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I COUNTED TCD'S DEADLOCKED [TOP 1] // Frame Window Counter // Geometry Dash Analytics Table

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Based on this YouTube video's total view count of 129K views and industry-standard rates, the estimated total earning is $91 - $259 through ad revenue. Historical data is not yet available to calculate daily, weekly, or monthly averages.

About I COUNTED TCD'S DEADLOCKED [TOP 1] // Frame Window Counter // Geometry Dash

Explore I COUNTED TCD'S DEADLOCKED [TOP 1] // Frame Window Counter // Geometry Dash with 129,645 views, 3,298 likes, and 689 comments. Experience the impact of this video content that has captured audience attention.

TCD's Buffed Deadlocked with Frame Perfect Counter / Frame Windows in Geometry Dash "Deadlocked Top 1" hosted by @TCD_Media verified by @NaN_GD I'm sorry Subscribe to see Poltergeist! GD NaNDL (Top levels by Precision): https://nandl.pages.dev/ Discord: https://discord.gg/xSxuvrAs3q If you are the verifier or creator of the level in this video, please join the discord and dm me so I can add you to the video with the YouTube collaboration feature. There could be many inaccuracies and I think this video is around -15,000,000% accurate. Inspired by @LeTims Frame Perfect Counter and @viwigd Frame Counter ​Click Pattern by idk was to measure frame windows to discard unrealistic clicks. == PRECISION CALCULATIONS == Precision required to complete the level from 0% with an expected completion time of 24 hours. 499.79 σ/s 542.28 σ/s (Nerve Inflated) Individual Frame Windows: 1: 21 2: 28 3: 28 4: 31 5: 15 6: 33 7: 27 8: 11 9: 23 10: 22 11: 12 12: 7 #geometrydash #extremedemon #demonlist == PLEASE IGNORE EVERYTHING BELOW == TCD’s Deadlocked is a newly showcased Top 1-style buffed remake of RobTop’s official Geometry Dash level Deadlocked, featured in TCD’s newest video, “Buffing Deadlocked To TOP 1!” Taking one of the most iconic main levels in the game and pushing it to absurd extreme-demon difficulty, this version turns Deadlocked from a classic RobTop Demon into a brutal modern challenge. This version keeps the identity of the original Deadlocked while massively increasing the difficulty. The classic cube, ship, wave, ball, UFO, and robot gameplay are pushed far beyond normal Demon standards, turning familiar sections into tight, punishing, and extremely precise challenges. The original Deadlocked is already one of the most memorable official levels in Geometry Dash, known for its intense wave sections, teleport portals, green orbs, keys, and fast-paced gameplay. TCD’s version takes those ideas and exaggerates them into a Top 1-style format, making every part feel more dangerous and demanding. The gameplay focuses on extreme precision, tight corridors, brutal timings, high-pressure transitions, and heavy consistency requirements. Instead of just being a harder Deadlocked, this version feels like a full difficulty experiment: what would happen if one of RobTop’s official demons was buffed to the level of modern Top 1 Extreme Demons? Because this is from a TCD video challenge, details like final level ID, rating status, verifier, and official placement may not apply the same way they would for a normal released Extreme Demon. The main focus is the concept: taking a nostalgic official level and pushing it to the absolute limit for entertainment and difficulty. With its RobTop inspiration, F-777 song, TCD presentation, and insane Top 1-style buffs, this version of Deadlocked stands out as one of the most entertaining modern main-level remakes in Geometry Dash. If you enjoyed the video, consider liking and subscribing for more Geometry Dash content. == Frame Window Counter is a theoretical timing system designed to more accurately measure input difficulty in Geometry Dash. Instead of using traditional 60 Hz frame perfects, this system measures input timing windows from 1 to 10 frames at 240 Hz, the highest refresh rate Geometry Dash supports. Each value represents the true timing window of an input, including both click and release timings, as determined by the game’s internal logic. The counter outputs a visual numerical display: This allows viewers to see how often each timing window appears throughout gameplay. This system is intended to replace the concept of “frame perfects”, which are often misleading due to low-Hz rounding and lack of precision. At 240 Hz, timing windows can be measured far more granularly, revealing difficulty that would otherwise be hidden. While the counter only functions at 240 Hz, it provides a clearer and more accurate way to analyze and compare difficulty, especially for top players. Similar counters have been done before, but this implementation focuses on maximum accuracy and correct timing logic. Difficulty is estimated using precision rate σ/s (sigma per second) — a precision metric derived from frame-window data that represents the minimum input precision required to beat a level from 0 within 24 hours. Higher σ/s = more precision required Lower σ/s = more lenient timing The σ/s value models timing consistency using standard deviation, converting discrete frame windows into a continuous millisecond-based difficulty estimate. This allows difficulty to be analyzed and compared numerically rather than through traditional frame-perfect labels. This is a better way to measure difficulty.

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