User talk:Zzykrkv

March 2016
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Thank you. ClueBot NG (talk) 04:53, 16 March 2016 (UTC)
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 * The following is the log entry regarding this message: Molybdenum was changed by Zzykrkv (u) (t) ANN scored at 0.946379 on 2016-03-16T04:53:24+00:00.

You have been blocked indefinitely from editing because your account is being used only for vandalism. If you think there are good reasons why you should be unblocked, you may appeal this block by first reading the guide to appealing blocks, then adding the following text to the bottom of your talk page:. Materialscientist (talk) 07:24, 19 March 2016 (UTC)

Test
Test Zzykrkv (talk) 11:14, 22 May 2019 (UTC)

Gameplay
Geometry Dash uses a simple tapping/clicking system to control different vehicles that react when a player presses anywhere on the touchscreen (or: space/up key(s), mouse, or "A" button when using a controller, if playing on the PC version) and can be held down to constantly interact (on some vehicles). Users cannot control the speed at which the icon is moving. The timing and rhythm of the in-game music are key parts of the game, often in relation to each other. The game features jump pads that make the icon jump, jump rings which allow the player to jump in mid-air, and dash orbs that move the icon on a straight line mid-air.

The objective of the game is to complete a level by reaching its end; however, if the player crashes into an obstacle, they will have to start over from the beginning. The majority of the levels in the game are unlocked from the start, with the exception of the three "demon" rated levels in the full version. This allows for the levels to be played in almost any order. Along the way, the player can collect up to three secret coins in each official level, which are scattered in either hidden or challenging areas (or both).

Gamemodes
The player character can take up to seven separate forms, which behave differently with each interaction. The form the character takes is changed by seven gamemode "portals", each of which is a different color.

The cube is the default gamemode when creating a level. It is controlled by clicking to make it jump, and can instantly jump when hitting ground if the input is held down. If the player clicks and holds a short moment before reaching a jump ring and doesn't jump before reaching it, then the cube will automatically interact with the jump ring. The cube can interact with all jump rings and jump pads.

The ship is controlled by holding to make it rise and releasing to make it fall. The ship takes gravity into account, making the movements of it usually curved. The ship can interact with all jump pads and jump rings.

The ball flips gravity every time the player clicks. It interacts with all jump pads and jump rings.

The ufo does a jump every time the player clicks, regardless of whether the plyer is on the ground or not.

The wave is controlled by holding to make it rise and releasing to make it fall. It differs from the ship as it always moves in a straight line at a constant angle of 45 degrees for large and 22.5 for mini. The wave can only interact with dash orbs, blue jump pads and blue jump rings.

The robot does a jump of a certain height determined by how long the player hold down. The robot has a max height, and holding further will be useless. The robot jumps instantly when press and held in the air until reaching the ground.

The spider almost instantly teleports to whatever block is directly above it. If there is no standable block, the spider will die. If held down after hitting a black jump ring, the spider will teleport as soon as it reaches a surface.

Manipulation Portals
The behavior of these modes can be changed further with manipulation portals. Each portal type has multiple colour variants for each specific state the player will end up in. eg. a yellow gravity portal flips gravity while a blue one turns it to normal. If the player enters a portal in the state that the portal was supposed to turn them into, then nothing happens.

A gravity portal flips the gravity of the icon.

Mirror portals flip the screen horizontally, making the icon move the other way.

Size portals change the size of the icon. There are 2 sizes: normal and mini. Mini icons are more sensitive to gravity, making them harder to control.

Speed portals affect how fast the icon moves. There are currently 5 speeds. Each speed is 16% faster then the previous.

A dual portal creates a duplicate of the icon that falls the opposite way. These 2 icons are controlled by the same inputs and both mustn't die.

Teleportation portals teleport the icon to a different height.

Unblock attempt 3
hmm i clearly don't know how to make a new reference tab