Added: 4 years ago
From: ulillillia
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  • Sorry, meant 'shouldn't have been' in my last comment

  • Similar thing happend to me in Mushroom hill zone in debug mode, except I lost a life - but the weird thing was is that there wouldn't have been a pit there in the first place

  • Oh, do you mean the infinite scrolling? I can do that in Hydrocity Act 2 on demand without debug. Use those chutes and jump at the right time. It's a big, unrecoverable fall but if you go far to the right, you'll find an area high enough to prevent deaths and low enough to get the nonstop scrolling. For best results, use a bubble shield.

  • thumps up if you were moving your head to the slow-mo music at 2:40

  • lol...

  • SEG-

  • sonic just passed the speed of light. And ulillillia knows a loooot about the genesis sonic games' programing. He converted a video game fall into a real fall, including factors such as acceleration time and increased gravity. Thats just awesome.

  • SONIC IS FALLING OFF THE EMPIRE STATE BUILDING

  • Given that it takes 594 frames to accelerate to 128 px/fr and that gravity is apparently 4 times higher than normal, this points to about 38,000 pixels for the falling height. I don't know the exact scale to convert to real world units, but I'm assuming it's around 5 cm per pixel. With that, you're looking at a fall spanning 1.9 km (1.2 miles).

  • @ulillillia well yeah,but im saying it hypothetically

  • @ulillillia And if he were to land on a solid object in game, he'd be perfectly fine. -_-

  • What is debug mode?

  • Debug mode is a special otherwise hidden mode in the game that allows you to, to a limited extent, create miniature levels using the various game objects. Yep, you can place them anywhere you want. Look up one of my "fox splasher" videos and you'll see what I mean. Find that same spot in the game and you'll see things are much different. It's a lot of fun too and it's exclusive to the Genesis era games (no later than Sonic & Knuckles' release). See GameFAQs for more detail.

  • @ulillillia Okay, that sounds pretty cool. Thanks!

  • your not falling endlessly, you just replayed the video

  • No, I didn't replay the video. Try it yourself. This is even possible without debug, but it can only be done in Desert Palace and it takes a while to do that because it takes very precise jumping and use of the spin dash.

  • how do you get the rings monitor using the debug?? i just get the 2 arrows one and i can only use it once (break it)

  • The only way is Knuckles in Sonic 2.

  • what game are you playing this on?

  • It's Sonic 2 and Sonic 2 & Knuckles. It makes no difference what system it's on - Metropolis and debug mode are needed. Don't want debug mode? It can be done in Sonic 3's Desert Palace, but only with Tails.

  • @EmInEmman666

    Gamecube

  • I FOUND OUT THIS GILCH BY MYSELF TOO!

  • Can you make this happen WITHOUT Debug Mode?

  • Only in Sonic 3's 2-player mode. Play Desert Palace with Tails. See my "Sonic's fastest speeds" video for Sonic 3 on how to do it. It does take great skill though but it's entirely doable.

  • Wow hes so fast he can fall faster than the camera

  • The camera only scrolls at 16 pixels per frame at the max, extremely slow. Sonic 3 & Knuckles caps at 24 instead, still rather slow and easy to get. 32 is be better, but even then, there are many places it can be reached without debug mode or Knuckles' gliding - past Carnival Night 2's boss (requires Tails to lift Sonic), Ice Cap's mountain (Knuckles only), Mushroom Hill 1 and 2, and Lava Reef 2 (just before where Knuckles is encountered - take the big fall to death) are some examples.

  • What's with the tails life sprites at 4:21?

  • Well they Don't Call it a Bottomless Pit for Nothing

  • SONIC: I FELL FOR HOURS!

    TAILS: HOURS ARE LONG TIME

  • When I try to use debug it comes up if it wants to,sometimes I fail at doing it.

  • I've used debug countless times and, except for Sonic 3 alone, I've always gotten debug to work. Just press and hold A then press start while still holding A. Don't try to press them at the same time.

  • @ulillillia With the collection for PS2 A stands for square button,right?I clicked it randomly after pressing START.Heh,but now I know.

  • I would have no idea how the button assignments are with the PS2 version. It's A on the Genesis, and B on the Gamecube. If the PS2 version orders A, B, and C from left to right as with the PS2 controller, then [] is A, either X or /\ is B (likely X given how the Gamecube version has it), and O is C. What I do is press and hold A then press start. I keep holding these buttons down until the level loads. For games before Sonic 3, you should see the score as hex digits (the position).

  • xDDDD

  • infinite fall lol

  • wooooooooooow lol

  • I was just waiting for the moment where it looks like Sonic is slowly falling UP the side of the wall lol

  • Yeah, very cool. Nicely shopped though. Time sticks @ 0:10-0:16 for the whole time ;)

  • The time is like that with debug mode. It's not time, rather, it's the number of 16x32 blocks from sprites like springs, rings, Sonic himself, etc., but not level data. The minutes part is the number of lost frames. If slow motion is occurring, you'll see that the minutes value changes from 0 to 1. I've never seen it become a 2 though.

  • @2pAcMaKAvELi1971 Silly Have you ever used debug mode?

  • Now Sonic's thinking with portals!

  • This happend to me too in debug mode...but the time i did it it was by an accident!

  • Question...

    Were you doing some sort of code with the Sound Test there that allowed you to do this?

  • Debug is required in order to do this so I have to enter the level select code so I can access the area where I can activate debug mode. This endless fall glitch is possible elsewhere as well without the need of cheats but can only be done with Tails. See my "Sonic's fastest speeds" video for Sonic 3 for details on how to do it.

  • okay, thanks

  • Cool video. Just wondering if you ever realized that the bad guys in this video all look like pokemon?

    Blowing up stars: Starme

    Punching crab: Kingler

    Green dude: Scyther. =[]

  • @SmokieRSWC You do know that this game came out before Pokemon Red and Green. So much for Sega copying Nintendo.......:D

  • @classicrockrockz Yes I do know this, but I never knew the dude's real names, so I just called them the pokemon names. :P

  • @SmokieRSWC Ok. Just makin sure you weren't some Pokemon fanboy lol

  • @SmokieRSWC "I HATE SCYTHERS!"

  • god i hated this level. didnt like the way it was made

  • i still play this game on my Megadrive or to americans my Genesis

  • He starts going up because of variable overflow? Does his speed go 126, 127, 128, -127, -126... or something?

  • Not quite, but you've got the idea. Vertical acceleration in air is apparently something like 56/256 px/fr/fr (14/256 in water). Thus, you'd have 127 194/256 px/fr on one frame, 127 250/256 px/fr on the next, -127 206/256 on the third, -127 140/256 on the fourth, and so on.

  • I like the song when you reduce the video to 50% true speed.

    Also, if his speed variable is only capable of going to 128 pixels per frame before it overflows down to -128 pixels per frame, wouldn't that imply that they used an 8-bit signed variable for speed?

  • If it was 8-bit, then explain how the speed can be 3/8 of a pixel per frame? Integer math would indicate that the position will never change. Acceleration is smooth, not abrupt. This implies that there has to be a fractional value somewhere which leads me to believe that it's actually a 16-bit signed value, 8 bits for the integer part and 8 more for the fractional part.

  • I done this before, expect using a ROM

  • Uh, the cartridge itself is a ROM. I use a TV tuner to record with.

  • nice song at 2:47

  • What the hell.......????

  • I don't have any codes for Mega Collection's back end. I just started each of the games up then immediately quit as I saw the Sega logo. I reopened the game and continued for about 2 hours. Leveling to 99 in FF7 on disk 1 is much more fun than that, considering that takes 3 days....

  • this is sonic mega collection plus right?

    how the hell! can i unlock ristar on the PS2 . i have enter all the game on the dvd 20 time or 23 time including the bonus game i have unlock. only two game left comic zone & ristar i allredy know how to get c.z by having sonic heros save file on the memory card the problem is i only got the japanese ver. of sonic heros so they do not share each other! i don't want c.z i just want RISTAR!! 20 entery for each game and the result is games i don't wants

  • Wrong. This is the Gamecube version.

  • how did you turn sonic into a ring?

  • Enable debug mode. If I recall, this video has this.

  • Heh, so he really was the fastest?

    Wow.

    Imagine doing that as super sonic.

    You'd freeze the game.

    Cuz super sonic goes faster.

  • Super Sonic is actually no faster in this case. Try it and you'll have the same exact effect. Super Sonic only has faster acceleration (4x) and faster natural speed (10 px/fr instead of 6). My game I'm making makes Sonic look like a snail in terms of speed - go 5+ screens in one frame, if you can figure out how to get that fast in the first place.

  • Y speed has no speed cap in old 2D sonic games, but X speed does

  • Wrong, you've got the Y speed part wrong. I don't know if X (horizontal) does though. Why else would Sonic suddenly be going up at the same speed upon reaching 128 px/fr? 128 px/fr is the limit of a signed 8-bit variable (the variable itself is likely a signed 16 bit, with 8 used as decimal values).

  • Ok Uililia...I'm pretty sure you're sick of people commenting with little knowledge about the game's programming or real world physics for that matter BUT....

    Doesn't the 'reverse" falling that occurs mean that there is *no Y dimension terminal velocity set by sonic team*. It resets to positive after the acceleration creates the variable overflow.

  • Programmers aren't all that common. You are right though. Speed uses an 8 bit value for the integer part and either 8 or 16 bits (it has to be a power of 2) for the fractional part. Acceleration seems to be about 55/256 px/fr/fr (I often consider it as 56/256 due to integer division and there's some uncertainty present). Once speed reaches +128 (+ is down), speed then goes to -128 (-127.stuff) which causes the sudden case of the movement going up suddenly at the same speed instead of down.

  • Woah...he really is the fastest thing alive. I sure wish I knew about debug mode when I was younger. Oh, the adventures I would have...

  • My 2D game, The Supernatural Olympics, is far faster than this and there's no limit as to how fast you can get. Even without debug, you can still do it, but only Desert Palace in Sonic 3's Competition mode with Tails.

  • will someone please watch the clock while Sonic is supposedly falling endlessly, it's the video being repeated over and over again. nice

  • That's the thing about debug mode. The minutes is actually the number of lost frames. The seconds value is supposedly the amount of memory used (in the form of 32x16-pixel blocks from what I can tell). Score is your position. The top is the real position and the bottom is the screen position. The left 4 is the X coordinate for each and the right 4 is the Y coordinate.

  • In level select type in: "19921124126" and you get all chao emeralds and debug mode.

    4126 alone gives emeralds.

    19921124 gives debug.

  • I know the codes for this game. 19921124 appears to be a date (1992 in November on the 24th of the month). The code for level select is 19, 65, 9, 17, which also seems to be a date (1965 in September on the 17th day of the month). The debug one seems to be the game's release, but the other one I don't know what it is (a birth date of one of the creators is my guess, given the year). I don't know the significance of the 4126 code.

  • The code for level select is the creator Yuji Naka's birthday.

    As far as I know the 4126 has no significance.

  • What about the 19921124 and 19941018 dates for debug mode?

  • 1992 11 24 is sonic 2's release date

    i didnt even know 1994 10 18 was a code! though that is the release date for sonic & knuckles :)

  • I was referring to S2K. S2K and Sonic 2 are essentially the exact same thing, only Knuckles is used instead of Sonic and/or Tails.

  • Ah yea I haven't played S2K in a long while and I dont think I've ever had to put in a code for it.

    But yea 1994 10 18 code is the release date for s&k

  • Ugh, it gimmies headache....

  • Wow he fell so fast that he went up....or he grabbed a portal gun while no one was looking an opened two portals next to each other causing him to fly back up.

  • Actually, it's because of variable overflow. Computers use variables with a fixed number of digits. The speed variable is an 8-bit signed char which means it has a range of -128 to +127. There's also an 8-bit value for the fractional part which, in effect, gives a real range of -128 to +127.99609375. Down is Y-positive and if speed goes over this +127.99609375 value, the values goes negative because the carry-over, due to the fixed number of bits, is lost.

  • Numbers numbers and more numbers, I have to deal with it in honors trig and honors chemistry it hurts enough having to do those...my brain needs a break ._.

  • I'm only explaining why this happens. Computers operate on nothing but numbers so explaining it that way is the best way.

  • yeah yeah i know. I just didn't feel like even comprehending that.

  • If you're not into math, it can be overwhelming. I use math and numbers with pretty much everything I do.

  • I specialize in math, but i still hate it.

  • Now THAT'S blast processing lol

  • ...question mark!!

  • ?? What are you confused about, what is your question, or what are you uncertain of?

  • i was reading some of the past comments (nosy me -.-) and i was confused about the binary ranges and whatnot.

    also, i usually say that when something weird happens, like sonic falling for x amount of time XD

  • Computers use fixed numbers of bits for variables. I'm making/programming my own game and I'm aware of this. The number of bits (binary digits) determines the range of the numbers. Speed, in this game, is an 8-bit value with another 8 or 16 bits for fractional positions. With the speed at 127, 0x7F, going one faster, 128, means 0x80, but that's -128 instead.

  • o.o

    Freaking awesome. Speed overflow. See, when I played Sonic games, not once did the programming of it ever cross my mind. Now that I've spent a few years as a CS major, this is, well, fascinating.

    You would think they would have programmed a hard limit into the speed at some point, to prevent such an overflow from happening (assuming you can't glitch yourself into some absurd acceleration). I do remember dying from moving too fast in sonic games before...

  • That actually reminds me! Do you have any idea why in some sonic games (If memory serves, particularly Ice Cap in Sonic 3), you can be moving so fast the screen has trouble keeping up, and then just be out of the blue brought to a dead stop? I found that so annoying...

  • While Sonic is off screen in a bottomless level, the screen moves in the Y-positive direction, down. When Sonic comes into view, falling through a whole "layer's" worth, Sonic is visible and the screen rapidly moves to where he is. If within 64 to 128 px from the top, the screen doesn't move. I find the max scrolling speed way too low. 32 would be much better - it's hard to get. In S3K, you're 31 when fully off screen. I can easily pass 32 on Ice Cap's mountain, but very rarely otherwise.

  • I've also maxed the speed in Sonic 3's 2-player game (see the end of "S3K - Sonic's fastest speeds"). By rolling down Ice Cap's mountain after climbing to the top, I've had the characters go through the land at over 50 px/fr then impact at about 53 px/fr suddenly bursting forward at about 16 px/fr upon landing. Sonic dies by drowning; going below the bottom of a level; being crushed; touching an enemy/trap without a shield, rings, or invincibility; or taking ten minutes, never from speed.

  • I'm aware that speed itself will never kill sonic. It's some other factor that occurs as a result of speed that does it, though I never understood what. Perhaps he slipped through a barrier at some point and hit the bottom of the level?

    Seriously though, I just wish I had found more glitches in the game as a kid. The only one I found for certain was in metropolis. Let the elevator-thing lower you into the lava, and you'll fall backwards... right through the lava. Never understood that.

  • Is this glitch possible without debug mode? If not, there really isn't much point. Finding a bug in debug mode is like finding a bug in a ROM hack..

  • If you haven't seen the "Sonic's fastest speeds" video for S3K (at the end of the video), you can see that it can be done without debug. It, as far as I've seen, can only be done in this game with debug.

  • I apologize for the tone of my comment. I'm in a sonic rom hacking and information community, so when someone finds a glitch in debug, we immediately think negatively. However, I did not realize at the moment that you were just trying to find the maximum speed before it overflowed. Sorry, and thanks. :)

  • i have this game! kewl

  • kind of like getting maximum lives by losing a life when you already have zero?

  • Exactly. To understand further, you need to know binary and how computers work with numbers. 8-bit values range from 0 to 255 unsigned or -128 to +127 signed. +127 is 0x7F in hex (or 01111111 in binary). If you add one to +127, you wouldn't get +128, but, instead, -128. 01111111 becomes 10000000, 0x80 and this is -128. Add 1 more, 10000001, 0x81, and it's -127. The same occurs with the speed, but there's a fractional part that needs to be considered.

  • that... didn't make much sense to me. but I understood enough of it.

  • When you get into computer programming, you'll get to know this. Computers use a fixed number of bits (a bit is a binary digit), usually 8, 16, 32, or 64. 32 is very common nowadays. I'm referring to integer variables (floating point is much different). Unsigned is easy. 8-bit ranges from 0-255, or, in hex, 0x00 to 0xFF. 255 is 11111111 in binary. Adding one wouldn't be 100000000, since only 8 bits are allocated. Instead, the 9th digit is dropped (the one) leaving all zeros.

  • okay, so does sonic end up going up because after a the maximum downward speed (for example, negative 500)it flips back to the maximum positive speed? (positive 500)I know those aren't the correct numbers, but just as an example.

  • In computers, numbers are binary. The more bits given, the bigger the range is, but the more memory and disk space it takes to store it. In 2D Sonic, positions use a 16-bit variable (and likely 8 for the fractional part). Speed uses an 8-bit variable with 8 more for the fractional part. 8-bit ranges from -128 to +127 (or 0 to 255). With the fractional part, the range is -128 to +127.9961. Down is Y-positive in this game and beyond +127.9961, variable overflow occurs giving -127.77 or so.

  • I know about the glitch because i have sonic mega collection

  • You can do it as well in the actual Genesis games too ya know and likely an emulator.

  • i still use the SEGA Genesis =)

  • Debug in any of the four original Sonic games has the time denote two things. The minutes is the number of skipped frames (with over 99% certainty). The seconds is either memory usage in KB or the number of some block size for sprites - either 16x16, 32x16, or 32x32. Neither size seems to always be the one single case, hinting at memory usage in KB, which maxes at 80.  Oddly enough, it's only sprites (rather than the level) that affects this.

  • the time froze... isnt that fake??

  • Using debug to create a glitch isn't a glitch. it was never meant to be used in normal game play. Also, metropolis uses a warp around level system so there is no level bottom.

  • I already knew that. I can do this exact same thing in Desert Palace (and, rarely, Azure Lake) in S3K and you don't even need any cheats. I'm not creating any glitches either as I don't have access to the original programming.

  • The Metropolis music sounds good when slowed.

    How much did you slow it?

  • It, upon the slow down, is at 50% true speed (I stated this in the description). I find around 70 to 85% true speed the best....

  • I think it's a 8-Bit variable, which reaches from -127 to 128 (255 possibilities, 2^8=256)

  • I've stated this in my description ever since I first uploaded the video. The actual span for the speed is actually from -128 to +128 as there are fractional values, probably an 8-bit value for them. An signed char actually has a range of -128, 0x80, to +127, 0x7F. An unsigned char has a span of 0, 0x00, to 255, 0xFF, instead. A span from -127 to 128 is actually 256 possibilities; there are 4 values from 2 to 5, even though 5-2 is 3: 2, 3, 4, and 5. "abs(start-end)+1" is the count.

  • Awesome glitches! I love glitches! Esp Zelda ones but I love to find new retro Sonic ones too!

    Great vid! 5/5 faved.

  • Try playing with debug mode. There's at least 50 with debug, one of which allows you to get debug mode in Sonic & Knuckles mode. I've never played Zelda, and only briefly have seen it....

  • I do that in Sonic the Hedgehog 2 all the time lol! It's fun to place lots and LOTS of piranas (typo) on the same spot and jump into them! You can't get away untill almost all of them are killed. It's fun to watch.

  • You're referring to Emerald Hill Zone.  This is Metropolis and it is the only way you can reach 128 px/fr speeds.

  • I mean the change object cheat (also known as debugging in some cases).

  • lol How in the..? That's cool!^^ One of best glitches I've seen really.

  • You can do something very similar, without the need of cheats, in Sonic 3's "Desert Palace" 2-player minizone. Watch my "Sonic's fastest speeds" video and the later part for details on how you can do it. I've done it in Azure Lake as well, but this one is incredibly difficult.... You need to go up 5 layers instead of 2.

  • how do you be knuckles on sonic 2??? ive played and completed it and ive never been knuckles

  • This depends on what you use. If you're using the original Sega Genesis approach, you need to attach the Sonic 2 game with Sonic and Knuckles. Both games, together, need to be in the Genesis. This is also how you get Sonic 3 & Knuckles, but the Sonic 3 cartridge is used instead. For Sonic Mega Collection, very annoyingly, you have to unlock it, done by repeatedly starting games and quitting them... for hours. I spent 5+ hours doing it when I first got it and it's boring and very annoying.

  • Thanks for directing me to this video. I think it's really cool what you do!!!! I loved the slowed down music as well. I think Metropolis' music sounds better slowed down.

  • At around 70% true speed it sounds the best, roughly.

  • That's cool I think I'll try it!

  • I tried that same glitch too. I just almost cannot see Sonic.

  • He flashes on screen for just 1/30 second, rarely 1/60 second (2 and 1 frames respectively) so you don't get much time to note it. That's based on the fastest he can reach.

  • They're thinking with portals.

  • how do you calculate pixels per frame do you have a degree in mathmatics?

  • Three ways: textures, debug mode, and timing. Textures and level design almost always snap to some multiple of 16, though 32 is more common. The other, more accurate method, is debug mode and simply looking at the coordinates and how much they change per frame. The third method uses the first to establish a baseline and you can work it out from there. Acceleration is roughly 0.2155 pixels per frame per frame (0 to 128 in 594 frames).

  • That's actually prt of the game, I remember the first time I got there... I was falling soooo long, I actually just left Sonic falling hoping for something to happen... but just at 9:56, I realized that I could go through the side, thin i died of "Time Out"

  • Question:

    Is the glitch possible without any codes?

  • I haven't encountered it without debug. The closest you can get without any codes is that of the 2-player mode in Sonic 3 in Desert Palace. It can also be done in Azure Lake, but it's very difficult to do in that level.

  • i play sonic mega too

  • i think it has something to do with the normal infinite drop in the last part of the level?

  • Did you find all these yourself or read about them on the internet and emulate them?

  • I found these myself through studying game mechanics. I know Sonic's game mechanics to a degree some would never think possible and if I knew Sonic's exact height in feet or centimeters, then I can find out a lot more with just that one piece of information.

  • So if you actually knew sonics height you could work out things like his max speed in different situations right?

    I think I can help you with that... hold up.

  • Yep I can, it's on the Sonic Team website (I don't think you can link from here) but he is officially 100cm tall with a weight of 35kg.

  • i use to do very similar things to this, in the exact same level when i was a kid.

  • I've seen this done on more than three levels in sonic...

  • Metropolis (debug required), Azure Lake (hard to do here), and Desert Palace (easy and no cheats required) are the only ones I know of. It can, with debug, be done with Ice Cap to a limited extent, but you can't reach the 128 pixels per frame falling speed. What other levels would this be possible in?

  • Pretty cool stuff, keep up the great work!!

  • Debug mode looks fun. That was pretty funny when yo hit the item box (was that what it was?) and went up too fast for the screen.

  • It is indeed a lot of fun - it's what keeps me at the 2D Sonic games for literally thousands of hours - Sonic 3 & Knuckles having the most at now around 1700 hours. I can't get debug to work with Sonic 3 alone though. The item box, by the way, is rings - debug with Knuckles in Sonic 2 only offers rings.

  • This level has the best background music of all

  • I would definitely agree with that. I listened to it for about a week straight and around 75 to 88% true speed is the best area (for me anyway).

  • Now you're thinking with portals.

  • ?? I'm confused on what you mean by "thinking with portals". Could you explain?

  • It's a reference to the video game "Portal" which just game out today.

  • You're able to create an infinite fall with a pair of portals, one above you and one below you, and continue to fall in between them at terminal velocity. Sonic's endless fall reminded me of that...

  • please include commentary next time! i like listening to you talk...

  • Commentary is unlikely in the near future for only one reason - I'm, at the moment, heavily involved with working on my own games and until my motive gets near neutral, videos and especially commentary will be rare.

  • Nice video. I think it'd be a better video though if you posted commentary.  Maybe you could post an alternate version with commentary.

  • I have no need for commentary in this one. I'm heavily involved with something else. I'm thinking of one involving debug mode with commentary, but motive for even recording the video is very low relative to my 2D game I'm working on.

  • Yay, a new video by you! Another great glitch found on the old Sonic games.

  • Nice Video.

  • Now that's pretty damned cool.

  • where's the commentary? That's what everyone wants to hear!

  • neat!

  • pretty cool. 4 stars.

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