Dash (Main Level)

**Dash** is a Long Length Insane 12 Difficulty Main Level released in Version 2.2. It's the 22nd Main Level and introduces many new Features, such as the Swing and Camera Controls. Beating this Level awards the Player 12, a new Spider from Normal Mode and the Primary Apricot Color from Practice Mode.

## History

Dash was first announced on August 14th, 2021, with the release of the first Version 2.2 Sneak Peek uploaded by RobTopGames on YouTube. This showed a glimpse of the Level named Dash and the upcoming The Sewers Platformer Level featured in The Tower. This gave the Community some insight of what was to come with Version 2.2.

After a long wait of no new information, RobTop eventually made a Version 2.2 Trailer on October 21st, 2023, which showed the already-known portion of the Level once more. This was the last time that people got information on Dash before the Update came out.

On December 20th, 2023, Version 2.2 released, alongside the new Main Level, Dash. As soon as Dash released, many Players and YouTubers such as EVW, Flub and even returning YouTubers such as Merg and iam8bitryan had already beaten the Level within a day of it being out. While the Coins were sometimes hard to find for some Players, most of them still found them relatively fast.

## Gameplay

### Cube Section 1 (0-3%)

The Level begins with a Cube Section where a Red Jump Orb leads the Cube to some Rotating Platforms with Spikes underneath them. After this, two Blue Jump Orbs lead the Cube into the next Section.

### Spider Section 1 (3-5%)

After that, a Spider Section starts where the Camera becomes Static, with Rotating platforms and spikes that lead the Spider into the next Section.

### Cube Section 2 (5-7%)

Then, after hitting a Yellow Jump Pad, another Cube Section begins where the Camera goes back to normal, alongside a Green Jump Orb, a blue jump orb, some platforms and spikes, a Pink Jump Pad and a Pink Jump Orb appearing. The pink jump orb leads the Cube into the next Section.

### Spider Section 2 (7-9%)

After that, another Spider Section starts where the Camera turns Static again, with platforms, spikes and Buttons that act as Touch Triggered Move Triggers appearing. Some platforms lead the Spider into the next Section.

### Ball Section 1 (9-10%)

Then, after hitting a yellow jump pad, a short Ball Section begins where the Camera returns to normal, while the yellow jump pad throws the Ball towards a Green Dash Orb with a 3x Speed Change in it. This green dash orb leads the Ball into the next Section.

### Cube Section 3 (10-17%)

After that, a Cube Section starts where platforms and spikes lead the Cube to a Pink Potion Collectible and a bunch of Blocks with H-Blocks in them. Some of these Blocks are lethal, others are required to hit to keep the Moving Platform above at bay. That leads to a Zoom-Out of the Camera, followed by an invisible Mini Portal, some platforms that reverse the Gravity of the Cube and a blue jump orb. That blue jump orb leads to a platform with a Blue Potion Collectible, followed by a 0.5x Time Warp, an invisible Normal Size Portal and a Zoom-In of the Camera, which lead the Cube into the next Section.

### Swing Section 1 (17-23%)

Then, a Free-Camera 2x Speed Swing Section begins where the Camera Zooms Out, alongside platforms and spikes appearing of different forms that lead the Swing upwards into a Corridor, which also leads it into the next Section.

### Cube Section 4 (23-25%)

After that, a Mini Cube Section starts where platforms and a Rotating Camera lead the Cube down a staircase, followed by some more platforms, spikes and a yellow jump pad. That yellow jump pad leads into the next Section.

### Robot Section 1 (25-27%)

Then, after the Camera flips Upside-Down, an Upside-Down 2x Speed Robot Section begins where some platforms and spikes form the path for the Robot, which leads to a blue jump orb that directly leads the Robot into the next Section.

### Ball Section 2 (25-34%)

After that, a 2x Speed Ball Section starts where platforms, spikes, Upside-Down and Right-Side-Up portals appear, while the Camera also Rotates. These eventually lead to a pink jump pad and a yellow jump orb, which leads into the next Section.

### Swing Section 2 (34-39%)

Then, an Upside-Down Free-Camera 2x Speed Swing Section begins where tjhe Camera Zooms Out and spikes in the form of electricity create a Corridor that the Swing has to navigate through. This eventually leads the Swing into the next Section.

### Spider Section 3 (39-42%)

After that, a 2x Speed Spider Section starts where the Camera begins to Rotate, with platforms and spikes appearing that create a corridor. This corridor leads the Spider into the next Section.

### Cube Section 5 (42-67%)

Then, a 2x Speed Cube Section begins where platforms and spikes appear, followed by a Pink Dash Orb, a Teleportation Portal, a yellow jump orb and a green dash orb. This greend dash orb leads to more platforms and spikes, as well as some Teleportation Jump Orbs.

After this, the Camera stays Static in a completely new location, with platforms, spikes, Walk Rotations and Pixel Number Collectibles. These pixel number collectibles lead to the Cube becoming invisible, which also leads into the next Section.

### Ship Section 1 (67-75%)

After going through a Teleportation portal, a 3x Speed Ship Section starts where platforms, spikes and Moving Platforms appear that create a corridor. The Camera also Zooms Out here. Eventually, the Ship reaches a long corridor where the Camera turns into a Free-Camera, which leads the Ship into the next Section.

### Robot Section 2 (75-83%)

Then, a 3x Speed Robot Section begins where platforms, spikes and a Walk Rotation appear. This Walk Rotation leads to more platforms, spikes, another Walk Rotation and some yellow jump orbs. These yellow jump orbs lead into the next Section.

### Cube Section 6 (83-92%)

After that, a 2x Speed Mini Cube Section starts where the Camera stays Static and slowly moves upwards in a new location where platforms, spikes and a Teleportation portal appear. This Teleportation portal leads to more platforms, spikes, a yellow jump pad and another Teleportation portal. This portal leads the Cube into the next Section.

### Wave Section 1 (92-95%)

Then, a 2x Speed Wave Section begins where a long corridor of Slopes brings the Wave towards another Teleportation portal, which leads the Wave into the next Section.

### Cube Section 7 (95-100%)

Lastly, after going through a Teleportation poral, a 2x Speed Mini Cube Section starts where platforms, spikes, a yellow jump orb, a green jump orb and a Walk Rotation appear. This Walk Rotation turns the Cube around to land on a platform, which is where the Cube goes into an End Trigger, which ends off the Level.

## Decoration

### Fire Section (0-17%)

The Level begins with a Dark Orange Background, some Orange Glow and some Orange Pixelated Grass. After the initial beginning of the Level, the Background Color changes to a Brighter Orange, with some Shader Triggers changing how the Camera looks for a brief second, followed by Pixel Spikes, a bunch of different Pixel Blocks, Fake Spikes around the Block Design, Orange Lightning on some of the Designs, some of the Designs also have an Orange Fire around them and there's also a Sign on one of the Block Designs.

The Foreground also features different-colored Pixel Blocks that seem to form Hills, with one of them having a Small Monster on it. There's also Spinning Objects around the Jump Orbs, imitating the Color of that Jump Orb.

Once Spider Section 1 starts, the Block Designs change to having Pixel Spikes, different forms of Pixel Blocks, Orange Particles, some Pixel Stalactites, Pixel Grass, Pixel Skulls and some of them also have a Bigger Pixel Skull with yellow Star Particles in the eyes of it. The Block Designs here also light up once landed on.

Following the second Cube Section, more Circle Particles emerge from the Lava below, which now also has a Spikeball in it with Green Eyes. Some Pulsating Objects also appear around this Part. After a while, some Green Arrow Particles point in different directions to indicate where the Spider needs to go. Around this Part, Pixel Cobwebs, Normal Chains and Big Beasts with the Color of the Lava also appear.

More of the same appears for a while, until a new Block Design appears with a darker Color of Pixel Blocks that has Pillars holding up the actual Platform. There's also Red Pixel Target Blocks with Skulls and Yellow Pixel Target Blocks. After this Part, the Block Design mentioned previously appears a couple more times, but with a Green Glow and Green Circle Particles appearing on them. This then leads to some Shader Triggers that turn the Saturation down of the Camera, as well as a Lens Circle Shader Effect being in effect.

### Blue/Orange Section (17-34%)

After this, the Background Color changes to Light-Blue, alongside the Block Designs. The actual Block Designs themselves now also have Pixel Slopes. There are also Normal Chains and Pixel Blocks in the form of Pillars with a Fire on top in the Foreground.

A bit later on, the Block Designs turn into Light-Blue Lasers with some Circle-Shaped ones at the corners of the electricity. These Flash to be Orange for a split second. Then, the Light-Blue Block Designs from before return, now with some Torches on them here and there.

After entering an Orange Portal that represents the Robot Portal, the Background changes to an Orange Color, alongside the Block Designs. Some Shader Triggers get activated, with some Skull Particles coming up out of the Block Designs. The Block Designs themselves change to Pixel Slabs, Glow and Fire with some Normal Chains connecting them to the Lava under them. The Foreground also has Orange Pixel Pillars with some Lower-Opacity Pixel Pillars connected to it. Aside from those, there's also Pixel Branches and Spinning Objects here and there.

From there, the Glow changes to a Green Color, alongside having a Shader Effect that causes the Pixel Spikes surrounded by Black Blocks below and above to also have a Green Glow once the Player reaches them. There's also some Spinning Objects later on. The Background Color is now a darker version of Orange.

### Orange to Purple Section (34-50%)

Then, the Background Color changes from Orange to Purple in a consistent way, with the previous Lasers with Circle-Shaped corners appearing once more as an Orange Color. There are also Liquid Lines within these, sometimes having some Pixel Blocks that form Pillars, with a Blue Fire on top. Aside from these, the Foreground also has Spinning and Pulsating Objects between the Orange Lasers.

After these Lasers, the Background Color stays at Purple and the Block Designs change back to Grey Pixel Blocks, Green Pixel Spikes and Yellow Glow that appears once landed on the Blocks themselves. There are also Green Arrow Particles present here between the Block Designs, alongside some Shader Triggers right at the beginning of this Part and right at the end.

After this, the Background Color changes from Orange to Purple at a consistent rate again, alongside more of those Orange Lasers reappearing with the other Block Designs and some Fire below them that also have Pixel Spikes in them. Aside from these, there's also Lower-Opacity Circles, those Pixelated Pillars with a Blue Fire on top and Spinning Objects. After hitting the Green Dash Orb, a line of Bright Glow appears, followed by more of the same Block Designs and Green Pixel Spikes. Some Green Arrow Particles also appear here, alongside some Pulsating Objects that lead into some Yellow Glow.

### Acidic Section (50-83%)

Then, Black Blocks cover the Screen and reveal a new Section with a Static Camera. The Background Color is now Dark Purple, the Lava below is now Green while rising upwards and the Block Designs are now a different form of Pixel Blocks with a Gray Color and one of the Block Designs also has a red Flag. There's the occasional Pixel Torch that appears here. There are also Yellow Arrow Particles around the Walk Rotations in the corners. The first corner also triggers a Static Shader Trigger. There are Blue Number Collectibles that flash in the middle of the Screen once Collected, with the last one hiding the Cube with a Blue Glow Circle taking its place.

After this, the Background Color flashes into a Blue Color and proceeds to alter between Dark Green and Dark Blue after the Camera Zooms Out, with some Green Spikes being visible on the new Block Designs. The Foreground elements of the beginning (the lower-opacity stones) are also present in this Part, inside of the Green Lava. There are also Spinning Objects and Pulsating Objects that are also Green.

Then, Pixel Skulls are added to some of the Block Designs, along with Pixel Chains connecting different Block Structures together. Some Pixel Blocks also form a Fan-esque Design, with Line Particles coming off of it. After the first one of those Designs, the Robot Triggers a Shader Blur Trigger. After the second one, a Shader Edit-Color Trigger activates with the Color changing to a more Pale Color, with the Screen Zooming In towards the Glow coming from the Block Design in front.

### Tower Section (83-100%)

After this, the Background Color changes to Dark Purple and the Block Designs become a Light-Blue Color, with some Purple Pixel Target Blocks above them. Green Arrow Particles also appear above the Block Structures. There are also multiple Tunnel-styled Designs with Blue Glow that Pulses Yellow once entered, that push the Player upwards. Lastly, the Fan-esque Design from the last Section returns, with it pushing the Cube towards another Grave-like Design from the first Section with a Skull printed on it. An End Trigger ends off the Level.

## Design Quality

### Gameplay

Compared to all the other Main Levels, Dash is one of the most unique in terms of Gameplay and has the Modern Gameplay Niche. A lot of times, Dash has questionable Sight-Readability, especially because of the Camera Controls and out-of-nowhere Transitions. Some more unique Parts also have no explanation on what to do, which causes a lot more Blind Gameplay to exist. Aside from these problems, there are also occasional moments where the Gameplay doesn't feel right to the Player, such as the Yellow Jump Orb in the 5th Cube Section.

The Coins suffer the same fate as the Unsightreadability of the Level. All three Coins are very hard to find without having to die in every corner. Two of the Coins require doing something without it being very clear on what to do, and the other Coin is very difficult to find and also requires fast reflexes to grab. So, overall, Dash is a very questionable unique Level with Modern Gameplay that has a lot of issues with Blind Gameplay.

### Decoration

Dash makes use of the Generic Decoration Niche and the Pixel Theme. It makes good use of differentiating Block Designs and Colors, with a lot of extra Detail being put into different spots of the Level, such as the Shader Triggers and Particle Effects. However, some of the Parts in the Level are emptier than others, which make them feel out of place in some situations. Besides that, the Decoration in Dash does a lot right and is definitely the best out of the Main Levels.

## Difficulty

Dash is quite the interesting Insane Difficulty Level. It combines a lot of the Version 2.2 Features together and forces the Player to learn a lot of new things. Due to this, it can be tricky for a Player to adjust to it all. While it may not be that hard to beat for most Players, it can still be quite challenging due to the amount of Features that were added to it.

Aside from this, the constant Unsightreadability of the Level also can cause some problems in terms of Difficulty. Many Players that don't have the reflexes for those Parts, which is pretty much everyone, are forced to memorize those Parts. This makes the Level a little more difficult, even if it seems simple enough.

The Coins aren't very difficult compared to the actual Level and only requires the knowledge of how to get them, except the 2nd Coin, which could be a challenge depending on the Player's reaction time. All in all, Dash requires quite a bit of memorization and also requires a lot of new knowledge that was a crammed into one Level.

## Coins

In Dash, there are 3 Secret Coins that can be Collected.

### Coin 1

The first Coin can be found the third Cube Section leading up to the first Swing Section. When head-hitting on the yellow blocks, the skull's eyes in the last red block will glow, indicating that the Player has to also hit that Block. Hitting the last Red Block will pull up the Coin from the Green Lava below, where it can be Collected.

### Coin 2

The second Coin can be found in the second Swing section. In the top Orange Electrical Lasers, there's a Red-Colored Electrical Line that the Swing can go through. This reveals a new area surrounded by Orange Lasers, with the Coin being in the middle of it. Going down brings the Swing back on to the original Path.

### Coin 3

The third Coin can be found in the fifth Cube section during the Static Camera Section. Once the Player touches the "1" Number Collectible, the Cube turns into a Blue ball. Spamming here will cause the third Coin to pop into existence, which can be Collected once the Cube turns into the Ship.

## Trivia

* Dash is the only Main Level that doesn't use the UFO Gamemode.
* Dash is by far the most detailed Main Level out of the 22.
* This Level begins with a new Gameplay Section faster than all other Main Levels, excluding Deadlocked.
* The Song used in Dash isn't actually called Dash, but rather **GEOMETRY DASH (OFFICIAL THEME SONG)**.
	+ The Song also sounds much more different than the other Cuts made by RobTopGames.
	+ The Song was made by MDK and is therefore not available on Newgrounds.
	+ This is also the second Main Level to ever use a Song specifically made for Geometry Dash.
* Dash is the first Main Level to use the Free Camera Option on the Gamemode Portals.
* The first Spider Section was originally gonna be a normal Spider Section, but was changed to be a bit different in the final release.
	+ In the first Sneak Peek, the last Red Block was actually meant to be a Yellow Target Block, but was changed to be the Red Block in the final release. This is probably because the Coins were not yet implemented into the Level.
* There are a couple of Bugs present in Dash.
	+ The Player can skip the Robot Portal at 75% and stay as the Ship. However, this leads to a softlock, as a bug occurs which prohibits the player from passing.
	+ The Cube Portal at 83% can also be skipped.
* Dash is the only Main Level to use an End Trigger to end off the Level.
* Dash is the first and only Main Level to make use of the Camera Controls.

## Media

### Dash Sneak Peeks

Geometry Dash Update 2.2 Sneak Peek-2The first Version 2.2 Sneak Peek.Geometry Dash 2.2 Trailer-2The Trailer for Version 2.2.
### YouTuber Videos

Geometry Dash 2.2 is OUT - DASH all 3 COINS COMPLETE-2EVW's video commentating over Dash.-2.2- DASH 100% Complete - All 3 Coins + TimestampsFlub's video showcasing Dash.GEOMETRY DASH 2.2 UPDATEMerg's video giving commentary over Dash and the overall 2.2 Update.GEOMETRY DASH 2.2 IS FINALLY HERE & IT IS AMAZING!!! - Geometry Dash 2.2iam8bitryan's video commentating on Dash.

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