In Super Mario Bros. 2, whenever the player pauses the game, the first two channels of the background music (the ones using a square waveform) are muted, while the triangle and noise channel continue playing. These versions of the songs are not available on official soundtracks. Here is the pause screen version of the overworld theme. Main Blog | Twitter | Patreon | Store | Source: myself, sound extracted using a NES emulator
The original Megalovania it plays when you square off against Dr. Andonuts
Keep in mind that this is from a rom hack made by Toby Fox, and it isn’t in any of the vanilla mother games
Bonus: It’s not like this was an mp3 Toby made and slotted into the game’s files. Earthbound (and N64 and previous games in general) had their music generated from tones being synthesized in the game itself to save on space. Toby got into the guts of Earthbound, programmed a whole song himself using backwards modding tools of an SNES game, and got the catchy tune we all meme today out of it.
I remember reading about just how much work went into just making original tunes for this romhack and it’s extremely impressive
Hey guys while I’m reminiscing on old memes, the “Half A Press” video is legitimately one of the most fascinating videos I’ve ever seen and people looking at it like it’s “just a meme” are cowards
What makes it even better is before he says that he says “now what do we need all this speed for? After all, we build up speed for 12 hours”
It’s just absolutely beautiful because he deconstruct the game down to its core, making use of mechanics used to create a functional game and instead using them in new and frankly incredibly creative ways. It’s amazing, and if you missed out on the “Half A Press” meme, please watch the original video.
Controversial opinion: the “parallel universe” thing is less impressive when you find out that it can’t be done on the original hardware, and is only possible on an emulator. Of course the programmers didn’t consider what would happen when you build up speed for twelve hours; if you try it on the original N64 game, it crashes.
I would argue that it makes it more impressive. In the video he cites that he has to lock the camera as to not take it out of the original “universe” since it would crash the game, and it’s pretty clear that no one would be able to pick up a controller and pull something like this off, especially building speed for 12 hours, and turning oneself to pinpoint accurate angles. With all of the math and strategies introduced and involved, it becomes much less of a testament of skill, which is the centerpiece of Super Mario 64, and turns it into more of a problem-solving game, which I feel is where the impressive aspect comes from.
Yes, this route turned out to only work when emulated. But do you know what he did when he found that out? He designed a new route with the purpose of doing the exact same thing and had it verified on original hardware.
And guess what, he still builds up speed for over 12 hours, because high numbers in themselves don’t crash the console, what crashes the console is the potential errors that said high numbers can cause if you don’t use them carefully.
Never disrespect Pannenkoek on my dash ever again.
Don Hertzfeldt uploaded the Blu-Ray 4K sexy-crisp high resolution version of REJECTED and it’s like seeing colour photos from time periods where you don’t expect there to be colour photos
sometimes i might post things? 34/m internet guy, commonly seen as [X-Rok], or just Rok for short. i play video games, watch wrestling/MMA, and read webcomics, expect to see some of that here.