Bloodbath in Geometry Dash

sackles
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Bloodbath is a 1.9/2.0/2.1 Extreme Demon mega-collaboration level hosted, verified and published by Riot on 12 August 2015.[1] Following its verification, it was initially placed at #1 on the Official Extreme and Insane Demon Records List (nowadays known as the Demonlist). Barely any other level would challenge this position for over a year until Sakupen Hell was released, marking the beginning of Bloodbath's descent in perceived difficulty. It is the second instalment of the community-designated trilogy of similarly-themed Extreme Demons, succeeding Cataclysm and preceding aftermath. An extended remake, Bloodlust, was verified by knobbelboy and released in 2.1.

One of the most popular and recognizable levels in the game, Bloodbath is the most downloaded and liked level not featured in a gauntlet, map pack, or Geometry Dash World. In the Geometry Dash 10-Year Anniversary presentation, the level was voted the second most favourite level of players, behind Change of Scene[2].
Verification process
Riot began making progress in attempting to verify Bloodbath, achieving 48% on 26 June 2015.[6] He then reached 58% on 13 July, 65% on 3 August and then 90% on 6 August.[6] Riot then crashed at 94%, during Ggb0y's part, on 8 August 2015, becoming his worst fail in the level.[7] On 12 August 2015, Riot verified Bloodbath after over 25,000+ attempts and numerous practice attempts on stream.[8] The level would immediately be placed at #1 on the Geometry Dash forums Demonlist after its verification.

The race to beat Bloodbath
Since Bloodbath's verification and placement as the new hardest Demon, numerous skilled players attempted to beat the level. The first progress was made by Zeostar and Sandstorm; Zeostar reached 25% a few days after the level was released,[9] and then 27% and 34%.[10][11] Afterwards, Zeostar would temporarily pause his progress; at the same time, Sandstorm began practising the level, making progress on the first half and then on the second half before dropping the level.[12]

Mabby01, a skilled player at that time, made significant progress on Bloodbath, reaching 61% on 16 January 2016 before beating Cataclysm a day later.[13] He would later reach 66% on 5 February and 71% on 14 February.[14][15] Like the other two, Mabby also dropped the level.

The most notable race was between two skilled players: Surv and Quasar. On 8 February 2016, Quasar made his first progress video, accomplishing 42-79%.[16] A week later, on 16 February 2016, he made further progress, completing the second half of the level.[17] Quasar made his first substantial progress on the level, reaching 39% ten days later and halfway through the level a day after.[18][19] Quasar would immediately catch a flu after his 61% progress, thus taking a break from his progress.[12][20]

Surv started making progress on Bloodbath after beating Cataclysm. He would eventually crash at 96% on 6 March 2016, making it his worst fail in the game and the closest progress in beating the level at the time.[12] After recovering, Quasar started to make more progress, reaching 77% on 9 March 2016.[21] Finally, on 14 March 2016, seven months after the level's release, Quasar became the first victor of Bloodbath after a fail at 90% and over 28,000+ attempts.[22]

Legacy
Bloodbath remains one of the most popular Extreme Demon levels in Geometry Dash, if not the most popular. It is currently the most downloaded and liked Extreme Demon in-game. The level remained unbeaten for seven months until Quasar beat it on 14 March 2016.[23]

The verification of Bloodbath and its subsequent lengthy tenure as the hardest level ("Top 1") contributed to the establishment of the community standard to scrutinize the verification of difficult levels. While two other levels, Theory of Darkness and unnerfed Phobos, managed to temporarily dethrone Bloodbath, both levels were ultimately unrated due to their hacked verifications.[24]

Bloodbath was also the first Top 1 Demon level to remain in the top spot for over a year, officially dethroned by Sakupen Hell on 14 August 2016.[25] With the placement of SINGULARITY on the Demonlist, Bloodbath fell out of the Top 50 hardest Demons. It had remained in the Top 50 for nearly 40 months, longer than any other Extreme Demon besides Sonic Wave.

The level's success led to a remake; Manix648 and several other creators created a redecorated extended version named Bloodlust, which Quasar was initially set to verify. Verification was ultimately handed to knobbelboy due to the former's disappearance. knobbelboy verified Bloodlust after a 97% and 98% fail and 121,296 attempts. Like Bloodbath, the level was also placed #1 on the Demonlist. It remained at that spot for over a year until Zodiac dethroned it.

Gameplay
0-10% (weoweoteo): The level starts with the ship gameplay at the time where Cataclysm ended (give or take a few seconds). The level quickly fades to a brighter colour scheme of black and red. If the player looks above, they can see a face resembling weoweoteo's icon. A half-speed portal follows and quickly progresses to a double-speed cube section, then a triple-speed ship sequence, where the music changes key from C minor to F minor. The triple-speed ship sequence features flashing colours and a straight one-and-a-half block space to fly through, while gravity portals switch the ship's gravity periodically to the beat. The next sequence is a triple-speed mini-ball with the same colour scheme and the objects flashing to the beat. At the end of the sequence, the ball goes onto a yellow pad and a half-speed portal to transition into the second ship sequence.
10-25% (Vermillion): The triple-speed ship sequence involves manoeuvre-flying. The gravity changes rapidly, with a ramp at the end, which the player will have to fly towards and against the ramp to reach an open space holding Vermillion's signature. The half-speed ball after the ship sequence requires precise timing; each hit is a note of the song. Each platform the ball lands on is attached to chains and made of red bricks at the corners and black blocks with two lines in the middle. Extra spikes make the section even harder, and hexagons decorate the platforms. A mirror portal flips the screen while the player is still playing, with no break to get used to the reverse orientation. After the mirrored segment, styled the same way as before, the ball is pushed into a line of gravity portals as the music crescendos and notes increase pitch.
25-33% (Michigun): The music stops its hectic, fast pace and starts a more peaceful section in its original key (C minor). The level reflects that. The speed turns to normal-speed, and the colour scheme changes to grey. The heavy flashing stops. An original cube sequence involving triple spikes and a gravity change occurs. Flickering torches are in the background, thorns are seen on the ground again, and chains hold up the platforms. A one-block space narrow ship sequence starts right after the last triple spike. Spikes make up the ground and the top. Then, there is a ball sequence after the ship, similar to the cube before. The ball will flip through a few one-block spaces made of two spikes to reach the platform on the top and bottom. A UFO sequence is next, similar to the ship, and the trick is to click when a player is just about to hit spikes on the floor. This difficult gameplay makes this part harder than the rest. Another cube sequence follows, with more triple spikes styled the same way as before, and a very tight wave follows, with a flashing red 'MICHIGUN' underneath, thus ending the 'hallway'.
33-42% (Evasium): Just as Evasium's part starts, a dual cube segment happens, but only for a second, continuing the grey colour scheme. The music continues to play its peaceful melody. A half-speed flying section occurs with spikes and gears that make the player go slightly up and down in a wave-like one-space segment with the background flashing, revealing additional designs and thorns. The ship turns mini halfway through and continues the same manoeuvring style, and a small text saying 'Evasium' appears. A mini-wave comes after the ship, and spikes serve as obstacles only at the top and bottom of the slopes. The correct path taken will show when the background flashes. A regular wave follows with gameplay similar to Michigun's wave part. A normal-sized UFO at normal-speed follows, with rapid gravity changes and pink orbs. The UFO turns mini, and as the music accelerates and the drumbeat comes in, there are thorns and a line of pink orbs. A spamming section is implemented, and the level returns to triple-speed and with red and black.
42-54% (Crack): The song changes key, a full step-up (D minor), but continues to play the same melody as before, only faster and more urgent. The background changes to a blood-red colour, and the player enters a difficult triple-speed-mini-ship sequence. The gameplay is a tough and chaotic manoeuvre-flying segment that is ridiculously difficult to fly through. After a brief normal-speed section with a gravity change, triple-speed resumes and straight-flying starts make the player go through a Clubstep-like 'monster' with a tight space. Then, there is a section where a yellow orb and increasing speeds inside a one-block tunnel. Afterwards is another long triple-speed section combining manoeuvre flying and straight-flying. Like Clubstep, the obstacles are a bunch of 'monsters' at varying heights where the space between the teeth is the only safe zone to fly through. The next cube sequence features difficult timings and starts at half-speed but increases speed while giving the player a break; there is no need to click. A text saying 'Crack' is seen right before the next chunk of gameplay.
54-71% (ASonicMen): Starting with an easy triple-speed mini-UFO, the background turns a bit lighter and flashes to the beat. Gravity and size change rapidly, and gears leave a one-space gap to manoeuvre the UFO to the notes of the song. Clouds and pulsing circles appear throughout the level. The size changes midway, leaving a split second of double-speed before returning to triple-speed. After a second, a moment of half-speed occurs before going back to triple-speed once again. Next up is a fairly easy mini-ball sequence at triple-speed with mostly memory-based gameplay. There are more blocks than gears found here, and the platforms use grey and red with black glow blocks. The platforms dim and glow brighter to the beat of the song. One part consists of nine blue orbs in a two-block space, like in some impossible levels such as Silent clubstep, requiring more spamming. After the spam, 'ASONIC' can be seen as a text in the sky. After the ball part, the key falls back to its original C minor as an auto cube part follows, with the objects' borders flashing chaotically and the background. The end of the auto section gives the player a split-second of half-speed before returning to triple-speed.
71-80% (Etzer): A difficult triple-speed normal-sized UFO with a different style than the rest follows the auto. The music sounds similar to that from Cataclysm in the first ship segment. It is slightly more artistic, with more decorations and glow used. Soon after, his name appears in block letters. The player must land on his name, hit a pink orb and undergo many gravity portals that contain orbs inside. Next is a normal-speed ship sequence. This part is slightly easier; there are two blocks to fly through. Players must go below the gravity portal to not fall for a trick, land on the bottom lined with fake spikes, and keep flying from there. The ship goes at triple-speed for a second and approaches the next segment, a triple-speed UFO. The player must hit three blue orbs before hitting the fourth one inside a ship portal. This ship sequence is a very awkward straight-fly near the bottom where the place is decorated all black except for the tunnel the player's ship is inside. There was a meme of dying at 79% spread through the community.
80-88% (Havok): A ball segment follows with the same style and blocks as Vermillion's ball part, although this time with orbs inside and outside the blocks. A mini-portal and a half-speed portal make the gameplay more difficult and implement tricky timing and invisible platforms to land. The gameplay turns triple-speed after a second, and the player must hit four blue orbs as the signature 'HAVOK' appears, indicating that this is his part. An easier UFO segment follows, changing the speed and gravity quite rapidly. There are sawblades instead of gears held onto the blocks being obstacles for the UFO. Arrows guide the player onto the right path, and the background pulses to the music. Next is a half-speed regular wave. Here, the player must manoeuvre through a one-block straight wave, changing heights here and there, similar to the final wave segment of Acropolis. The background pulses a brighter red once to the beat of the music right before the next part.
88-93% (Giron): Giron's part begins with his signature 'G' being seen right before his gameplay starts. It starts as a difficult triple-speed upside-down ship sequence. The player must hit orbs, and the flying is chaotic, with only 1.5 blocks of space. At the final notes of the segment, a lengthy 1.5-block-straight-fly at normal-size appears to be a threat to the player if the straight-flying skill is lacking. The next segment is a half-speed dual with one normal-sized cube and a mini-cube. The player must hit consecutive orbs and the blue one incredibly lightly to not jump with the top cube. If passed, the word 'GIRON' can be seen brighter than all the other blocks, with chains connecting it to the blocks and floor. A small non-dual auto, around two-fifths of a second, ends the part and takes the player to the final section of the level.
93-98% (Ggb0y): Afterwards, the player enters a hard half-speed ball segment, similar to the one in the middle of Cataclysm. Red blocks with chains inside behave as platforms, and the words 'your blood' can be seen fading into vision. After a blue orb requiring precise timing, a one-second UFO is next, containing a single jump and a blue orb. It leads to a narrow, short, upside-down straight-fly capable of creating a very infuriating death. The ship sequence has the same style as the ball following it. The timing is once again an important factor. The final ball segment features numerous fake blocks laid out as a last-ditch effort to cause the player to fail. The name 'GBOY', made of blocks, is at the very end of the part in the ceiling.
98-100% (Riot): The final notes hold a normal-speed semi-auto cube section, with 'GG' written above the cube and 'RIOT' underneath. There is one last set of 'invisible' triple spikes the player must jump over, which will otherwise result in a very enraging and disappointing fail at 98% or 99%. An alternate route the player can take is by making a precise jump at the end of Ggb0y's part (right after the blue pad), landing the player on top of the 'GG' message, which shows Michigun's name as an Easter egg. After that, the level ends with a single heart decoration floating in the sky above the last jump.
Sorce: https://geometrydashsubzero.net
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