level structure but with some unusual patterns.
 * Core level structure but with some unusual patterns.
 * Core level structure but with some unusual patterns.
 * Stereo Madness: Total of five attempts to win on normal mode. Rate: Easy.
 * Back on Track: Easiest coins to collect, and not much else to say. Rate: Easy.
 * Polargeist: Legitimate one attempt total to win on normal mode. Last coin was a little tricky. Awesome soundtrack. Rate: Easy.
 * Dry Out: I remember when I used to call this a challenge, but the Impossible Game made sure I was ready for antigravity. The soundtrack has slowly grown on me since. Rate: Normal.
 * Base After Base: Somewhat easier than the previous. Rate: Normal.
 * Can't Let Go: It was quite a task at the time, well, only really the upside-down bit introducing jump rings. A nice soundtrack too. Rate: Hard.
 * Jumper: It'd probably not have been as difficult if I was more quickly accustomed to different movements. 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. Rate: Hard.
 * Time Machine: This is a great level of balanced challenges and with a soundtrack among my favourites. Don't get me wrong, the triple spikes were evil back when I first started this one. Rate: Harder.
 * 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 the rest of the level was rather straightforward afterwards. Rate: Harder.
 * xStep: This level was again made out to be more difficult than it should have been because of my initially poor ship handling ability. I've come a long way since then, that's for sure. Rate: Harder.
 * Clutterfunk: Oh boy, now there's actually a few worthwhile things to say for this one: damn hard level! Definitely surpassing the next two! Started easy, followed by the annoying but manageable mini-cube, but from that point, the level relentlessly made 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. Previous levels stepped aside for the hardest ship section up until that point, regardless of whether attempting for the blasted coin. Next, struggling with a mini-ball against the soundtrack which stops caring about you too (and I've grown to like it a lot, actually). The mini-ship through the blade passage continued to escalate the difficulty. A calm before the storm when the ship turns big again (and another annoying coin), although frustration still prevailed 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. Rate: Insane.
 * 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 beat this before Clutterfunk. The level is far from difficult once acquiring an intermediate skillset, and 12 stars is twice as much as it should really reward you. 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. Maybe the level is easier because its soundtrack is just that good. Rate: Harder.
 * Electroman Adventures: I don't think this level is a huge thing to deal with, just with increasing activity of things going on amidst many decorations. This is the last main level to have included mirror portals, perhaps because the transitions are quite disruptive, especially when first learning the level, and most especially taking control of the mini-ship. One thing I am proud of is the fact that 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? Haha, of course you don't. Rate: 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 "WHAT?!", and proceeded to beat it after a few more attempts, concluding the multi-hour session of most determined persistence! Funnily enough, just a sigh of relief and the feel of most deserved liberation was upon me, and at that, I was fulfilled. Rate: Demon.
 * Electrodynamix: Completing the level a lot later than the others (not the demons, though), I was yet to develop the skillset required to handle ships moving between gravity switches, and even so for that shabby UFO bit, probably the worst way to introduce antigravity for the form. Leaning on the catchy soundtrack, up to the very fast speed section wasn't even that hard, but from then on, it just got a little tricky when no longer able to judge distance while travelling so fast. What annoyed me is that Topala seemed to have dropped having a very fast UFO sequence and instead totalled three of those for the ship instead, 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. Man, it felt like a demon back then. Rate: Insane.
 * 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. Constant fast 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 of ourselves. Every part isn't too difficult alone, just hope that 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. Rate: Insane.
 * 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 effortlessly, but playing a generally easier level which resembles the earliest levels but with the newer features is certainly something fun to do; yes, I'd come back to this one for a crack at it every once in a while. Looking good, wave form. Rate: Hard.
 * Theory of Everything 2: 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. And that's what I did, at 7:04pm, October 30, 2015. It was just a blur, no thinking, just paced and methodical taps, taps and more taps. Crashed previously at 92% after skipping a mental register of approaching the mini wave sequence, and also crashed a little earlier initiating the wave mindset only halfway through the mini UFO sequence. You just need to have it all there, all together. Everything. And boy, was I proud. Rate: Demon.
 * Geometrical Dominator: Ooh, we're looking at one heck of a biter here, pun indeed intended with all those chompy critters serving as a fine audience as I tacked along a vibrant world of rainbows, castles, fields and seas! It's pretty full on, and I got my own legged fellow to lead it! But this level is not for the faint of heart. It took effort, and no small one. I'll admit, there is noticeable padding throughout the level which does prevent crashing from slippery manoeuvres, but there are still a number of pesky hazards. The wave was far from being in its hardest manifestation, but man, damn fragile. And hitting the dimmed cube sequence with the colours jumping our at you, that was nothing to be taken lightly. The level is rated harder, but harder than the typical harder I would call it. Rate: Harder.
 * Deadlocked: Nope. Well, it actually turned out I could get somewhere here. No. No, I shouldn't have... Ehh, the level is far from as fidgety as the two other demon levels for you can get through most sequences effortlessly once tied up in the head, but the elements which define the extreme difficulty are those which can't be locked down, and man, far too fragile. Give it up for the most ludicrous thing ever, the very fast wave journeying through termite tunnels! Twice! And then, you become a termite wave! WHY?! And the ship through the blasted moving obstacles? It is not humanly possible, and yet, here I am, boasting something I really had no intention of winning the first time I experienced it. Can't believe I got rammed into the floor as the UFO at 90% either when I had damn well passed the psychotic sequences like no one's business. 1:12am, November 29, 2015, that was the real deal. I laughed a lot after that, ha ha. Rate: Demon.
 * Fingerdash: Eh, not a fan of this one. Level design was different but forgettable, the soundtrack average, and the gameplay was too simplistic for what we've come to expect from a modern main level of a relatively high difficulty. Which, by the way, it wasn't. Took less than 100 attempts, and the spider form is not the easiest thing to pick up quickly. There's a lot of lost potential here considering the abundance of new pads and rings, especially from the halfway mark. Getting those tokens with the wave for the third coin was just a plain nuisance. Rate: Harder.
 * Unrated: 0 stars
 * Auto: 1 star
 * Easy: 2-3 stars
 * Medium: 4-5 stars
 * Hard: 6-7 stars
 * Extreme: 8-9 stars
 * Impossible: 10 stars
 * Stereo Madness: Easy, 2 stars
 * Back On Track: Easy, 2 stars
 * Polargeist: Easy, 3 stars
 * Base After Base: Medium, 4 stars
 * Dry Out: Medium, 4 stars
 * Can't Let Go: Medium, 5 stars
 * Jumper: Medium, 5 stars
 * Blast Processing: Medium, 5 stars
 * Time Machine: Hard, 6 stars
 * Cycles: Hard, 6 stars
 * xStep: Hard, 6 stars
 * Theory of Everything: Hard, 6 stars
 * Electroman Adventures: Hard, 7 stars
 * Geometrical Dominator: Hard, 7 stars
 * Fingerdash: Hard, 7 stars
 * Clutterfunk: Extreme, 8 stars
 * Hexagon Force: Extreme, 8 stars
 * Electrodynamix: Extreme, 9 stars
 * Clubstep: Extreme, 9 stars
 * Theory of Everything 2: Impossible, 10 stars
 * Deadlocked: Impossible, 10 stars