Posted August 13, 2016

Emachine9643
"LOL LOL whazza chiggi chugga - love you people!"
Registered: Jul 2013
From United States

zeogold
The Puzzlemaster
Registered: Dec 2012
From United States

Crewdroog
Land Shark
Registered: May 2014
From United States

zeogold
The Puzzlemaster
Registered: Dec 2012
From United States

SeeJayGamer
Insert Coin
Registered: Dec 2013
From United States
Posted August 13, 2016
I never had any intention of buying the SNES until I demo'd Super Metroid. I lost my will to that game...

shantae.
Ret - 2 - Gog
Registered: Oct 2008
From Canada

SeeJayGamer
Insert Coin
Registered: Dec 2013
From United States

neurasthenya
Back from nowhere
Registered: Dec 2013
From Brazil

dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted August 13, 2016
My favorite TAS of this game (yes, I know it's been obsoleted, but it does things you don't see in the newer videos): I like this particular TAS because it:
1. Uses some glitches you don't usually see (notably, Samus is at 0 energy for a fair portion of the run)
2. Uses an easy to understand Arbitrary Code Execution glitch. Basically, the glitched beam executes code starting from the Super Missile count.
I was able to determine that firing the glitched beam with 96 Super Missiles (96 is the decimal opcode for RTS on the SNES's CPU) would not crash the game. Of course, when that beam was in the air (it looks like a missile and does nothing), firing a Super Missile *did* crash the game.
1. Uses some glitches you don't usually see (notably, Samus is at 0 energy for a fair portion of the run)
2. Uses an easy to understand Arbitrary Code Execution glitch. Basically, the glitched beam executes code starting from the Super Missile count.
I was able to determine that firing the glitched beam with 96 Super Missiles (96 is the decimal opcode for RTS on the SNES's CPU) would not crash the game. Of course, when that beam was in the air (it looks like a missile and does nothing), firing a Super Missile *did* crash the game.