Reset Beam glitch on Switch Online - what am I missing?
3 years ago
Seattle, WA, USA

Hey all. I'm new here. Just got a quick question about the reset glitch when done on the Switch Online version.

I'm able to do the glitch successfully, but when I save and restart the game, then collect a missile pack, my missile count is actually reset to 0 - the first pack brings my capacity to 5, rather than adding to the total I had when I saved. All the powerups, super missiles and power bombs are the way they were, but missiles have actually reset.

I did this glitch a long time ago on an emulator, and I seem to remember (it's been a while, might be wrong) that I could keep accumulating missiles beyond the max you can get by playing normally, just as you can with energy tanks, super missiles, etc. Am I just misremembering this?

Here's what I did in both the old emulator and the Switch:

  • After defeating Ridley, I had all the powerups.
  • Return to original escape tunnel in Crateria, and enter the room to the right just above the bottom blue door.
  • Go in to the inner large room, then face left and open the door.
  • Go into the Samus menu, unequip Wave Beam, equip Spazer, then perform the Hi-Jump glitch to turn both Spazer and Plasma on ("VAR" appears).
  • Return to game and fire once. Top of screen fills with "one" tiles and game slows to a crawl.
  • Exit the room, then equip Wave Beam and Plasma (Spazer off).
  • Get to the nearest save point, save, and reset.
  • Load the save and go through intro and Ceres, then start again on Zebes.

I know that due to the Mother Brain sequence in the intro, Samus has the missiles "turned off". My understanding was that that's just a flag to hide them, and they reappear as soon as you pick up a missile pack. In my case, though, picking up a pack starts the count over - I now have a max capacity of 5, not 145 like I was expecting (in this save).

Sorry for the long-winded post. Thanks if you can provide some insight or refresh my memory. :)

Nauru

I don't think it's just a flag. I think it sets Samus to have however many missiles she shoots in the Mother Brain sequence, so that you start with zero missiles. I could be wrong though.

Québec

the intro cutscene give samus actual missiles to shoot at MB, after that cutscene the game remove all missiles from samus, so that's why you have none when you are in ceres and return to zebes

Edited by the author 3 years ago
Seattle, WA, USA

Huh. I wonder how it is that I was able to accumulate 400+ missiles in prior playthroughs, then. I'm quite certain I didn't just keep playing with the garbage at the top of the screen.

Ah well, thanks. And thanks to this community for all the fun glitches and shortcuts. I've been replaying this game recently and trying to master a lot of those tricks. Finally sorta gotten the hang of mockball and fast wall jumping, and finally did my first couple of sequence breaks. Gotta start somewhere, right? :)

Seattle, WA, USA

I think I might have a clue on this now. I noticed a couple of visible differences between my Switch playthroughs and those in the emulator from a while back. Both are in the Mother Brain fight, and they make me think I might have a different (older?) ROM version on Snes9x/ZSNES. (This was definitely a long time ago - I haven't been doing the emulator thing for a while - but I remember these details vividly.)

At the start of the Mother Brain fight, when the machinery falls away and the brain falls to the floor, the explosions and background are different. In the emulator, the background flashes bright yellow and goes solid black before the fight starts. On the Switch, the background lightens and darkens but stays visible, and there's no flashing yellow.

Also, in both versions, I did the fight with about 25 or so energy tanks, which means the Super Metroid refill scene takes much longer than it's supposed to. In the emulator, Mother Brain would continually attack the Metroid during that sequence, and it would start turning some strange colors. On the Switch, the Metroid stops taking damage at about the point where it would have stopped recharging Samus with a normal number of tanks. You can see the attack motions, but the "onion rings" disappear immediately and there's no impact animation or sound effect.

I wonder if these differences mean a different ROM version, and that perhaps the old ROM I was using didn't reset Samus's missiles to 0 during the intro like the current ROM does. That would explain how I got so many extra missiles before.

Edited by the author 3 years ago
California, USA

The newer versions from Nintendo have flashing toned down in order to reduce the risk of seizure. To the best of my knowledge they didn't change the ROM to make that happen, I think that's emulator-side. You can see in Zelda 2 when you die that screen just turns pink instead of flashing white-and-red.

The behavior you see from Mother Brain when attacking the baby with tons of etanks to fill is normal, as seen in this Max% GT Code run from Zoast:

The missile behavior you saw on the Switch also matches the original game, both your Missile count and your Max Missile count are both set to 0 at the end of the opening cutscene:

As far as we're aware, the only real differences between Virtual Console versions like the Switch and original SNES are that Spacetime Beam is very stable on Virtual Console where it's unstable on console, and there are two obscure glitches used in Low% Glitched categories that crash the game on Virtual Console.

Zsnes is inaccurate enough that it's not allowed for speedruns, so it's been a long time since anyone's really investigated the game's behavior on that platform. It's possible that it has different behavior after the reset, I'm not sure. I did play around with Spacetime Beam recently on Zsnes just to see if the game-end-glitch works the same way -- it doesn't.

I'll also note that if you use Zsnes even for casual play, you should be real careful what roms you use. The program has a major exploit that's gone unpatched for years, so if you download a malicious rom, it will allow code to be run on your computer. https://www.reddit.com/r/alttpr/comments/8gfgr9/please_dont_use_zsnes/dycxhcl/

Seattle, WA, USA

Okay, thanks. I'm either really misremembering this, then, or I had an inaccurate emulator. Appreciate your time!