|
| duskwuff wrote:
| Somewhat disappointed. I was expecting them to use the well-known
| arbitrary code execution exploit in this game to load their own
| implementation of FizzBuzz, cf.
| https://www.youtube.com/watch?v=OPcV9uIY5i4
|
| The method used by Masterjun3 is TAS-only (it involves executing
| the contents of the controller registers as code, which requires
| frame-precise inputs), but there are some other methods which are
| more viable for a real-time attack.
| skykooler wrote:
| For example, this video
| https://www.youtube.com/watch?v=hB6eY73sLV0 by SethBling where
| he manually exploits SMW to rewrite some of its code and turn
| it into a Flappy Bird clone.
| retrac wrote:
| Aside from the coding, the mechanism introduced is kind of
| interesting, from a game design angle. Tying game abilities to
| some condition a counter is in, and then scatter the ability to
| cycle through those states by collecting points -- but not too
| many! It adds a kind of strategy to it, depending on how
| devillishly the level designer places the coins. It might
| actually be really fun to play a sidescroller with that mechanic,
| with some tweaks. I can't think of any with something like that,
| but it's not my most well-versed genre.
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