No Practice Mode Here: How Restarts and Scores Work
Published · Updated · 3 min read
There is no practice mode in this version
The full Geometry Dash from RobTop Games has a practice mode with checkpoints. The version on this site is Griffpatch's Scratch port, and its own credits screen says so: "All rights belong to RobTop Games, ported to Scratch by Griffpatch". The port does not include practice mode. There are no checkpoints to place and no button for them. Every death sends you back to the start of the level you chose.
That changes how you learn a level, so it helps to know exactly what the game does around a death.
What happens when you die
When the cube or ship hits a spike or the front of a block, it breaks into particles, the screen shakes, an explosion sound plays and the music stops. After a short pause you can press jump (Space, Up arrow, W or a click) to start again at once. If you do nothing, the level restarts by itself a moment later. Either way you start from the beginning, as a cube, with the music starting again from the top.
There is no way back to the level menu from inside a level. You return to the menu when you finish a level. To switch levels before that, reload the page.
How the score is counted
The game does not show a percentage. The two numbers on screen are Score and Your Best.
- Distance: one point for every block-width the player has travelled from the start.
- Coins: 25 points for each secret coin picked up in that run. Each level has three.
Your score is recorded when you die and when you finish. If it beats your previous best on that level, it becomes Your Best. The build keeps these scores in your browser's local storage, so they stay on that browser and device and are lost if you clear site data.
Because most of the score is distance, the number you die on works as a rough position marker. If you keep dying in the 400s, you know where your problem section is, even without a progress bar.
Pausing
Press P during a level to pause. The music stops and the game waits. Press P again to carry on. Use it to rest your hand partway through a long run instead of letting a tired press end it.
Learning a level without checkpoints
- Use the short restart. Pressing jump right after a death gets you back into the level quickly, so a dozen runs at an early section cost little time.
- Learn the level from the front. You will always replay the opening, so make it automatic first. A reliable start leaves more attention for the part you are learning.
- Know where the modes change. In Stereo Madness the cube turns into a ship a little before halfway and again for the final stretch. In Back On Track the ship comes just after halfway. In Polargeist it starts about a third of the way in.
- Know what bounces you. Yellow pads launch the cube on contact. Yellow orbs in Polargeist only work if you press jump while touching them. Holding the button from before the orb does not count.
If the game stutters
A stutter at the wrong moment feels like a missed jump. The port watches its own frame rate: if it drops too low, it shows an FPS counter and switches to lower-quality effects (fewer jump particles and background stars). Pressing L switches the quality setting by hand.
More from the blog
- Stereo Madness Walkthrough: Level One, Stretch by Stretch
How Stereo Madness is laid out in this Scratch port: a long cube run, a ship in the middle, more cube, and a ship to the finish, plus its three coins.
- Games Like Geometry Dash on This Site: G-Switch and OvO
Two games here that test the same timing as Geometry Dash: G-Switch's one-input gravity flip and OvO's jump, slide and dive moves.