The Worst Geometry Dash Level

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Bad Geometry Dash levels. They exist! I know, I was surprised too. It's almost like when your game relies on community made levels, the vast majority of them are going to be... not good. But you know what, everyone starts somewhere. And there's no point in focusing on these bad levels when there's tens of thousands of masterpieces that you could be experiencing instead. ...but at the same time, it's content. <font color="#FFFF00">HOW'S IT GOING GUYS!</font> <font color="#FFFF00">TODAY WE'RE GONNA BE PLAYING LEVELS FROM THE RECENT TAB!</font> <font color="#FFFF00">I SURE HOPE THERE AREN'T ANY BAD ONES!</font> <font color="#AAAAAA">(spits)</font> Lately I've been thinking a lot about the bad levels in Geometry Dash, because at the end of the day, it's a big part of the game's culture. Sure, you could just not play them, but what about the map pack levels that you need to suffer through for some extra coins? Or the World's Smallest Violin shorts that get millions of views? Or maybe there's a demon level that you just don't like. You can ignore these levels all you want, but they are there and they are POPULAR. Sometimes more so than levels that actually deserve that kind of spotlight. But what's the worst level in Geometry Dash? Like, the absolute lowest of low? I've wanted to solve this for a long time, but there are literally tens of millions of levels out there. I was thinking of going off some criteria, like maybe it's the most disliked rated level in the game. Which is this auto level with various obstacles that probably came out back when nearly every level uploaded to the servers got rated. Or maybe we can go by download to dislike ratio, which led me to this strange two player level. In reality, there just aren't any good ways to conclusively find a single worst level for the game. So I think the best answer to this question... is another question. Do I look like MatPat to you? Seriously, why am I wasting my time trying to find some earth shattering evidence when the worst level is very obviously Generation Retro. This is the final level of the Poison Gauntlet, which means that 5 million people were forced to play through it, and 5 million therapists were probably called shortly after. Seriously, this level is TERRIBLE. Just skip it. Hack it even. Nobody has to know. So, where did it all go wrong? The year is 1978. Arcade games like Pong and Breakout have taken the world by storm, and Japanese game developer Tomohiro Nishikado was determined to make the most captivating and groundbreaking gaming experience yet. Inspired by the block-breaking mechanics of Breakout as well as science fiction stories like Star Wars, he worked tirelessly to develop a three-button shooter game known as Space Invaders. The way it worked was simple: A hoard of aliens are making their way towards the bottom of the screen, and you have to destroy them all, while dodging their bullets. The game ended up being a massive success, and before you knew it people everywhere were flocking to arcades to give it a try. Space Invaders would go on to be one of the most influential video games of all time, and a massive turning point in the history of gaming. Anyways, fast forward to late 2015 and a Spanish Geometry Dash creator by the name of ArathhSA woke up one morning and felt like tarnishing the game's entire legacy. Thankfully, four years later, it was restored by MDK and Teminite. Everywhere you look in Generation Retro, there's aliens from Space Invaders. In fact, there's even sections where they make up the gameplay itself. So there's really no denying that the game had a huge influence on this level. Of course, Generation Retro isn't the first level to do the whole Space Invaders thing. I'm sure the first one to come to mind is ReTraY, which came out a few months prior in Update 1.9 and is currently the most liked level in the entire game. And these little aliens showed up in lots of other 1.9 levels like HyperArcade and Uninstall. The pixel art was easy to make and super recognizable, so really, why not. Generation Retro definitely took it a step further though, because the entire level is themed around these aliens, even if there's no direct mention of Space Invaders. But this just begs the question... Why is it in the Poison Gauntlet? Remember, this level was hand picked over thousands of other potential candidates. I know the early Gauntlets don't stick to their name all that well but that's because most of the levels in them just aren't themed. Generation Retro very clearly is, and the only conclusion I can draw is that it was put in the Poison Gauntlet because the level is green. Like the shard. And MAYBE it's because of the boss fight, since it is the final level of the Gauntlet. But Fire's got one on level one, so who knows. (Oh yeah spoilers, there's a boss fight.) By the way, Gauntlets released in 2017 and this level came out in 2015. So it's not like RobTop pulled a random new featured level or something, this one STOOD OUT to him. And this is the creator's only rated level, so they weren't like, well known. I know I said that if a level is bad, you don't have to play it. But this one is genuinely forced on to you. By putting it in a Gauntlet, the level is officially endorsed and part of the game's core progression. If you're not familiar with Gauntlets, they're collections of 5 developer picked levels that you play through for cool rewards. Map Packs just give you coins which you don't even need after a certain point, but this Gauntlet has an unlockable player color tied to it so you're really really encouraged to give it a shot. And that's why I think this is the worst level. Not only is it an absolute train wreck, for reasons we'll get into, but it's forced onto you. It's forever cemented as part of official Geometry Dash. And I know what you're thinking. "Oh, but Craig," "What about Scarlet Surge?" <b>SHUT UP</b> No like seriously, what do people have against Scarlet Surge? I played through it and it's fine! My only real complaint is that it's long, and while the gameplay is perfectly fair and readable, it isn't all that interesting. Also, the level has a lot of flashing lights making it a potential nightmare for photosensitive players, so picking it for the most important Gauntlet in the game is extremely inconsiderate on RobTop's end. But either way, I had a decent time with this level and I stand by it. So, I'm sure by now you're dying to know what it is that I hate so much about Generation Retro. So let's play through the level, and I'll walk you through it. The level opens with a black screen, and some blinking text that says "insert coin". Obviously you don't actually have to do this, it's just a cute callback to old arcade games. Like Space Invaders! Your icon slides in from the side of the screen, and Bossfight's 2015 hood classic Glitch Gremlin fades in from exactly 192 seconds. The name of the song is apparently a reference to this character from the Angry Video Game Nerd YouTube series. If you're not cultured, it's basically a show where this guy plays bad games for content and makes jokes about them. <font color="#AAAAAA">that's a stupid idea</font> So initially the level is pitch black, but when you hit the first jump pad all the decorations appear. It sets this cool cyber retro theme and you've got these Space Invaders aliens plastered everywhere because... worldbuilding. I wouldn't say that the art style is a weak point for this level, but it IS very copy and paste and there's all sorts of clashing decorations that don't go well with each other, like the glowing blocks and the spinning whirlwind things. Also, do you notice something about the pixel art? It's got these weird diagonal lines slicing through it. And I can guarantee you, this is NOT a style choice. What you're seeing here is someone who did NOT know that the editor has pixel blocks. So instead, they use this little square-shaped 3D decoration since it's the next best thing. This WAS a pretty common practice back in 1.9, but it immediately became obsolete after that since scaling and pixel blocks were added. And it's very unlikely that the level was started in 1.9 since the first click of the entire level is a green orb. So yeah, the level is COMPLETELY THEMED around these aliens, AND THEY'RE NOT EVEN BUILT RIGHT! Speaking of that green orb, if you don't hit the blue one directly after it you just fly off the map. This is a pretty innocent mistake that's present in a lot of levels, but I kid you not, EVERY SINGLE GRAVITY CHANGE in this level has that problem. There are zero ceiling spikes or saws anywhere in the level, which means that if you miss a jump while upside down you either have to wait a couple seconds or pause the game and manually restart. which is a feature that isn't even on by default for whatever reason! It's stuff like this that makes it extremely clear that this level had next to zero playtesting, and there is infinitely more proof to back that up. For example, if you don't buffer all three of these orbs there's a pretty good chance that you'll overshoot on the yellow orb and die to this genius structuring. I guess I should also address the lore of this level. It'll pick up further on, but for now we're introduced to this angry red alien with eyes that break the rules of pixel art. He welcomes you to the level, and, that's about it for now. But he'll be really important later, trust me. Shortly after his epic introduction, you're hit with an invisible mini portal that causes you to bounce lower on this jump pad, and then you hit another invisible portal that changes you back. Right off the bat, I have so many questions. Why are the portals invisible? Why is there a mini portal anyways? Why are you immediately changed back before you even make a single click? For some reason lots of levels used to have invisible mini portals like this and I've never understood why - like it doesn't add anything to the level, it's just a brief loss of control and an extra layer of confusion. And in the context of this level it doesn't even sync with the music, it's just kind of unexplainably there. Well, actually, maybe not as unexplainable as this random fading block. I think the intent is that it's supposed to save you if you decide to leap off this block for whatever reason, but that raises even MORE questions. Like why was this accounted for but not the orb timings at the start? Why was a fading block used instead of shifting around the gameplay? And what makes this jump so important in the first place? If you wanna allow jumping here, this block is like the worst possible solution because of how much it clashes with the rest of the level's style. There could have at least been an effort to make it look like part of the regular gameplay but nope apparently that's too much work for old ArathhSA. By the way we're like 5% into the level so far, I just figured I'd point that out. There's this blue pad a little bit after that launches you up to some platforms which are barely out of the camera, meaning that this part is kind of a blind jump but it's still super doable. It's worth bringing up, though, since there are going to be much worse ones later down. And in case you're not familiar with the term, a blind jump is essentially any jump where you're unable to see what's up ahead. For example, if I were to put a jump directly after a long drop downwards, it would be considered blind because you don't have any time to process it. Moving on, there's a whole bunch of blue pads here building up the song's drop, and the level is even friendly enough to remind you of its name. This part is fine for a buildup, but I would tweak this last bit right before the drop since I think it's a little awkward. After the bass kicks, you enter a robot part and it's... definitely something. More specifically, jank. It flows poorly, and all the jumps feel kind of weird. You'd also expect some new decoration and effects after the drop, but it's still the same old aliens and green stuff. Of course, I have to highlight this random key, which is completely unmissable and unlocks a door directly next to it. This could have been a cool idea- but it's the only key door in the entire level, so it's such a random addition! Like what is the key providing here other than added confusion? Technically Meltdown did this with The Seven Seas, but at least there it syncs with the music and feels like a gateway to the real level. This key is sort of just... here. And it goes even deeper. Because the key is pixelated, but the keyhole isn't. So they don't even look like they match up. And get this... THE KEY USES PIXEL BLOCKS! So for some reason all the aliens are built with the ugly 3D tile, while this random key is the only pixel art in the level to actually be assembled correctly. And funny enough, when you touch the pixelated key it also reveals a normal one underneath which is only there because the creator didn't want to add their own pickup animation! But what breaks me more than anything, is that if you manage to miss the key, it disappears anyways. The gate doesn't open, but the key just kind of peaces out. What was the thought process behind this? Like they clearly know how to make triggers that activate on touch, because the gate's still closed. but why not do that for the key disappearing? I just don't get it! After that monstrosity, there's another moving platform that pops up out of nowhere, and it's kind of funny because this one isn't even tied to a key or anything like that. I don't expect consistency from this level, but I'm just desperately trying to find something decent to cling on to. After jumping off this platform you hit a gravity portal which leads into another blind jump, where you'll probably either run into this spike or miss the blue orb and fly off the map again. I wouldn't go as far as to say that this part requires memorization, but you do need to be ready for it. As far as lore goes, we run into the red alien again and he looks normal at first, but suddenly turns angry and yells <font color="#FF0000">NO! before flying off screen.</font> I have no idea what that's supposed to mean so don't ask me. At first I thought he was mad that you're inside the level or something like that, but this is the same alien who welcomes you at the start so I kind of thought he wanted you to stick around. Once you pass him, there's a custom teleport portal that also flips your gravity and honestly I think it's fine, it's very clear how it works and I think it fits quite nicely with the level. But what's weird is that if you walk off the platform and fall off the map, you pass by this weird circular thing that's not normally viewable. It's not a coin, and it doesn't have any group IDs attached to it. It's kind of creepy honestly. Maybe it's an eyeball? Or some sort of cult symbol? I really have no idea, but I'd love to hear your theories on this. You can also see it if you skip this green orb, because again, this level has no ceiling spikes, but this time the actual eyeball-shaped part has disappeared. It's a strange amount of detail for something that you never see. Ignoring that, next we reach a wave portal where the walls don't appear until it's a little too late. The gameplay here isn't that bad, but it's a wave part, so as long as you place a bunch of slopes you really can't go wrong. There's also a coin up here which is in a pretty generic spot for a custom level but it's not terrible by any means. There's a custom coin texture as well and sure enough, it's made with pixel blocks while all the aliens in the background aren't. And it's also the exact opposite of the key from earlier, because this time the coin doesn't disappear regardless of if you touched it or not. Also, this is where the level begins to take a dark turn. Because suddenly everything goes red and flashy, and before you know it, there's a virus detected. It's just like they warned us about. By the way, there's another invisible mini portal here. You have enough time to react to it, but this is like the single worst gamemode to have an invisible mini portal in. There's really no reason why it had to be invisible, and it's not like it would have made the level look uglier because... seriously have you looked at this. Next up is a ball part, and in an unexpected turn of events those aliens from the background are now the main objects supporting you. And feast your eyes on those beautiful hitboxes. There's an invisible blue pad that does the first move for you, and I'd prefer if it was visible but it's not like it'll mess you up in any way. The real problem with this ball part is this infamous alien right here. Because it looks like an ordinary platform, just like the four that came before it, but when you touch it... it turns evil and kills you on the spot. <font color="#AAAAAA">(sarcastic laughing)</font> get trolled!!!!!! so funny!!!!!!! <font color="#AAAAAA">(sigh)</font> this is why I have trust issues. Ok, look, I'm not gonna deny that there ARE some visuals to help you out. The alien isn't animated like the others are, and there's a down arrow to nudge you in the right direction. But it doesn't do much, because this stupid alien is in such a tempting spot! I feel like I need to land there because it just feels right. Even when I'm well aware that it kills you, I still find myself trying to hit this platform again and again. It's tempting to the point that it's messing with my brain. This isn't a troll, this is PSYCHOLOGICAL TORTURE! I think the reason this spot is such a big punch in the gut is because it's a memory part in a level that you don't expect to be about memory. Don't get me wrong, there are many levels where you have to memorize things. It's super popular among demon levels and some of them, like LIMBO, are masterpieces. But the difference is that these are levels you play BECAUSE they're memory levels. So when you die to something that you were supposed to memorize, you're not gonna be surprised. A good analogy for this is playing an extreme demon, versus playing an easy two star level that suddenly turns into an extreme at the very end. The first one sets your expectations properly, and you have a good idea of what you're getting yourself into. But with the second one, it's unfair! It's not what you wanted from the level, and it leaves you feeling betrayed, like the creator doesn't care about you! And it's especially bad for casual players who just wanted to play something relaxing. In the context of Generation Retro, I think most of the expectations are set by the fact that it's only six stars, and the gameplay so far has been relatively straight forward. There's a couple spots that you might have to memorize due to bad placement or unpredictable triggers, but when you die to this alien, which the level clearly WANTS you to do, this is when you realize... it's all on purpose. The level hates you, the creator hates you, and this stupid red alien... well I don't know, maybe he's misunderstood. There's also further expectations set by this level being in a Gauntlet, since in order to get to this level, you have to beat four other ones with a lot more care put into them. Memory parts aren't inherently bad, they're just bad when they show up in places where you don't want them. And this level has no shame. The earlier memory parts were innocent enough but this one feels like it's spitting directly in your face. So uh, you're just supposed to go down, there's an invisible blue pad because the game thinks you're too stupid to press a button, and then this blue alien shows up and he's like <font color="#00BBFF">Hey!</font> He serves as a platform to cross a small gap and then he disappears forever. Or does he? There's something so funny to me about how his text turns black and then moves along with him, but maybe it's an artistic choice. Also, there's no decoration around this pink orb even though the first one had some, so scrap all the memory stuff I said earlier because this is the real crime. The rest of the ball part is... fine. The alien hitboxes still suck, and the most notable thing to point out is probably this UFO that moves along with you for a little bit. There's no visual hint for it and it's very unnecessary but... Let's be real, so are many things in this level. You probably won't die to it, and my expectations are so low to the point that that's good enough for me. The ball part ends with a beautifully placed jump pad, and then it's on to the UFO. For this part, you just fly through the wall it tells you to, and in all honesty it's not terrible compared to most UFO sections. I think it's really cool how this part references the safety bunkers from the original Space Invaders game, since it shows evidence that maybe the creator actually liked Space Invaders and wasn't just using the art from it. What's kind of funny is that I didn't even notice that the red alien is the one breaking the walls, mainly because his animation is so fast that you barely have time to notice it. But it's otherwise put together quite nicely and does a good job at tying the level's theming into the gameplay. This would be my favorite part of the level, but it's Generation Retro, so obviously there's invisible size changes everywhere. You know, just to be cool or... look I don't know why these are here, all I want in life is to know what this guy was thinking when he made any of this. After the UFO stuff, you hit an invisible ship portal and are forced into the center by a bunch of invisible blocks. And thus begins the bossfight! Which spans the entire rest of the level. But not before some extremely emotional dialogue from the evil red alien who says, <font color="#AAAAAA"><i>ahem</i></font> <font color="#FF0000">Jajajaja</font> <font color="#FF0000">You Have Not Win!</font> <font color="#FF0000">You...</font> <font color="#FF0000">...DIED!!</font> <font color="#FF8000">NOO!!</font> Look, I know English isn't the creator's first language, I mean he literally laughed in Spanish and I pronounced it the stupid way. It definitely makes it a weird choice for a gauntlet in an English game, but look he's trying his best. It makes me wonder if the name of the level was the result of some broken English as well, like what if he meant to say Retro Generation, but forgot that nouns don't go first in English? Still, even without the language barrier, is this really the best you could come up with? The best way to salvage this would probably be like, "I won't let you win", "now it's time to die", but even that could use some work. Whatever, who am I to tell this guy how to write his stories. Though I will say it needs better pacing, since you barely have any time to read any of this or let it sink in. Also, after the dialogue you reach the end of the invisible platform, so hopefully you weren't taking a stretch break or you're gonna plummet right into the spikes and have not win. Oh, and don't try to continue flying straight or you'll get sniped by the alien's laser. Otherwise, the bossfight kicks off and a health bar appears above the alien. From here on out, it's just the two of you and a completely empty black background. The alien flies around aimlessly and takes two shots at you, which you can dodge by keeping a height difference. If something feels slightly off about the movement here, it's because there's some invisible speed portals. I'm not exactly sure why this is needed for the fight but they are indeed there. Once you survive his brutally hard attacks, you come across this jetpack looking thing which the level clearly wants you to pick up. In fact, it wants you to so badly that there's invisible slopes that literally force you to get it. This jetpack thing causes you to shoot two bullets at the alien, and since he doesn't bother to move out of the way, his health depletes a little bit. On paper, this is a brilliant idea. In the vast majority of GD boss fights, you just sit there dodging attacks until the boss randomly selfdestructs. But in this case, you're actually fighting back! Another thing I really like is that... Never mind I got nothing let's talk about why this part f**king sucks. First up, I have no idea what this thing is supposed to be, but it's made of pixel blocks. You know what isn't made of pixel blocks? The boss! That just so happens to be... pixelated. It's also funny because the pickup uses 32 objects when you can very easily do it in like, under 10. Whatever, that's not important. What IS is the fact that you can't miss this thing! So even though there's an epic boss fight going on, you have very little control over what your player does. It's way more rewarding if you have to pick up the weapon yourself, and it's not like it makes the level harder in any way since it's just sitting there. Maybe the creator did this because he didn't want to make a complicated health system but you don't even need that! If you miss the weapon, just make the boss instakill you! It's not rocket science! In the time I spent complaining about this I already built the setup! The invisible blocks also cause the same issue as before, where you have no clue when the cutscene ends so you have to be ready for it. I'm assuming you're trapped in this space so that the bullets will always hit the boss, but it makes the fight that much more unpleasant because, again, I want to be the one actually playing the game here! Another problem I have with this bit is that there's no music sync at all, take a listen. <font color="#AAAAAA">(glitch gremlin but it doesn't sync to the gameplay)</font> In fact, nothing in this bossfight syncs. You can replace the music in the bossfight with something completely different, and nothing would change because none of it was built around the music in any way. Finally, the weapon is clearly made of three components but you only shoot two projectiles. Normally this wouldn't bother me, but his health bar goes down three times! So is there a ghost bullet or something? Well actually, Yes! There is! If you turn off preview mode, you can see that there IS a third bullet, but it stays invisible so you never see it in the level! HOW DO YOU MESS THAT UP??? <font color="#AAAAAA">(screams violently into pillow)</font> So uh, after that you dodge a few more attacks and there's another invisible speed portal. If you stay low during this part you'll get a coin, which is something that levels like Deadlocked and OuterSpace did really well. But in this case, the alien is perfectly centered. So it's not like it's any harder to go down than up. What makes these coins so good is that the level very obviously wants you to go in one direction since there's lots more room to dodge the attack. But if you reject that and avoid the obvious path, you actually get rewarded for it. In this case though, it's just a 50/50. You either go up or down and both ways are about the same. But what really gets me is that the alien shoots a massive burst of bullets that's a lot harder to dodge than anything so far. And the only indication of a safe spot is the coin! So if you don't want to get unfairly sniped in this part, you have to take the coin route anyways! Also, because this is Generation Retro, the custom coin doesn't disappear after you collect, and this time it even takes a moment to appear. After another big burst of bullets from the boss, in an unexpected turn of events, the blue alien from the ball part comes back! And he's like <font color="#00BBFF">Nooo!</font> <font color="#00BBFF">This Is The End...</font> <font color="#00BBFF">For You!!</font> And then he shoots some sort of beam at the red guy and causes him to fade out of existence. So yeah that health bar was meaningless the entire time. My favorite part about this bit is that the pacing of the dialogue is horrendous, so when you actually read it out loud, it's more like: <font color="#00BBFF">Nooo!</font> <font color="#00BBFF">This Is The End...</font> <font color="#00BBFF">This Is The End... For You!!</font><font color="#FF0000"> NOOO!!</font> <font color="#00BBFF">For You!!</font><font color="#FF0000"> NOOO!!</font> <font color="#00BBFF">For You!!</font><font color="#FF0000"> NOOO!!</font><font color="#AAAAAA"> (peeewwwwww)</font> Anyways this takes us to "LEVEL FINAL", which is backwards in English, but normal in various other languages including Spanish. Some invisible slopes force you into a teleport portal, we get this incredibly cool transition, let's see that again, and next thing you know... the entire level's on fire, and the background's still a black undecorated void. This transition is like the only part with music sync in the entire bossfight, and in my opinion, it's still pretty mediocre. But feel free to judge for yourself. <font color="#AAAAAA">(glitch gremlin but it kinda syncs to the gameplay)</font> So now the red alien is like <font color="#FF0000">Aaarrghhh!!</font> <font color="#FF0000">This is my game!!</font> <font color="#FF0000">Its Time For a Game Over!!</font> Which... okay, sure. Next time at least be consistent with which words you capitalize. But also, I have no idea if this is the same alien as before, because he looks different now. I always assumed it was the boss' final phase, but I'm starting to think that maybe the previous guy died and now you're up against the... CEO of Generation Retro I dunno Though it's worth pointing out that this is the same red alien you see in every other part of the level, so maybe the first boss was a decoy? I'm not gonna lie, it's kind of fun to come up with theories for this, but it also kills me inside to know that the creator probably wanted to communicate something very specific but failed miserably. So I have no idea, I'm gonna go with the decoy theory because that's my favorite, but feel free to come up with your own in the comments. So this guy attacks by shooting a big glow object laser that's telegraphed with an exclamation mark. And he's even got his own animation for it. Then a green shield pops up and you have to take cover behind it to dodge his next attack. It's pretty cool when you remember that it's a callback to the original Space Invaders, but also, you have like no time to react here. The shield pops up super quickly, flashes an arrow in an even shorter amount of time, and then if you're not already at the top of the screen you're screwed. One thing I find really funny is that the shield doesn't even do anything! As soon as the laser is about to reach the shield, he just stops shooting entirely. For all we know he probably could have blasted right through it if he tried. Oh, what's that? He literally does! The shield signals for you to go down and gives you plenty of warning ahead of time, which makes this second blast a lot more readable. But as it's moving down, you can very clearly see the laser pierce right through it, so I'm starting to feel a lot less safe around this thing. It doesn't really matter though, because the shield heads out after this anyways. After that, he goes <font color="#FF0000">Aaarrghhh!! again and shoots one more laser,</font> but this one straight up gives you no time to react. There's an exclamation mark to warn you, but it appears at the same time as the laser itself so all it does is mock you. Like what was that for? It's like if I punched someone in the face and then said "watch out" after! Actually you know what, yeah this alien would definitely do that. Fortunately, there's some fairer exclamation marks up ahead that give you a lot more time to react. And this time the boss is actually lunging forward at you, so now it's personal. And if you survive all that he's like <font color="#FF0000">Hahaha (in spanish)</font> <font color="#FF0000">Game Over!!</font> And strap in, because you're about to witness the absolute peak of cinema. So a big spike wall goes down, but the blue guy comes back and he's like <font color="#00BBFF">Noo!!</font> and then destroys it with his laser. I want to assume that the red guy summoned this spike wall to destroy you, but the pacing here is so awful that there's no way to tell what it's really for. You don't have any time to comprehend what's going on because by the time you blink the blue guy's already destroyed it. I mean, shoutout to him for jumping in so fast, but also, it makes for terrible storytelling. Where's the suspense? Side note, this is another cutscene which means more invisible walls, so you're just randomly floating here the entire time because visible platforms are a thing of the past. After destroying the wall, the red alien is like <font color="#FF0000">Aaargghh!!</font> <font color="#FF0000">You Again!!?</font> Yeah, he really likes saying "Aaargghh". Also wait, this means they've met before! So, was that him in the last fight? The blue guy responds with <font color="#00BBFF">Yeah!!</font> but the timing makes it look like he's cutting the boss off mid sentence. Then he goes <font color="#00BBFF">And we Will End!! which...</font> I'm not even sure what this one means. Maybe "let's end this?", I don't know. But the red alien responds with <font color="#FF0000">NOOOO!!</font> so clearly it's bad for him. Then they do that thing from sci-fi movies where they shoot lasers at each other and form a massive ball of light in the middle. But sadly, it's just too much for our little blue hero and the red alien takes him down. Your player cries out <font color="#AAAAAA">NOOOOOO!!</font> and the boss laughs back. (still in Spanish) Also quick time out, this is the second time you, the player, yell "nooo", but this time it uses your primary player color instead of your second one. So either the creator forgot which player color he's supposed to be using, or... honestly that's the only thing I can think of. Another platform causes you to slide up a little bit and you hit one final invisible size portal to turn you into a big boy. <font color="#AAAAAA">GAME...</font> <font color="#AAAAAA">...OVER!!</font> <font color="#AAAAAA">(laser of destruction charges)</font> <font color="#AAAAAA">PEEEWWWWWWWWW</font> <font color="#FF0000">NOOOO!!</font> And just like that, the Evil Red Space Invader has been defeated. the Evil Red Space Invader has been defeated.<font color="#AAAAAA"> (GAME!)</font> Wait, why didn't you just do this from the start? Or, maybe the blue guy weakened him? I don't know. But, may he rest in peace. Finally, the level ends with this unmissable Mario Coin which is actually the level's third coin. Because obviously it wouldn't be a bad custom level without a free coin at the end. A free coin that isn't even consistent with the style of the other two coins, and doesn't even use a sprite from the right game!!! At the very least, it syncs up with the last note of the song. <font color="#AAAAAA">(glitch gremlin but the coin syncs up with the last note of the song)</font> But like, that doesn't help in any way. Finally, the level's end screen. "GGxD!!" "Score: 9999" ( ͡° ͜ʖ ͡°) Well, it was 2015. "Aaratho Diiez" That's the guy who made the level, and he just doxxed himself. "22935 objects!" That's not even accurate. "Part 2!!?" <font color="#AAAAAA">SLAM</font> <b>NOOO!!!!!!!!</b> And with that, the level is finally over. 101 seconds of your life that you are never getting back. And if you happened to be hugging the roof during this part, like I was, you die and get to do it all again! The funny part is that this is completely unintentional. If you look in the editor, it's actually the spike wall from earlier since its move trigger only lasts 20 seconds... which happens to expire at 98%. Or even 99 if you're really unlucky, like this guy in the comments. But there you have it. Generation Retro by ArathhSa. "FIRTS LEVEL RETRO 2.0!!!" "Like!!" "Thanks Rubrub For Featured And Coins Verified!!!" :D GGxD!! I think SirHadoken's comment describes my thoughts perfectly. <font color="#4BFF4B">"That blue byte is a hero."</font> <font color="#4BFF4B">"If he hadn't sacrificed himself,"</font> <font color="#4BFF4B">"this level would've been longer."</font> "virus detected?" "I think the computer's talking about the level" Johnny this isn't Killbot. "Sad that this garbage had to be in a Gauntlet," "now it's getting underserved fame." "It's sad, really." Honestly, I agree. I spent the whole video going over why this level is such a steaming pile of trash, but in reality, my biggest problem with it is that it's in a Gauntlet. It's the final boss of a Gauntlet. You could argue that levels like Thinking Space are quote unquote "bad", but if you don't want to play them, you don't have to! Worst case scenario, you miss out on ten stars and a couple of list points. But Generation Retro is FORCED. It's basically on the same pedestal as an official level. The level definitely has its fair share of charm, but, I don't wanna play this! I don't think other people should be forced to, either. I'm fine with the level existing, but still, we need to go back in time to Update 2.1 to get Generation Retro OFF the Poison Gauntlet. So uh, in conclusion. This level f**king sucks just go play ReTraY instead. Thanks for watching, and I'll remember you all in therapy.
Info
Channel: GD Colon
Views: 332,126
Rating: undefined out of 5
Keywords: gdcolon, gd colon, geometry dash, geometry dash worst level, worst geometry dash level, geometry dash generation retro, generation retro, geometry dash scarlet surge, generation retro is the chibi robo zip lash of geometry dash
Id: dde3K5DSvso
Channel Id: undefined
Length: 27min 48sec (1668 seconds)
Published: Fri Jun 16 2023
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