xkeeper
@xkeeper
gull
@gull asked:

what's the most elaborate thing you feel like you've ever found poking around the guts of a game for tcrf?

i had to think about this one but i think i'd have to say something like teenage mutant ninja turtles on the nes's "rank" system, which i sorta detailed here

but it's full of bugs and doesn't work, and even if it did work it wouldn't change much.

summary:

  • the game keeps track of points scored in a particular area.
  • the game tracks how long you have been in that area.
  • based on the above, it calculates a rank. higher scores = longer timer thresholds.
  • the higher the timer is, the lower your rank. the higher your score, the longer it takes for your rank to go down.
  • you can increase your rank by crossing a score threshold that increases the timer thresholds above your current timer.
  • if your health is too low, your rank is lowered. but the code always considers you to have 0 health, because it checks the wrong value, so it lowers your rank by 2.
  • even if it didn't, a rank of 4 (highest) is considered a rank of 0 (lowest).
  • even if it worked properly, the rank system is unused in most of the game.

tmnt 1 on the nes is just a huge clusterfuck in general, tho


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in reply to @xkeeper's post:

oh neat

yeah... that game had the skeletons of some really cool ideas but, for example, the exploration parts of the game are one-time-only because nothing forces you to engage with anything but the shortest path, once you know it, and doing more than you have to is quite punishing

like, it's easy to see why that seemed okay. smb1 is much shorter once you know it, too... but most of that content is still interesting and rewarding to play through, so a casual run won't necessarily skip, it's more like where on the playground do you want to hang out today

the fact there's not really any reason to go exploring, outside of (at best) a special weapon, is rough. especially when you get a lot of bullshit thrown at you

it's such a strange game