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Descent into the Abyss – Pit Glitch Puzzle Hack [1 level demo]

Super Mario WorldKaizo/PitWork in ProgressDemoScreenshots







Building a pit hack was a lot of fun, and a suprising number of people have beaten it.
Hence, I decided to build a glitch puzzle hack next. What could go wrong...
EVERYTHING


The hack will still be a pit hack in the sense that it is meant to be played with rewinds,
frame advance and lua scripts. There are no subpixel perfect obstacles, but some
glitches are both multi-frame perfect and way too cool not to show off, so I decided
to give you the full arsenal of tools to work with.

Since this is a pit hack, I'd like to keep the game mechanics as vanilla as possible.
But some things are just too annoying to build around, so I've patched a few things.

- HF's Hell glitch
(2021 name for spawn index transferal)
is patched.
- Grazing a solid block reduces your speed by 17.
No wall jumps for you!

- P-speed and slope sliding speed has been reduced from 49 to 48.

- The hack doesn't use ACE. Getting a consistent effect from a chuck eat is fair game,
but if you're manipulating memory to get specific opcodes, I will bring a yoshi and
spawn a reznor in your castle.

To catch any unwanted side effects of these patches, I'm releasing a 1 level demo of the hack.
I'm very curious to see how difficult my puzzles are.
Let's hope I won't pull a Strugglez.


Download Demo
I think I'm too faint of heart to successfully pull off anything in this hack but from the screens alone it looks so sick. You always manage to make the most creative stuff (with great graphics and music choices too!) so I look forward to watching other people complete this haha.

Also idk what "pulling a struggler" means but Justin is the goat.
Wow, this is exciting and something that I didn't expect looking into this forum. Haven't played anything yet, but looking at it in Lunar Magic for a few minutes I was completely unable to tell what the level is about... So uh, I'm also curious to see how difficult these puzzles are :​)
Also, I saw you're still using LM 2.53 and now I'm worried about the reasons for that.

I'm slightly disappointed to see Spawn Index Transferal being completely patched out, but I also see why you would. It's just very broken... Patching out walljumps on the other hand sounds like a really good idea - it's always weird to have them as a non-intended, but clearly possible, option. I guess these patches also rule out the p-speed version of yoshi elevator, so that's another annoying break off the table (in case these patches work as advertised, anyway).

(Also, the vine in screen 0 of sublevel 8A is cutoff, literally unplayable smh)
Originally posted by Xulon
Also idk what "pulling a struggler" means but Justin is the goat.


Justin released a 1 level demo of Super Mario Stugglez 7 years ago, but has yet to release the full hack.

Originally posted by xHF01x
Also, I saw you're still using LM 2.53 and now I'm worried about the reasons for that.


I can't wait for the LM changelog stream :^)

Originally posted by xHF01x
I'm slightly disappointed to see Spawn Index Transferal being completely patched out.


I have an unfinished level built around it, we'll see...
Well then, having played this for *checks time* 6 hours straight, I can definitely say it went about as well as I expected it to.

Been a good while since I've played a glitch puzzle hack myself but it's been quite fun figuring it out, despite how little progress I feel like I've actually made.
Still mildly terrified about the Pit label on it though, still have 3 room left to solve

I really hope to see the full hack eventually, though I can already see myself spending the next few years on it when it does.

Have to agree with hf though, 3/5 rooms had cutoff, smh

Super Mario WorldKaizo/PitWork in ProgressDemoScreenshots