

I’ve been trying to research the various glitches and variations between versions because I’m working on something that uses some undocumented features and precise timing. Unfortunately, I don’t have one good link that explains it well.
The issue stems from how player objects (the 2600 equivalent to sprites) are placed horizontally. For good and interesting reasons which are also technically involved and complicated, programmers can’t just send an X value to the graphics chip. Instead there’s a two-step process. First, the program sends a signal to the graphics chip when the TV raster is at approximately the desired horizontal position on the screen. Then, because it’s often not possible to nail the timing of that signal to the exact pixel position, the graphics chip has a facility to “jog” the various graphical objects left or right by a very small amount at a time.
According to the official programmers’ documentation, this final “jog” should only be done at one specific time during each video scanline. If we only do it this way, it works correctly on pretty much every version of the console. However, doing it “correctly” also introduces a short black line at the left side of that scanline. If we instead send the “jog” signal at certain other times, no black line appears. Additionally, the exact distances moved change depending on when we send the signal, which can be worked around or are sometimes even beneficial.
Kool-Aid Man uses these undocumented “jog” timings, as several games did. But it displays a score counter at the top of the screen by using the player objects placed very close together. It seems that the console versions in question (later 2600 Juniors and some 7800s) are more sensitive to the timing being used, as you can sometimes see the parts of the score flicking left or right by one pixel.
The Atari 2600 also has a hardware collision detection system, which reports when any two moving screen objects overlap with each other or the background. Once a collision occurs, the relevant flag will stay set until the program clears it. Kool-Aid Man uses this system to detect when the player character touches enemies. But the program only clears the collision flags once, at the bottom of each frame, and the same player objects are used to draw the score. So when the two parts of the score flicker into each other, it registers as a collision between player objects, which the game interprets as a collision between Kool-Aid Man and a Thirsty.
As you mentioned, I’ve read that setting the console switches a certain way can prevent this issue, but I’m not sure why. My guess is that setting some switches one way rather than another causes a conditional branch instruction that checks the switches to branch rather than fall through, which takes one extra instruction cycle (or vice versa), which is then enough to stabilize the score display and stop the parts from colliding.
I’ve never played the GBA games, and I still found Super Metroid bland.
I didn’t have an NES or SNES growing up, so I came to those games a little later on. However, Super Metroid was still the most recent game in the franchise when I played it. There were plenty of rave reviews even then, so I looked forward to playing it once I got my hands on a copy. I even bought a new controller for it.
Initially I actually found the game somewhat frustrating, but once I got used to Samus’ momentum and how the game had been designed to be played, I found it to be very well balanced. But I never felt like there was any real reason for me to go on other than to open new areas. Since it wasn’t referenced in any way (that I noticed) outside of the manual, “The Mission” didn’t seem important. And while the graphics were gorgeous for the time (and still are), that wasn’t enough for me. People often talk about the haunting and creepy feeling of the game’s world, but I didn’t get that. I felt that way about the Prime games, but Super Metroid just seemed empty and abandoned to me, not atmospheric.
A few years ago I was able to play AM2R and stuck to it all the way to the end, even 100-percenting it, and enjoying it thoroughly. But I don’t think I ever finished Super Metroid. I just put it down one day and never got back to it. And I don’t feel like it’s something I need to tick off some gaming bucket list. If you’re not really enjoying it, stop playing and don’t feel bad about it. There are already more good games in the world than anyone can complete before they die. You can’t play them all, so stick to the ones that resonate with you personally.