Claustrophobia















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
Extra Files:
Version1.1Log.txt
=== Update log for Version 1.1 ===
-Overall, made the game a bit less tight and hopefully much more enjoyable / less frustrating;
-Fixed some cutoffs;
-Bettered the code of some custom blocks to avoid unintentional behavior/breaks;
-Made Mario interact with sprites every frame (Hopefully minimizing some of the jankiness);
-Some 3/3+ tile pockets replaced with 2 tiles pockets =);
-Widened or assisted most of the 1 tile gaps;
-Fine adjustments of some levels to make the intended route obvious/required;
-Patched so mario can walk closer to the border of the screen (fix rope jankiness of Room 70);
-Disabled overworld start/scroll;
-Added L+R suicide, in case of a softlock.
-Fixed softlocks just in case.
Level by level changes (Rooms not listed werent changed in any way):
Comments are very lazy though...
============ Rooms ============
Room 03 - Some modifications maybe make the intended way hopefully more obvious;
- Fixed "magic" stuff so it always trigger;
Room 05 - Misc. modifications;
Room 08 - Made it less tight;
Room 09 - Fixed small cutoff;
- Fixed muncher corner behavior;
Room 10 - Fixed possible softlock;
Room 13 - Moved the falling spring to the visible area;
Room 16 - Coin indicator for the bat;
Room 18 - Raised muncher ceiling 1 tile;
Room 19 - Minor changes;
Room 20 - Minor changes / a bit less tight;
Room 21 - Fixed P-switch corner behavior;
- Other minor changes;
Room 22 - Minor changes;
Room 24 - Many changes;
Room 27 - Fixed possible softlock;
Room 28 - Fixed possible softlock;
Room 29 - Fixed Yoshi tongue gfx;
Room 30 - Fixed "magic" stuff to avoid unintended break;
- Reduced 3 tile pocket to 2 tiles;
- Counter measures to avoid "frame-rule";
Room 31 - Minor changes;
Room 33 - Misc. modifications;
Room 39 - Minor changes / a bit less tight;
Room 40 - Raplaced annoying blue kooppa;
- Fixed disco shell block bug where it could resuscitate the shell;
- Other minor change;
Room 41 - Some modifications;
Room 42 - Minor palette change in hope to minimize confusion;
Room 44 - Misc. modifications to avoid a bit of frustration and unintentional route;
Room 45 - Minor change;
Room 46 - Assisted 1 tile gap;
Room 51 - Raised the pipe 1 tile;
Room 54 - Misc. modifications;
Room 55 - Misc. modifications;
- "Disabled" unintended key jumps at the end;
Room 57 - Minor changes to avoid confusion / unintended route;
Room 58 - Minor modification;
Room 59 - Reduced 4 tile pocket to 2 tiles;
Room 60 - Fixed behavior of the bottom left corner of the lava;
Room 61 - Changes to avoid confusion;
Room 63 - Changed bullets spawn position for a better timing;
Room 64 - Fixed weird saw rotation break;
- Minor changes;
Room 65 - Minor change;
Room 66 - Minor change to avoid unintended strats;
Room 69 - Minor change;
Room 70 - Patched so mario can walk closer to the border of the screen (fix rope jankiness);
Room 71 - Misc. modifications;
Room 74 - Minor change on Blargg placement;
Room 75 - Fixed possible softlock;
Room 77 - Made so the block that kills the throw block dont ever kills the Chuck;
Room 79 - Misc. modifications;
Room 80 - Moved pipe 1 tile up;
Room 81 - Minor change;
Room 85 - Minor change;
============ Bosses ============
Boss 03 - Changed palette of side standable platforms trying do avoid confusion;
Boss 04 - Reworked a bit / changed palette;
Boss 10 - Patched so Mario interact with sprites every frame. Reduces significantly Marios "warp" when hit Reznors platform, though some very small dislocation can still occur;
Boss 12 - Minor change.
Version1.2.1Log.txt
- Fixed invisible spikes on room 42
Version1.2Log.txt
-Fixed the issue where double hit shells doest turned into disco shells. Mostly to avoid confusion;
-If you go too fast to the sides of screen it would kill mario.. i think ive managed to fix it;
-Made vertical pipes a little easier to enter;
-Removed fireballs from final boss;
-Small changes to final boss foreground tiles to make layer 2 more visible;
-Moved P-switch indicator a little bit up / added the room number below it;
-Applied Walljump Gitch Fix patch (Hopefully will fix wall clipping);
-Applied Double Spinjump Antifail patch;
Room 7: - Made golden spikes hitbox a little smaller;
Room 16: - Made golden spikes hitbox a little smaller;
Room 23: - Replaced Blue P-switch with Red P-switch;
Room 35: - Made HotHead easier to kill;
Room 44: - Fixed a small possible "cheese";
Room 47: - Made it impossible to be killed by the offscreen koopa;
- Made the hitbox of many lava tiles smaller to make the level more forgiving, specially on the way back (visually it looks the same);
Room 48: - Moved Spiny to reduce waiting time;
Room 49: - "Removed" 1 tile gap
Room 50: - Made the munchers hitbox a little smaller to make the level a bit more forgiving. Visually it looks the same tho.
- Removed 2 frame jump;
Room 53: - Made the level much less tight overall;
Room 65: - Made 1 jump less tight;
Room 69: - Made the 2nd super koopa spawned by the p-switch a little bit lower to make the jump a bit easier;
Room 74: - Made it a lot easier (after hit p-switch) / probably less janky;
Room 75: - Reduced waiting time;
Room 83: - Made the hitbox of some lava tiles smaller;
Boss 12: -Removed fireballs;
-Small changes to the foreground tiles to make layer 2 more visible;
Other Versions (3)
Uploaded | Title | Author | Exits/Stars | Rating |
---|---|---|---|---|
12/06/18 | Claustrophobia | 96 | 4 | |
28/05/18 | Claustrophobia | 96 | 5 | |
09/05/18 | Claustrophobia | 96 | 5 |