![]() however, if you enter an area that does correspond to an existing room on the map, you will be in a sea of essentially random data. my understanding is that if you enter another existing room (press start to see where you're at), you will realize that this room is identical to the adjacent room, the camera simply hasn't moved. for instance, you can exit the boundaries of a room through the x-ray climbing glitch (actually discovered by me on accident about 10 years ago, while a really great player named Kejardon was showing me a bunch of crazy glitches on ZSNES). Since you can only be taken to a pre-determined room, there's no way to be placed into a room that's not on the map, perhaps in a place the camera can't reach, but in a room none-the-less Doors don't simply allow you to travel to the next room on the map, the way a door is programmed, it could take you to any other room in the game the room the door takes you to is specified by room ID rather than the next map-coordinate if the designers felt like it, they could make a door that would take you from one end of the map to other. The only way to get from one room to another is through a door, and a door doesn't work the way you expect. If you escape the boundaries of a room, you're still in that room, you just can't see anything. One can say for sure there are no secret worlds in Super Metroid, because it's just how the game engine is designed. Think of it this way, you shouldn't actually be able to see Samus, that fact that you can is a lucky quirk in the sprite handling. ![]() Even calling it a limbo room is fairly inaccurate, you're still in the same room, the camera just hasn't followed you, and you're interacting with blocks that weren't loaded in the room transition if you have a Pro Action Replay or Game Genie you could use a cheat to force the camera to follow you, but the screen would just be garbage. You have escaped the boundaries of the room, but no more room data is loaded, so it's really not a secret world.
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