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Important Notice Edit

level pack features an incredible 101 original levels! In total, there are: 42 standard levels with their hyper versions, 28 combinations of standard/hyper levels, 9 non-standard levels, 3 non-standard combos, 10 derivative levels (spin-offs of other levels), 3 derivative combos, 5 omega versions of hyper levels, and 1 eye-gouging finale! "Huge thanks to the YouTube community for their support as I finally finished this project -- especially to you, Alpha, for your great patience and promotional help! I hope you, dear player, enjoy my work!" -Lyrit Zian Following levels were added since the WIP version: Disreguard, Disreguardian, Diamond Deflect, Raverlight, Triggered, Triggerhappy, ryuu ga kisama wo kurau!, Illuminati confirmed, fastface mcwallin, Disreguardiandevil, Daylight savings time, Cyanlit, Bluelit, Shadowzeta, Psi wheel, Chaos control, Chaos storm, Plasma barrier, The real bomb, Dark starstar, Lightshow Following levels were removed since the WIP version: Pulsefire

Also, please remember to keep static frames on in the graphical options.

Level listEdit

This levelpack contains 102 levels

Welcome! Thx 4 Dling!Edit

This is not a real level. It is used for descripting purposes

Music: Getting melodies out of my head by FantomenK

Deep DivingEdit

Music: Video challenge by Anamanaguchi (Power Supply)

Level Guide: Deep Diving Type: Standard Difficulty: 1/5 Lyrit's Record (as of pack release): 73.75700378417969s Optional keys: A/D (egocentric level spinning) This shape constantly changes sides, first starting between a triangle and a square. It remains completely still -- unless you press A and D to spin it with sync with you! All of the walls are standard, easy patterns. Simply move left and right to dodge them! The different difficulty options will simply speed/slow the walls up/down. The real gimmick to this level is that it increases in difficulty as you play infinitely! After every set of obstacles, the maximum number of sides the shape may randomly change to will increase by one. Thus, it will be able to turn into a pentagon... then a hexagon... then a hectogon... If you live that long, anyway! This level isn't hugely creative, but it's a good introductory level for the pack. Easy and simple to play -- if you're having trouble with this one, then, uh...! --Trivia-- This is technically the first level I started working on. As you can probably tell, it is heavily similar to Vee's "Incongruence" -- I made this level with its code!

Deeper DivingEdit

Music: Video challenge by Anamanaguchi (Power Supply)

Level Guide: Deeper Diving Type: Hyper (version of Deep Diving) Difficulty: 4/5 Lyrit's Record (as of pack release): 25.96559906005859s Optional keys: A/D (egocentric level spinning) "Difficulty spike?" "No chill?" What could you POSSIBLY MEAN!? To be straight-forward, Deeper Diving is identical in every way to Deep Diving with this one exception: The "Never-C" obstacle is no longer composed of standard walls. It now curves. And it curves just as fast as your cursor moves. If you thought spinning Deep Diving with A and D was pointless, maybe you'll find some use to it here. If you're moving in the same direction as the curving walls using A or D, they will appear to sync with the screen such that they fall straight while the background spins like mad! But yes, that is really the only change -- and as simple as it is, it makes the level incredibly more difficult. Heheheh.

GammaccelerationEdit

Music: Blackout City by Anamanaguchi (Dawn Metropolis)

[This level has been changed since the WIP demo!] [The level now reverses rotation more frequently -- timed to the music.] Level Guide: Gammacceleration Type: Standard Difficulty: 2/5 Lyrit's Record (as of pack release): 69.67340087890625s (could probably do better, but hey!) This rainbow hexagon changes its spin to the music. Every time it reverses like this, it'll spin even faster! And the colors get faster, too! It's like a lightning rainbow car bolt lightning streak! All of the walls in this level are accelerating. Simply move left and right to dodge them! But try not to get confused by the different wall speeds. Due to the nature of accelerating walls, changing the difficulty dramatically slows/quickens them. As said before, over time, the rotating and color cycling of the level will quicken. Although the obstacles won't be any different, it will certainly be harder to see them coming! Some of the obstacles can seem cheap at first, but they will be rather predictable once you learn them. Just be prepared to act quickly for them! It may help to just watch the level with invincibility on to see how they work. --Trivia-- This is the second level in the pack I started working on, and where I first got truly creative with creating new obstacles. (I don't count the "Never-C" obstacle that I made for Deep Diving as anything creative.) As you likely knew, this level is directly influenced by Vee's "Acceleradiant." In fact, I built this level off of its code!

OmegaccelerationEdit

Music: Blackout City by Anamanaguchi (Dawn Metropolis)

[This level has been changed since the WIP demo!] [The level now reverses rotation more frequently -- timed to the music.] Level Guide: Omegacceleration Type: Hyper (version of Gammacceleration) Difficulty: 4/5 Lyrit's Record (as of pack release): 21.79070091247559s This is the hyper version of Gammacceleration. Visually, the only differences are the white background and the backwords color cycle! As in Gammacceleration, all of the walls in this stage are accelerating. All of the patterns are simply harder versions of the ones in Gammacceleration. They're typically faster and more deadly. Due to the nature of accelerating walls, changing the difficulty dramatically slows/quickens them. As before, the rotating and color cycling of the level will quicken with time. The obstacles will remain unchanged, but good luck dodging them at 9001 RPM! This level is significantly harder than Gammacceleration, so practice a bit there first!

Disc-omegaEdit

Music: Mess by Anamanaguchi (Summer Singles)

[This level has been changed since the WIP demo!] [Obstacle sets (after the first) were one obstacle short -- this was a bug. It's now fixed.] Level Guide: Disc-Omega Type: Standard Difficulty: 2/5 Lyrit's Record (as of pack release): 64.41120147705078s Required keys: E (to change the direction of the level rotation/spinning) Optional keys: Space (swap) This hexagon changes its colors with your movement. (Assuming you're using arrow keys.) At first, it's spinning as fast as your cursor. If you keep moving right, it will appear as if your cursor is completely still while the level around you is constantly spinning -- like if you were holding D in Deep Diving! The gimmick of this level is that all of the obstacles are curving walls -- curving at the speed of your cursor, in fact! If the walls appear to be falling in a still manner, the rotation of the level is correctly synced. But if it appears they're spinning rapidly out of control, you should try pressing E -- this will reverse the level rotation, and the obstacles should appear still. You should always be holding a direction key when passing through an obstacle, with the exception of the spirals, in which you can simply let go and stop moving! Changing the difficulty will simply quicken/slow the obstacles. However, it can be really hard to dodge spirals at the lowest difficulty. Sorry about that. After each set of obstacles, the side-count of the level will increase by 2 -- this means that the obstacles (with the technical exception of the spirals) will become harder to dodge! This gimmick isn't used much, but it can take some practice to get used to it. I think I can safely say you haven't seen it anywhere else before, huh? --Trivia-- While this level was built off the code and named after Vee's "Disc-O," there really aren't any gameplay similarities, are there?

Polygonal disc-driveEdit

Music: Mess by Anamanaguchi (Summer Singles)

[This level has been changed since the WIP demo!] [Obstacle sets (after the first) were one obstacle short -- this was a bug. It's now fixed.] Level Guide: Polygonal Disc-Drive Type: Hyper (version of Disc-Omega) Difficulty: 4/5 Lyrit's Record (as of pack release): 29.40180015563965s To be quick, this is the sole difference from Disc-Omega: You may no longer change the spinning with the E key. The spinning changes for you! (In sync with the music, no less.) Obviously, if you aren't used to Disc-Omega... You're gonna have some trouble.

FloodingEdit

Music: In the basement by Anamanaguchi (Endless Fantasy)

Level Guide: Flooding Type: Standard Difficulty: 2/5 Lyrit's Record (as of pack release): 33.60990142822266s At the top-left, you will notice a "Twisters" counter. This indicates the number of giant curving walls that you will have at once! Initially, it is 1. With every 4 sets of twisters, it will increase! It will increase up to 4 twister at once. Each twister set is accompanied with 8 small "droplets" that also curve. Changing the difficulty will change the rotation speed! It will also not only cause the walls to change falling speed, but the twisters will curve faster/slower, too, to sync with the rotation speed! There are no extra controls to the level -- simply strafe left and right to dodge as usual! It can be a little tricky to dodge those small little walls when you have to beware of running into the twisters!

OverflowEdit

Music: In the basement by Anamanaguchi (Endless Fantasy)

Level Guide: Overflow Type: Hyper (version of Flooding) Difficulty: 3/5 Lyrit's Record (as of pack release): 22.06459999084473s To be straight-forward, this level is mechanically identical to Flooding with these exceptions: 1. Twisters accumulate at double the rate. 2. Two droplets are spawned in each instance instead of just one -- the second one curves the opposite direction. That's about it!

SludgehammerEdit

Music: Jetpack blues, sunset hues by Anamanaguchi (Dawn Metropolis)

Level Guide: Sludgehammer Type: Standard Difficulty: 1/5 Lyrit's Record (as of pack release): 132.4579925537109s This 9-gon always has a floating wall ring around it, where all of the obstacles spawn from. Since the obstacles spawn half-way into the screen, you'll have to react to them coming quicker. To make up for this, they're pretty slow obstacles! All of the walls fall at a constant rate. Just move left and right to avoid them. Don't forget to use focus! The different difficulty options will simply speed the walls up. (There are no lower difficulty options than 1 -- sorry!) The level remains consistent as time progresses -- stays just as easy. Besides the visual gimmick, there is only one other small trick to the level: Obstacles actually delay themselves THEN spawn, meaning that it will give you less time to dodge simpler obstacles. Other than that, the level is rather easy, really! If you're looking for a challenge, turn it up to 1.25!

SwampstarEdit

Music: Jetpack blues, sunset hues by Anamanaguchi (Dawn Metropolis)

Level Guide: Swampstar Type: Hyper (version of Sludgehammer) Difficulty: 2/5 Lyrit's Record (as of pack release): 56.44319915771484s To be straight-forward, this level is the same as Sludgehammer except some obstacles are changed to be harder to dodge. The new obstacles aren't any faster than before -- just trickier! That being said, the level is still rather easy. If you're having trouble, remember to try holding shift to focus! Otherwise, you may want to play Sludgehammer instead. If you're looking for a harder version of this level (besides using 1.25 difficulty), try playing its omega version, Dankhole!

Bi-beam boltEdit

Music: Danger Mountain by Anamanaguchi (Dawn Metropolis)

Level Guide: Bi-Beam Bolt Type: Standard Difficulty: 2/5 Lyrit's Record (as of pack release): 120.6100006103516s Required keys: Space (swap) This "circle" has a constant swirl of two walls moving around it while other wall patterns fall. The level will spin faster in a way such that the swirls look completely still. Then it'll slow back down to make the other walls seem still! None of the walls in this level actually curve, so keep that in mind if the spinning dizzies you. There are only two obstacles, and, for the most part, you simply must move left and right to dodge them... ...while keeping the two-piece wall swirl in mind! Occassionally, the "4/6ths C" obstacle will be spawned in a position where you can't possibly dodge it on the side of the field you're on -- you must press space to swap 180 degrees, allowing you through its opening on the other side! (Keep in mind: Open Hexagon 2 has a bug where attempting to swap while actively moving against the side of a wall may result in you NOT swapping. To ensure you aren't cheaped out like this, do not move while attempting to swap!) The 0.999999 difficulty will make it such that the real obstacles that spawn do not have that randomized "static" look to them. Instead, they will all have the minimum thickness they could possibly have at all times, effectively making them less thick in total. You won't have to worry about running into the sides as you pass them! While the level technically doesn't get harder with time, the yellow-blue flashing does become faster. At about a minute into the level, this flashing will reach its maximum speed -- changing colors every visible frame! This will make it harder to concentrate on the level, but at least it looks kinda cool! (While I personally don't find the flashing too intensive, I know this won't be the same for all people. Please, do not injure yourself trying to get a high score... It's not worth it!) The level may be simple, but it may take some practice to properly swap to the other side of the swirl when needed. Just try not to lose your focus!

Tri-thunder TazeEdit

Music: Danger Mountain by Anamanaguchi (Dawn Metropolis)

Level Guide: Tri-Thunder Taze Type: Hyper (version of Bi-Beam Bolt) Difficulty: 4/5 Lyrit's Record (as of pack release): 33.95849990844727s Required keys: Space (swap) This is the hyper version of Bi-Beam Bolt. Like before, this is a "circle" with a constant swirl of walls amongst two other simple obstacles... ...except now the swirl is composed of three pieces! That -- and the background colors of the level -- are honestly the only differences from Bi-Beam Bolt. As before, simply move left and right and occassionally swap to dodge the incoming obstacles. You will have to swap even more carefully now to get to the side of the swirl that you need. Remember: if you swap at the right spot, you can enter either piece of the swirl from the one you're in. Try not to accidentally swap into the middle, where you'll instantly die to the wall on the other side! (Keep in mind: Open Hexagon 2 has a bug where attempting to swap while actively moving against the side of a wall may result in you NOT swapping. To ensure you aren't cheaped out like this, do not move while attempting to swap!) As before, the 0.999999 difficulty minimizes the obstacle wall thickness. As as before, the level doesn't get harder with the exception of the faster color-changing. However, because now the background is always the exact opposite color of the foreground, it'll be even trippier for you to look at when it reaches maximus flashius at ~60s! (Sorry, but I have to repeat: If you find this flashing too hard to look at, do not further hurt yourself with it!) While the difference from Bi-Beam Bolt is rather small, this third wall in the swirl actually complicates dodging far more. It'll take some effort to swap effectively!

Cloud 8Edit

Music: Overarrow by Anamanaguchi (Dawn Metropolis)

Level Guide: Cloud 8 Type: Standard Difficulty: 2/5 Lyrit's Record (as of pack release): 95.81839752197266s Required keys: Space (swap) This octagon is instantly surrounded by walls! It's like this for the whole level. The space in which you may reside constantly shifts left and right. Try not to get psyched out by the strange shifting! Every so often, you will notice the tunnel to end abruptly. At the end of the tunnel, you must press space to swap -- this will put you in the new tunnelspace. The difficulty options will just speed/slow the walls. Over time, the space between each new wall will be reduced, essentially meaning the walls give you less time to react/move. (This is indicated by the "cloudiness" stat at the top-left, which reaches a limit of 2!) The spinning also accelerates infinitely, which can leave you dizzy! The real learning to this level resides in the forced swaps -- not only do you have to get used to the timing of the swap, but you must also get used to moving immediately afterwords! As you may notice, attempting to swap while actively moving into a wall will often result in you not swapping at all. I'm sorry, but there's nothing I can do to fix this -- just do your best to pause your movement before you press space to swap!

Cloud 16Edit

Music: Overarrow by Anamanaguchi (Dawn Metropolis)

Level Guide: Cloud 16 Type: Hyper (version of Cloud 8) Difficulty: 4/5 Lyrit's Record (as of pack release): 25.50079917907715s (could probably do better!) Required keys: Space (swap) To be efficient, there are just three differences from Cloud 8: 1. The side-count is doubled, making the tunnel more narrow. 2. The "cloudiness" stat increases at a faster rate. 3. The spinning accelerates faster than before. That's really it! If you're having trouble with this level, don't forget to practice Cloud 8.

Mirror HallEdit

Music: In the basement by Anamanaguchi (Endless Fantasy)

Level Guide: Mirror Hall Type: Normal Difficulty: 1/5

Required custom keys: E (flip)

This octagon is immediately split into two halves upon starting the level. As the level says, you can press E to "flip the walls." This makes it so that all of the walls -- but not you -- are "rotated" by 180 degrees. You will have to use this to dodge some of the patterns to come.

Pay close attention to upcoming walls on your side of the level field. If you notice that there is an undodgeable wall, be ready to press E to flip it. Try to see the corresponding wall on the opposite side of the field to know what will appear in its place.

Changing the difficulty will simply increase the speed at which obstacles move and spawn.

This level does not increase in difficulty as you play!

Get used to this mechanic, as it will appear in other levels!

Mirror TunnelEdit

Music: In the basement by Anamanaguchi (Endless Fantasy)

Level Guide: Mirror Tunnel Type: Hyper Difficulty: 3/5

Required custom keys: E (flip)

This is the hyper version of Mirror Hall. This 12-gon is also split in two upon start. As before, you may press E to flip the walls.

Besides having randomized rotation and more sides, this level is nearly identical to Mirror Hall. However, there will sometimes be patterns with curving walls! Look carefully to see if these curving walls are off the grid -- they may catch you by surprise.

As before, changing the difficulty will simply increase the speed at which obstacles move and spawn.

This level, too, does not increase in difficulty as you play!

Though these changes are rather simple, the 12-gon can be tricky to dodge. It may help to practice Mirror Hall if you are not familiar with the flipping gimmick!

TutoritoggleEdit

Music: Airbrushed by Anamanaguchi (Summer Singles)

Level Guide: Tutoritoggle Type: Standard Difficulty: 2/5 Lyrit's Record (as of pack release): 79.99859619140625s Required keys: Space (invincibility charge) This level randomly changes between a triangle, square, and pentagon -- that is, until you level up and have even more sides to deal with! The spinning is also incremental. It's still at first, but will progressively spin faster. Every set of 8 obstacles has 4 impossible obstacles in them. Since they have no openings, you must use invincibility to survive them. Pressing space will use one of your invincibility charges, letting you survive impossible obstacles. In fact, you have 5 charges at the start of each set -- this means you're allowed to misuse a charge on a non-impossible obstacle! After a set is completed, you will level up and another set will come. As all of the walls in this level accelerate, changing the difficulty will dramatically change their speeds. As mentioned before, after surviving each set of 8 obstacles, the possible sidecounts of the level increase and the level spins faster. It'll take some practice to both react quickly to an impossible obstacle... ...and not mistake normal obstacles as being impossible!

TutoristruggleEdit

Music: Airbrushed by Anamanaguchi (Summer Singles)

Level Guide: Tutoristruggle Type: Hyper (version of Tutoritoggle) Difficulty: 4/5 Lyrit's Record (as of pack release): 38.26620101928711s Required keys: Space (invincibility charge) This is the hyper version of Tutoritoggle. Unlike Tutoritoggle, Tutoristruggle can only change between 2 different shapes at a time. They're both even-sided, meaning that it starts off between a square and a hexagon. There are also now 16 obstacles in each set, and 8 of them are impossible to dodge -- unfortunately, you only have 8 invincibility charges to work with! If you misuse an invincibility charge on a normal, dodgeable obstacle, you won't be surving the whole set! But as before, once a set is completed, you'll level up and another will come. As all of the walls in this level accelerate, changing the difficulty will dramatically change their speeds. And like before, each level-up increases the spinning and the possible sidecounts! The normal obstacles themselves can be pretty tricky to dodge -- it'll definitely take you some practice to survive a single set!

TriacontakaioctagonEdit

Music: Akira by Anamanaguchi (Endless Fantasy)

Level Guide: Triacontakaioctagon Type: Standard Difficulty: 3/5 Lyrit's Record (as of pack release): 34.56439971923828s This 38-gon curves either left or right and changes directions after each set of obstacles. All of the obstacles are composed of a variety of walls! Some of the obstacles (at random) will have a ring fly in half-way -- this is just to confuse you! Although the obstacles can be difficult, there are no extra gimmicks. Just move left/right to dodge them! Nothing new happens over time except for the occasional direction-change. The level does not increase in difficulty over time!

Hyper TriacontakaioctagonEdit

Music: Akira by Anamanaguchi (Endless Fantasy)

Level Guide: Hyper Triacontakaioctagon Type: Hyper (version of Triacontakaioctagon) Difficulty: 4/5 Lyrit's Record (as of pack release): 26.30590057373047s To be quick, here are the differences from the standard level: 1: The rings now "split up" when back-tracking -- again, just visual! 2: The level's spinning may change directions on any obstacle now. 3: Two of the old obstacles are harder and there 100% more obstacles. (To be exact, the two enhanced obstacles are the accelerating ones!)

ReactorEdit

Music: John Hughes by Anamanaguchi (Endless Fantasy)

Level Guide: Reactor Difficulty: 3/5 Type: Normal

This 12-gon is surrounded with rings of walls, which simply serve as visual confusion.

During the level, you were hear an alarm-like sound. This signifies the incoming walls have flipped! For this level, the pattern for flipping is: Flip Wait Repeat This means that the first set of walls will flip, and then they will wait before flipping again.

Changing the difficulty to 0.999999 will allow you to press space to swap. This may help you adjust to the sudden wall flipping.

The KFC-reader at the top-left indicates how quickly each new set of walls are coming! The longer you survive, the faster it will get (up to a limit, of course).

You will find this level to be the basis of several others in the pack!

Double ReactorEdit

Music: John Hughes by Anamanaguchi (Endless Fantasy)

Press space to stop the timer! Try to activate it as late as possible, but don't let it fall below 0 (Spacebar is required)

DeflectiveEdit

Music: So Bored (Wavves Cover) by Anamanaguchi

Level Guide: Deflective Type: Standard Difficulty: 2/5 Lyrit's Record (as of pack release): 40.86410140991211s This hexagon is immediately split into two halves. Don't ever stay in the bottom one -- you'll just be killed! After the level has split, you'll start to see walls at the bottom, but none where you are. They're invisible! As the message "Watch the bottom side!" hints, you have to use the other side of the shape to tell where the invisible walls are. It acts like as a mirror, so to speak. Keep in mind that the walls are mirrored by 180 degrees -- so if you see a wall at the bottom-left side of the hexagon, then an invisible wall is coming your way from the top-right side. Changing the difficulty will just adjust the speed at which obstacles move and spawn! With each set of obstacles, the level will remove the divider, increase its shape's sidecount by 2, and then reapply the divider. Once at 16 sides, this will stop happening -- which, unfortunately for you, also means no more breaks between obstacles! While not incredibly common, this gimmick is hard to master. It really requires you to learn how to manuever obstacles without actually seeing your cursor! (Unless you can glue one eye to each side of the screen, but that'd just be internationally illegal.)

RedeflectiveEdit

Music: So Bored (Wavves Cover) by Anamanaguchi

Level Guide: Redeflective Type: Hyper (version of Deflective) Difficulty: 4/5 Lyrit's Record (as of pack release): 20.37140083312988s For simplicity, let's summarize the changes from Deflective: 1. The shape starts as an octagon instead of a hexagon. 2. There are new obstacles (and not just one obstacle like in Deflective). 3. The level has some rotation! These are really all the differences, but the obstacles are much more demanding and precise than the favorably random nature of Deflective's. One thing you may not immediately realize is that the obstacles have different amounts of time/"wait" between them, too! It's not random -- it's based on which obstacle it is. Less wait time is given to more predictable/easier-to-dodge obstacles.

LightEdit

Music: Bosozoku GF by Anamanaguchi (Endless Fantasy)

Level Guide: Light Type: Standard Difficulty: 1/5 Lyrit's Record (as of pack release): 199.4179992675781s Light is pretty much the introduction to a somewhat common visual gimmick to this pack. Ignore how many sides the shape has. You see how there are 6 beams of light in the background? Pretend each beam represents the center of a side -- that makes this level a hexagon. You can only see yourself in the beams, and you can only see the centers of each side of the hexagon, but it's just a hexagon nonetheless, and the walls are actually very, very simple to dodge! It doesn't even get harder with time. It's pretty simple, isn't it? (Difficulty options just adjust wall speed, etc.)

FlashlightEdit

Music: Bosozoku GF by Anamanaguchi (Endless Fantasy)

Level Guide: Flashlight Type: Hyper (version of Light) Difficulty: 2/5 Lyrit's Record (as of pack release): 109.6740036010742s Mechanically, Flashlight is just like Light with these exceptions: 1. It is now a "decagon" instead of a "hexagon." 2. You must now keep your flashlight battery charged! To charge your flashlight, simply hold space -- it'll make your screen flip the frick out while you do, but it's better than going permanently blind by losing your battery!

Copper CopEdit

Music: Massacre (version 2) by FantomenK

Level Guide: Copper Cop Type: Standard Difficulty: 2/5 Lyrit's Record (as of pack release): 80.43849945068359s This 24-gon appears to be completely still, but, actually, it rotates in instantaneous, 30-degree bursts every second, quite like a clock does! Most of the obstacles are combinations of normal and curving walls -- while they may be new and take some adjustment, all you have to do is move left and right to dodge! Just don't get thrown off by the sudden level rotations. Changing the difficulty will slow/quicken the walls, but will NOT change the curving speed of the curving walls. The level does not get harder with time! --Trivia-- While this level was built off the code of Vee's "Massacre" and borrows its music, they really have nothing in common gameplay-wise, do they?

Silver SheriffEdit

Music: Massacre (version 2) by FantomenK

Level Guide: Silver Sheriff Type: Hyper (version of Copper Cop) Difficulty: 5/5 Lyrit's Record (as of pack release): 14.52820014953613s In short: Silver Sheriff is quite like Copper Cop, except that: 1. There are two new, curving-wall-only obstacles, 2. Most of the old obstacles are made harder (with the exception of two), and 3. The secondly 30-degree rotation bursts may now be in either direction! So not only do you have rather precise obstacles to quickly dodge, but you have to beware of being thrown off by the sudden rotation in both directions!

Diamond DanceEdit

Music: Planet by Anamanaguchi (Endless Fantasy)

Level Guide: Diamond Dance Type: Standard Difficulty: 3/5 Lyrit's Record (as of pack release): 35.41099929809570s This square has accelerated spinning, leaving an incredibly dizzying effect! This level has a combination of normal and curved obstacles. Many of these can simply be dodged by spinning in circles, though! You will notice walls that accelerate inwards and then back out -- these are fake-outs, and are only there to confuse you. Changing the difficulty will simply increase the speed at which obstacles move and spawn. However, the fake-out walls will actually get closer, too, potentially making them even easier to confuse with real obstacles! This level does not increase in difficulty as you play! While the obstacles themselves aren't so hard, it'll take some practice to get used to the fake-out walls and accelerated spinning!

Topaz TangoEdit

Music: Planet by Anamanaguchi (Endless Fantasy)

Level Guide: Topaz Tango Type: Hyper Difficulty: 5/5 Lyrit's Record (as of pack release): 15.64869976043701s This is the hyper version of Diamond Dance. This square has accelerated spinning, leaving an incredibly dizzying effect! In fact, it's even faster than Diamond Dance's! Many of the obstacles in this level are borrowed from Diamond Dance. However, the "fake-out" walls are more abundant, and some of the new obstacles can difficult to dodge. (Tip: the "spinning rain" obstacle, which looks like a curving spiral with two entrances, can actually be dodged by just spinning through it! Results may vary on different difficulties...) As before, changing the difficulty will simply increase the speed at which obstacles move and spawn... But the fake-out walls will actually get closer, too, potentially making them even easier to confuse with real obstacles! This level still does not increase in difficulty as you play! Seriously, you need one hell of a trained eye for this.

Hot ShotEdit

Music: Airbrushed by Anamanaguchi (Summer Singles)

Level Guide: Hot Shot Type: Standard Difficulty: 3/5 Lyrit's Record (as of pack release): 32.11589813232422s Required keys: Space (stop the timer) When you start the level, you're going to see a timer flash on-screen. It's going to rapidly count down, and you have to stop it! If you let it fall below 0 (in normal difficulty), you will automatically die! But you see that statistic in the top-left, "connection?" Every time you stop the timer, whatever time was left gets added there! If it reaches 150, you will die from that! Technically speaking, you want to stop the timer on 0 -- if you could superhumanly stop it on 0 every time, you could live forever. But remember: it's better to stop the timer too early and be deducted than it is to let it run just a millisecond too late and die instantly! Oh, did I mention there are also walls you have to dodge? At least the level doesn't technically get harder with time! Lower difficuties will give you lower minimum values your timer can reach. Difficulty 0.999999 lets you stop it at -1. Difficulty 0.999998 lets you stop it at -2. Difficulty 0.999997 lets you stop it at -4. Difficulty 0.999998 lets you stop it at -8. Yes, this means you can actually GAIN time!

Ace's handEdit

Music: Airbrushed by Anamanaguchi (Summer Singles)

[This level has been changed since the WIP demo!] [Timer is now the same as Hot Shot's, and the wall curving is more aggressive.] Level Guide: Ace's Hand Type: Hyper (version of Hot Shot) Difficulty: 5/5 Lyrit's Record (as of pack release): 12.57769966125488s Required keys: Space (stop the timer) Let's be blunt: It's HotShot but with curving walls. And your maximum allowed "connection" at the top-left is now 100 instead of 150. That's it!

DisreguardEdit

Music: Blackout City by Anamanaguchi (Dawn Metropolis)

Level Guide: Disreguard Type: Standard Difficulty: 4/5 Lyrit's Record (as of pack release): 11.05049991607666s

Well, the level is pretty self-explanatory, to be honest. You just move left/right to dodge the relatively simple level pattern. If you just play it a few times, you should already understand how to play it! It can be a little tricky, though.

As shown in the description, difficulty 0.999999 will turn off the randomization in the larger walls. Normally, the larger walls may spawn in the same spot twice in a row just to force you to concentrate on whether they're in the same position or not. Difficulty 0.999998 will make the smaller walls not curve!

A little tip: If giant walls spawn in the same spot twice in a row, you can actually move under them between the time the first one rises and the second one falls back into its place.

DisreguardianEdit

Music: Blackout City by Anamanaguchi (Dawn Metropolis)

Level Guide: Disreguardian Type: Standard Difficulty: 5/5 Lyrit's Record (as of pack release): 7.897210121154785s

Disreguard but with 6 sides as opposed to 4. Everything is also a little faster. Definitely harder, but still pretty much the same concept. Not much to explain here!

Tri-forceEdit

Music: Helix Nebula by Anamanaguchi (Power Supply)

[This level has been changed since the WIP demo!] [Obstacles are now more predictable -- they follow a set pattern, as described below.] Level Guide: Tri-Force Type: Standard Difficulty: 3/5 Lyrit's Record (as of pack release): 27.23550033569336s Optional keys: Space (swap) Well, not much to say. It's just normal and curving walls alternating one after another. Just move left and right to dodge them. Don't forget you have the swap -- could help you! Level doesn't get harder with time, and the difficulty options are standard -- just slows/quickens walls. --Trivia-- This level is quite obviously based on G-Force. I actually wanted to make the level a little more original in its obstacles, such as randomizing the normal/curving wall pattern or having two other obstacles, but I found it made the level too hard -- especially for its hyper version! Hopefully you enjoy it, anyway... ...Especially since Trihard-Force is a nightmare in comparison...!

Trihard-forceEdit

Music: Helix Nebula by Anamanaguchi (Power Supply)

[This level has been changed since the WIP demo!] [Obstacles are the same as Tri-Force's now.] Level Guide: Trihard-Force Type: Hyper (version of Tri-Force) Difficulty: 5/5 (maybe a 6/5, to be honest) Lyrit's Record (as of pack release): 10.48610019683838s Optional keys: Space (swap) Alright, now THIS is the real level! This level is the same as Tri-Force, except now you must ALWAYS maintain max speed! ...And by that, I mean you have to always hold left arrow or right arrow and never press left shift. You can still swap, obviously! This can help you dodge stuff. As should be obvious, this makes it much harder to dodge the otherwise pretty regular obstacles. You can never stop moving -- if you want to stay in one spot, you have to spastically twitch there. It may not sound that bad, but it really takes a lot of skill to get used to always moving like this. Of course, it would help to try practicing the normal version, Tri-Force, if you feel like learning the obstacles normally!

Winding dragonEdit

Music: Canal Paradise by Anamanaguchi (Endless Fantasy)

Level Guide: Winding Dragon Type: Standard Difficulty: 2/5 Lyrit's Record (as of pack release): 89.26969909667969s Well, there's not much to say to this level. The "wind power" at the top-left signifies both the current curving power of the flood of walls and the current rotation speed of the level. You can't control the wind at all, it just changes. The level doesn't get harder with time, but you might be more prone to reaching higher winds as time goes by! (Just mathematically speaking -- not actually coded.) All you do is just move left and right to dodge. It definitely helps to hold left shift, though, as the walls move just as fast as you move with focus. In fact, you might as well just hold it the entire time!

Two-headed Winding dragonEdit

Music: Canal Paradise by Anamanaguchi (Endless Fantasy)

Level Guide: Two-Headed Winding Dragon Type: Hyper (version of Winding Dragon) Difficulty: 3/5 Lyrit's Record (as of pack release): 48.95660018920898s It's the same ordeal as Winding Dragon except there is one extra wall for you to die on! As before, remember to hold left shift to focus. It's far more useful to focus here, as moving too far will kill you more than moving too slowly.

MeteorshowerEdit

Music: Aurora (meet me in the stars) by Anamanaguchi (Summer Singles)

Level Guide: Meteorshower Type: Standard Difficulty: 3/5 Lyrit's Record (as of pack release): 42.57389831542969s Optional keys: Space (emergency invincibility charge) This 500-gon spins with semi-random juts to each direction. The giant ring of curving walls in is just cosmetic! All of the obstacles are composed of normal walls. Many of them are built like pentagon or decagon obstacles would be! Keep in mind, however, that the opening is still out of 500 sides. That is to say, one "side" of the imaginary pentagon consisting of 100 sides will almost never be the exact same 100 sides for future obstacles. While the obstacles are somewhat standard, they can be tricky to dodge! (Try not to run into the sides of the thin, liney-looking walls -- sometimes, you can wedge inside them and be killed!) If you were tricked into a dead-end or think you might die otherwise, press space to have a brief moment of invincibility! You can only use this once, but the bought time always helps -- even if you die right on the next obstacle...? Keep in mind that when you use your invincibility charge, the level will spin faster and tiny little walls will start falling. (It may not seem like it, but those tiny things CAN actually hit you.) The level stays the same as you play -- no incrementation. There are no higher difficulty options, sorry -- but you can lower the difficulty to slow down the obstacles a tad!

StarstormEdit

Music: Aurora (meet me in the stars) by Anamanaguchi (Summer Singles)

Level Guide: Starstorm Type: Hyper (version of Meteorshower) Difficulty: 4/5 Lyrit's Record (as of pack release): 20.00620079040527s Optional keys: Space (emergency invincibility charge) To simply state it, this level is just like Meteorshower. The level spins a little faster all of and the obstacles are made harder. There are no new obstacles! The above two changes are it. Just one thing you should keep in mind, I suppose, is that the change to the change spiral is that it now changes direction mid-spiral. In fact, it changes at a RANDOM point in the spiral -- you have to actively see where the change of direction is and follow it!

Emraoysian TriangleEdit

Music: Metropolis (8-bit) by ParagonX9

Level Guide: Emraoysian Triangle Type: Standard Difficulty: 2/5 Lyrit's Record (as of pack release): 97.62779998779297s This triangle constantly spins in bursts of 120 degrees with the beat of the music. All of the walls in this level curve, making pretty but potentially confusing arrangements as they fall in a mesh. However, the obstacles aren't that randomized -- if you can remember what each of the 6 obstacles do, you can learn to dodge them easily! Changing the difficulty to 0.999999 will stop the stage from spinning. This level does not increase in difficulty as you play! These meshes of curved walls will be used in some combination levels...

Emraoysian HexagonEdit

Music: Metropolis (8-bit) by ParagonX9

[This level has been changed since the WIP demo!] [Both variants of "Stingray Storm" have been made random in which sides they spawn on. This does not technically make them easier/harder.] [Unless you knew about the above and somehow abused it to help you know safespots, this makes no difference to previous records.] Level Guide: Emraoysian Hexagon Type: Hyper (of Emraoysian Triangle) Difficulty: 5/5 Lyrit's Record (as of pack release): 18.01420021057129s (No way I could do it again...!) This is the hyper version of Emraoysian Triangle. Like before, the stage will spin in 120 degree bursts with the music. However, it will now spin at double the rate! As before, all of the obstacles in this level are combinations of many curving walls. While the 6 obstacles from Emraoysian Triangle are still present and just as easy to dodge, there are many new and very difficult obstacles. It will certainly take you a while to practice each obstacle, but remember to use your focus to move slower! Changing the difficulty to 0.999999 will stop the stage from spinning. At least it doesn't get harder over time, like Emraoysian Triangle! If you can dodge the variant of the giant spiral that starts curved and ends stilled, you're already pretty well-off! That's one of the hardest obstacles in the whole pack.

Perfect?Edit

Music: Stage5_1 by - (CrackleCradle)

Level Guide: Perfect? Type: Combo (Omegaccerlation + Emraoysian Hexagon) Difficulty: 6/5 Lyrit's Record (as of pack release): 18.48730087280273s (before this, my best time was ~11s -- I'm really, REALLY proud of this one!) I mean, what's there to say? There are curving walls. It rotates 120 degrees a lot. It doesn't get any harder with time, but damn, man, good luck surviving for more than 7 seconds on average. Putting it on 0.999999 difficulty will stop the spinning, at least. (I've played the level with the spinning so many times, that it actually confuses me to play WITHOUT it!)

Corrupt?Edit

Music: Stage5_1 by - (CrackleCradle)

Level Guide: Corrupt? Type: Combo (Omegaccerlation + Emraoysian Hexagon) Difficulty: 4/5 Lyrit's Record (as of pack release): 19.21769905090332s They're accelerating walls that hide with the musically-timed ones. I mean, they're not really that hard to dodge -- though the 120 degree teleports can be confusing. It doesn't get harder with time, at least. It can be difficult, but nowhere near as hard as Perfect? is. Oh, yeah, and 0.999999 will stop the spinning. Helps quite a bit.

Neither?Edit

Music: Stage5_1 by - (CrackleCradle)

Music's NOTICE: same as in the "Perfect?" level

Level Guide: Neither? Type: Combo (Perfect? + Corrupt?) Difficulty: 5/5 Lyrit's Record (as of pack release): 13.12549972534180s As you should know from playing them, Perfect? was only curving obstacles and Corrupt? was only accelerating obstacles. All this level does is use the obstacles of both levels. While the Corrupt? obstacles tend to be easier than the Perfect? obstacles, the combination of the two can easily catch you off-guard. Thus, sometimes this level is easier than Perfect?, and other times it is harder. You really have to be prepared in case a Corrupt? obstacles comes right after a Perfect? obstacle. And yeah, this level doesn't get harder with time, either. Don't forget to try 0.999999 difficulty if the 120 degree spins are confusing for you...!

Diamond DeflectEdit

Music: So bored (wavves cover) by Anamanaguchi (Summer Singles)

Level Guide: Diamond Deflect Type: Combo (Deflective + Diamond Dance) Difficulty: 5/5 Lyrit's Record (as of pack release): 12.66899967193604s (could probably do better)

It's Deflective but with added visual confusion. The level has accelerated spinning and fake-out walls. Otherwise, it plays in the same way!

...That being said, it's frustratingly hard to live past even hexagon. But with the more sides you get, the less confusing the fake walls are... Kind of!

Fort Fourty-fourEdit

Music: Sunshower by Prototyperaptor (Elemental)

Level Guide: Fort Fourty-Four Type: Combo (Omegacceleration + Triacontakaioctagon) Difficulty: 3/5

This level features a 44-sided shape. The obstacles are timed with the beat of the song. With each new obstacle, the rotation of the level reverses with a random speed.

All of the walls in the stage are accelerating. You simply must rotate left or right to dodge them as they appear. The walls will have different speeds to purposely confuse you.

Due to the nature of accelerating walls, changing the difficulty dramatically slows/quickens them.

The difficulty of the stage does not rise as you progress.

Look closely!

--Trivia-- If you didn't realize, there's a reason it's 44 sides. Triacontakaioctagon has 38 sides, and Omegacceleration has 6 sides. 38 + 6 = 44

Saphire RapidsEdit

Music: Starfish by Savant (ism)

[This level has been changed since the WIP demo!] [Well, just the difficulty options, actually. Difficulty 1 is the same.] Level Guide: Sapphire Rapids Type: Combo (Deeper Diving + Diamond Dance) Difficulty: 6/5 Lyrit's Record (as of pack release): 11.88049983978271s Although one of the more unique of the combo levels, Sapphire Rapids one can be a nightmare to play! The shape's sidecount constantly changes (from 3 to 6), but at least it doesn't increase with time like Deeper Diving. You also have accelerated spinning and fake-out walls, plus a variety of curving wall obstacles, like Diamond Dance. The obstacles themselves aren't that hard to dodge -- the real challenge is seeing them coming! It takes an expert eye to tell which walls aren't fake-outs and where exactly they're going with all of that spinning! At least the level doesn't get harder with time in any way, other than your increasing nausea, of course. Don't forget to try the level on 0.999999 difficulty -- it stops the spinning, which will definitely help you... ...y'know, actually see the level!

Ruby MagmataEdit

Music: Butterfly by Savant (cult)

Level Guide: Ruby Magmata Type: Combo (Double Reactor + Diamond Dance) Difficulty: 7/5 Lyrit's Record (as of pack release): 6.547749996185303s Did you think Sapphire Rapids wasn't visually confusing enough? Well, if so... First of all: stop hacking real life. Second: this level is for you! Like Sapphire Rapids, Ruby Magmata does not get harder with time. That's because it's already unjustly difficult. If you can manage to ignore the giant flood of fake-out walls and actually see anything beyond the spinning, you should realize that all of your actual obstacles are 100% curving walls. Keeping this in mind will help you see them. Of course, seeing the obstacles coming is just half the challenge. You then have to dodge them -- and don't forget, this is a combination level with Double Reactor, meaning that EVERY obstacle will flip 180 degrees right before it hits you! Like Sapphire Rapids, the obstacles themselves aren't really that hard. (Although they are, admittedly, harder than Sapphire Rapids'.) If you need practice dodging the obstacles themselves, 0.999999 difficulty will, like before, turn off the spinning. Then maybe you can survive more than 10 seconds!

RavelightEdit

Music: Taking a nap in the jungle by FantomenK

()This level has been changed since the WIP demo!) (Obstacle sets (after the first) were one obstacle short -- this was a bug. It's now fixed.) Level Guide: Ravelight Type: Combo (Disc-Omega + Light) Difficulty: 3/5 Lyrit's Record (as of pack release): 48.47520065307617s

Required keys: E (to change the direction of the level rotation/spinning)

Optional keys: Space (swap) If you understand Disc-Omega, you should understand this. It's the same concept, except you can only see the incoming obstacles with the colored background. It may take some practice to correctly tell which obstacles are spinning in-sync with the level rotation, but, otherwise, the obstacles are simple to avoid. If you're having trouble telling if an obstacle is in-sync with the rotation, try to look at the edges of the obstacle's opening(s)! If the edges never appear to stay in the same spot with each passing of the light, then it must be in the wrong rotation.

RaverlightEdit

Music: Taking a nap in the jungle by FantomenK

Level Guide: Raverlight Type: Combo (Polygonal Disc-Drive + Light) Difficulty: 5/5 Lyrit's Record (as of pack release): 13.07569980621338s

This is to Ravelight as Polygonal Disc-Drive is to Disc-Omega. Nothing here is different apart from the rotation-changing now being automatic!

TriggeredEdit

Music: Stage5_3 by - (CrackleCradle)

Level Guide: Triggered Type: Combo (Mirror Hall + Reactor) Difficulty: 4/5 Lyrit's Record (as of pack release): 19.35880088806152s

Required keys: E (flip)

Let's be blunt: It's Mirror Hall but with less obstacle variety and forced rhythmatic wall-flipping! Like Reactor, the walls flip in every-other instance.

I personally actually find this harder than TriggerHappy, because you have to pay attention to the flipping rhythm (whereas in TriggerHappy, every set of walls will flip).

Takes some practice!

TriggerhappyEdit

Music: Stage5_3 by - (CrackleCradle)

Level Guide: TriggerHappy Type: Combo (Mirror Hall + Double Reactor) Difficulty: 3/5 Lyrit's Record (as of pack release): 57.37279891967773s (no, not a mistake!)

Required keys: E (flip)

Triggered but using Double Reactor instead, meaning every set of walls flips, as opposed to every-other.

It requires you to press E more often. You also need to really sync with the automatic flipping, but it can easier than Triggered since you don't have to think about which walls will flip at what time! You just know they're going to flip!

I honestly intended this level to be harder than Triggered, but it ended up a lot easier somehow.

ryuu ga kisama wo kurau!Edit

Music: Canal Paradise by Anamanaguchi (Endless Fantasy)

Level Guide: Ryuu ga Kisama wo Kurau! Type: Combo (Two-Headed Winding Dragon + Flashlight) Difficulty: 5/5 Lyrit's Record (as of pack release): 20.18880081176758s

It's Two-Headed Winding Dragon but with the flashlight gimmick. That is to say, you must hold space to recharge your flashlight! That's really about it.

Obviously, if you're having a hard time surviving regardless of the flashlight charging, you should be practicing with Two-Headed Winding Dragon instead!

Small change, but hopefully it makes an interesting spin and adds some difficulty to Two-Headed Winding Dragon. It takes some skill to manuever the path while your camera is spazzing out of control!

Oh yeah, one last thing: Changing to difficulty 0.999999 will not stop the spinning, but will instead let your flashlight recharge faster.

Illuminati confirmedEdit

Music: Metropolis (8-bit) by ParagonX9

Level Guide: Illuminati Confirmed Type: Combo (Emraoysian Triangle + Trihard-Force) Difficulty: 6/5 Lyrit's Record (as of pack release): 14.31239986419678s

Required keys: Left and right arrows (you must always have one held)

It's Emraoysian Triangle except you must always be moving with the arrow keys. There really isn't much else to say. The change is simple but makes dodging much more difficult. Just remember that, unlike Trihard-Force, you're allowed to use focus -- use this to help you stay in one spot easier!

...hold T while starting/restarting the level.

Soul SeerEdit

Music: Polar Bear by Giraffage (comfort)

(This level has been changed since the WIP demo!) (It was incomplete in the demo.) Level Guide: Soul Seer Type: Combo (Redeflective + Emraoysian Hexagon) Difficulty: 6/5 Lyrit's Record (as of pack release): 11.70619964599609s

If you understood Deflective/Redeflective, you should understand this. It's just that all of the obstacles are curving now! They're not actually hard to dodge, but... it's really hard to see where they're going to land, isn't it?

You will see the barrier that's formed at the beginning become invisible. It's never actually gone -- you have to stay on your side of the field!

The level doesn't gain more sides with time, but the obstacles do get faster (up until a cap)!

Naturally, the sudden 90-degree turns will throw you off a lot. Don't forget to try 0.999999 difficulty to have no spin! It will help you see how the obstacles move.

Hueclock StutterframeEdit

Music: Farbror Melker Fixar Fiskdamm by Bossfight (Caps on, hats off)

(This level has been changed since the WIP demo!) (Well, just the difficulty options. Difficulty 1 is the same.) Level Guide: Hueclock Stutterframe Type: Combo (Omegacceleration + Silver Sheriff) Difficulty: 5/5 Lyrit's Record (as of pack release): 24.23920059204102s

If you're familiar with Omegacceleration, this level is closely similar! While there are many new or changed obstacles from Omegacceleration, it follows the same format.

It's just that, this time, the spinning has this weird stutter effect! And yes, the spinning does still get infinitely faster.

As usual, just move left and right to avoid the incoming accelerating walls. But here are some obstacle-specific tips:

1. The double-entrance spiral is slightly quicker here. Even if you successfully enter the spiral, you might die from having been late! 2. Half of the time, the spiral is instead substituted by a giant "rain" barrage. You do NOT have to quickly mash left and right -- just spin in one direction and you will survive! It's like... a spiral with three entrances! 3. Remember that, as you can see obstacles coming from the left and right sooner than from the top and bottom, you might want to often stay at those sides to react faster to the sudden smaller wall pieces that fly in.

That's about it! Don't be afraid to try a lower difficulty. (Do, however, be afraid to try a higher one.)

Fastface mcwallinEdit

Music: Massacre (version 2) by FantomenK

Level Guide: Fastface McWallin Type: Combo (Silver Sheriff + Bi-Beam Bolt) Difficulty: 5/5 Lyrit's Record (as of pack release): 15.44950008392334s

Required keys: Space (swap) Sorry, but I think this level is pretty self-explanatory. You simply must move left and right to dodge the constant "rain" patterns -- of course, you must swap every so often to avoid being closed in by.. the giant clock hands of DOOM!

Remember that the rain patterns follow a hexagon's. If you are currently facing an opening and then swap, you will actually end up facing a wall! (And vice-versa, of course.) Keep in this mind when you have to swap to avoid being enclosed -- try to swap in front of a wall so you end up at an opening on the other side!

Difficulty 0.999999 will stop the rain patterns from curving. This can help you learn/practice the timing involved with the swapping!

StarstarEdit

Music: Playing with power by FantomenK

[This level has been changed since the WIP demo!] [You are no longer allowed to focus on difficulty 1!] [The new 0.999999 difficulty is identical to the WIP demo.] Level Guide: Starstar Type: Combo (Starstorm + Swampstar) Difficulty: 3/5 Lyrit's Record (as of pack release): 32.29850006103516s

Optional keys: Space (emergency invincibility charge)

This level is a star. This level is not a flower. The level will spin faster up until a quickly-met cap.

All of the walls will "spawn" from the star pattern. All of the walls are technically normal, as they will consistently move to the center. You simply must press left and right to avoid them. On normal difficulty, you're not allowed to use focus! Pressing space will give you one brief period of invincibility, but cause the radius of the center shape to increase.

If you lower the difficulty to 0.999999, you will be allowed to focus. This will greatly help you dodge some obstacles!

star

OverdriveEdit

Music: My skateboard will go on by Anamanaguchi (Summer Singles)

(This level has been changed since the WIP demo!) (It was incomplete in the demo.) Level Guide: Overdrive Type: Combo (Mirror Hall + Tutoritoggle) Difficulty: 4/5 Lyrit's Record (as of pack release): 36.54809951782227s

Required keys: E (flip the walls) Space (invincibility charge)

You have a giant set of obstacles, several of which (at random) require you to press E to flip the walls, and exactly 4 of which can only be passed by pressing space for invincibility.

Your first set has no level rotation, and you are given 6 invincibility charges! This means you have two charges to spare on non-impossible obstacles. Your second set will start to have slight rotation, and you will have 5 charges. From your third set and on, you will have exactly 4 charges to survive with -- the incrementing rotation speed will never reach a limit.

Remember that, as this is a decagon and not an octagon, the "rain" pattern will have to be dodged differently than Mirror Hall's! If you see every-other side being taken up by a piece, that's "rain." In Mirror Hall, flipping said pattern with E would do nothing -- however, in Overdrive, it will actually swap the positions of the pieces! This effectively means you can dodge it by just pressing E... if you're a madman, of course. It also means you have to be more careful when you have impossible walls mixed in with rain!

The different difficulty options just change the wallspeed, basically -- it helps, anyway!

DisreguardiandevilEdit

Music: Blackout City by Anamanaguchi (Dawn Metropolis)

Level Guide: Disreguardian Devil Type: Disreguardian + Double Reactor Difficulty: 7/5 Lyrit's Record (as of pack release): 5.023359775543213s

Disreguardian but with 8 sides as opposed to 6. Everything is a tiny bit faster. Also, the smaller, curving walls will flip before hitting you. (Hence " + Double Reactor") Not much else to say, but dang, is it hard!

Difficulty 0.999999 will remove the large wall randomization, difficulty 0.999998 will stop the small walls from curving, and difficulty 0.999997 will turn off the wall-flipping!

Daylight savings timeEdit

Music: Mess by Anamanaguchi (Summer Singles)

Level Guide: Daylight Savings Time Type: Combo (Disc-Omega + Copper Cop) Difficulty: 4/5 Lyrit's Record (as of pack release): 34.04150009155273s

Hopefully, you should be familiar with Disc-Omega and Copper Cop. This level plays identically to Disc-Omega, except the obstacles are different and the level does not get harder with time (does not add more sides)!

The new obstacles are based on Copper Cop's obstacles. When you sync the rotation to the curving walls correctly, you will usually see some still not fall completely still. These few that do not sync perfectly are actually curving slightly faster or slower than the rest. You must keep them in mind while trying to dodge obstacles!

Other than that, the level is pretty self-explanatory.

Gold lavaEdit

Music: Massacre (version 2) by FantomenK

Level Guide: Gold Lava Type: Combo (Copper Cop + Reactor) Difficulty: 7/5 Lyrit's Record (as of pack release): 7.380750179290771s

Let's be blunt: There's nothing to say here that you shouldn't already understand. You should be familiar with the obstacles themselves from Copper Cop and Silver Sheriff, you should be familiar with the sudden, clock-like rotations, and you should be familiar with every-other obstacle flipping like they do from Reactor.

Of course, the level is a somewhat simple combination, but it's bloody damn hard and takes great practice! Don't forget to try the lower difficulties as shown, as they'll turn off spinning, turn on swapping (for you), or both!, such that you can practice better.

GreenlitEdit

Music: John Hughes by Anamanaguchi (Endless Fantasy)

Level Guide: Greenlit Type: Combo (Reactor + Deflective) Difficulty: 3/5 Lyrit's Record (as of pack release): 21.62470054626465s

Greenlit is actually mechanically identical to Reactor. (Thus, if you aren't familiar with Reactor, you should play it first.)

The sole difference from Reactor is the visuals of the level. As should be immediately apparent to you, the walls that are flying in are invisible against the level background! The only tell where the walls are is to observe the dark green grid that is placed upon the level start. If you see a section of the grid blink, that means an otherwise-invisible wall just passed over it! Of course, simply keep in mind that you will have to deal with the walls flipping, too, due to Reactor's gimmick.

Difficulty 0.999999 will increase the number of individual lines in the dark green grid. Thus, you will see the incoming walls with more ease.

CyanlitEdit

Music: Stage5_3 by CrackleCradle

Level Guide: Cyanlit Type: Combo (Reactor + Light) Difficulty: 3/5 Lyrit's Record (as of pack release): 23.35110092163086s

Cyanlit is, too, mechanically identical to Reactor. (Thus, if you aren't familiar with Reactor, you should play it first.)

The sole difference from Reactor is, again, just visuals of the level. This one is more obvious than Greenlit, though -- half of the level is simply blackened! This means it can be hard to keep track of your cursor, and you might react slower to the walls coming in. There's also a slight spin unlike the usual Reactor.

Difficulty 0.999999 enables swapping, such that you can dodge with more ease. In addition, it lets you always see your cursor, even when it is overlapped with the black background!

BluelitEdit

Music: Swan by Anamanaguchi (Capsule Silence XXIV)

Level Guide: Bluelit Type: Combo (Reactor + Deflective + Light) Difficulty: 5/5 Lyrit's Record (as of pack release): 13.55710029602051s

If you are familiar with Greenlit and Cyanlit, this level is basically both of them combined. Mechnically, this level is identical to Reactor, but with visual gimmicks. Each of the 12 sides of Reactor are represented by a bright background line, where you must pay attention to the horizontal "scanlines." When you see one of the scanlines blink, that shows where the otherwise invisible wall is coming from. Don't forget that every other set of walls flips 180 degrees!

Difficulty 0.999999 adds more scanlines like Greenlit does!

Essentric CoreEdit

Music: John Hughes by Anamanaguchi (Endless Fantasy)

(This level has been changed since the WIP demo!) (It was unfinished and empty.) Level Guide: Eccentric Core Type: Combo (Double Reactor + Tutoristruggle + Emraoysian Hexagon) Difficulty: 6/5 Lyrit's Record (as of pack release): 20.23859977722168s

Required keys: Space (invincibility charge)

This combination of levels is about as obvious as it gets, should you know how Double Reactor, Tutoristruggle, and Emraoysian Hexagon play. There are 16 obstacles in each set, all consistenting of arrangements of curved walls. 8 of of the 16 are impossible to dodge and require you to press space for invincibility. However, you can only use invincibility 8 times per set of obstacles, so don't waste them on obstacles you can normally dodge! After a complete set of 16 obstacles have been passed, a boop noise will play and the level will start rotating (or start rotating faster, if it already was rotating). This means your charges have been refilled, and the obstacles are coming back. And on top of all of that, if you are playing on difficulty 1, every obstacle will flip 180 degrees right before it hits you!

If you reduce the difficulty to 0.999999, you will be given the godsend of having the walls NOT flip! Furthermore, difficulty 0.999998 will give you one extra charge of invincibility per obstacle set (while 0.999997 will give you two).

It took me way too many tries just to survive a single set of 16 obstacles on difficulty 1. The no-flip difficulties are much, much more manageable!

ShadowzetaEdit

Music: Dawn Metropolis by Anamanaguchi (Dawn Metropolis)

Level Guide: Shadow Zeta Type: Combo (Cloud 8 + Mirror Hall + Flashlight) Difficulty: 5/5 Lyrit's Record (as of pack release): 15.12580013275146s

Required keys: E (flip the walls) You should be familiar with Cloud 8, so here are the MECHANICAL differences from Cloud 8!: 1. You press E to flip the walls as opposed to pressing space to flip yourself. 2. You must hold space occasionally to charge your flashlight.

Of course, there is the added difficulty of the background beam effect, making it so you can only see each "side" of the "octagon" by its center.

This level is designed to make you lost and confused and hate your life. ...Uh, I mean, this level is fun and you should have fun!!

Psi wheelEdit

Music: In the basement by Anamanaguchi (Endless Fantasy)

Level Guide: PSI Wheel Type: Combo (Winding Dragon + Bi-Beam Bolt + Mirror Hall) Difficulty: 3/5 Lyrit's Record (as of pack release): 26.28930091857910s

Required keys: E (flip the walls) Not a whole lot to say, actually! You should see two swirls of curving walls heading your way. You must weave in between them -- a little like Winding Dragon. The real trouble, however, is that you have two giant barriers, too! Whenever the path of the swirl you reside in seems to end because it runs through the barrier that is impossible for you to pass through, you must press E to flip the barriers 180 degrees! This will not change the path you're in -- it simply lets you pass the barrier.

As expressed in the description, difficulty 0.999999 for no spinning,

difficulty 0.999998 for only 1 barrier, and

difficulty 0.999997 for no barriers at all!

Emerald Eye (of the storm)Edit

Music: Planet by Anamanaguchi (Endless Fantasy)

(This level has been changed since the WIP demo!) (One obstacle could only spawn on 3 of the sides. It's fixed.) (*Unless you knew this and somehow abused it, this is negligible.) Level Guide: Emerald Eye (of the Storm) Type: Combo (Topaz Tango + Double-Headed Winding Dragon + Emraoysian Hexagon) Difficulty: 5/5 Lyrit's Record (as of pack release): 22.85309982299805s

This level is a square that rotates in sudden bursts of 90 degrees. The rotation is synced with the music's beat. At every 4th beat/rotation, the direction of the rotation is POTENTIALLY reversed.

This level's obstacles are based on other levels. All of Topaz Tango's obstacles (apart from the random normal/curving walls) are in this level. All of the other obstacles are either set patterns of curving walls (Emraoysian Hexagon), or are giant twists of curving walls that require you to move back and forth (DH Winding Dragon).

Setting the stage to difficulty 0.999999 will stop the spinning, which will make it a lot easier to concentrate!

The level does not progress in difficulty -- kind of hard as it is, yeah?

I highly recommend that you try just watching the level with invincibility. Not only will it help you learn the patterns, but it's also pretty...! If you're not used to dodging any of these obstacles individually, practice them from the prior stages!

A Flash in the darkEdit

Music: We are robots by III (Rockman 9 Arrange Soundtrack)

(This level has been changed since the WIP demo!) (Obstacle sets (past the first) were accidentally one obstacle short.) Level Guide: A Flash in the Dark Type: Non-Standard Difficulty: 2/5 Lyrit's Record (as of pack release): 31.34399986267090s (could probably do better!)

Required keys: Space (flash of light)

There's not a whole lot to explain, actually! There are 4 obstacles in each set -- they're really simple, slow, and standard obstacles. You have 12 "flashes" which you use by pressing space. You can't see the level at all unless you use a flash. Using the flash lets you see only a few frames of the level. You must use your flashes sparingly, requiring you to move your cursor while mostly blind! After finishing a set of 4 obstacles, your flashes will be replenished, the level will increase its rotation a little, and you will face another set of obstacles!

Laser 38Edit

Music: Canal Paradise by Anamanaguchi (Endless Fantasy)

(This level has been changed since the WIP demo!) (Well, just the difficulty options, actually. Difficulty 1 is the same.) Level Guide: Laser 38 Type: Non-Standard Difficulty: 8/5 (also known as: too damn high!) Lyrit's Record (as of pack release): 4.890079975128174s (it feels unnatural to call ~4.98 seconds an impressive record)

This... is technically the hardest level in the pack! There are only 4 obstacles, and each one has a visual tell as to where they will start (using tiny, thin walls). All of the obstacles, while fast and very difficult, are just standard walls. The level spins semi-randomly...

There isn't really much to say, but good bloody luck surviving a complete set of 4 of these obstacles -- especially on difficulty 1. I was only able to do it once!

Difficulty 0.999999 will stop the random spinning, if you're finding that amplifies the obstacles' difficulties too much. Difficulty 0.999998 will "smooth" the walls such that two of the four obstacles are significantly easier. You'd have to play it to see what I mean.

NotetakerEdit

Music: DONT YOU DARE TO SEARCH THE MUSIC IN THIS LVL

Level Guide: Notetaker Type: Non-Standard Difficulty: 2/5 (higher if you're musically untuned like me -- try 0.999999 if so!) Lyrit's Record (as of pack release): 27.66710090637207s

Well, I mean... It's Simon Says! You observe the pattern the game gives you and then repeat it. After completing a pattern, it will give you a new one with more notes attached. ...Except real Simon Says would just add on to the same pattern, but this level actually makes a new pattern, so I guess it's a bit inaccurate to say Simon Says... ...You get the point!

Keep in mind that when there is a longer pause between notes, that signals your turn is starting. For example, here is the sequence of the first two note patterns being played: [note] [restx2] [note] [restx2] [note] [rest] [note] [restx2] [note] [rest] [note] [restx2] ^com ^signal ^you ^signal ^com ^signal ^you ^signal

There is no visual indication of what Simon says on difficulty 1. Instead, you have to understand the pattern based on the notes that are played. There are 8 notes and 8 spaces you can stand on, where the lowest note is the left-most space. If you're like me and suck at toning, you should probably play on difficulty 0.999999 -- it will show you which note is which before it's your turn!

Control FreakEdit

Music: Save the world by Toby Fox (UNDERTALE)

Level Guide: Control Freak Type: Non-Standard Difficulty: 4/5 Lyrit's Record (as of pack release): 16.40399932861328s (definitely could do better!)

Required keys: H; J; K; N; M; , (for responding to color inputs)

As soon as the level stops flashing, it will become the color red. (Try to ignore the giant storm of harmless walls flying around you!) As the description of the level notes, you must press the corresponding button to whatever color the level becomes. In this case, you must press N. After it switches from red, it will become a random color. Remember: btn : clr HJK : YCM NM, : RGB

If you wait too long or press the wrong color, you will instantly die! If you don't dodge the actual obstacles... you will instantly die!

With each 2 beats (as in, after each successful color input), the spinning of the level will increase slightly. Otherwise, the level remains the same over time.

Playing on difficulty 0.999999 will leave only the obstacles -- no wall storm, color inputting, or continuous spinning -- just so you can practice them by themselves!

This level, while not technically difficult, really tests your focus. Dodging the obstacles and matching the color inputs are both important, but you can't lose your attention on just one!

Blue MarrowEdit

Music: Jetpack blues, sunset hues by Anamanaguchi (Dawn Metropolis)

Level Guide: Blue Marrow Type: Non-Standard Difficulty: 5/5 Lyrit's Record (as of pack release): 11.52359962463379s

Required keys: W/S (shape radius changing)

Although it looks like a circle, pretend you're dealing with a hexagon.

The first thing you see is going to be two quick sets of walls, one right after another. They are designed to slow to a complete hault right where you're standing, which means that, normally, there is no way to survive this obstacle... ...unless you hold W to change the radius of the shape that you orbit! This will allow you to weave between the two sets of walls before they mesh together. You will want to move up MORE, however, as you need to have your circle actually delete the walls that just flew in. If you don't delete them properly, they WILL get in your way!

The second thing you will see is a giant, solid ring that flies in. This one should be obvious -- just hold S to shrink back down and avoid collision!

Each set of obstacles consists of only these two obstacles -- so after you live through these two the first time, you will start seeing them in slightly different arrangements!

The level will not progress in difficulty, because it already takes a good lot of effort to live in it.

If you're having a hard time getting the gimmick down, remember to try the lower difficulties -- Difficulty 0.999999 gives you 20% more time between each obstacle, and Difficulty 0.999998 gives you a total of 40% more time!

MemoryEdit

Music: No music are you fucking serious ffs

(This level has been changed since the WIP demo!) (Difficulty 0.999999 is the new difficulty 1!) Level Guide: Memory Type: Non-Standard Difficulty: 2/5 Lyrit's Record (as of pack release): 52.89080047607422s

On this hexagon, you start on position 1. Each position clock-wise is one higher. It counts from 0 to 5. When the level tells you "Position X," you must move to that position. So if your first command is "Position 0," you must move left by one spot.

When level tells you "Shift X," you must move X places to the right. "Shift 0," "Shift 6," and "Shift -6" entail that you must simply stay on the same spot. "Shift -1" would mean going to the spot left of you, etc.

Every few turns, the level will re-orient which way the shape is oriented. This does not change which position you were on to survive the previous obstacle! As more commands show up, they become faster -- you will have less time to react.

Using difficulty 0.999999 will make it so the shape no longer spins and that the backwards-escaping walls are slower.

Network TrafficEdit

Music: MMBN6 - Virus Busting! by Zero-Resurrected

Use the number keys 1-0 to toggle each section's flow.\ntry not to toggle them on by accident...

Level Guide: Network Traffic Type: Non-Standard Difficulty: 3/5 Lyrit's Record (as of pack release): 46.11800003051758s

Required keys: 1, 2, 3, 4, 5, 6, 7, 8, 9, and 10 (for toggling channels/sections/segments)

A 100-sided "circle" is color-coded with a rainbow, marking 10 different segments. It'll spin back and forth slowly in Diamond Dance's fashion!

While many small curving walls fall, you will notice a giant flood of normal walls taking up one of the ten segments of the level. You must press 1, 2, 3, 4, 5, 6, 7, 8, 9, or 0 (on the upper row of your keyboard) to disable this segment's flow of walls. The area marked by red on the level is toggled on/off by 1. Orange is 2, and so on and so forth. Remember -- if you hit the wrong button, you will toggle a different segment on by accident! As you go, more of the segments/gates will be automatically turned on. You must keep turning them back off, or else you'll be crowded!

Changing the difficulty will simply make the walls fall slower/faster, etc.

As time progresses, each gate will be automatically flooded faster. You won't be able to afford hitting the wrong key!

Chaos controlEdit

Music: MMBN6 - Virus Busting! by Zero-Resurrected

Level Guide: Chaos Control Type: Non-Standard Difficulty: 4/5 Lyrit's Record (as of pack release): 20.54570007324219s

Required keys: J/L or Z/C (moving the barrier)

Well, there's not a whole lot to say here. The level is rather simple in design. You move the giant flood/barrier of white walls wiht J/L or Z/C, such that you can properly dodge the curving black walls! Remember that, even while in focus, your cursor moves faster than you can move the barrier -- it can be tricky to control!

Oh yeah, lower the difficulty for less-frequent curving walls.

The Unit CircleEdit

Music: The Storm by Prototyperaptor (3-1)

Level Guide: The Unit Circle Type: Non-Standard Difficulty: 4/5 (varies with your math pratice...) Lyrit's Record (as of pack release): 20.19709968566895s

This level features a 360-sided shape -- or, for your purposes, a circle. The background is lined up with the circle to show the lines of a graph. This is, in fact, just like the typical graph of the unit circle.

Before each flood of walls, you are given a range, theta, in relation to two angles. Theta indicates the area you will be safe in. Use this range in conjunction with the background lines to understand where to move to. For example, if you are given the range 60 < theta < 90, you will be safe at the right-hand side of the upper part of the graph. Sometimes, the order will be written highest-to-lowest, such as 90 > theta > 60.

Depending on the difficulty you are playing on, the range will be displayed differently. Difficulty 0.999997: Related angles are always displayed in positive degrees. (ex: 60 < theta < 90) Difficulty 0.999998: Related angles are displayed in positive or negative degrees: (ex: -270 < theta < -300) Difficulty 0.999999: Related angles are displayed in positive or negative radians: (ex: pi/3 < theta < pi/2) Difficulty 1: Related angles are displayed in positive or negative radians WHILE THE GRAPH SPINS.

As time progresses, you will have less time to react to each incoming wave. Eventually, the speed will be capped.

If you somehow didn't hate trigonometry before, you'll hate it now!</nowiki>

The Unit Circle Picture

Chaos stormEdit

Music: Danger Mountain by Anamanaguchi (Dawn Metropolis)

Level Guide: Chaos Storm Type: Combo (Bi-Beam Bolt + Chaos Control) Difficulty: 4/5 Lyrit's Record (as of pack release): 27.76670074462891s

Required keys: Space (swap) J/L or Z/C (moving the barrier)

You should be familiar with both Bi-Beam Bolt and Chaos Control. I mean, to be honest with you, if you know those two levels, there's not much I can say here.

One notable thing is that the Bi-Beam Bolt elements of the level are a tad different. You may notice the actual obstacles coming more frequently, and the two swirls are slower than before.

You also don't have to worry about dying to the barrier by running into the side of it -- you can't possibly die to it unless you move it towards yourself!

It helps to try to line up the self-controlled barrier with one of the two automatically-moving swirls -- of course, you move the barrier faster than the swirl moves itself, so you have to time it correctly to keep it alligned, and that takes up more of your concentration on actually living!

It's a balancing act.

Plasma barrierEdit

Music: Blackout City by Anamanaguchi (Dawn Metropolis)

Level Guide: Plasma Barrier Type: Combo (Winding Dragon + Chaos Control) Difficulty: 4/5 Lyrit's Record (as of pack release): 32.91270065307617s

Required keys: J/L or Z/C (moving the barrier)

If you're familiar with Winding Dragon and Chaos Control, this level should be pretty self-explanatory. Although the level is not a triangle, it still spawns walls like Winding Dragon would. Realistically, the only added challenge is the barrier of walls that you must move out of the way by holding J/L or Z/C (for left/right movement of the barrier).

As put in the level description, difficulty 0.999999 will stop the level spinning, and difficulty 0.999998 will actually turn off the barrier! (Whether this level without the barrier is easier or harder than Winding Dragon is for you to decide.)

I hope you like the level aesthetic! It was the first time I really got to test using 0-speed curving walls. There are 12 different outside-ring patterns in total. Sorry I didn't program a way to let you choose one like in Tubular! (hint hint)

The real bombEdit

Music: Blackout City by Anamanaguchi (Endless Fantasy)

Level Guide: The Real Bomb Type: Combo (Network Traffic + Memory + Chaos Control) Difficulty: 4/5 Lyrit's Record (as of pack release): 25.15220069885254s Required keys: J/L or Z/C (barrier movement) 1, 2, 3, 4, 5, 6 (channel/section/segment toggling) Well, look at you. You thought Network Traffic was too easy. You thought Memory was too easy. Yo- Screw the chatter. You're in for the REAL bomb now, sucker! Now, imagine this: You're playing some standard Memory, right? ...Except it feels like you have more time to react...? Not that that'll help you when you got a GIANT BARRIER WALL! ...That you can just move out of the way magically...! Ha...! ...Well, get this! Every time you survive a Memory command, you get this giant flood of walls on a random side! There's no WAY you can get past that...! ...Unless you press keys 1-6 to turn it back off...! ...Yeah...! Well, at least it might be confusing to you when a side that Memory calls "Position 0" can only be deflooded by pressing the number "6" on your keyboard! ...That actually can be confusing! YEAH! Get shakalaka'd! And don't you DARE think about playing on 0.999999 for easy mode! It'd be waaay too criminal to remove 2/3rds of the barrier and make the Memory walls fly back slower AND toggle channels 33% faster!

Dark StarstarEdit

Music: Helix Nebula by Anamanaguchi (Power Supply)

Level Guide: Dark Starstar Type: Derivative (of Starstar) Difficulty: 4/5 Lyrit's Record (as of pack release): 16.97669982910156s Optional keys: Space (emergency invincibility charge) To be straight-forward with you, this level is only different cosmetically. There is no star pattern outline to help you understand the incoming walls. The spinning also reaches max instantly and can randomly change directions. That's about it!

(The Last) Rainbow StoneEdit

Music: Planet by Anamanaguchi (Endless Fantasy)

Funky Fourty-fourEdit

Music: Sunshower by Prototyperaptor (Elemental)

[This level has been changed since the WIP demo!] [Well, just the difficulty options, actually. Difficulty 1 is the same.] Level Guide: Funky Fourty-Four Type: Combo (Omegacceleration + Triacontakaioctagon), Derivative (of Fort Fourty-Four) Difficulty: 4/5 Lyrit's Record (as of pack release): 13.67329978942871s To put it short and sweet, this level is identical to Fort Fourty-Four with these three exceptions: 1. The fake-out walls spawn a little differently (but this doesn't affect the obstacles themselves) 2. The difficulty options were reworked (such that 0.999999 disables rotation...) 3. You must press space every time the level shifts rotation, effectively tapping to the beat! Just keep in mind that some obstacles actually last two beats!

LightshowEdit

Music: Swan by Anamanaguchi (Capsule Silence XXIV)

Level Guide: Lightshow Type: Derivative (of Bluelit) Difficulty: 6/5 Lyrit's Record (as of pack release): 8.613590240478516s I think if you're familiar with Bluelit and its relevant levels, you should already understand, visually, what is going on with the level. The actual incoming walls can be seen amongst the curving "scanlines." Just remember that every-other set of walls flips 180 degrees like Reactor. There are two other important changes from Bluelit, though! 1. The spinning is accelerating in a manner similar to Bi-Beam Bolt. It alternates from no spin to spinning at the rate of the scanlines' curve speed. 2. The incoming walls do NOT fall straight like normal walls -- in fact, they curve randomly (at -1, 0, or 1 speed)! This level takes a lot of practice. Remember that the lower difficulty options will give you more scanlines, effectively letting you see the incoming walls easier. In fact, difficulty 0.999998 makes the walls 100% visible!

SpindriveEdit

Music: Farbror Melker Fixar Fiskdamm by Bossfight (Caps on, hats off)

[This level has been changed since the WIP demo!] [Difficulty 0.999999 is the new difficulty 1!] Level Guide: Spindrive Type: Derivative (of Hueclock Stutterframe) Difficulty: 5/5 Lyrit's Record (as of pack release): 9.821439743041992s Well, there isn't much to say here. To be honest, this level is kind of lazy -- I just wanted to make something that would utilize R A N D O M I Z E D S P I N N I N G ! ! The level changes its number of sides frequently, but it's always the same obstacle over and over. All of the walls are normal, fall-striaght-down -- it's just a little hard to dodge them when the level is rotating in such a spastic way! Before the level starts spinning, go to the top of the shape. The obstacle is designed to be mostly closed at the sides. Lower difficulties will technically make it spin slower!

Rainbow CloudEdit

Music: Overarrow by Anamanaguchi (Dawn Metropolis)

[This level has been changed since the WIP demo!] [Previously, it did not require swapping. Now it does!] Level Guide: Rainbow Cloud Type: Derivative (of Cloud 16) Difficulty: 3/5 Lyrit's Record (as of pack release): 52.84099960327148s Required keys: Space (swap) If you are familiar with the Cloud series, then this level isn't hard to explain. Playing-wise, it's almost identical to the other Clouds, with these exceptions: 1. The opening you may stay in does not randomly shift directions. (This means it's, for the most part, a simple spiral!) 2. Half of the time, where there would be a required swap, it will instead change the spiral's direction. (But swap sections may change the direction, too, so be careful!) 3. Instead of the walls spawning at a faster frequency over time, the swap points/spiral changes become more frequent instead. There isn't much else to say! Just try not to get lost in the colors and increasingly faster spinning. --Trivia-- I was able to refine Spyro Oshisaure's techniques in making these colorful curved walls from his Rainbow Spiral level (Seriousness: 0% pack)! Big thanks to him! I never really understood exactly how the curved walls decide what color to undergo when given a hue modifier.

LimitlessEdit

Music: Aurora (meet me in the stars) by Anamanaguchi (Summer Singles)

[This level has been changed since the WIP demo!] [It was previously unfinished.] Level Guide: Limitless Type: Derivative (of Starstorm) Difficulty: 3/5 Lyrit's Record (as of pack release): 29.49309921264648s (can do better later!) Optional keys: Space (emergency invincibility charge) Well, let's be blunt. Obstacle-wise, Limitless is literally identical to Starstorm. The real gimmick to Limitless is that your invincibility charge is now infinite! You just have to let it recharge for a second. After using one, the level's rotation speeds will increase. That is your only punishment to using it. So yes, this level is intentionally easier than Starstorm! It's to see how far you can get when you technically have... limitless invincibility!

Chase RoadEdit

Music: Hajikedama by Rengoku Teien

Level Guide: Chase Road Type: Derivative (of Hot Shot) Difficulty: 2/5 Lyrit's Record (as of pack release): 51.25569915771484s Required keys: Space (stop a slot) SLOT MACHINES! Who doesn't love them? Especially when they have four slots... with five letters for each slot... and are constantly being bombarded with walls of death!? The obstacles, while regular, are nothing difficult -- the level just randomly changes between sides 3 through 6 and spits a curvey wall at you! At the top of the level, you should see a timer. Obviously, it's ticking down automatically! You can guess what happens when it hits 0. (You die.) The only way to refill it is to play the slots by pressing space! Below the timer, you should see two fields labled "XTRA" and "ROLL" -- "ROLL" indicates the slots you are currently stopping, while "XTRA" indicates the arrangement of slots you would get +40 time for! That's a "witch." Of course, you can still +20 time if you match 4 of the same slots in a row -- that's a "row." If you get three matched up in any order, nothing will happen. That's a "three." (But each time you stop a slot, you pause the timer for a moment -- so at least it's still positive!) Be careful -- if you only match 2, you will LOSE 20 time! That's a "half." And if you manage to miss the XTRA and match none, you will lose a whopping 40 time! That's a "fault!" So in summary: XTRA matched: +40 4 matched: +20 3 matched: 0 2 matched: -20 0 matched: -40 It's important to note that the XTRA patterns are programmed to have no 2 matching slots in them. This means that if you match the XTRA correctly up to the last slot and then you fail it, you're guaranteed to get a half or fault! High risk and high reward, yo! For maximum time-acquiring, here are some helpful tips: 1. Try to match the XTRA, but... If you fail to match a slot at any position, try to get as many of the same slot in your roll! This will minimize your losses. If you fail the XTRA from the first slot, you can still get a row! 2. Do NOT just hold space and hope you get good rolls! It'll actually end up killing you faster than just letting the timer tick normally. 3. Learn the timing of the slots. The slots roll from A to E and wrap back to A. Each slot always starts on a random letter. I find that, personally, I do not react fast enough to press space when the letter I need shows up the first time. However, you can learn the timing in which the letter will come back around after you just saw it! This way, you can be prepared to press space at the right time without even looking at the slots when you do so, allowing you to not crash into the big curvey walls. While becoming accustomed to the slots takes practice, the level won't get any harder over time. If you feel like you just need to practice the slots without the obstacles, don't forget to try difficulty 0.999999! GET OUT THERE AND MAKE DOLLAR --Trivia-- This level is a reference to a tiny little game. Good luck finding out what that game is. heheheheh

TubularEdit

Music: Sam Est by Anamanaguchi (Capsule Silence XXIV)

Level Guide: Tubular Type: Derivative (of Notetaker) Difficulty: 3/5 Lyrit's Record (as of pack release): 37.24530029296875s This still triangle represents a giant play button. But when the level plays in reverse, it will flip to represent a rewind button! While the level has a red background (and the triangle points right), a set of walls is traveling to the center as normal. When all of the walls have been absorbed, the level will flip 180 degrees and become cyan. During this time, the walls that had just previously flown in will spawn from the center and fly back out, appearing in backwards order from when they flew in! Essentially, you must remember the walls you dodged the first time (while they played as normal), such that you can dodge them the second time! For example: if the normal set of walls required you to step right and then step right again, the reverse version of that set will require you to step left and then step left again. The difficulty you play at has these effects: Difficulty 0.999999: The level does not flip 180 degrees upon changing into reverse mode. (Makes it easier to remember the pattern!) Difficulty 0.999998: The level maintains 180-degree flips, but single walls spawn individually as opposed to two together. Difficulty 0.999997: The effects of both difficulties above are combined! After completing the reversed playback of a set of walls, the next set of walls will be longer. Each new set has one more wall than before, so the longer you survive, the longer the series get -- and the harder they become to remember! As you will notice, there are four different cosmetic wall effects that spawn in the level -- just for added flair. But I'm gonna tell you a little secret, since you went out of your way to read this! If you hold 1, 2, 3, or 4 before starting/restart the level, you can choose which exact effect you want!

TrickboxEdit

Music: Pastel flags by Anamanaguchi (Endless Fantasy)

Level Guide: Trickbox Type: Derivative (of Mirror Hall) Difficulty: 3/5 Lyrit's Record (as of pack release): 23.01910018920898s Required keys: E (flip) If you're not familiar with Miror Hall, please play/read about it first! This level is designed so that you only press E to survive the onslaught of walls. In fact, you never even have to move your cursor at all. If a wall is about to hit your cursor, you must press E to flip it to the other side. That's really it. Just two things to keep in mind that may help you! 1. The frequency of the walls is slow at first, and then somewhat quickly increases to its maximum. This is supposed to help you ease into the action -- just don't get your timing confused! 2. It is possible for a wall to spawn on one side of the box multiple times. In fact, up to 3 can spawn on one side before it must change. It may help to consider that, if you see 3 walls grouped together, that means the next wall is obviously on the other side! ...Also, if you move to the edge of the open side you're in, you technically have a larger time to react to obstacles with. This is because the path your cursor moves in is always a circle. Going to the corner of the square means the wall must travel just a milimeter more before it can hit you. It could make the difference...? Of course, if you're prone to killing yourself by flipping a wall ONTO the cursor, this may actually worsen that. This doesn't just magically increase the free-time you have between each wall -- at least, not while just staying still. But you'd have to be a robot to change between being at the center to being at the corner to maximize your down-time. ...If you didn't understand any of that, though, it really doesn't matter. Hahaha... ha. ...By the way, the difficulty options are pretty standard -- just slows/quickens the walls that come. Helps you practice.

DiaboxEdit

Music: Pastel flags by Anamanaguchi (Endless Fantasy)

Level Guide: Diabox Type: Combo (Trickbox + Diamond Dance) Difficulty: 4/5 Lyrit's Record (as of pack release): 10.57740020751953s Required keys: E (flip) To be straight forward, you should be familiar with Trickbox first. This level is mechanically identical to Trickbox, except that it actually spins (with acceleration) and some accelerating walls spawn to simply fake you out. It's visually more difficult to understand, but otherwise, the level is the same!

GhostboxEdit

Music: Pastel flags by Anamanaguchi (Endless Fantasy)

Level Guide: Ghostbox Type: Combo (Trickbox + Deflective) Difficulty: 4/5 Lyrit's Record (as of pack release): 11.29950046539307s Required keys: E (flip) To be straight forward, you should be familiar with Trickbox first. This level is mechanically identical to Trickbox, except that the side you initially occupy has a giant wall that covers your vision. This wall won't touch you -- it is simply there to blind you of the walls on that side. The key is to understand the rests/holes between the walls on the side that you can see! For example: if your side is the blinded one and you see a group of 3 walls passing on the opposite side, you should be prepared to flip with E once the third wall has passed! Once again, it's visually more difficult than Trickbox, but there is nothing different about the timing or obstacles.

FrickboxEdit

Music: Pastel flags by Anamanaguchi (Endless Fantasy)

Level Guide: Frickbox Type: Combo (Diabox + Ghostbox) Difficulty: 5/5 Lyrit's Record (as of pack release): 10.57740020751953s Required keys: E (flip) So, let's get this straight... This level is a combination of two other combo levels... ...which were both combinations of a common level... ...that common level being a derivative of just a standard level. ...Anyway, there's really not a whole lot to explain about this level, should you know the levels it's based on! As before, it's no different mechanically from Trickbox. Visually, it is made more complex -- now by combining the disorienting gimmicks of both Diabox and Ghostbox! It may be cheap, but it's a nightmare of a challenge -- and that's coming from a level in which you only press E!

Deepest DivingEdit

Music: Video challenge by Anamanaguchi (Power Supply)

Level Guide: Deepest Diving Type: Omega (version of Deepest Diving) Difficulty: 5/5 Lyrit's Record (as of pack release): 18.22170066833496s Optional keys: A/D (egocentric level spinning) Well, there's not much to write about Deepest Diving. You should already be familiar with Deep and Deeper Diving. There are only two differences from Deep Diving. First of which: the shape no longer randomly changes. That is to say, it will always maintain the maximum side count that is available to it -- starting with a square. On one hand, this removes the constant changing to the number of sides, making it visually more understandable. But mechanically speaking, as you can't rely on the larger openings of the lower-count shapes, this makes the level harder. The second difference is: the "Never-C" obstacle now takes up as many sides as it can. Previously, the Never-C in these levels would always have at least two open sides -- hence the name. However, in this level, it is programmed to ONLY have two open sides! This makes the curving Never-C a nightmare to dodge at higher side-counts.

RedwaterEdit

Music: In the basement by Anamanaguchi (Endless Fantasy)

Level Guide: Redwater Type: Omega (version of Overflow) Difficulty: 4/5 Lyrit's Record (as of pack release): 14.90170001983643s (could do better!) Overflow is to Flooding as Redwater is to Overflow. That is to say, these are the only two differences: 1. Twisters now accumlate at quadruple the rate of Flooding (meaning a new twister in every set of twisters). 2. 3 droplets are spawned in each instance instead of 2. The new third one does not curve!

DankholeEdit

Music: Jetpack blues, sunset hues by Anamanaguchi (Dawn Metropolis)

Level Guide: Dankhole Type: Omega (version of Dankhole) Difficulty: 3/5 Lyrit's Record (as of pack release): 32.97909927368164s Functionally speaking, this level is identical to Swampstar except that the obstacles move faster and use thicker walls. This means you have to react faster to the obstacles, but the obstacles are no different!

Cloud 32Edit

Music: Overarrow by Anamanaguchi (Dawn Metropolis)

Level Guide: Cloud 32 Type: Omega (version of Cloud 16) Difficulty: 5/5 Lyrit's Record (as of pack release): 18.81100082397461s Required keys: Space (swap) To be efficient, there are just three differences from Cloud 16: 1. The side-count is doubled, making the tunnel more narrow. 2. The "cloudiness" stat increases at a faster rate. 3. The spinning accelerates faster than before. That's really it! If you're having trouble with this level, don't forget to practice Cloud 16. ...Yes, I did just copy/paste this from Cloud 16's text. All of the above is still true, though! Heheheh.

Triple ReactorEdit

Music: John Hughes by Anamanaguchi (Endless Fantasy)

Level Guide: Triple Reactor Type: Omega (version of Double Reactor) Difficulty: 6/5 Lyrit's Record (as of pack release): 8.305379867553711s This is the omega version of Double Reactor. Unlike Double Reactor, there are only ever 2 holes for each obstacle. Each obstacle also spins at twice the speed of Double Reactor's obstacles. Those are the only mechanical differences from Double Reactor! On paper, this level is simple, but... If you can get that splash message for reaching maximum heat, you're certainly an expert. ...2 hot 4u boi?

HyperdementiaEdit

Music: Minimal by FantomenK

[This level has been changed since the WIP demo!] [It was incomplete in the demo.] Level Guide: Hyperdementia Type: Final! Difficulty: 255/5 Lyrit's Record (as of pack release): 7.605659961700439s (honestly, I got insanely lucky) If you have the skill and knowledge to be able to survive even 5 seconds in this level, you don't need a guide. Otherwise, play literally ANYTHING ELSE in this pack...! I mean, I guess I should sit here and explain it anyway...? Move left and right to dodge... Press space whenever "Quick, press space!" shows up (or else you go blind)... Don't press space when that message isn't up... Lower the difficulty for less visual vomit... Not that that will save you from the COMPLETE DESTRUCTION that will be wrought upon you... ...Did I mention this is the only level with wall pulsing...? ...Oh yeah, and be sure to have a gallon of eyedrops nearby! I, Lyrit Zian, declare my masterpiece, Hyperdementia, as THE most frustrating level in Open Hexagon 2. Ahahahahaha!! HAAAHAAAAAAA!!!! ...Even though Laser 38 is harder... ...still! --Trivia-- This level is based on a dream I had where the following took place: Vittorio "Vee" Romeo (the creator of Open Hexagon, if ya didn't know) released an update for Open Hexagon with a new level pack. In the level pack, his hardest level yet was called Hyperdimensia ("dimensia" probably coming from the word "dimensions"). The level had a strange, pixelly wash of cyan and blue (mostly cyan) for a background, with a phasey-like magenta for the walls/cursor. I discussed the new levels with some random people at a movie theater, to which they more or less responded with disgust. Based on this dream, I wanted to make my hardest but most unique level yet, basing it on most of the level pack. I changed "Hyperdimensia" to "Hyperdementia," based on the primary symptom of dementia: memory loss. This is primarily because of: A. The level idea was from a forgetful dream. B. The enhancement and meshing-together of many different obstacles/gimmicks from other levels may symbolize lost/foggy memories. C. The level is, on normal difficulty, invisible a good portion of the time (like you're "forgetting" it). It's poetic and crud! Why are you reading this instead of dying to my level!?


Leaderboards

Version Levelname OmegaSphere pack
2.0 Welcome! Thx 4 Dling! ??? ??? ??? ???
2.0 Deep Diving ??? ??? ??? ???
2.0 Deeper Diving ??? ??? ??? ???
2.0 Gammacceleration ??? ??? ??? ???
2.0 Omegacceleration ??? ??? ??? ???
2.0 Disc-omega ??? ??? ??? ???
2.0 Polygonal disc-drive ??? ??? ??? ???
2.0 Flooding ??? ??? ??? ???
2.0 Overflow ??? ??? ??? ???
2.0 Sludgehammer ??? ??? ??? ???
2.0 Swampstar ??? ??? ??? ???
2.0 Bi-beam bolt ??? ??? ??? ???
2.0 Tri-thunder Taze ??? ??? ??? ???
2.0 Cloud 8 ??? ??? ??? ???
2.0 Cloud 16 ??? ??? ??? ???
2.0 Mirror Hall ??? ??? ??? ???
2.0 Mirror Tunnel ??? ??? ??? ???
2.0 Tutoristruggle ??? ??? ??? ???
2.0 Triacontakaioctagon ??? ??? ??? ???
2.0 Hyper Triacontakaioctagon ??? ??? ??? ???
2.0 Reactor ??? ??? ??? ???
2.0 Double Reactor ??? ??? ??? ???
2.0 Deflective ??? ??? ??? ???
2.0 Redeflective ??? ??? ??? ???
2.0 Light ??? ??? ??? ???
2.0 Flashlight ??? ??? ??? ???
2.0 Copper Cop ??? ??? ??? ???
2.0 Silver Sheriff ??? ??? ??? ???
2.0 Diamond Dance ??? ??? ??? ???
2.0 Topaz Tango ??? ??? ??? ???
2.0 Hot Shot ??? ??? ??? ???
2.0 Ace's hand ??? ??? ??? ???
2.0 Disreguard ??? ??? ??? ???
2.0 Disreguardian ??? ??? ??? ???
2.0 Tri-force ??? ??? ??? ???
2.0 Trihard-force ??? ??? ??? ???
2.0 Winding dragon Ecknial X1 439,66 Video
2.0 Two-headed Winding dragon Ecknial X1 91,3 Video
2.0 Meteorshower ??? ??? ??? ???
2.0 Starstorm ??? ??? ??? ???
2.0 Emraoysian Triangle ??? ??? ??? ???
2.0 Emraoysian Hexagon ??? ??? ??? ???
2.0 Perfect? ??? ??? ??? ???
2.0 Corrupt? ??? ??? ??? ???
2.0 Neither? ??? ??? ??? ???
2.0 Diamond Deflect ??? ??? ??? ???
2.0 Fort Fourty-four ??? ??? ??? ???
2.0 Saphire Rapids ??? ??? ??? ???
2.0 Ruby Magmata ??? ??? ??? ???
2.0 Ravelight ??? ??? ??? ???
2.0 Raverlight ??? ??? ??? ???
2.0 Triggered ??? ??? ??? ???
2.0 Triggerhappy ??? ??? ??? ???
2.0 ryuu ga kisama wo kurau! ??? ??? ??? ???
2.0 Illuminati confirmed ??? ??? ??? ???
2.0 Soul Seer ??? ??? ??? ???
2.0 Hueclock Stutterframe ??? ??? ??? ???
2.0 Fastface mcwallin ??? ??? ??? ???
2.0 Starstar ??? ??? ??? ???
2.0 Overdrive ??? ??? ??? ???
2.0 Disreguardiandevil ??? ??? ??? ???
2.0 Daylight savings time ??? ??? ??? ???
2.0 Gold lava ??? ??? ??? ???
2.0 Greenlit ??? ??? ??? ???
2.0 Cyanlit ??? ??? ??? ???
2.0 Bluelit ??? ??? ??? ???
2.0 Essentric Core ??? ??? ??? ???
2.0 Shadowzeta ??? ??? ??? ???
2.0 Psi wheel ??? ??? ??? ???
2.0 Emerald Eye (of the storm) ??? ??? ??? ???
2.0 A Flash in the dark ??? ??? ??? ???
2.0 Laser 38 ??? ??? ??? ???
2.0 Notetaker ??? ??? ??? ???
2.0 Control Freak ??? ??? ??? ???
2.0 Blue Marrow ??? ??? ??? ???
2.0 Memory ??? ??? ??? ???
2.0 Network Traffic ??? ??? ??? ???
2.0 Chaos control ??? ??? ??? ???
2.0 The Unit Circle ??? ??? ??? ???
2.0 Chaos storm ??? ??? ??? ???
2.0 Plasma barrier ??? ??? ??? ???
2.0 The real bomb ??? ??? ??? ???
2.0 Dark Starstar ??? ??? ??? ???
2.0 (The Last) Rainbow Stone ??? ??? ??? ???
2.0 Funky Fourty-four ??? ??? ??? ???
2.0 Lightshow ??? ??? ??? ???
2.0 Rainbow Cloud ??? ??? ??? ???
2.0 Limitless ??? ??? ??? ???
2.0 Chase Road ??? ??? ??? ???
2.0 Tubular ??? ??? ??? ???
2.0 Trickbox ??? ??? ??? ???
2.0 Diabox ??? ??? ??? ???
2.0 Ghostbox ??? ??? ??? ???
2.0 Frickbox ??? ??? ??? ???
2.0 Deepest Diving ??? ??? ??? ???
2.0 Redwater ??? ??? ??? ???
2.0 Dankhole ??? ??? ??? ???
2.0 Cloud 32 ??? ??? ??? ???
2.0 Triple Reactor ??? ??? ??? ???
2.0 Hyperdementia ??? ??? ??? ???


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