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That addition changes the kind of game it is more than the description suggests. Dodging obstacles is a reaction problem: something appears, you move. Facing a monster with a distinct attack pattern is a memory problem: it will do the same thing again, and knowing what comes next is worth more than reacting well. The series' other entries never ask that of you.
It means the two skills sit side by side. Between monsters you are playing the original game — reading waves, managing altitude in the gaps. During an encounter you are recognising a pattern and positioning for the part you know is coming. Players who treat the whole thing as pure reaction plateau at the first monster whose pattern needs learning.
Like the original and X-Ball it takes up to four players on one keyboard, with player one on click or space and the others on H, L and the up arrow. That local four-player mode is the series' real signature, and it survives here — unlike Geometry Vibes 3D, which drops to two.