Played that right when I got my SNES Classic and was blown away by how glorious it sounded on a real stereo vs a crappy box TV thirty years ago.
Yeah man, all those games sounded great for what they were at the time, and especially on a simple, but proper, 2...."whatever this is" Aiwa shelf system, Best Buy special!
It's behind-the-scenes game mechanics.
Let's say every time you step on a tile outside the game does a check to see if you have a monster fight. The random number generator the game uses needs some seed number to work. In Dragon Warrior/Quest 1 that seed number is the total count of steps you've taken. So the RNG seed can be manipulated. Speedrunners have figured it all out and created paths through the game that manipulate the RNG. So, if you copy a speedrunner's pushing you can eliminate the grind.
ah ywah, I was so curious about this that I looked it up and, much to my shame, watched some dude demonstrate and narrates how this works in a 27minute run of Dragon Warrior I. I can certainly say that I learned something about this world that I NEVER THOUGHT COULD POSSIBLY EXIST, ...and am a bit perplexed about how I personally feel about now having this knowledge...and then kinda forgot about it for a bit.
But yeah, definitely interesting, lol. I guess that's just how those early 8 bit systems seeded the programming for core things, just generating random encounters? steps/frame or something like that, meaning all menu times and movements are part of that? weird. I know so little about how that works, but I am starting to think that I know just barely enough about how it makes exploits like that possible--just knowing how the hidden "time-tracking" ticks were programmed into to keep all of those systems running.
I mean, just being able to generate and defeat 3 metal slimes at whim, with perfect predictability, is like sorcery...but I'm thinking that from what I saw, you can't really translate that to "any time you want," e.g. this dude basically choreographed each specific encounter, type of enemy and attack sequence, self death, etc etc etc to the very end. Meaning, I don't think that translates to being able to walk around endlessly with a timing based on what he did, to generate endless slimes (he basically had every set enemy spawn timed to get experience rewards from them for specific item quests and spell purposes...so specifically 3 slimes were needed, at that point in the game, for all following purposes, so I don't he could keep generating from that point if he wanted to, right?)