Before I begin, a mini rant : I'm starting to think that the community as a whole assumes the existence of slopes justifies not making use of any other gimmicks. I could've written "you only run and jump with zero obstacles" to like...half of these levels, but I kept it to only levels where I couldn't find anything else to talk about. The game has like a million linedef effects! Moving floors, space countdown, slime floor, bouncy floor, anti-gravity, low gravity, floor conveyors, wall conveyors, linedefs that trigger by a certain amount of pushables, linedefs that trigger when you kill all enemies, polyobjects.... etc, etc. UZB makes all of these easy to implement compared to SRB2 Doom Builder too. And don't even get me started on what you could add with a minimal knowledge of Lua.
Rant over.
REVIEW ZONE
REVIEW ZONE ALERT
Rant over.
REVIEW ZONE
REVIEW ZONE ALERT
Green Hill Zone 1:
? Accurate representation of GHZ1
- Too accurate
+ Level is wide and split paths are placed cleverly, a good transition to 3d, maybe even better than what SA2 did
- Still a lot of running forward
+ End of the level being original was nice
Personalized Palace Zone:
+ Cool Idea!
+ Essentially SM64 in SRB2
- Essentially B3313 in SRB2
- Would need to chart a map with pen and paper to ensure I don't run in circles
? Did not finish, got less than half the stars in fact. Not your fault, I'm just busy
? Reducing total star count would help immensely
Flowing Forest Zone 1:
+ Very short and compact
+ Gets rid of all the tedium that large NiGHTS levels have
- Level geometry is a bit too small, scenery objects and even some sectors can hurt your visibility. Doesn't really impact gameplay, but seeing a flash of black because you went behind a tiny wall can be disorienting
Flowing Forest Zone 2:
+ Cool idea, Egg Slimer also works on an axis so it's approachable...
- Until the pinch phase.
? I ran out of NiGHTS but I still beat him so at least it saved me time wasted on retries
Deadzone Fortress:
+ Good blend of textures
- Not much of a fortress, seems more like a member of the THZ1-like genre
- Entire map needs to be scaled up 300% at least
Sakura Solstice Zone:
+ Looks absolutely stunning
+ Wide and spacious and plenty of things to collect
- You sorta just...run?
- The freezing gimmick is very fun, but the best move is to do nothing and just let the game play itself for a bit
Dungeon Dune Zone:
? YOU FOOL! Now the entire Persona 5 fandom knows we're here!
+ Actually immaculate flow, each part of the level connects to the next flawlessly, hopping between switches without even realising you opened the new path yourself
+ Good use of rolling balls, especially with moving platforms and ball-activated triggers
+ Quicksand is a much more reasonable hazard than lava for this gimmick
- I did a bit of a loop right before the end room, with the vertical area that has lowering sand if you press switches. That's the only area I got confused at. Everything else was great.
Winding Woods Zone 1:
+ Very cute design and theme
- Slightly cramped
+ Sawblade gimmick is nice, I enjoy unique sector-based obstacles like these (at least I assume they're sectors and not papersprites, not that it matters, it looks nice)
- Gimmicks don't really do much beyond their introduction
The Aerial Artillery Zone:
? You're gonna hit me with the Red Crawla WITH THE POPPED COLLAR and not give in a whole new moveset? Come on now
+ Good theming, good gimmick to go with it, areas connect to each other nicely
- Gimmick, singular. The bouncy floors are nice but don't do much other than be glorified springs
+ Enjoyed the vertical section with the steam vents
- Worker enemies are even less threatening than Red Crawlas, no sense of danger in the level
- Some sections can honestly be trimmed out or made more interesting (via either well placed enemies or rougher platforming), there was a lot of empty thokking involved, especially in the outside areas, vertical variety is also king
Emerald Coast Agaaiin Zone:
+ Nothing too crazy but the level design is nice, requires at least some brainpower to sift through
- No real gimmick or mechanic to speak of
- Orcas were cute but a bit underused, could've done more with the platforming sections using the-
+ ALRIGHT NEVERMIND
Industrial Lava Zone:
- Fang boss fight as soon as the level loads, with a dialogue box for distraction, not good
- Rising lava section with to hint that it's rising
- Every single boost pad screws you somehow, with the one right after the second checkpoint sending you DIRECTLY INSIDE a solid lava block
- Then the level just kinda ends
Truly Accurate BMZ Zone Act 2:
- I've played a lot of platformers, and ice levels are often the bane of my existence, but this one takes the cake—and not in a good way. Imagine hyping yourself up for a thrilling, slippery challenge only to finish it in 3 seconds. Yes, you read that right: 3 seconds. That's not a level; that's a blink.
The design is as uninspired as it gets. You start, slide a few feet on an ice patch, and then it's over. There’s no platforming, no enemies, no tricky jumps—just a straight path to the finish. It feels more like a tutorial level that someone forgot to finish. There's zero challenge, zero satisfaction, and absolutely no reason for it to exist other than to pad out the game's level count.
Worse still, the ice mechanics are barely noticeable because the level is over before you even have time to adjust to the slide. It’s like the developers took the most hated elements of ice levels—poor controls and lack of friction—and managed to strip away any sense of accomplishment or fun. This level could have been an opportunity for clever design and unique challenges, but instead, it’s just a lazy afterthought.
To sum it up, this is the most pointless and forgettable level I’ve ever played. If the goal was to make a bad ice level, mission accomplished. It’s not just bad; it’s barely even a level at all.
+ Is actually accurate
+ Took ChatGPT longer to generate that response than it took for me to beat the level
Dragon Lair Zone:
? Funny pizza game
+ Some enemies being unkillable via conventional methods is a breath of fresh air
- Sadly there's no obvious tell for this
- Just a bunch of running and jumping with the occasional required slope jumps
Molten Mountain Zone:
+ Immediately threatening and doesn't let up until the end
+ Cool use of the bomb and lava level trigger gimmicks, even if the bomb was a bit underused
- Navigation hell, arrows don't help when the path forward involves spinning through the tiniest gap in the wall
- Cooled off lava still hurts. It makes sense physics-wise but I thought getting rid of the lava would get rid of the ouchies
+ Hill Top enemies are engaging, just wish they had more of a tell for attacking
Anteggtica Zone Act 1:
+ Love the snowball gimmick, no section takes too long, it's fun, it's satisfying
+ Button hunts are well-made, Sharps are an excellent obstacle for labyrinthine layouts
+ Good flow, level design allows you to keep going fast even after doing a loop around for button hunts
- Bit too long
? DKC barrels aren't immediately obvious, I thought they were normal platforms and didn't try jumping in them at first
Magma Mountain Zone Act 2:
- Literally no chance to react to rising lava at the start, there is zero foreshadowing for it
- Haphazardly placed fires don't really make the best obstacles
+ Some jumps were actually pretty clever, I wish "parkour" type jumps like these were utilized more
+ I like the booster into spring combo
- The level doesn't have much level
Doomship Zone Act 1 :
+ Loved the moving piston platforming, keeping the momentum from them allows the movement to be more dynamic
+ Air gusts are a timeless gimmick and they are no less well done here
+ Lot of clever obstacle placement, with lasers and enemy placements and whatnot
+ Enemy choice complements the level really nicely, can probably iterate on the gimmick even more if you combine Spring Shells and air gusts
? The Big Fat Fan room was annoying but also hilarious, tried following the rings but got pushed back anyways
- If you move when you're falling on the Tornado you just die
- A bit cramped at places
Jungle Zone:
+ Nice wide open spaces I suppose
- I didn't use one of the broken Sonic mods so wide batches of "nothing" are actually a detriment
? Shoutouts to the one (1) Crabmeat standing on the tree stump that took the difficulty of this level from 0/10 to 0.5/10
- Please give the player something to work with, more enemies, more obstacles, anything
Techno Madness Zone:
+ One of the most fun custom bosses I've played in SRB2. FPS remains superior, how will platformercels ever recover
+ I like that enemies don't instantly pop upon hit, lets me enjoy spamming the rings more
- Enemies could really be more active, waiter waiter more Jetty-Syn Gunners please
? Maybe some special interactions with certain weapons and enemies?
Eastside Seaside Zone Act 3:
- Died 3 times at the start before I realised I'm not supposed to hold any buttons
- Egg Slimer's tendency to turn around midair takes this from "reasonably difficult" to "just plain annoying"
+ Crushing him to death in his pinch phase is actually the funniest thing of all time
GFZ Encore Zone:
? Zone Encore Zone
- It's just a fat level with GFZ theming
- Nothing to do, the (non-floating) rings give the impression that you want the player to follow an exact path, but that path contains nothing of worth
- Started wondering if this level is a meme or an actual attempt after the 450 speed boosters
+ The final area with water bouncing was pretty cool actually
Starfall Casino Zone:
? Crashed my game AND shut off my second monitor
- Miserable beginning until you unlock the Lightning Shield, nothing to do other than hear BLING! BLING! a lot
+ Becomes more enjoyable after getting the Lightning Shield, dunno why the other options are even there
- Felt a visceral reaction when the pinball machine dumped me into water
- Way too long if you're going for all bonuses
NEW Pipe Towers Zone:
+ The idea is cute, so are the "rotating" platforms
- Not beating the reskinned GFZ allegations
Ultim. Soda Facility Zone 1:
? The building in the distance 8 hours ago
+ Pretty fun, decently challenging
- Slightly cramped in the inside areas, outside areas are fine
+ Further proves my theory that Spring Shells are the best enemy in SRB2, they make levels better simply by existing
+ Slime not being damaging was the greatest decision you could've made
- Sorta peters off towards the later half, not much to do after the rising slime section
Desert Dream Zone:
+ Challenging, keeps you on your toes, Sharps are a good enemy to combine with the Drillbots
+ Minecarts were kept to a minimum
+ Decent amount of split paths
- Bit too open at places, not clear on which direction proceeds through the level, sort of based on "vibes"
- The triple spring chain near the start got me killed twice because I tapped directional inputs once
Rift Canyon Zone:
? No ice physics thank the lord
+ Crawlas actually shoot, my god
+ Really digging the aesthetic, making both the floor and ceiling dark pits makes it seem like a liminal space you should not belong in, very foreboding
- Enemies are only really threatening in one platforming area, otherwise they're fodder as usual
- Nothing interesting to do other than running and jumping
Shooting Skies Zone:
+ Long level with (seemingly) insane amounts of split paths
+ I'm a sucker for ice aesthetics
+ Spring manuevering is a fun gimmick
? Very laggy, though I'm playing on a pre-patch build, maybe it has improved
- Level not very threatening overall
Ultim. Seaside Coast Act 2:
+ Crabs weren't too annoying, Robo-Hoods were placed well
+ Cute loop
- Not much happened
Sunrise Temple Zone:
+ Decently difficult
+ Normally I'd be annoyed with spikeballs being placed as obstacles, but putting them on "pedestals" sorta works
- Way too long for its own good
- Paths don't regroup gracefully, there were a few times where I THOUGHT I backtracked only to realise I was on the right path all along
- Similar setpieces start repeating, adding to the confusion
Pothole Mountain Zone Act 1:
+ Giving Sonic the Homing Attack so that he can't simply thok over everything, bravo Scorsese
- Homing Attack chains don't really do much that a spring couldn't do
- It just ends
Glaredown Zone:
+ Cool Idea!
- Eggman just sorta folds to "gently running around the arena and hitting the buttons"
Greenflower Mountain Zone Act 1:
? Sonic and friends tear down the Berlin Wall
- Level design is too SRB2 Christmas coded, right down to tightwalking over bottomless pits and nonfloating rings
- Entrances and exits to large areas are a mess, somehow got lost in an area with a single exit
- Too much decoration hides both the enemies and the platforms you're supposed to go on
- Springs and air boosters are useless at best, harmful at worst
- Just not fun, unexpected bottomless pits everywhere
Lugar Verde Zone 2:
- Fat GFZ
- Literally nothing to do
+ It ends before 3 minutes
Eastside Seaside Zone Act 1:
? Say that 10 times fast
+ Water bounce gimmick always appreciated
- It just ends : the sequel
Knoockels DVD Zone Act 2:
- skippa skippa
- not as funny the second time
+ good music
Sky Islands Zone:
+ Great atmosphere
+ Good usage of enemies, could've been placed in riskier places though
- Nothing happens, run & jump
- The one interesting part (the waterslide) literally only exists to take away my Attraction Shield
Green Valley Zone:
+ the FATTEST emblem I've ever seen HOOOOLY
+ I really like the spike obstacles
+ Decent platforming
- Not much else to write home about, enemies may as well not exist
Panic's Fury Zone:
- cool backstory
- not a fan of a collect-a-thon where the collectible makes a loud noise. At least SRB2SBAHJ was hilarious
- If it weren't for devmode I wouldn't even have realised that the islands are in a 4x4 grid, the relative teleports are JARRING and would not give it away by themselves
- Only played 3 sections before giving up, every section finds a way to be unintuitive and annoying
- Went through hell trying to beat the castle section only to realise it's supposed to be beaten last? (portal didn't work at least)
? Accurate representation of GHZ1
- Too accurate
+ Level is wide and split paths are placed cleverly, a good transition to 3d, maybe even better than what SA2 did
- Still a lot of running forward
+ End of the level being original was nice
Personalized Palace Zone:
+ Cool Idea!
+ Essentially SM64 in SRB2
- Essentially B3313 in SRB2
- Would need to chart a map with pen and paper to ensure I don't run in circles
? Did not finish, got less than half the stars in fact. Not your fault, I'm just busy
? Reducing total star count would help immensely
Flowing Forest Zone 1:
+ Very short and compact
+ Gets rid of all the tedium that large NiGHTS levels have
- Level geometry is a bit too small, scenery objects and even some sectors can hurt your visibility. Doesn't really impact gameplay, but seeing a flash of black because you went behind a tiny wall can be disorienting
Flowing Forest Zone 2:
+ Cool idea, Egg Slimer also works on an axis so it's approachable...
- Until the pinch phase.
? I ran out of NiGHTS but I still beat him so at least it saved me time wasted on retries
Deadzone Fortress:
+ Good blend of textures
- Not much of a fortress, seems more like a member of the THZ1-like genre
- Entire map needs to be scaled up 300% at least
Sakura Solstice Zone:
+ Looks absolutely stunning
+ Wide and spacious and plenty of things to collect
- You sorta just...run?
- The freezing gimmick is very fun, but the best move is to do nothing and just let the game play itself for a bit
Dungeon Dune Zone:
? YOU FOOL! Now the entire Persona 5 fandom knows we're here!
+ Actually immaculate flow, each part of the level connects to the next flawlessly, hopping between switches without even realising you opened the new path yourself
+ Good use of rolling balls, especially with moving platforms and ball-activated triggers
+ Quicksand is a much more reasonable hazard than lava for this gimmick
- I did a bit of a loop right before the end room, with the vertical area that has lowering sand if you press switches. That's the only area I got confused at. Everything else was great.
Winding Woods Zone 1:
+ Very cute design and theme
- Slightly cramped
+ Sawblade gimmick is nice, I enjoy unique sector-based obstacles like these (at least I assume they're sectors and not papersprites, not that it matters, it looks nice)
- Gimmicks don't really do much beyond their introduction
The Aerial Artillery Zone:
? You're gonna hit me with the Red Crawla WITH THE POPPED COLLAR and not give in a whole new moveset? Come on now
+ Good theming, good gimmick to go with it, areas connect to each other nicely
- Gimmick, singular. The bouncy floors are nice but don't do much other than be glorified springs
+ Enjoyed the vertical section with the steam vents
- Worker enemies are even less threatening than Red Crawlas, no sense of danger in the level
- Some sections can honestly be trimmed out or made more interesting (via either well placed enemies or rougher platforming), there was a lot of empty thokking involved, especially in the outside areas, vertical variety is also king
Emerald Coast Agaaiin Zone:
+ Nothing too crazy but the level design is nice, requires at least some brainpower to sift through
- No real gimmick or mechanic to speak of
- Orcas were cute but a bit underused, could've done more with the platforming sections using the-
+ ALRIGHT NEVERMIND
Industrial Lava Zone:
- Fang boss fight as soon as the level loads, with a dialogue box for distraction, not good
- Rising lava section with to hint that it's rising
- Every single boost pad screws you somehow, with the one right after the second checkpoint sending you DIRECTLY INSIDE a solid lava block
- Then the level just kinda ends
Truly Accurate BMZ Zone Act 2:
- I've played a lot of platformers, and ice levels are often the bane of my existence, but this one takes the cake—and not in a good way. Imagine hyping yourself up for a thrilling, slippery challenge only to finish it in 3 seconds. Yes, you read that right: 3 seconds. That's not a level; that's a blink.
The design is as uninspired as it gets. You start, slide a few feet on an ice patch, and then it's over. There’s no platforming, no enemies, no tricky jumps—just a straight path to the finish. It feels more like a tutorial level that someone forgot to finish. There's zero challenge, zero satisfaction, and absolutely no reason for it to exist other than to pad out the game's level count.
Worse still, the ice mechanics are barely noticeable because the level is over before you even have time to adjust to the slide. It’s like the developers took the most hated elements of ice levels—poor controls and lack of friction—and managed to strip away any sense of accomplishment or fun. This level could have been an opportunity for clever design and unique challenges, but instead, it’s just a lazy afterthought.
To sum it up, this is the most pointless and forgettable level I’ve ever played. If the goal was to make a bad ice level, mission accomplished. It’s not just bad; it’s barely even a level at all.
+ Is actually accurate
+ Took ChatGPT longer to generate that response than it took for me to beat the level
Dragon Lair Zone:
? Funny pizza game
+ Some enemies being unkillable via conventional methods is a breath of fresh air
- Sadly there's no obvious tell for this
- Just a bunch of running and jumping with the occasional required slope jumps
Molten Mountain Zone:
+ Immediately threatening and doesn't let up until the end
+ Cool use of the bomb and lava level trigger gimmicks, even if the bomb was a bit underused
- Navigation hell, arrows don't help when the path forward involves spinning through the tiniest gap in the wall
- Cooled off lava still hurts. It makes sense physics-wise but I thought getting rid of the lava would get rid of the ouchies
+ Hill Top enemies are engaging, just wish they had more of a tell for attacking
Anteggtica Zone Act 1:
+ Love the snowball gimmick, no section takes too long, it's fun, it's satisfying
+ Button hunts are well-made, Sharps are an excellent obstacle for labyrinthine layouts
+ Good flow, level design allows you to keep going fast even after doing a loop around for button hunts
- Bit too long
? DKC barrels aren't immediately obvious, I thought they were normal platforms and didn't try jumping in them at first
Magma Mountain Zone Act 2:
- Literally no chance to react to rising lava at the start, there is zero foreshadowing for it
- Haphazardly placed fires don't really make the best obstacles
+ Some jumps were actually pretty clever, I wish "parkour" type jumps like these were utilized more
+ I like the booster into spring combo
- The level doesn't have much level
Doomship Zone Act 1 :
+ Loved the moving piston platforming, keeping the momentum from them allows the movement to be more dynamic
+ Air gusts are a timeless gimmick and they are no less well done here
+ Lot of clever obstacle placement, with lasers and enemy placements and whatnot
+ Enemy choice complements the level really nicely, can probably iterate on the gimmick even more if you combine Spring Shells and air gusts
? The Big Fat Fan room was annoying but also hilarious, tried following the rings but got pushed back anyways
- If you move when you're falling on the Tornado you just die
- A bit cramped at places
Jungle Zone:
+ Nice wide open spaces I suppose
- I didn't use one of the broken Sonic mods so wide batches of "nothing" are actually a detriment
? Shoutouts to the one (1) Crabmeat standing on the tree stump that took the difficulty of this level from 0/10 to 0.5/10
- Please give the player something to work with, more enemies, more obstacles, anything
Techno Madness Zone:
+ One of the most fun custom bosses I've played in SRB2. FPS remains superior, how will platformercels ever recover
+ I like that enemies don't instantly pop upon hit, lets me enjoy spamming the rings more
- Enemies could really be more active, waiter waiter more Jetty-Syn Gunners please
? Maybe some special interactions with certain weapons and enemies?
Eastside Seaside Zone Act 3:
- Died 3 times at the start before I realised I'm not supposed to hold any buttons
- Egg Slimer's tendency to turn around midair takes this from "reasonably difficult" to "just plain annoying"
+ Crushing him to death in his pinch phase is actually the funniest thing of all time
GFZ Encore Zone:
? Zone Encore Zone
- It's just a fat level with GFZ theming
- Nothing to do, the (non-floating) rings give the impression that you want the player to follow an exact path, but that path contains nothing of worth
- Started wondering if this level is a meme or an actual attempt after the 450 speed boosters
+ The final area with water bouncing was pretty cool actually
Starfall Casino Zone:
? Crashed my game AND shut off my second monitor
- Miserable beginning until you unlock the Lightning Shield, nothing to do other than hear BLING! BLING! a lot
+ Becomes more enjoyable after getting the Lightning Shield, dunno why the other options are even there
- Felt a visceral reaction when the pinball machine dumped me into water
- Way too long if you're going for all bonuses
NEW Pipe Towers Zone:
+ The idea is cute, so are the "rotating" platforms
- Not beating the reskinned GFZ allegations
Ultim. Soda Facility Zone 1:
? The building in the distance 8 hours ago
+ Pretty fun, decently challenging
- Slightly cramped in the inside areas, outside areas are fine
+ Further proves my theory that Spring Shells are the best enemy in SRB2, they make levels better simply by existing
+ Slime not being damaging was the greatest decision you could've made
- Sorta peters off towards the later half, not much to do after the rising slime section
Desert Dream Zone:
+ Challenging, keeps you on your toes, Sharps are a good enemy to combine with the Drillbots
+ Minecarts were kept to a minimum
+ Decent amount of split paths
- Bit too open at places, not clear on which direction proceeds through the level, sort of based on "vibes"
- The triple spring chain near the start got me killed twice because I tapped directional inputs once
Rift Canyon Zone:
? No ice physics thank the lord
+ Crawlas actually shoot, my god
+ Really digging the aesthetic, making both the floor and ceiling dark pits makes it seem like a liminal space you should not belong in, very foreboding
- Enemies are only really threatening in one platforming area, otherwise they're fodder as usual
- Nothing interesting to do other than running and jumping
Shooting Skies Zone:
+ Long level with (seemingly) insane amounts of split paths
+ I'm a sucker for ice aesthetics
+ Spring manuevering is a fun gimmick
? Very laggy, though I'm playing on a pre-patch build, maybe it has improved
- Level not very threatening overall
Ultim. Seaside Coast Act 2:
+ Crabs weren't too annoying, Robo-Hoods were placed well
+ Cute loop
- Not much happened
Sunrise Temple Zone:
+ Decently difficult
+ Normally I'd be annoyed with spikeballs being placed as obstacles, but putting them on "pedestals" sorta works
- Way too long for its own good
- Paths don't regroup gracefully, there were a few times where I THOUGHT I backtracked only to realise I was on the right path all along
- Similar setpieces start repeating, adding to the confusion
Pothole Mountain Zone Act 1:
+ Giving Sonic the Homing Attack so that he can't simply thok over everything, bravo Scorsese
- Homing Attack chains don't really do much that a spring couldn't do
- It just ends
Glaredown Zone:
+ Cool Idea!
- Eggman just sorta folds to "gently running around the arena and hitting the buttons"
Greenflower Mountain Zone Act 1:
? Sonic and friends tear down the Berlin Wall
- Level design is too SRB2 Christmas coded, right down to tightwalking over bottomless pits and nonfloating rings
- Entrances and exits to large areas are a mess, somehow got lost in an area with a single exit
- Too much decoration hides both the enemies and the platforms you're supposed to go on
- Springs and air boosters are useless at best, harmful at worst
- Just not fun, unexpected bottomless pits everywhere
Lugar Verde Zone 2:
- Fat GFZ
- Literally nothing to do
+ It ends before 3 minutes
Eastside Seaside Zone Act 1:
? Say that 10 times fast
+ Water bounce gimmick always appreciated
- It just ends : the sequel
Knoockels DVD Zone Act 2:
- skippa skippa
- not as funny the second time
+ good music
Sky Islands Zone:
+ Great atmosphere
+ Good usage of enemies, could've been placed in riskier places though
- Nothing happens, run & jump
- The one interesting part (the waterslide) literally only exists to take away my Attraction Shield
Green Valley Zone:
+ the FATTEST emblem I've ever seen HOOOOLY
+ I really like the spike obstacles
+ Decent platforming
- Not much else to write home about, enemies may as well not exist
Panic's Fury Zone:
- cool backstory
- not a fan of a collect-a-thon where the collectible makes a loud noise. At least SRB2SBAHJ was hilarious
- If it weren't for devmode I wouldn't even have realised that the islands are in a 4x4 grid, the relative teleports are JARRING and would not give it away by themselves
- Only played 3 sections before giving up, every section finds a way to be unintuitive and annoying
- Went through hell trying to beat the castle section only to realise it's supposed to be beaten last? (portal didn't work at least)