Death Corridor

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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
9.86M
Likes
320.7K
Rating
Unrated
Audio info
Artist(s)
Music ID
510853

Death Corridor is a 1.9-2.1 impossible level by KaotikJumper published on 5 August 2015. One of the most recognisable impossible levels, it is famous for the controlled wave spam at its drop.

Death Corridor was created by KaotikJumper when he was introduced to the concept of impossible levels, a popular trend in levels at the time. He discovered the level's song, Dr. Phonics's 'Code Red', while playing Treasure Mine by MaJackO. After two days of building the level, KaotikJumper uploaded the first-ever version of Death Corridor to the Geometry Dash servers with help from a friend on Skype, who used exploits to bypass verification and upload it publicly for anyone to play.

History

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WIP

Controversy

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Shortly after Noctalium checked out Death Corridor, he faced 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

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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

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Trivia

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  • 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.
  • In the original unnerfed version, besides a few physically impossible parts, the level was generally humanly impossible because, instead of a normal wave at 47-51%, it involved a dual-mini-wave spam in 2-player mode.
  • There are currently three rated Death Corridor remakes: Death Corridor Z, Gunslinga Corridor, and Killer Corridor.
  • There are also four official Death Corridor versions: KaotikJumper's version (this one), KugelBlitZ's version, icedcave's version, and the official sequel, HAUNTED CORRIDOR.
  • PureL 'verified' old Death Corridor as an April Fools' joke.[2]
    • PureL also beat the unnerfed version of the wave in two runs.[3]
  • Austrian player Hover holds the current world record on the oldest version of Death Corridor, achieving 47%.

Videos

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Oldest version (physically possible)
Oldest version (physically impossible)






References

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