Somewhat disappointed. I was expecting them to use the well-known arbitrary code execution exploit in this game to load their own implementation of FizzBuzz, cf. https://www.youtube.com/watch?v=OPcV9uIY5i4
The method used by Masterjun3 is TAS-only (it involves executing the contents of the controller registers as code, which requires frame-precise inputs), but there are some other methods which are more viable for a real-time attack.
For example, this video https://www.youtube.com/watch?v=hB6eY73sLV0 by SethBling where he manually exploits SMW to rewrite some of its code and turn it into a Flappy Bird clone.
tl;dr: People can build ASM modules on that site and load them into my game (when enabled) using chat commands. And it does work on my original SNES by using some SD2SNES trickery.
To be honest, this probably would have been a lot easier to implement as a UberASM script rather than a standalone patch, since you could just run it in the level you wanted to run it in, and without worrying about freespace or overwriting existing code:
The method used by Masterjun3 is TAS-only (it involves executing the contents of the controller registers as code, which requires frame-precise inputs), but there are some other methods which are more viable for a real-time attack.