There are 23 Main Classic levels in the full version of Geometry Dash and an additional secret Classic level called "The Challenge" is also present in the full game.
Stereo Madness serves as the introductory level for Geometry Dash. It starts by introducing the cube form, easing and progressing the player into harder gameplay. Stereo Madness also introduces the ship (rocket) form; starting the section with a large space to ease the player into the ship's controls.
Secret coins[]
- The first secret coin is located at 50% and collected as the cube. After the first ship sequence, jump twice up the first two columns, slide through a gap in the third column and jump again to collect the coin, or alternatively, jump thrice up the first three columns and slide down under the fourth column.
- The second secret coin is located at 74% and collected as the cube. After travelling upon four adjacent narrow platforms, jump four times up onto a line of descending blocks and jump off the second to last block to collect the coin, clearing a short spike upon return to the main route.
- The third secret coin is located at 98% and collected as the ship. After beginning the second ship sequence, pass the first pair of obstacles before entering a small crevice missing a block by the second ceiling obstacle. The background will turn red and the grid will shift to reveal a narrow alternate passage with close-contained spikes. Passing through it will lead to the third coin at the level's end.
Trivia[]
- Stereo Madness was the only level of the first nine levels to have its difficulty retained while the others were downgraded in Update 1.9.
- Stereo Madness is the only level not to contain pads, orbs or manipulation portals, and also the only level to introduce multiple forms.
- The third secret coin passage is particularly unique:
- Reaching its end is the only instance of being able to diverge from the main route and end somewhere different.
- It reveals small spikes and pulsating star decorations which are formally introduced in Clutterfunk and xStep respectively.
- It was modified and made easier in Update 1.9, having five overhead small spikes that were directly above more small spikes removed and replaced with three overhead short spikes slightly earlier.
- Stereo Madness gives programmed text instructions to "Tap to jump over the spikes" if colliding twice with the first spike in the level.
- Stereo Madness takes 89 seconds to complete and requires a minimum of 77 jumps.
- This jump total requires the first secret coin route to be taken and the second secret coin route to not be taken.
Back On Track introduces a new mechanic, jump pads. Jump pads are used as both a useful function and a hazard in Back on Track. You first encounter a jump pad as a cube, and it launches you into the air, over 4 spikes. Later in the section, they are used as a hazard, launching you into spikes instead. A ship part follows the introduction to jump pads, then going back to a cube part for the rest of the level.
Secret coins[]
- The first secret coin is located at 41% and collected as the cube. After descending a short flight of platforms, jumping onto a series of connected platforms with a spike on one, jump twice up two more platforms before sliding to the ground onto a concealed gravity pad that will launch into the coin and then a gravity portal, returning to the main route.
- The second secret coin is located at 55% and collected as the ship. Manoeuvre around the first two obstacles and fly into a gap in the third obstacle to collect the coin within.
- The third secret coin is located at 84% and collected as the cube. After passing through three block columns and travelling along three series of connected platforms, jump twice up two more narrow platforms before sliding onto a concealed line platform below the main route. Jump over a gap onto the second line platform to collect the coin and reach a jump pad to return, immediately jumping again to clear an oncoming spike upon landing.
Trivia[]
- Prior to Update 1.9, Back On Track possessed a Normal difficulty.
- Back On Track reveals the gravity portal and cyan gravity pad as part of collecting a secret coin, although they are not formally introduced until Dry Out and xStep respectively.
- Back On Track takes 84 seconds to complete and requires a minimum of 86 jumps.
- This jump total requires the first and third secret coin routes to be taken.
Polargeist introduces the yellow jump orb (though the community prefers "yellow orb"), a game mechanic that would later lead on to different types of gameplay and a variety of gimmicks. The gameplay of Polargeist is considerably harder than Back on Track due to the introduction of yellow jump orbs and the infamous 3rd coin.
Secret coins[]
- The first secret coin is located at 44% and collected as the ship. Fly close to the ceiling while avoiding suspended blocks as the coin must be approached from above being shielded by a group of blocks below it. Descend upon collecting the coin to clear an oncoming block.
- The second secret coin is located at 63% and collected as the cube. After sliding down a series of columns, begin jumping up a series of platforms and slide off the fourth platform to land on a brief line platform. Immediately jump again onto another line platform and through an exposed section of the approaching column with a jump pad that will launch into the coin and back onto the main route from a jump orb.
- The third secret coin is located at 77% and collected as the cube. After passing beneath overhead spikes, precisely jump to clear an oncoming spike as early as possible to hit a concealed gravity pad beside the platform. After being launched into a gravity portal, hit a jump orb to collect the coin and return to the ground, jumping immediately onto another jump orb to clear spikes. This coin is known for being a large jump in difficulty compared to the rest of the level and is shrouded in infamy.
Trivia[]
- Prior to Update 1.9, Polargeist possessed a Hard difficulty.
- Polargeist also reveals game mechanics prematurely, with the cyan gravity pad and gravity portal appearing as part of collecting a secret coin, although they are not formally introduced until Dry Out and xStep respectively.
- Polargeist gives programmed text instructions to "Tap while touching a orb to jump mid air" if colliding twice with the first spikes in the level.
- The name 'Polargeist' is a pun of poltergeist, another term for a ghost.
- Polargeist takes 93 seconds to complete and requires a minimum of 118 jumps.
- This jump total requires the second and third secret coin routes to be taken.
Dry Out maintains around the same difficulty as Polargeist. Dry Out introduce the gravity (antigravity) portal while you are in the cube gamemode. The antigravity section is somewhat chilled back, being simple but giving you a taste of the new mechanic. Dry Out is the last level to introduce a major base mechanic in the 1.0 Update.
Secret coins[]
- The first secret coin is located at 29% and collected as the cube. After gameplay moves away from the ground and after descending down platforms with three overhead spikes, jump to the next platform and slide down onto the coin. Immediately continue to jump across line platforms until arriving at a jump pad to return to the main route.
- The second secret coin is located at 62% and collected as the cube. After the antigravity segment and after hitting the second jump orb, jump up two platforms and onto a suspended spiked platform, falling to collect the coin and jumping again to clear an oncoming spike.
- The third secret coin is located at 80% and collected as the ship. During the second section of the ship sequence involving the alternating spiked obstacles, pass the first three obstacles and fly above the fourth obstacle near the ceiling to collect the coin.
Trivia[]
- Prior to Update 1.9, Dry Out possessed a Harder difficulty.
- Dry Out contains five pads and two orbs, the least of any main level that includes either.
- Dry Out takes 84 seconds to complete and requires a minimum of 106 jumps.
- This jump total can be achieved with any combination of coin routes.
Base After Base maintains a similar difficulty to Dry Out. Base After Base is the first level to not introduce a mechanic, therefore making it a forgettable level according to the Geometry Dash community.
Secret coins[]
- The first secret coin is located at 22% and collected as the cube. After hitting a jump orb suspended over three spikes, slide across two platforms and down through an exposed section of a large column that will lead to the coin and a jump pad.
- The second secret coin is located at 47% and collected as the cube. After passing beneath two overhead spikes, jump up to the next platform and immediately jump again, clearing a spike to fall into a gravity portal and the coin. Wait as the cube slides up into another gravity portal before returning to the main route.
- The third secret coin is located at 67% and collected as the ship. After entering ¹¹the passageway and passing three spikes, fly up into a crevice and continue up to the exit, collecting the coin.
Trivia[]
- Base After Base evolved from the beta level Ultimate Destruction, using a lot of similar structures and jumps that were used in that level before it was scrapped.
- Prior to Update 1.9, Base After Base possessed a Harder difficulty.
- Base After Base takes 86 seconds to complete and requires a minimum of 103 jumps.
- This jump total requires the first and second secret coin routes to be taken.
Can't Let Go really ramps up the difficulty. Can't Let Go has tighter cube jumps, more precise ship manoeuvres and it incorporates antigravity into the level more. Can't Let Go marks a shift in the difficulty of main levels.
Secret coins[]
- The first secret coin is located at 26% and collected as the cube. After hitting the jump pad beyond the set of three jump orbs, slide down two platforms and jump up two platforms before falling below onto the coin to be launched by three jump pads back to the main route.
- The second secret coin is located at 62% and collected as the ship. Fly above the first suspended spiked obstacle to collect the coin.
- The third secret coin is located at 76% and collected as the cube. After hitting the third jump orb of the antigravity segment, slide down a block and jump, clearing a spike to fall up onto the coin. After being launched by four jump pads back to the main route, jump to clear an oncoming spike.
Trivia[]
- Prior to Update 1.9, Can't Let Go possessed an Insane difficulty.
- Can't Let Go reveals the Magenta (Pink) jump pad as part of collecting a secret coin, although it is not formally introduced until Theory of Everything.
- The contraction 'Can't' as present in the level title lacks an apostrophe, misspelled Cant Let Go.
- Can't Let Go takes 83 seconds to complete and requires a minimum of 108 jumps.
- This jump total requires the first and third coin routes to be taken.
Jumper involves tighter manoeuvres and increases the frequency of antigravity segments, which is also experienced with the ship for the first time during its first sequence.
Secret coins[]
- The first secret coin is located at 36% and collected as the ship. At the second antigravity segment, fly down between a gap in the spiked column to collect the coin.
- The second secret coin is located at 43% and collected as the cube. After the first ship sequence and after passing beneath a second overhead spike, slide down and jump twice up onto a ledge, then once up onto a suspended column and again to collect the coin before returning to the main route.
- The third secret coin is located at 68% and collected as the ship. Fly under the thirteenth spiked obstacle by the ground spikes to collect the coin.
Trivia[]
- Prior to Update 1.9, Jumper possessed an Insane difficulty.
- Jumper contains small spikes, located below the first secret coin, which are not formally introduced until Clutterfunk.
- The soundtrack Jumper is the oldest soundtrack to be featured in Geometry Dash, being released in 2005, and has been used previously in the game Castle Crashers.
- Jumper takes 89 seconds to complete and requires a minimum of 106 jumps.
- This jump total requires the second secret coin route to not be taken.
Time Machine introduces the infamous mirror portal. Difficulty is increased as triple spike arrangements are frequent and antigravity segments become routine, also occurring during the final ship sequence.
Secret coins[]
- The first secret coin is located at 12% and collected as the cube. After the second antigravity segment, jump over spikes and onto a block beneath an overhead spike. Jump by the edge of the block to clear the overhead spike, collecting the coin and landing onto another block beneath an overhead spike.
- The second secret coin is located at 37% and collected as the ship. At the beginning of the sequence, fly carefully through the gap in the centre of a spiked obstacle to collect the coin.
- The third secret coin is located at 69% and collected as the cube. After returning to the usual direction of travel and during an antigravity segment, after being launched by the s to return safely to the main route, waiting while passing beneath overhead spikes.
Trivia[]
- Prior to Update 1.9, Time Machine possessed an Insane difficulty.
- Time Machine is the only level to end normally under the effects of the gravity portal.
- Time Machine reveals the Magenta (Pink) orb prematurely as part of collecting a secret coin, although it is not formally introduced until Theory of Everything.
- This level shares the same name as the bonus of Nirvana from the game Rolling Sky which is also called Timе Machine
- Time Machine takes 99 seconds to complete and requires a minimum of 107 jumps.
- This jump total requires the third secret coin route to be taken.
Cycles introduces the ball form with a light use of pads, orbs and gravity portals. Misleading jump pads and orbs leading to hazards as well as triple spike arrangements are prominent during the first cube sequence. The single ship sequence involves rapidly alternating gravity.
Secret coins[]
- The first secret coin is located at 42% and collected as the ball. After clearing the first two obstacles, roll through a gap above spikes and flip once to collect the coin, rolling down to return to the main route.
- The second secret coin is located at 63% and collected as the ship. After alternating gravity seven times, fall up to collect the coin before flying down to clear the oncoming wall.
- The third secret coin is located at 87% and is collected as the ball. After returning to the right direction of travel, after flipping onto a platform with a jump pad at its edge, flip early down and back up past the jump pad and through a crevice between spikes. Flip down from the ceiling, slide down onto the topside of a platform, flip up to the ceiling to collect the coin and immediately back, rolling over a gap across the topside of a narrow spiked platform. By its edge, flip up and back from the ceiling once more onto the topside of a platform, sliding down to return to the main route.
Trivia[]
- Prior to Update 1.9, Cycles possessed an Insane difficulty.
- Cycles, xStep and Clubstep are the only levels to reward icons when completed in practice mode.
- Cycles is one of three levels alongside xStep and Geometrical Dominator whose most used gamemode is not the cube.
- In Cycles' case, its most used gamemode is the ball.
- Cycles is the only level to end with the ball form and the only level to end under the effects of the mirror portal.
- The second cube sequence is the only sequence in a main level that does not require any action to be performed.
- Cycles takes 82 seconds to complete and requires a minimum of 88 jumps.
- This jump total requires the first secret coin route to be taken.
xStep introduces a variety of new level components including block designs and pulsators, with new decorative introductions becoming a frequent occurrence in later levels. It also introduces the cyan gravity pad and the cyan gravity orb briefly during later sequences, making movements more complex. Gamemode changes are also much more frequent in this level than in prior levels.
Secret coins[]
- The first secret coin is located at 21% and collected as the ship. After passing beneath two pit obstacles, fly narrowly over a third thorn pit obstacle, falling slightly to collect the coin before immediately rising to clear an oncoming structure.
- The second secret coin is located at 53% and collected as the ship. After entering the passageway, as it rises slightly for a second time, fly down through a gap in the structure. Once inside, fly up, collect the coin and exit the structure by the end of the sequence.
- The third secret coin is located at 59% and collected as the cube. After hitting the third gravity pad, jump once close to the small spike. Hit a gravity orb as the cube falls upwards to collect the coin before immediately hitting a jump orb upon return to the main route.
Trivia[]
- xStep, Cycles and Clubstep are the only levels to reward icons when completed in practice mode.
- xStep is one of only three levels alongside Cycles and Geometrical Dominator whose most used gamemode is not the cube.
- xStep actually uses all three gamemodes that were in the game at the time of the level's creation fairly evenly, but its most used gamemode is the ship.
- xStep contains a small spike, needing to be jumped over while attempting for the third secret coin, although it is not formally introduced until Clutterfunk.
- The second ship sequence is the only ship sequence in a main level that contains pads of any type.
- xStep takes 84 seconds to complete and requires a minimum of 77 jumps.
- This jump total requires the third secret coin route to not be taken, and skips several flips in the final ball sequence.
- The flips skipped are at 82%, 84%, and 90%.
- This jump total requires the third secret coin route to not be taken, and skips several flips in the final ball sequence.
Clutterfunk introduces the saw-blade hazard. It also introduces the size portal and involves segments under its effects for all introduced forms, in conjunction with an assortment of small-scale objects, considerably increasing gameplay variety. The cube sequences become progressively more difficult requiring fast reaction and precise timing due to the combination of small size and extensive use of pads and orbs with frequent alternations of gravity. The ship sequences are noticeably less spacious. The single ball sequence is more intensive with extensive use of orbs and gravity portals.
Secret coins[]
- The first secret coin is located at 31% and collected as the ship. After passing beneath the first obstacle, fly carefully above the fourth and fifth obstacles by the ceiling to collect the coin.
- The second secret coin is located at 65% and collected as the ship. After the ship returns to normal size and passes through the second gravity portal, bypass the third gravity portal by flying over a saw-blade and through a gap in the column to collect the coin. Fly over another saw-blade to enter the fourth gravity portal, which, having skipped the previous gravity portal, will not have any effect.
- The third secret coin is located at 86% and collected as the cube. After passing through the first three-step structure and hitting the jump pad, hit the first two jump orbs, the jump pad and the third jump orb, missing the fourth orb to fall to line platforms separated by saw-blades by the ground. Immediately jump continuously to collect the coin by the second line platform, hitting the gravity orb immediately after jumping from the third line platform to return to a jump pad along the main route.
Trivia[]
- Clutterfunk and Electroman Adventures are the only levels to reward ships when completed in normal mode.
- Clutterfunk has the fewest mirrored segments of any level that includes them, having only a single mirrored segment near the start of the level.
- Clutterfunk is the only level to reward exactly 11 stars, even when including rated user levels.
- Clutterfunk takes 99 seconds to complete and requires a minimum of 125 jumps.
- This jump total can be achieved with any combination of secret coin routes.
Theory of Everything introduces the magenta jump pad and magenta jump orb, which are frequently used in combination with other pads and orbs during cube and ball sequences. The UFO form is also introduced and with segments involving the size portal. Hazardous alternate paths appear regularly during ship and UFO sequences, with the correct paths indicated by arrow pulsators.
Secret coins[]
- The first secret coin is located at 30% and collected as the UFO. After passing above a wide structure, hop up past a saw-blade, through a false column by the ceiling and over another saw-blade to collect the coin.
- The second secret coin is located at 56% and collected as the ship. After avoiding three obstacles, fly carefully beneath the fourth obstacle by the ground to collect the coin.
- The third secret coin is located at 83% and collected as the cube. After hitting two jump orbs, immediately jump from the platform to fall past saw-blades to collect the coin by a jump pad. After being launched by a second jump pad, hit a jump orb to return to the main route.
Trivia[]
- Theory of Everything takes 86 seconds to complete and requires a minimum of 62 jumps.
- This jump total requires the third secret coin route to be taken.
Electroman Adventures introduces destructible blocks briefly during the initial cube sequence. The level contains many gamemode changes in quick succession in the middle of the level, although much of the actual gameplay is easier than in previous levels.
Secret coins[]
- The first secret coin is located at 12% and collected as the cube. After hitting two yellow jump orbs, jump four times, the second time through a column of destructible blocks, and hit a jump orb to collect the coin, sliding through a destructible block and falling to hit a jump orb, returning to the main route by the end of the sequence.
- The second secret coin is located at 19% and collected as the ship. After flying past six vertical sets of saw-blades, fly down into a spiked structure by the hazardous ground to collect the coin within an arching cavity.
- The third secret coin is located at 91% and collected as the ball. After passing face-resembling decorations and flipping downwards, remain downward and enter a passage with alternating spikes, flipping six times to collect the coin.
Trivia[]
- Prior to Update 1.7, Electroman Adventures possessed a Harder difficulty. It is the only level to have its difficulty rating later raised.
- The sneak peek for the level did not include the destructible blocks used in the finished version. In addition, the third column before the ship sequence was taller than the second one, and it did not include the first secret coin.
- Electroman Adventures and Clutterfunk are the only levels to reward ships when completed in normal mode.
- Electroman Adventures reveals fake spikes as part of collecting secret coins, although they are not formally introduced until Clubstep.
- The portals at 66% can be bypassed, allowing the remainder of the level to be completed under the effects of the mirror portal.
- If the level is completed this way, it is the second one to do so. The first is in Cycles.
- In the same percentage, the ship portal itself can also be bypassed. As a result, the player will enter the ship section as a UFO.
- Electroman Adventures and Theory of Everything 2 are the only main levels to use destructible blocks.
- The name "Electroman Adventures" exceeds the 20-character limit by 1 character.
- Electroman Adventures takes 88 seconds to complete and requires a minimum of 88 jumps.
- This jump total requires the third secret coin route to be taken and the first secret coin route to not be taken.
With a Demon difficulty, Clubstep is more challenging than its predecessors, featuring complex manoeuvres within tight spaces and with limited time to respond, further exacerbated by deceptive obstacles. Clubstep introduces fake spikes, fading spikes and fading blocks that can be deceptive. Often, fake spikes are paired with fading spikes to make them more difficult to distinguish. Hazardous orbs are common during cube and ball sequences. Gravity alternation is prominent, during cube sequences with combinations of pads and orbs and during ship sequences with gravity portals, requiring ship-handling skills to be well developed.
Clubstep is initially locked on the level selection screen, requiring 10 secret coins be collected before it can be played.
Secret coins[]
Collecting all three secret coins and completing the level will reward an additional UFO.
- The first secret coin is located at 9% and collected as the cube. Approaching a diagonal line of three jump orbs, hit the second jump orb to enter a gap in a spiked obstacle and collect the coin, sliding up and hitting a jump orb followed by a gravity orb to return to the main route.
- The second coin is located at 71% and collected as the UFO. Upon assuming form, immediately hop up through an alternate passage with close-contained fading spikes, hopping over three and under two in between to collect the coin.
- The third secret coin is located at 96% and collected as the ship. Upon assuming form, fly down through the space in the first demon structure and continue to collect the coin.
Trivia[]
- Prior to Update 2.0, Clubstep required 20 secret coins to be unlocked.
- There are 38 'demon face' structures throughout the level, being composed using blocks, various spikes for teeth, and rotating decorations, pulsators or orbs for eyes.
- Colloquially, these structures are known as 'Clubstep monsters', and are referenced fairly often in Demon-difficulty user levels.
- The rewards for completing Clubstep are particularly unique:
- Clubstep, Cycles and xStep are the only levels to reward icons when completed in practice mode. Additionally Clubstep is the only level to reward a UFO.
- Clubstep is the only level to reward a colour when completed in normal mode.
- Clubstep is associated with a Steam exclusive achievement, SteamStep!, which rewards an additional cube for completing the level in normal mode.
- Clubstep is the last level to use the geometric background.
- A segment of the first cube sequence of Clubstep within the level editor is featured in the Geometry Dash Steam Trailer.
- Topala has remarked in response to what his favourite Geometry Dash level was to create, that despite always enjoying making new levels, he remembers how "making Clubstep felt like a big thing".
- Clubstep takes 90 seconds to complete and requires a minimum of 89 jumps.
- This jump total requires the first secret coin route to be taken.
Electrodynamix introduces the speed portal, of which the fast and very fast variants are featured. With such increasing speeds occurring in sequence, the level becomes more difficult as it progresses, particularly during several ship sequences through tight passages at those faster speeds. Antigravity is experienced for the first time with the UFO in an immediately tricky sequence, with no lower introductory difficulty. The level also introduces blocks and decorations which use preset colours, and is the first instance of a new background being used.
Secret coins[]
- The first secret coin is located at 40% and collected as the UFO. After shrinking, pass four vertical lines of saw-blades before hopping up through a gap between two saw-blades positioned at the centre and towards the ceiling to collect the coin.
- The second secret coin is located at 57% and collected as the cube. After reaching the triangle of orbs, hit the two gravity orbs, skipping the jump orb to fall into a crevice which approaches the coin, being careful to jump not too early so to collide with an overhead block, nor too late to collide with the oncoming column, to safely collect the coin.
- The third secret coin is located at 85% and collected as the cube. After hitting the first yellow jump orb, skip the gravity orb and pass beneath a saw-blade on a concealed platform by the ground before jumping onto a gravity pad to collect the coin, jumping immediately and then hitting a gravity orb to return safely to the main route.
Trivia[]
- Electrodynamix is the only level where it is possible to crash at 99%; crashing by clipping the back of the ship with the final spike causes the game to register a crash at 99% due to speed portals placing that position at a higher x-coordinate than what is usually achieved by the end of a standard-length level.
- The 'So close' achievement introduced in this update at the time required crashing at 99% on any main level, with Electrodynamix then being the only level able to facilitate its completion, before the required percentage was later decreased to 95%.
- Electrodynamix starts at normal speed but does not use the normal speed portal nor the slow speed portal. However, these were included in the update and were available for use in the level editor.
- Electrodynamix is the only main level to end under the effects of the very fast speed portal.
- Electrodynamix is the only level to not have a secret coin present within any of its ship sequences.
- Electrodynamix takes 84 seconds to complete and requires a minimum of 81 jumps.
- This jump total requires the second and third secret coin routes to be taken.
Hexagon Force introduces sloped blocks, expanding the ways the icon can move and interact with the level, such as steeper angles increasing vertical momentum. The level also introduces the dual portal, featuring more advanced gameplay that requires heightened focus to be able to manoeuvre two icons on inverted planes. The cube, ship and ball each have segments under the effects of the dual portal. The dual segments for the ship are symmetrical, generally allowing one icon to be focussed on while the other remains within safety. The dual segments for the cube and ball are asymmetrical, so both icons need to be monitored. They additionally involve jump orbs. Sometimes one icon may need to perform a movement while the other is airborne. Arrow pulsators are sometimes present to indicate when to jump. Two additional variants of the speed portal are also introduced: the normal speed portal, which essentially resets the movement speed to normal; and the slow speed portal, which is a noticeable contrast and requires an altered perception to handle safely.
Secret coins[]
- The first secret coin is located at 22% and collected as the ball. After approaching a slope, instantly flip gravity to get the secret coin and hit a yellow jump pad.
- The second secret coin is located at 72% and collected as the ship. After exiting a dual segment, an obstacle near the bottom must be flown through to collect it.
- The third secret coin is located at 97% and collected as the ship. After the effects of the dual portal cease, fly over a large obstacle and descend into a gap within another to collect the coin, ensuring not to be snagged inside before exiting.
Trivia[]
- The sneak peek of this level did not include the first secret coin, suggesting the secret coins had not yet been placed in the level at the time of the sneak peek. In addition, there was a different slope arrangement just before the jump orbs in the dual cube section, where the video fades out.
- Hexagon Force formally introduces the slow speed portal and normal speed portal, although they were previously selectable in the level editor in Update 1.7.
- Hexagon Force is the only main level to have asymmetrical duals.
- Hexagon Force is the only main level to end under the effects of slow speed.
- Hexagon Force spends the most time at fast speed out of all main levels, spending a combined 73% of the level length at fast speed.
- A redundant fast speed portal exists at 76%; the player is already at fast speed when reaching that section. This makes Hexagon Force the only main level to have a duplicate speed portal.
- When collecting the first coin, the player can flip gravity again before the yellow pad to return to the normal path earlier than intended. The coin can still be collected this way.
- Hexagon Force is the first main level in which the player never touches the ground after the start of the level.
- Hexagon Force takes 92 seconds to complete and requires a minimum of 103 jumps.
- This jump total can be achieved with any combination of secret coin routes.
Blast Processing introduces 3D decorations. The wave form is also introduced in spacious sequences. Manipulation portals are almost entirely absent throughout the level.
Secret coins[]
- The first secret coin is located at 52% and collected as the wave. After entering the dual portal, pass two diamond structures and enter the third structure to collect the coin.
- The second secret coin is located at 69% and collected as the UFO. Slide and drop from the first face structure and hop three times to enter another face structure to collect the coin.
- The third secret coin is located at 86% and collected as the ship. After passing two square structures, descend underneath the third structure to collect the coin.
Trivia[]
- Blast Processing includes fake slopes as part of collecting the first secret coin, although these are not formally introduced until Theory of Everything 2.
- There are only 7 manipulation portals throughout the level, including 5 gravity portals and 2 dual portals (activation + deactivation). This is less than the total number of manipulation portals included in Jumper, a level present since the game's initial release.
- Blast Processing is the only level to exclude size portals and speed portals since each were introduced.
- The second wave portal can be entered with certain timing switching from the ball sequence so that the gravity portal at a similar position can be skipped, allowing the sequence to be continued under the effects of antigravity.
- The deactivation dual portal can be entered using the wave clone so that the sequence can be continued under the effects of antigravity, with it being possible to avoid crashing as the cube to return to the main route in the following sequence. Earlier, the activation gravity portal
- The soundtrack title as stated on Newgrounds is BlastProcess, although is titled Blast Processing elsewhere.
- Blast Processing takes 102 seconds to complete (the longest of all main levels) and requires a minimum of 65 jumps.
- This jump total can be achieved with any combination of secret coin routes.
Theory of Everything 2 introduces fading saws and invisible slopes, as well as fake slopes. Utilizing this, the level contains many difficult parts, requiring memory and accuracy to proceed. It also introduces many decorations and uses the mini-wave for the first time.
Theory of Everything 2 is initially locked on the level selection screen, requiring 20 secret coins be collected before it can be played.
Secret coins[]
- The first secret coin is located at 13% and collected as the ship. After entering the yellow gravity portal, the player must hold down to make the ship go under a pile of invisible blocks and retrieve the secret coin, before returning to the normal route.
- The second secret coin is located at 65% and collected as the wave. In the third diagonal hallway, enter the fake slope to collect the coin, then return onto the normal route.
- The third secret coin is at 84% and collected as the cube. Hit two jump orbs and then the one with the "cross" decoration on it. Jump late to collect the coin, then jump once more at the edge of the last platform.
- Collecting all three secret coins will reward an additional cube, with the achievement "Ultimate ToE 2".
Trivia[]
- Prior to Update 2.0, Theory of Everything 2 required 30 secret coins to be unlocked.
- The name Theory of Everything 2 exceeds the maximum of 20 characters for user-level titles by 2 characters.
- The level was ranked #71 in GDToday's 100 Greatest Levels of All Time list.
- It is possible to bypass the second anti-gravity portal in the first ship segment by going just under it. Similarly, it is also possible to bypass the 0.5x speed portal after the first ship segment by doing the same.
- This also happens at the mini wave part, as you could just go under the speed change and continue with 2x speed. This will make that part a lot harder, but also break the sync.
- It is also possible to bypass the cube and size portals at 70% if the player goes between the top of the portals and the roof. This greatly reduces the difficulty of the following cube and ship sections, although the second cube section after is impossible due to the mini icon not being able to jump high enough.
- If you hit a blue orb at 7% late enough, you will fall between the yellow and magenta orbs and onto the saws at 9%.
- Theory of Everything 2 is the first main level in the full version to end under the effects of the fast speed portal, the second being Dash.
- Theory of Everything 2 has duplicate speed portals at 70% and 92%, placed in an attempt to prevent skipping speed changes. Despite this, the speed portals at those locations are still able to be skipped.
- Theory of Everything 2 and Electroman Adventures are the only levels to use destructible blocks.
- At 75%, there is a small bug where you can touch the first yellow orb and still survive. This is because of the faulty hitboxes, but requires precise late timing.
- At 89%, it is possible to bypass gravity portal in mini UFO segment and play normally, but requires precise timing.
- Theory of Everything 2 is the first main level to feature a mini wave.
- At the beginning of the level, it is possible to hit the fake orb without crashing into the spike immediately after, although this must be properly timed.
- However, it has no actual use, besides being another way to do the level.
- There is a misplaced pixel at the end.
- The ship section from 78% to 82% is widely known as the hardest individual section of any official level.
- Theory of Everything 2 takes 92 seconds to complete and requires a minimum of 90 jumps.
- This jump total requires the third secret coin route to be taken.
Geometrical Dominator introduces the robot game mode (which can make lower and higher jumps by tapping and holding down), the alpha trigger, the move trigger, the pulse trigger, the toggle trigger, monsters, animated thorns, water, bushes and flowers, in-game text and many new decorations. Inside the level's memory section, little glowing stars will appear for a short amount of time, indicating where the icon needs to go.
Secret coins[]
- The first secret coin is located at 17% and collected as the robot. To obtain it, the player must drop past the yellow jump orb onto a small platform where they must boost the robot up immediately into a small two block wide area where the coin is hidden (although it is designed to look like a one block space). The player will then fly up into the sky and hit a blue gravity pad before being put back on the normal path that is used to progress (as a robot). It is slightly harder to do, as the player has to hold once they are a ship to avoid crashing.
- The second secret coin is located at 47% and collected as the robot. When the player jumps onto a rainbow-coloured block sticking out of the large platform below (coloured blue and purple), instead of falling down, jump up again to collect the secret coin and land back to the normal route. You need to jump at the maximum height while collecting this coin, otherwise you will either land on the floor without the coin or die to the sawblade in front of the base you need to land on.
- The third secret coin is located at 92% and collected as the ship. There is a moving pillar with two openings in it. Carefully guide the ship into the lower passage, collect the coin, and continue normally. An easy way to do this is to stick to the ceiling in the passage. You don't need to control the ship though, as when you fly above the tip of the 1st moving obstacle, you can just let go until the ship goes into the passage.
Trivia[]
- Waterflame's Geometrical Dominator track is the first soundtrack from the main levels created specifically for Geometry Dash, with Geometry Dash by MDK being the second.
- It is also the second soundtrack that came after the level was introduced, also preceding Geometry Dash.
- Waterflame (before 2.0 was released) answered that he wasn't making a song for the upcoming update.
- The level design is a reference to the Super Mario Bros. series.
- The title "Geometrical Dominator" exceeds the 20 character limit by 1 character.
- Geometrical Dominator is the only main level to end with the robot game mode.
- Geometrical Dominator and Deadlocked are the only 2 levels to reward robots when completed in normal mode.
- There is a bug during the first robot segment, and the bug can only be performed right before the first ship segment. The player has to land on the platform with the fake spike then enter the gravity deactivation portal. Then the player has to hold the mouse or screen to collect the coin, hold to hit the yellow jump orb, and return to the main route.
- There is another bug during the same segment. The player has to land on the platform with the fake spike, then hold to tap the yellow jump orb late, to enter the ship upside-down.
- It is also possible to bypass the 0.5x speed portal at the mini UFO section by going under it.
- Geometrical Dominator is one of three levels alongside Cycles and xStep whose most used gamemode is not the cube.
- In Geometrical Dominator's case, it is instead the robot.
- Geometrical Dominator takes 100 seconds to complete and requires a minimum of 76 jumps.
- This jump total requires the first secret coin route to be taken.
Deadlocked introduces new level components like the green jump orb (which changes gravity with additional momentum as if a combination of the blue and yellow jump orbs), teleportation portals (which teleport players to another location from a linked portal along the Y-axis), and keys/keyholes (which serve as a visual guide for touch-triggered triggers, although green diamond triggers were used in Geometrical Dominator). The wave experiences the gravity portal effect for the first time, and a 'boss fight' segment occurs at 64%.
The level also utilizes a more advanced use of triggers to create "laser-shooting monsters" which are seen in the first normal-sized UFO segment at 64%. Reversed gravity is experienced with the wave for the first time in this level as well.
Deadlocked is initially locked on the level selection screen, requiring 30 secret coins be collected before it can be played.
Secret coins[]
- The first secret coin is at 43% and collected as the cube; however it uniquely requires a key before it can be acquired. In the first mini ship sequence, a key is placed high up above the moving thwomps at 19%. Once successfully retrieved, it opens an area at the 42% cube sequence which allows the player to grab the coin. Failure to retrieve the key will keep this passage blocked and the player will be forced to take the normal route situated below it.
- If the player just barely misses the key, the first secret coin path may still open, as the trigger that opens the path has a larger hitbox than the actual key collectible.
- The second secret coin appears at 53% and is collected as the robot. There will be a two-block wide pillar sticking out from the ground. Instead of jumping on top of the pillar, the player must drop down and jump shortly after to collect the coin. To return to the normal path, the player must jump on top of a fading block. This is considered slightly easier than the normal path.
- The platform was originally three blocks wide, but this was changed in update 2.01.
- The final secret coin appears at 66% and is collected as the UFO, when there are monsters shooting lasers at the player. The player must get close to the top of the screen before the first laser is fired. Then, a spinning blade must be avoided, and the coin will be acquired.
- If all 3 coins are collected, the player will be rewarded with an extra icon.
Trivia[]
- The level was ranked #60 in GDToday's 100 Greatest Levels of All Time list.
- Deadlocked is the only level to reward 15 stars (the highest amount of stars that can be earned from any level).
- Many players consider Deadlocked the most difficult official level, with some players calling it a Medium Demon.
- Despite this, Deadlocked is counted as an Easy Demon when viewing Demon completions by difficulty on a player's profile like the other official Demon levels.
- The upcoming Update 2.21 official demon, Explorers, may dethrone Deadlocked when it comes out.
- Deadlocked contains the earliest portals of any official level at 2%, which are the size and wave portals.
- At the time of its release, Deadlocked contained every form in the game at both normal and mini sizes, except for the mini robot.
- No official levels since Deadlocked have used every form that was present in the game at the time of their introduction.
- To this day, the Mini Robot has gone unused in any official levels, as have the more recently added Mini Spider and Mini Swing.
- At 21%, it is possible to miss the ball and size portals by flying under them as the mini ship. The level is still possible this way and is not desynchronized from the music.
- Deadlocked is the second level to give a robot for completing the level, the first being Geometrical Dominator.
- In the second cube section, it is possible, if timed correctly, to skip the third green jump orb and cyan jump orb and land on the platform which leads into the teleportation portal.
- Originally, players could time a jump correctly right before the second wave section that would cause them to skip the wave portal and the speed portal, causing them to enter the second wave section as a cube. However, this was patched in Update 2.01 by adding obstacles that kill the cube at the start of the wave section.
- As a less significant glitch, players could also time the green orbs late before the second wave section, causing them to skip only the speed portal and still enter the section as a wave. Similarly, this was also patched in Update 2.01 by adding an invisible speed portal above the visible one.
- At about 9%, the player can use the fake yellow orb to land on the platform, instead of the blue orb and pad.
- There are three different ways to collect the second coin.
- The intended way is to go in the secret path and jump with very little boost to the platform with the secret coin. Then, a fading block will appear on which the player must land on and then jump from to continue normally.
- It is possible to jump at the very end of the platform where the coin is located with full boost, going over the fading block and landing on the normal path.
- Another way is to buffer the green orb so that the robot lands on the platform as early as possible and then instantly jump with full boost in order to brush past the secret coin and acquire it. This makes it slightly harder to jump over the invisible spikes following the coin.
- The last way is to go up on the normal path (going over the secret path), and make a tiny jump from the center of the platform to fall onto the platform on which the coin stands and then do a full jump from the very end of the platform to make it back on the main path as the invisible block that normally assists the player on the coin route will not appear.
- The intended way is to go in the secret path and jump with very little boost to the platform with the secret coin. Then, a fading block will appear on which the player must land on and then jump from to continue normally.
- At 2%, it is possible to go through a slope and survive. This is seen in the thumbnail image of Partition Zion's How to Deadlocked video.
- At 3%, it is possible to go through a slope and enter the second cube sequence as a mini wave. The level is made significantly harder by doing this, as you have to play both the second cube sequence and the second wave sequence as the mini wave.
- At 76%, it is possible to enter the dual deactivation portal with the inverted wave. Doing so results in the following mini-wave starting at 77% gravity-inverted. It is still possible to complete the level this way.
- At 79%, a cutoff can be found.
- Deadlocked, Electrodynamix, and Dash are the only levels in the full version to use the very fast speed portal.
- Deadlocked is also the first demon level to use the very fast speed portal as well as the dual portal.
- Deadlocked and Fingerdash are the only levels in the full version where collectibles are required for the player to obtain a secret coin.
- Deadlocked is the only main level to not have any magenta jump orbs after they were introduced in Theory of Everything.
- You can hit the blue orb with the cross decoration at about 3% late enough to land on the upcoming platform.
- Deadlocked takes 99 seconds to complete and requires a minimum of 77 jumps.
- This jump total requires the first and second secret coin routes to be taken, and the invisible block in the second secret coin path to be skipped.
The Challenge extensively features different pads and orbs across jump, gravity and dash variants.
Trivia[]
- The Challenge debuted in Geometry Dash World, previewing new content for Update 2.1 including the spider form and dash orbs.
- The Challenge is the only level to not provide a record of level stats, although normal mode and practice mode completion progress can be viewed from the level's pause menu.
- The Challenge does not display its difficulty of Hard anywhere in-game, however its difficulty can be observed, as it counts as a Hard level when viewing the stars' breakdown on user profiles.
- The Challenge is the only main level playable outside of Geometry Dash World which has a length less than Long.
- The Challenge is the only level whose name is not shared (with any resemblance) by the title of the feature soundtrack. The soundtrack is internally titled DJRubRub, song 25 Secret when accessed through the level editor using exploits, and on Newgrounds it is titled Random Song 06.
- The Challenge is the only main level to have a default song ID different to its level ID, with the song ID being 25 and the level ID being 3001.
- The Challenge takes 26 seconds to complete and requires a minimum of 21 jumps.
- The dash orb at 14% can be used to reach the gravity orb at 26%.
- The dash orb at 78% can be used to hit a gravity pad to flip gravity while the orb's effects are sustained before passing through a cube portal and falling up, skipping the remainder of the cube sequence and being pulled into the level's completion zone before being able to crash outside of the grid.
Fingerdash introduces the spider form, which is similar to the ball form in that tapping switches gravity, but instead of dropping off of one surface and onto another without a loss in forward momentum, the spider instantly teleports to the nearest opposite solid surface. The level also introduces drop orbs, which send the player down in the current direction of the player's gravity at terminal velocity; green and magenta dash orbs, which make the player travel in a straight line for as long as the screen is held with the green retaining gravity and the magenta switching gravity; red jump pads and orbs, which launch the player higher than a yellow jump pad or orb; rotating objects, new triggers, lasers, and varieties of new decorations.
Secret coins[]
- The first secret coin is located at 42% and collected as the spider. There will be a gap where the coin is; the player has to time two quick taps or clicks to obtain it without crashing into either the walls or the spikes.
- The second coin is located at 55% and collected as the ship. The player must fly straight between the gap of the fireball hazards and then fall when the coin is obtained to avoid crashing into the fireballs. However, it is possible to drop down too early and miss the coin.
- The third coin is located at 79% and collected as the spider. The player must first collect all 10 mini-coins in the previous wave sequence between 68% and 78%; missing one will cause the remaining mini coins and the mini coin counter to disappear. The coin will appear at the beginning of the following spider sequence on the main path; if all 10 mini-coins were not collected, the coin will swiftly vanish downwards, preventing the player from collecting it.
Trivia[]
- Geometry Dash World uses a modified build of the main version of the game. When the branching occured, Fingerdash was present in the build but in an unfinished/incomplete state. A video of it can be viewed here.
- The early form/sneak peek of this level showcased a lot of bugs and broken items. The dash orbs in the sneak peek appeared as a full triangle inside a circle; as of now, they are an arrow inside a slightly larger circle.
- Fingerdash's soundtrack is actually titled Fingerbang, making it, Clubstep, Blast Processing, Dash, and The Challenge the only main levels to have their name different from their soundtrack title. The others are DjNate - Club Step (only on Newgrounds; the song on YouTube is called Clubstep), -BlastProcess- (again, only on Newgrounds; the song's official release is called Blast Processing), Geometry Dash Official Theme Song by MDK, and Random Song 06 by Zhenmuron (RobTop). It was most likely changed due to "Fingerbang" being a sexual term and Fingerdash being given a name similar to Geometry Dash.
- Fingerdash is the first main level (excluding the spin-off games) without any ball sequences after the mode's introduction in Cycles.
- Fingerdash provides text instructions informing the player to "Hold To Dash" if not holding on the first dash orb of the level.
- Unlike other instructional texts, this is with the use of the "On Death" trigger, as it only appears after crashing. The texts used in Stereo Madness and Polargeist are programmed to appear after enough fails on a certain point of the level, as the one used in Stereo Madness tells you to tap and the one in Polargeist tells you how to use the jump orb (orb).
- Press Start also uses this trigger for its instructional text for the jump orb and Robot.
- At the ship part, the player can skip the size portal by going downwards and remaining mini-sized without crashing. It is possible to beat the level this way but the beginning of the first wave part will be mini-sized, requiring far more control.
- Also, at 66%, the player can buffer a jump on the corner of the block where the pad is located, which will allow the player to enter the wave section as a robot. It is possible to continue until the mini-wave part.
- Fingerdash is currently the first and only official level to use mini-coins to acquire a secret coin.
- There are technically 11 mini-coins in the level, with one mini-coin being used in the mini-coin display and thus being impossible to collect.
- Fingerdash is the only level whose achievement name for Practice Mode is the same as in Normal Mode - the only difference being that the normal mode achievement has an added exclamation point.
- It is unknown if this is intended or was an oversight.
- It is possible to travel into the second coin route without collecting the coin if the ship travels downwards instead of upwards where the coin is located.
- In the beta version of this level, for the wave section's third coin task, at 76%, there were spammed mini-coins in the route, likely an artifact from when RobTop was testing the item counter functionality.
- In previous versions, Fingerdash's song was internally named "Rise", due to "Fingerbang" being part of the album of the same name.
- The cube, wave, and spider are the only gamemodes to be used more than once in this level.
- The mini-portal is only used for two gamemodes in this level: the wave and UFO.
- Fingerdash is currently the only official level to use the mini wave at normal speed. Both of the other levels that use the mini wave, Theory of Everything 2 and Deadlocked, only use it at slow speed.
- Fingerdash is also the only official non-demon level that uses the mini wave.
- Fingerdash takes 85 seconds to complete and requires a minimum of 79 jumps.
- This jump total requires the first secret coin route to not be taken.
Dash introduces the swing game mode. It also introduces the purple spider orb, a fully customized camera, the arrow and reverse triggers that change the icon's direction of travel, shaders and the end trigger.
Secret coins[]
- The first secret coin is located at 14% and collected as the cube. After hitting the underside of the four yellow blocks, the last red block's eyes will glow green. Hit its underside which will shift the coin upwards from being submerged in lava where it can be collected by jumping.
- The second secret coin is located at 37% and collected as the swing. In an orange electricity field corridor, there is one electricity field with a pink outline. Swing upwards through the highlighted electricity field while moving upwards, which will reveal the coin. Swing through and down again to return to the main route.
- The third secret coin is located at 68% and collected as the ship. When the '1' is collected and the cube forms into a flying orb, input 6 clicks, indicated by the orb flashing orange, and the coin will be revealed at the start of the ship section.
Trivia[]
- Dash is the second main level to not use a previously used form, as it does not contain a UFO sequence, the first being Fingerdash which has no ball sequence.
- If Power Trip is counted for having no ball or ship sequence, Dash is the third level overall to do so.
- In the beta version of the level, the sideways spider sequence was originally going to be a normal spider part but was changed in the final release for unknown reasons.
- Additionally, in the sneak peek, the blocks the player is required to hit had no purpose, as the spiked ceiling at 12% did not lower. In addition, there were two additional yellow blocks, with the third and sixth blocks eventually being removed.
- Also in the sneak peek, the second ball part after the first robot part used to be a sideways ball part but was changed for unknown reasons.
- It is difficult but possible to fly under the robot portal at 75%, allowing the player to play the following robot section in ship mode. However, they will get stuck on a wall, preventing them from completing the level. Despite this, the progress bar will still increase because it is time-based instead of position-based.
- It is possible to skip the hidden cube portal in the transition at 83% with a well-timed robot jump as the transition occurs. This allows for a tricky robot jump between a set of spikes and a yellow pad at 89% to skip the remainder of the level.
- Dash is one of the two levels to feature a song created exclusively for the game, the other being Geometrical Dominator. Prior to its release, the level's music was referred to as the "secret song" by its creator MDK.
- Dash's soundtrack is actually titled Geometry Dash, Geometry Dash Official Theme Song, or Geometry Dash Theme Song[1], making it the fifth level with a name different from its soundtrack title.
- The release version of Geometry Dash Theme Song is a completely remixed version of the full song, although an extended version of the in-game song can be found in the Music Library under the name Dash Full.[2]
- Dash is the fourth level to end under the effects of a speed portal, after Electrodynamix, Hexagon Force, and Theory of Everything 2.
- Dash is the first level to not finish with the icon colliding against the finishing wall.
- Nock Em also does not finish with the icon colliding against the finishing wall, however this only became the case after the April 2024 update to Geometry Dash SubZero, as the previous ending which did use the finishing wall no longer worked in the release version of 2.2.
- In the sneak peek, just after the part where the player crashed, you could see that the ball part had a 90 degree gravity change, but there is none in the final.
- Dash has the shortest name out of any main level, with only 4 characters.
- Dash takes 96 seconds to complete and requires a minimum of 83 jumps.
- This jump total requires the first and third secret coin paths to be skipped.
Explorers is the upcoming twenty-third level in Geometry Dash and the fourth level with a Demon difficulty, as well as the name of a joke level made by RobTop for April Fools 2025.





































































