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The Kins
Oct 2, 2004
it's almost as if every super metroid hack is terrible because it expects that you're an expert in every single speedrunning trick and glitch from the original game and also that you made the hack and as such know where everything is

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The Kins
Oct 2, 2004
okay yeah randomizer is cool

The Kins
Oct 2, 2004

In Training posted:

The beam glitches in SM are hosed up. I've always wondered why they act the way they do
same reason behind missingno. etc. in pokemon blue - there's no clear denotation of different "files" in old cartridge games, everything's typically one big hunk of data, and error checking might take up too much memory. glitching out the beam select basically makes it look at some random piece of data out in the middle of nowhere when it tries to figure out what that beam combination should do (charge + ice = spawn ice bolts. charge + wave = spawn wave bolts. charge + EVERYTHING = spawn Y#)ty#_v_q). that these glitch combos do something vaguely cool and not just hardlock the game is a wonderful bit of luck

:eng101:

The Kins
Oct 2, 2004

Lunchmeat Larry posted:

how did any of these games ever work at all
the programmers on these old snes games (especially the really complex ones like super metroid and starfox) were really really good at working with low-level assembly poo poo, but a lot of the methodology (for lack of better wording) was still kind of "loose", leading to things like the pokemon developers adding mew to the space that was left over after they removed their debugging tools from the game code (or super metroid leaving a debug cheat in the game, accessible without a cheat cartridge!)

here's a 1994 interview with the dev team about sleeping in the break room, lewd samus and making the bosses too cute by accident

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