Death Corridor: Difference between revisions

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{{Stub}}
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{{IB-Level
{{IB-Level
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  |id        = 10314379
  |id        = 10314379
  |creator    = KaotikJumper
  |creator    = KaotikJumper
  |created    = [[Update 2.0]]
  |created    = [[Update 1.9]]
  |updated    = [[Update 2.2]]
  |updated    = [[Update 2.2]]
  |difficulty = [[File:Insane.png|x35px]]
  |difficulty = [[File:Insane.png|x35px]]
Line 12: Line 11:
  |objects    = 16,891
  |objects    = 16,891
  |copytype  = No password
  |copytype  = No password
  |downloads  = 8.2M+
  |downloads  = 8.3M+
  |likes      = 300.8K+
  |likes      = 301.1K+
  |artist    = [https://drphonics.newgrounds.com/ DrPhonics]
  |artist    = [https://drphonics.newgrounds.com/ DrPhonics]
  |music      = [https://www.newgrounds.com/audio/listen/510853 Code Red]
  |music      = [https://www.newgrounds.com/audio/listen/510853 Code Red]
  |musicid    = 510853
  |musicid    = 510853
}}
}}
'''Death Corridor''' is a [[Update 1.9|1.9]] 2-player impossible level created by KaotikJumper in 2015, being one of the most famous and recognisable impossible levels of all time and known for its large collection of remakes and conflicts across the history of the level with attempts to verify nerfed, possible versions of the level.
'''Death Corridor''' is a [[Update 1.9|1.9]]-[[Update 2.1|2.1]] impossible level by KaotikJumper, published on 5 August 2015, being one of the most famous and recognisable impossible levels of all time and known for its large collection of remakes and conflicts across the history of the level with attempts to verify nerfed, possible versions of the level.


KaotikJumper created the level when he was introduced to the concept of impossible levels, a popular trend in levels at the time. He found the song (Dr. Phonics - Code Red) when he played the level Treasure Mine by MaJackO.
KaotikJumper created the level when he was introduced to the concept of impossible levels, a popular trend in levels at the time. He found the song (Dr. Phonics - Code Red) while playing the level Treasure Mine by MaJackO.
 
After two days of building the level, KaotikJumper would upload the first ever version of Death Corridor to the Geometry Dash servers with help from a friend from ''[[Wikipedia:Skype|Skype]]'' who used exploits to bypass verification and upload it publicly for anyone to play.
 
==History==
;WIP
 
===Controversy===
Shortly after [[Noctalium]] checked out Death Corridor, he was faced with accusations of cheating and level theft.
 
KaotikJumper wanted KugelBlitZ to review the level, but Noctalium reviewed it using a copy. Many players, however, supported KugelBlitZ.
 
After this, Noctalium was accused of cheating. Initially, he was accused of using an auto version of the level and speed-hacks, but after he denied the allegations, the charges were dropped. However, [[ToshDeluxe]] posted an accusation against Noctalium on his YouTube channel, claiming that Noctalium had used macros to play the level. After some time, Noctalium confessed to hacking.


After two days of building the level, KaotikJumper would upload the first ever version of Death Corridor to the Geometry Dash servers with help from a friend from [[Wikipedia:Skype|''Skype'']] who used exploits to bypass verification and upload it publically for anyone to play.
==Description==
==Description==
''Note: This section is about the current version on KaotikJumper's account.''
''Note: This description is about the current version on KaotikJumper's account.''
Death Corridor begins with a cube sequence involving a very precise quadruple-spike jump with a blue orb in front of it, forcing the player to hold before the jump. After that is another tight jump, either jumping over or landing on the back corner of the wide spike pyramid, followed by a tight and curvy ship sequence with a gravity change midway.


Next, the player briefly turns into a UFO, going through multiple gravity portals, then turns into a mini-ship, requiring travel through narrow blue orb-spiked corridors. Afterwards, there is a tight wave sequence with gravity portals scattered across, making it extremely tricky. Next is a three-block-tall blue orb spam as the cube, followed by a ship sequence with a short straight-fly segment as a mini-ship, tight gaps, and some sawblades. Afterwards is a mini-UFO sequence with custom sawblades, followed by a tight wave sequence. In the next sequence, the player must jump over spikes with extremely precise timing as a mini-cube and hit the last blue orb at the last moment to send themselves up to a ball portal and reach the next platform. Afterwards, the player must navigate across some structures and mini-blocks with some orb spam at the end.


Death Corridor begins with a very tight quadruple spike jump with a blue orb in front of it, which forces the player to hold before the jump. It is followed by another tight jump, followed by a tight and curvy ship section.
The player then enters a ship sequence with a text above reading 'GL' (Good Luck), and they must avoid sawblades and devilish faces, travel through a couple of spiked corridors, and then face a wave sequence that involves navigating enclosed gaps and multiple spear-like columned structures. Both of these sequences have the obstacles flashing red, making this section almost memory-based. Next, as a ball, the player must go through one-block-wide gaps, ending with another blue orb spam. Exiting the corridor turns the player into a cube and requires orb inputs before flying upwards through a pair of gravity portals, then a blue pad auto sequence.


Next, the player shortly turns into a UFO, then back into the ship with some tight blue orb spam. Afterwards is a tight wave section with gravity portals scattered across, making this section extremely tricky. Next is some three-block tall blue orb spam as the cube, followed by a ship section with a short straightfly section, tight gaps and some saws.
The drop begins with a mini-ship sequence that requires flying through [[Clubstep]] monsters and gravity changes, then manoeuvring around circular spiked structures before entering the infamous near-impossible wave, where the player must go through gaps nearly the size of the wave's hitbox. Afterwards, there is a one-block-wide spam before the player turns into a mini-wave with even tighter gaps.


Afterwards is a mini-UFO section with custom saws followed by an extremely tight wave. In the next section the player has to jump over spikes as a cube and hit the last blue orb, turning the player into the ball with some orb spam at the end. Next, the player turns into a ship and later the wave, with the obstacles flashing red, making this section almost memory.
As the wave, the player must navigate a memory section with diagonal spike structures. Next, the player becomes a cube and must jump over a set of quintuple-spikes with some orb-in-gravity-portal gameplay after each one, followed by a UFO sequence and a ship sequence with rapidly changing gravity. The next sequence utilises the 2-player mechanic, with text at the end saying 'GL'. After this is another memory wave sequence, where blocks light up in the dark, followed by text saying 'KAOTIK', 'TAKE A BREAK', and 'READY?' with the corridor rapidly decreasing and increasing in size. After, a rapidly-paced ball sequence begins with a very tight blue orb spam and a one-block-wide mini-wave spam at the end.


Next, as the ball, the player has to go through one-block wide gaps, endimg with another blue orb spam. As the cube, the player just has to do orb clicks before turning into a mini-ship with some [[Clubstep]] monsters and gravity changes
==Gameplay==
before the infamous wave section where the player goes through gaps nearly the size of the wave's hitbox. Afterwards is a one-block wide spam before the player turns into a mini wave with some tight gaps as well.
{{VC|oc4LLPBIaoI}}


Still as the wave, the player has to go through a memory section with spikes. Next the player turns into a cube with some orb gameplay, followed by a ship and UFO section with rapidly changing gravity. The next section utilises the 2-player mechanic, with text at the end saying 'GL' (good luck). After this is another memory wave section, followed by text saying 'KAOTIK' 'TAKE A BREAk', and 'READY?' with the corridor rapidly decreasing and increasing in size. After, a rapidly paced ball section begins with a very tight blue orb spam and a one-block wide mini-wave spam at the end.
==Gameplay==
{{VC|--k254QJ8qg}}
==Trivia==
==Trivia==
*The well-known player [[Sunix]] verified a rated remake of the level, [[Death Corridor Z]].<ref>https://www.youtube.com/watch?v=9799msdH394</ref>
*Death Corridor spawned various remakes and versions: New Death Corridor, Old Death Corridor, Death Corridor Redux, and others.
*PureL 'verified' old Death Corridor as an April Fool's joke.<ref>https://www.youtube.com/watch?v=ZErbNy4DTzI</ref>
**One of them, [[Death Corridor Z]], verified by the well-known player [[Sunix]],<ref>https://www.youtube.com/watch?v=9799msdH394</ref> was rated eight years after its release, becoming the only rated version of Death Corridor.
**PureL also beat the unnerfed version of the level in 2 runs.<ref>https://www.youtube.com/watch?v=6_6n8Cd8TOI</ref>
*In 2024, KaotikJumper updated Death Corridor, converting it from the decorated version to the original, that is, the original 1.9 level. In 2025, several bugs were fixed, making the level physically possible.
**Conix also achieved 46-100% on the unnerfed version.<ref>https://www.youtube.com/watch?v=AvBAwEp0N_s</ref>
*Previously, besides a few physically impossible parts, the level was generally humanly impossible because, instead of a normal wave at 47-51%, it involved an unreal spam as a dual-mini-wave in 2-player mode.
*PureL 'verified' old Death Corridor as an April Fools' joke.<ref>https://www.youtube.com/watch?v=ZErbNy4DTzI</ref>
**PureL also beat the unnerfed version of the wave in two runs.<ref>https://www.youtube.com/watch?v=6_6n8Cd8TOI</ref>
 
==References==
==References==
<references />
[[Category:Classic levels]]

Revision as of 03:48, 13 June 2026

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Death Corridor
ID

10314379

Creator(s)

KaotikJumper

Created
Last updated
Attributes
Difficulty

Length

2m 7s (XL)

Objects

16,891

Copy type

No password

Statistics
Downloads

8.3M+

Likes

301.1K+

Audio info
Artist(s)
Music
Music ID

510853

Death Corridor is a 1.9-2.1 impossible level by KaotikJumper, published on 5 August 2015, being one of the most famous and recognisable impossible levels of all time and known for its large collection of remakes and conflicts across the history of the level with attempts to verify nerfed, possible versions of the level.

KaotikJumper created the level when he was introduced to the concept of impossible levels, a popular trend in levels at the time. He found the song (Dr. Phonics - Code Red) while playing the level Treasure Mine by MaJackO.

After two days of building the level, KaotikJumper would upload the first ever version of Death Corridor to the Geometry Dash servers with help from a friend from Skype who used exploits to bypass verification and upload it publicly for anyone to play.

History

WIP

Controversy

Shortly after Noctalium checked out Death Corridor, he was faced with accusations of cheating and level theft.

KaotikJumper wanted KugelBlitZ to review the level, but Noctalium reviewed it using a copy. Many players, however, supported KugelBlitZ.

After this, Noctalium was accused of cheating. Initially, he was accused of using an auto version of the level and speed-hacks, but after he denied the allegations, the charges were dropped. However, ToshDeluxe posted an accusation against Noctalium on his YouTube channel, claiming that Noctalium had used macros to play the level. After some time, Noctalium confessed to hacking.

Description

Note: This description is about the current version on KaotikJumper's account. Death Corridor begins with a cube sequence involving a very precise quadruple-spike jump with a blue orb in front of it, forcing the player to hold before the jump. After that is another tight jump, either jumping over or landing on the back corner of the wide spike pyramid, followed by a tight and curvy ship sequence with a gravity change midway.

Next, the player briefly turns into a UFO, going through multiple gravity portals, then turns into a mini-ship, requiring travel through narrow blue orb-spiked corridors. Afterwards, there is a tight wave sequence with gravity portals scattered across, making it extremely tricky. Next is a three-block-tall blue orb spam as the cube, followed by a ship sequence with a short straight-fly segment as a mini-ship, tight gaps, and some sawblades. Afterwards is a mini-UFO sequence with custom sawblades, followed by a tight wave sequence. In the next sequence, the player must jump over spikes with extremely precise timing as a mini-cube and hit the last blue orb at the last moment to send themselves up to a ball portal and reach the next platform. Afterwards, the player must navigate across some structures and mini-blocks with some orb spam at the end.

The player then enters a ship sequence with a text above reading 'GL' (Good Luck), and they must avoid sawblades and devilish faces, travel through a couple of spiked corridors, and then face a wave sequence that involves navigating enclosed gaps and multiple spear-like columned structures. Both of these sequences have the obstacles flashing red, making this section almost memory-based. Next, as a ball, the player must go through one-block-wide gaps, ending with another blue orb spam. Exiting the corridor turns the player into a cube and requires orb inputs before flying upwards through a pair of gravity portals, then a blue pad auto sequence.

The drop begins with a mini-ship sequence that requires flying through Clubstep monsters and gravity changes, then manoeuvring around circular spiked structures before entering the infamous near-impossible wave, where the player must go through gaps nearly the size of the wave's hitbox. Afterwards, there is a one-block-wide spam before the player turns into a mini-wave with even tighter gaps.

As the wave, the player must navigate a memory section with diagonal spike structures. Next, the player becomes a cube and must jump over a set of quintuple-spikes with some orb-in-gravity-portal gameplay after each one, followed by a UFO sequence and a ship sequence with rapidly changing gravity. The next sequence utilises the 2-player mechanic, with text at the end saying 'GL'. After this is another memory wave sequence, where blocks light up in the dark, followed by text saying 'KAOTIK', 'TAKE A BREAK', and 'READY?' with the corridor rapidly decreasing and increasing in size. After, a rapidly-paced ball sequence begins with a very tight blue orb spam and a one-block-wide mini-wave spam at the end.

Gameplay






Trivia

  • Death Corridor spawned various remakes and versions: New Death Corridor, Old Death Corridor, Death Corridor Redux, and others.
    • One of them, Death Corridor Z, verified by the well-known player Sunix,[1] was rated eight years after its release, becoming the only rated version of Death Corridor.
  • In 2024, KaotikJumper updated Death Corridor, converting it from the decorated version to the original, that is, the original 1.9 level. In 2025, several bugs were fixed, making the level physically possible.
  • Previously, besides a few physically impossible parts, the level was generally humanly impossible because, instead of a normal wave at 47-51%, it involved an unreal spam as a dual-mini-wave in 2-player mode.
  • PureL 'verified' old Death Corridor as an April Fools' joke.[2]
    • PureL also beat the unnerfed version of the wave in two runs.[3]

References