Super Metroid and the reset glitch - routine and effects
https://www.patreon.com/ulillillia --- Super Metroid has been a favorite game as I like how detailed it is, but what really takes the cake is something I learned about a week earlier (Nov 17, 2021): the reset glitch. Basically, you can reset just about everything, as if you started a new game, but, you get to keep just about everything except for the regular missiles. That means the energy, suits, beams, reserve tanks, super missiles, power bombs, upgrades, and various others. What's more is that they can be repeatedly collected again and again and again and again and.... This allows for seemingly limitless potential. I don't know if the game crashes or causes instant death upon exceeding 32,767 for max energy (where it goes negative).
To do the reset glitch, you need to exploit a glitch that allows you to do something you normally can't do - equip both the spazer and plasma beam. But, before doing that, you need to be in the correct kind of room. The bottom of the shaft at the end of the original NES Metroid is the best and easiest place to remember. Shoot the door open as you normally would but don't enter it. Instead, get the setup correct first. This means, unequip the wave beam and equip the spazer (which normally unequips the plasma beam). This is the first part of the setup. Next, go to any boot type item and simultaneously press left and A. If done right, you'll see an extra entry called "var" get added to the right of plasma. If not, either plasma and spazer get switched around (just reequip the spazer) or a boot item gets unequipped (just reequip it) and try again. If done right, exit the menu and fire a shot to the left. Things will run at about 20% of the normal speed. Enter the door you opened earlier and things will return to normal. But, do not fire another shot or the game will crash/freeze. Instead, return the equipment back to how it was - bring back the wave beam and unequip the spazer so you have the 4 beams that you had originally. Doing this right away is critical. Save your game, then use the rset button on the system. Load your save and, hey, you're back at Ceres Station. Follow the normal path you'd take upon starting a regular new game (even though you have the abilities and stuff) and pick up a missile pack. When you do, everything will appear and you can go about recollecting them. When you're done collecting, do another reset and keep going at it again and again. The routine I have shown is the main routine I use... though I cut the routine a bit shorter, taking some of the Norfair path out, to try to cut time so I could have the video within 2 hours as I wanted to show what the effects are like. It just eliminates a couple of missile packs and picking up the grapple beam (that, with wall jumps and space jump, you don't need any more).
Of course, the more rounds you use, the longer things will take at the end. If you drain energy down to almost nothing, those reserve tanks will kick in and will, of course, take a while to complete... but it already takes a long while just to get the refill to trigger, short of using that room that fills with the super hot lava (or acid) and those red mantis things that are immune to all attacks except the screw attack and charged shots. Even then, it takes a long time to get rid of 14,000 energy units (the save file cannot properly display this as there's just too many square needed!). I was actually sort of deliberately taking hits during those end game boss fights just to show that you're effectively unstoppable. And then there's those special scripted things at the end of the game. It's a long, long waiting game because of this, though it still goes through as normal. In fact, during the normal Samus weakening sequence, you actually have to take action to take deliberate damage, but make sure to not go below something like 300 (or 400), as per the scripts. Then the giant metroid comes in and restores you in full - another long waiting game, but motherbrain glitches where the rings don't fire any more on the super metroid until fully healed which means... how does that super metroid even get 14,000 units of energy?
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