A port of the game for Nintendo Switch has just come out! https://www.nintendo.com/us/store/products/pizza-tower-switch/
Naturally, with these changes we will be updating the leaderboards to accept Switch runs. However, we will hold off from accepting any of them for a couple weeks, both to get a chance to handle any big glitches that may present on release and to somewhat mitigate the initial flood of runs.
A new patch has also been released on PC, now introducing official translations to the game, as well as a list of technical changes to movement! https://steamcommunity.com/games/2231450/announcements/detail/4254299572840366970
The technical changes to movement are as follows, according to fellow runner Cocoasprinkle (aka. Vani):
- LEFTWARDS UPPERCUT MOMENTUM HAS BEEN FIXED
a bug where leftward uppercut momentum doesn't properly carry in some states has been fixed, which allows for:
- leftward high jumps
- leftward hyperwallboosts (hywoosts)
- erics performed from right-to-left and all other direction combinations
as a side effect of this bugfix, the spinstaturn tech no longer works
- BUFFERED POP-UP SYSTEM
if you aren't aware, in old version of pizza tower, you would gain small amounts of air after finishing a wallrun which, while often a hinderance, allowed for instaturn and eric setups along with making certain sections that normally require precise jump timings after a wallrun to begin wallrunning on another wall much easier this was patched out in the noise update, but has now been brought back with the catch being that it only activates when you hold a grab input in one of the following means:
- if you begin to hold a grab input within 8 frames of exiting a wallrun, you will buffer a pop-up grab. this is useful for instaturn and eric setups
- if you hold this input for longer than 8 frames before exiting a wallrun, you will buffer a regular pop-up boost. this is useful for spots like the pig city 2f jump after the last escape taxi
you can either begin holding grab while wallrunning or during a long jump
- WALLRUN EXIT TIMESAVES
every single wallrun in the game now saves 1 frame compared to pre-update. this is because the wallspeed is now translated to peppino's horizontal speed as soon as you exit a wallrun, without the single frame of this speed being frozen to 1. this also applies to noise's corner correction mechanic
Hello folks.
Since No Major Glitches is by far the more popular and enjoyed category for full-game runs, we thought we'd protect IL runners from having to contend with that side of the game if they don't wish to.
This is open to change if the interest is there, but for now, **individual level runs