I'm gonna add that if you're going for pause buffered instaturns you can bind whatever your run button is to "back" in the bind menu so that just pressing the run button will unpause, this not only makes instaturns a lot easier (once you get used to it) but also a lot faster and easier to jump out of, alternatively you can set left and right to back instead of run if that's easier for you.
I mentioned in my edited comment, didn't put left and right because i forgot that you can just bind to "back" and not "confirm" cuz it fucks up the save file menu, already fixed it tho Congrats on the WRs btw
Who else watches this knowing full well they are probably not going to use half of them, either because they just don't want to or can't? Great video anyways :)
some of these moves arent an error in coding but are gamemaker engine playing 2 codes at the same time, and the code that sets the player's state(state is the thing used in pizza tower to check what move should the player do: jump normal punch(uppercut) and etc) is the one that makes the game do that, for example: in the fast fall, the reason why it makes you fall fast is due to the dive, game makes the player's vsp(vertical speed) to the one that's used in the dive(10) and because code for the handstand(grab) has the state variable set to its state is before the one that is in the dive, it makes you do the fast fall sorry if its too complicated to understand
VERY IMPORTANT: Multibinding only works if the game is on a version after the hallowen update, since they were introduced there. Extra notes: you can bind dash to "back", which can make instaturns easier and quicker if you get the hang of it.
Idk if this would help anymore, since I’m late, but you can actually keep momentum when high jumping to the left. Instead of holding up, jump, grab and run at the same time, when you taunt (Because that’s easiest for me), hold the opposite direction you wanna run, hold run and then hit jump. Peppino will keep his speed, Mach’s 1, 2, 3 and 4. It’s more useful for 3 specifically because it does make you REALLY fast on mach 4, and it’s more useful to do a normal high jump at mach’s 1 and 2. Hope this helps for anyone who hasn’t found out a way yet!
something fun i might add: quick mach quick mach lets you reach mach 3 faster by a few frames basically just jump at the last 3 frames before touching the ground (choose one of the 3 frames if you want) grab (or down grab) and mach run normally
I still wonder if any speedrunners have done the one trick that makes the player fall quicker when exiting a pizzabox, during one of their runs; All that's required is for the player to press down at the exact same frame the next room loads after the player falls out the other end of the box (this can be easily practiced in either John Gutter, or the tutorial stage). Even without the Floor 5 skip, this frame-perfect fast-drop could save a handful of seconds if it were to be performed for every pizzabox the players falls down from.
that's not exactly how that glitch works, you only get the fast fall if you enter the pizzabox from a very precise spot while also having vertical momentum, it's way too precise to be done consistently tho so most of the time you just get it like 10% of the time in runs (if you're actively going for it).
say you want to bind fastfall, which would be grab and down. If you want to bind it to the a button then you would go controls menu and add the a button as a bind for both grab and down, then when you press a it would do both actions
@@irfugh5707it’s in the original game, it’s very unintuitive though there’s the controls menu in settings, each action has a bind attached to it however you can add multiple binds for each action, so for actions such as fast fall which need multiple actions you would simply add a bind to both of those actions, in this case down and grab
I thought i wouldn't be able to do any other moves except for insta turn, but with multi keybind i was able to do fast fall and a down grab. Tho i am never going to master High Jump, neither Mach Launch. Also now im curious, if someone has a great acknowledge about Pizza Tower Programming, could that person explain why High Jumping to the left doesn't conserve momentum?