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Donald Land for the NES (McDonald's platformer) lets yo

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Thread replies: 21
Thread images: 7

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Donald Land for the NES (McDonald's platformer) lets you jump on your own projectiles, which leads to some wackiness: https://www.youtube.com/watch?v=tUolnTSNFYc (and yes, you can easily learn to do bomb jumps non-tool-assisted, this video is just an example of the limits the game can be pushed to).

Give me some more examples of interesting/broken/emergent gameplay mechanics in retro games.
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Amazing Penguin for the GB is a fun action-puzzle game. Sort of like Qix, but on rails and featuring several different enemies with differing movement patterns. The behavior of enemies is completely deterministic, and sometimes you play through 75% of a level and then realize that all the enemies are closing in on your area, leaving you with no room to escape... in which case you have to try a different strategy.

To make it more interesting, there are minus symbol (-) items that reverse the direction of enemy movement when activated. You can also temporarily destroy enemies by kicking rocks at them, which is helpful for disrupting the enemy movement pattern.
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>>4146434
ran ran ruuuuuuuuuuuu
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>>4146434
Interesting how the background drawing couldn't keep up with the pace
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>>4146434
Thanks for posting this.
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The Gen 1 pokemon games are notorious for being easy to break, and a while ago people found a way to use glitch items for arbitrary code execution (e.g. the 8F item).

Fairly recently however, a method was discovered using the 8F item for arbitrary code execution that allows you to SWAP CARTRIDGES while the gameboy is on, without the console crashing. In the process, you gain the ability to execute some arbitrary code on booting whichever cartridge you swap in... basically granting you full control over any game of your choosing, with the proper setup.

See more here: https://www.youtube.com/watch?v=SL_Zuc0tlvo
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>>4147312
Arbitrary code execution is pretty damn insane.

How do people figure out this kind of thing?

https://www.youtube.com/watch?v=fj9u00PMkYU
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>>4146434
that's fucking awesome
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>>4146434
>going so fast the scrolling fucks up
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>>4147383
Here is more arbitrary code execution.

https://www.youtube.com/watch?v=UrIcz8iGJ14

HOW
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>>4146434
http://tasvideos.org/1546M.html
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Arbitrary shitcode shitxcution is as fucking boring as taking a wrong warp to the credits. Once you get past the technical feat of coding into ram through controller inputs all runs look the same, just glitch the game and load the credits screen.
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>>4149874
I agree that credit warps are pretty boring. What isn't boring is building a self-replicating "virus" savefile for Pokemon Red/Blue which spreads via link-cable and mods in an encounter with Mew hiding under the truck near the S.S Anne

https://www.youtube.com/watch?v=i2x3pIvVnP4
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>>4147383
Largely you find these things by looking through code dumps, finding places in the logic where pointers are followed and then look for any interaction in game which might allow you to edit these values to point to a credit sequence.
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>>4149864
That's a good one.

There are people that 'write games' in Super Mario World. Here's a guy doing it manually to make Flappy Bird:
https://www.youtube.com/watch?v=hB6eY73sLV0

And this is the original one where it's done vial tool assistance to make pong and snake
https://www.youtube.com/watch?v=jnZ2NNYySuE
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Castle Quest is essentially a combination of Chess and Famicom Wars. Your units have basically the same movement arcs as in Chess (some classes move like Rooks, some like Knights, etc.), but when two units collide you enter a battle scenario where you and the opponent play a game of war until one of you loses all your HP.

However, you can also kill enemies outside of the battle scenario, which is where the real strategy comes in - enemies killed "on the field", usually with magic, can be resurrected on your side. The computer can do this too, though, so you always have to decide whether it's best to risk head-to-head combat to completely remove a piece from play or snipe an enemy from afar with magic to potentially gain a tactical advantage.

The game also has some excellent character artwork and funny dialogue. It's actually a port of an ancient Famicom game, but only the GB version was translated, and frankly it's the better game anyway. It's a complete port - all maps are intact, and many bonus ones have been added, but there have been some balance tweaks that make the game much more fair. It's still hard, but you'll never get stuck due to bad luck like you would in the original.
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>>4151336
Sounds neat. How does this compare to Archon for NES?
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>>4149868
This is great!
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>>4151336
Your post reminded me of Castlequest for NES, a totally different type of game. You explore a massive castle and solve all sorts of puzzles, in the process acquiring tons of keys of different colors that open doors littered throughout the rooms. Seems like most people absolutely hated this game, probably because the sheer complexity of the castle is something that pretty much no other NES game can compete with.

The game actually shipped with a physical map of the castle (in addition to the typical game manual) to help you could plan out your path. So if you give it a shot, don't feel like you are cheating by looking at the map (pic related).
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>>4149864
>WE COLORING, GRAB THE CRAYONS!
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>>4151336
This actually sounds pretty cool. I'll have to check that out.
Thread posts: 21
Thread images: 7


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