Name: | Claustrophobia |
Author: | NaroGugul |
Added: | |
Version History: | View |
Demo: | No |
Hall of Fame: | No |
Length: | 96 exit(s) |
Type: | Kaizo: Expert |
Description: | Claustrophobia is a "1-screen" levels kaizo hack. Notice this is not a real "puzzle" hack, but due to the nature of 1-screen levels it may present puzzle features. The intention here is more to test the players skills than his ability to solve problems, even though theres a lot of figuring out to do. You will find 3 playable modes: TUTORIAL: A short tutorial just to show some custom stuff you may find in the hack. I highly recommend playing it before entering the levels. NORMAL GAME: Its the normal game with an open overworld. You can play the rooms any order you want. Will have to fight a boss every 8 beaten levels. 96 rooms/12 bosses total. ** Important: Bosses will keep appearing on unbeaten levels until you beat them. So even if you press start+select to exit the boss and enter another unbeaten level you will have to fight the boss again and beat it to save your progress. They will not show up if you enter a level that has been beaten already. RACE: This mode will select either 8, 16 or 24 random rooms to play based on a given number sequence. Can be used for a fun race with friends or maybe for some random practice. Two-player mode can be used for fun team races (Alternate players every death). (Notice that some levels have higher probability of getting selected, and theres a very VERY VERY small chance of getting some levels repeated.) About the 2-player mode: Due to some weird bugs the two-player mode of the "normal game" was removed. So even if the two-player mode is selected the game will remain as a one-player game. Tutorial and race can be played by two players, alternating players every death. With all that said, intermediate and advanced players will probably have the most fun of it. Beginners will probably have a hard time figuring out what to do or perfoming it. But don´t get discouraged, beating this hack will raise your kaizo skills by at least 360%!! Guaranteed!! Be warned: There will be all kinds of BS There will be jank There will be tight spots And I hope theres at least one or other thing you have never seen before Enjoy! Version 1.1 (more detailed log inside the zip file) - Overall, made the game a bit less tight and hopefully much more enjoyable / less frustrating - Added L+R reset/suicide Version 1.2 (more detailed log inside the zip file) - More nerfs - Patched wallclips and double spinjump deaths - Removed fireballs from boss 12 - Vertical pipes easier to enter Version 1.2.1 - Fixed invisible spikes on Room 42 |
Tags: | asm exgfx gimmick hdma music original graphics puzzle |
Comments: | 40 (jump to comments) |
Rating: |
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Comments (40)
The level design is where I have all my issues. The warning in the description does not lie: there is jank, there is extreme tightness. On top of this, there is a lot of waiting. The stages lack flow, with movement consistently feeling jerky, awkward, and cramped. There is the natural tightness of the gimmick, but there is also the extra tightness included to pad the difficulty.
As for the cool-in-theory magic P-switch gimmick, in practice it usually ends up with the player taking several frustrating deaths just to figure out what is even going on. The instant retry works against the player in this regard, because you have no time to assess what changed in the level. It also doesn't feel true to the one-screen gimmick if the level can just become something else entirely. Overall, the one-screen gimmick imposes an interesting challenge on the creator, but does nothing to improve the player's experience. On the contrary, I felt most levels would be much more fun if the obstacles were less cramped and spaced out over a few screens.
The hack felt more difficult than it was. It only took me around 15 hours to beat (averaging under 10 min per exit), but the deaths felt so punishing or obnoxious that it sucked the joy out of it for me. I could see the thought and effort that went in, but it was impossible for me to appreciate through the frustration.
There was all kinds of BS
There was jank
There were tight spots
But it was also tons of fun.
I didn't expect every room to be my cup of tea in a 96 exit/room hack, and some of the bosses are honestly more annoying than anything else. But there are also many, many rooms with very creative and unique setups.
All in all this is an amazing and outstanding hack that set the tone for the whole genre of one-screen hacks.
This hack is one of a kind and it taught me so much; I believe this is an important piece of kaizo history and it should never be forgotten, Naro you did (and always will) do a wonderful job. I’m a better player and creator because of this hack. I hope you read this and know that you effected at least one person with your work and it wasn’t in vain.
Side note
Your save system sucks
Love scatman
Room 32 has music with Pokémon Omega Ruby/Alpha Sapphire - Zinnia Battle theme
This is a neat concept, nonetheless.
You got rid of all the remaining super tight spots with this update which is really appreciated. Also, thank you for making the pipes easier to enter
5/5 Thanks for making this hack
1. Layer 2 crush in the first and last Reznor fights. In the "half-cocked" state before the crusher went down, it would kill Mario half the time and not kill him half the time. Not sure if there's a fix for this but sometimes a bad fireball would force the player to chance it.
2. Offscreen death in the top right of level 47 without indication.
3. Level 47 (and I think one or two others): moving platform kills Mario on edge of screen.
4. While most levels stayed around the same difficulty, there were certainly a few that were difficult either due to trickiness or jankiness. I found the last 10 levels or so to be a bit easier than most, unless that's because I was getting used to it.
All in all, that covers the bulk of my qualms. I know the main purpose of this patch was to implement the framerule collision patch, which I have to say was nice. It definitely fixed the Reznor ceiling jank. Some places were made a little tighter with the patch in but not enough to create jankiness, so I'd call it a success. To my understanding, you're already addressing the aforementioned issues and then some. Looking forward to using the race mode once that's done.
Nice job! 5/5
Aesthetics fit well with the style of the hack and are beautifully done. One of the more visually appealing kaizo hacks I've played.
The concept is great, and while it does lead to extremely tight platforming, most of the levels are done very creatively and within reason.
Difficulty: 4/5
i have to say tho i used savestates.
less than 16 rooms made me think "wtf am i supposed to do" but it felt so good when i figured it out <3
for 96 one screen kaizo rooms (and 8 bosses which is why i'd say the hack has 104 exits) its pretty cool i thought the rooms would get heavy repetetive. but they didnt.
i only managed to break room 87(i think?) a bit, but besides that a really solid hack! i enjoyed it a lot.
but i cant stress enough: USE SAVESTATES! for real.
i cant say anything bad about this hack, the only sad thing is im not sure if theres a way to replay the bossfights AND theres nothing if you beat all 104 stages.
besides that, a really fun challenge that i can only recommend!
5/5.
ps: a list of all the used songs (and a youtube playlist on every room, just in case) would be awesome!
https://www.youtube.com/watch?v=ZvaN_VXDbjs
theres a few slight differences to a couple of levels, but thats basically it.
can anyone else confirm this?