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Update on My SNES Patches
#1
2
Hey everyone,

I wanted to give you all an update regarding the removal of my old SNES patches. After a pretty intense year, 2025 turned out to be a huge learning experience for me. I’ve picked up a lot of new skills in coding, optimization, and overall best practices for creating solid, reliable patches.

Because of that, I decided to take down all my previous patches. They just weren’t coded the way I’d want them to be today, and with everything I’ve learned, it felt right to wipe the slate clean and start fresh. I’m now focusing on new projects and new games, using a much more refined and mature approach.

As for the old patches, I’m not sure yet if I’ll revisit them. Maybe someday I’ll rework them and bring them up to the quality standard I’m aiming for, but I can’t promise anything at the moment.

Thanks to everyone who supported my work so far. This reset is a necessary step for me to grow and deliver better content to the community.
Free SNES homebrew dev.
Relive the past. Imagine the future.
Website
https://medium.com/@SUPER-J11BIT/super-j...43c2096759
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#2
1
I understand that. For me they felt similar to the game sequences of Wario Ware. Each session lasted only a few seconds until I died.
I would have liked to experience them longer, especially the Back to the Future game and the one where you are running away from a car, but because the characters die on the first hit, it felt like I would have to train more than I wanted. Smile
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#3
0
(04.03.2026, 18:59)tomwatayan schrieb: I understand that. For me they felt similar to the game sequences of Wario Ware. Each session lasted only a few seconds until I died.
I would have liked to experience them longer, especially the Back to the Future game and the one where you are running away from a car, but because the characters die on the first hit, it felt like I would have to train more than I wanted. Smile

I totally get what you mean. The reason my games work that way is because they’re built on the Super Mario World engine, and that engine doesn’t allow me to change how the character’s health system works. So the one‑hit death mechanic is something that will always be part of my projects. I know this makes some sections really short and harder to experience for longer, especially the Back to the Future one or the car‑chase one, but it’s simply a technical limitation of the platform I’m using. Even so, I try to make each game as fun and varied as possible within those constraints.
Free SNES homebrew dev.
Relive the past. Imagine the future.
Website
https://medium.com/@SUPER-J11BIT/super-j...43c2096759
Zitieren


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