4 Reviews:
theTics
Rating based on Any%
Tagged as: Needle
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Rating: 6.5 65
Difficulty: 60 60
Nov 11, 2025
xva
the original game that Dual Needle was made after, which coincidentally has some pretty fucked up needle later on. I feel I can pretty confidently say this game is more difficult than Dual Needle due to the sheer difficulty of the two extra sections. it’s structured in practically the same way as Dual Needle - a base game with some secrets, where collecting said secrets unlocks extra which is vastly harder than the main game. make sure not to skip any of the screens, as some of the triggers for the secrets are hidden in parts of the screens you won’t access if you use the obvious skips. I made this mistake and had to replay the first 10 screens a few times. simply put: don’t use the skips if you’re planning on playing the two extra stages
extra is divided into two sections - precision and less precision. I elect to call it ‘less precision’ since it isn’t quite consistency, — some saves still qualify as ‘precision game needle’ in my eyes. to even access it, you need to go through a few transition screens with some pretty difficult needle. it’s all in symmetrical style and plays quite nicely. I particularly enjoy the save where you have to go all the way down then back up to remove a fake block that prevents you from shortcutting it. these screens are actually very fun and I enjoy them greatly. the jumps themselves may not be anything super interesting but I think they combine to make something good. only after clearing this transition area do you get to choose which extra stage you want to play
left warp (precision area) is formatted like a classic floor-oriented precision game. it’s got a number up top that slowly increments room by room until you reach some number like 15, 20 or 30 — which is where it typically ends. this one in particular has 55 floors, and it gets very difficult. for whatever reason, it starts from “minus five” and goes until the room number reaches 50. the song is good, I enjoy BLACKorWHITE even if it loops for a while. at least the maker picked the good version and not some phony remix. in the early floors before 25, it typically resorts to generic jumps — planes, corners, squished diagonals, diamonds, etc. a particularly hard save is the 3 singlejump ceiling diamonds in a row and the 4 ceiling double diamonds in a row. after a bit, you’ll reach the area where it gets serious. the black area, or post-25 is where the precision gets much harder and the jumps actually get more interesting. generic jumps still present, this time more interesting though. A/Dtrick is enabled, but you don’t have a valign display that I know of. A/Dtrick makes a lot of jumps possible and more viable - namely some floors that require it, and less namely the fact it makes some jumps easier. floor 48 is one of the hardest ones, as it’s essentially half of Adore the Princess save 15. floor 49 is a ground ex15 which is made a lot easier thanks to A/D (this was what I was referring to where it makes some jumps easier). floor 50 is a brutally difficult maneuver that required about 25-30 solid minutes of going at it in order to clear it. it’s by far the hardest floor and requires an insanely precise set of maneuvers consisting of a jump followed by a drop that seems to require a good vstring. I won’t spoil what it actually entails, partially since I’m not sure how I could explain it any better, but just know it’s way harder than anything in the entire precision area. however, that’s not to say it’s bad at all. I could confidently find pretty much all of the floors super fun and enjoyable. also shoutouts to <.2 bhop A/Dtrick 20f fj found somewhere in the 40s
the less precise area (right warp) is likely harder all things considered. the first screen is quite easy compared to what’s to come. it has a new style of needle compared to the entire game before it, utilizing a bunch of different stuff. aligns, vines, water, lowjumps, cancels, etc. final two saves of screen 1 are quite hard and the next two screens are easier. there’s the one water save on the 2nd screen that’s quite hard, but it’s nothing too crazy. screen 4 is where it gets insane. difficult pathing and substantially harder needle combined with a screen that’s somewhat hard to look at is quite a rough concoction. just about every save past the 1st one is really, really hard and doesn’t lay off with the insane required movements. cancels, forced jump heights, uncomfortable platform maneuvers are what’s to be expected. top right save is particularly difficult due to the last drop. last screen is alright, minus whatever in God’s name the last save is. total AIDS jump from the midair save onto an annoying ledge, then an 8f into a platform that leads into a raw double plane. this final save is the sole reason this game is a solid 85 difficulty, as I believe that this is practically unreasonable and very mean to put at the very end of the game. super grindy and annoying save, I don’t know why it was included
all in all, surprisingly good. it strongly gives the air that it’s a bad or unfun game, but in reality it’s not actually that bad. you should probably just play Dual Needle instead. it’s the same concept but executed with a better EX consistency and EX precision area. also, more base game content and therefore more needle to play which is a thing to look forward to, I suppose
recommended
[0] Likes
extra is divided into two sections - precision and less precision. I elect to call it ‘less precision’ since it isn’t quite consistency, — some saves still qualify as ‘precision game needle’ in my eyes. to even access it, you need to go through a few transition screens with some pretty difficult needle. it’s all in symmetrical style and plays quite nicely. I particularly enjoy the save where you have to go all the way down then back up to remove a fake block that prevents you from shortcutting it. these screens are actually very fun and I enjoy them greatly. the jumps themselves may not be anything super interesting but I think they combine to make something good. only after clearing this transition area do you get to choose which extra stage you want to play
left warp (precision area) is formatted like a classic floor-oriented precision game. it’s got a number up top that slowly increments room by room until you reach some number like 15, 20 or 30 — which is where it typically ends. this one in particular has 55 floors, and it gets very difficult. for whatever reason, it starts from “minus five” and goes until the room number reaches 50. the song is good, I enjoy BLACKorWHITE even if it loops for a while. at least the maker picked the good version and not some phony remix. in the early floors before 25, it typically resorts to generic jumps — planes, corners, squished diagonals, diamonds, etc. a particularly hard save is the 3 singlejump ceiling diamonds in a row and the 4 ceiling double diamonds in a row. after a bit, you’ll reach the area where it gets serious. the black area, or post-25 is where the precision gets much harder and the jumps actually get more interesting. generic jumps still present, this time more interesting though. A/Dtrick is enabled, but you don’t have a valign display that I know of. A/Dtrick makes a lot of jumps possible and more viable - namely some floors that require it, and less namely the fact it makes some jumps easier. floor 48 is one of the hardest ones, as it’s essentially half of Adore the Princess save 15. floor 49 is a ground ex15 which is made a lot easier thanks to A/D (this was what I was referring to where it makes some jumps easier). floor 50 is a brutally difficult maneuver that required about 25-30 solid minutes of going at it in order to clear it. it’s by far the hardest floor and requires an insanely precise set of maneuvers consisting of a jump followed by a drop that seems to require a good vstring. I won’t spoil what it actually entails, partially since I’m not sure how I could explain it any better, but just know it’s way harder than anything in the entire precision area. however, that’s not to say it’s bad at all. I could confidently find pretty much all of the floors super fun and enjoyable. also shoutouts to <.2 bhop A/Dtrick 20f fj found somewhere in the 40s
the less precise area (right warp) is likely harder all things considered. the first screen is quite easy compared to what’s to come. it has a new style of needle compared to the entire game before it, utilizing a bunch of different stuff. aligns, vines, water, lowjumps, cancels, etc. final two saves of screen 1 are quite hard and the next two screens are easier. there’s the one water save on the 2nd screen that’s quite hard, but it’s nothing too crazy. screen 4 is where it gets insane. difficult pathing and substantially harder needle combined with a screen that’s somewhat hard to look at is quite a rough concoction. just about every save past the 1st one is really, really hard and doesn’t lay off with the insane required movements. cancels, forced jump heights, uncomfortable platform maneuvers are what’s to be expected. top right save is particularly difficult due to the last drop. last screen is alright, minus whatever in God’s name the last save is. total AIDS jump from the midair save onto an annoying ledge, then an 8f into a platform that leads into a raw double plane. this final save is the sole reason this game is a solid 85 difficulty, as I believe that this is practically unreasonable and very mean to put at the very end of the game. super grindy and annoying save, I don’t know why it was included
all in all, surprisingly good. it strongly gives the air that it’s a bad or unfun game, but in reality it’s not actually that bad. you should probably just play Dual Needle instead. it’s the same concept but executed with a better EX consistency and EX precision area. also, more base game content and therefore more needle to play which is a thing to look forward to, I suppose
recommended
Rating: 7.3 73
Difficulty: 85 85
May 14, 2025
Delicious Fruit
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