Added: 2 years ago
From: ulillillia
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  • 80E02279  Start with 80 lives

  • how did I get here..

  • Level 10, the river-themed world? Either just play through the game normally from level 1 or use the passcode msfcts. These levels aren't particularly easy though.

  • Random epiphany... I really have no idea about how the inner workings of a console work, but could the fact that 81 is 9 (the amount of lives you start with) squared play a part? Really no idea, just a possible suggestion.

  • If the game keeps the lives as a base 9 number, then 80 would be 88 in base 9, and 81 would be 100 in base 9. I've gotten good enough myself to trigger the glitch, and it comes in once you get over 81 lives and lose one, or complete a level with 81 lives or more. I've got to believe it has something to do with getting over 9x9. The glitch doesn't occur in Bubsy II or Fractured Furry Tales, only Claws Encounters of the Furred Kind. I've gotten over 87 lives in each before losing one.

  • @ulillillia Exactly. On a side note... You seriously have an unhealthy obsession with these games! I thought mine with the original Sonic games was bad... Haha

  • Nice glitch. I like the quality of this sound better, but the actual music on the genesis.

  • The notation on the Genesis is the best, but the sound quality is bad. The reverse is true for the SNES - good sound quality, less notation (Bubsy's Carnival and Desert Train are exceptions).

  • You really like games where you can fly/float at large speeds, don't you?

  • This is the main reason my own game, Platform Masters, doesn't use drag - for the extreme speeds possible. It's also much easier to program as well.

  • ahahah im more skilled than u i chaet mah way to chapter 16 and i bet it bubsy 2 to cunfusing i cant play it it makes my brain think a lot

  • @meast1000

    he´s just demostrating how glitchy is after getting over 80 lives...

    also, whi you are skilled if you dont play this game?

  • That does sound better at 78% speed

  • Lately, it's around 60% true speed that this version sounds best. This version has a narrower good-sounding speed range so it's less likely to get a lot of plays.

  • What is with the sound?

  • Yuk it up, yuk it up.

  • ulillillia why haven't you updated your blog lately? too busy with videos?

  • Not only that, but also Platform Masters. I had a start on my blog, but I ended up getting stuff earlier than expected and it threw me off. I'm unlikely to stop adding to my blog though.

  • why do you play this so much? there are better platformers on the genesis.

  • Lots and lots of reasons: Extreme scrolling speed (the fastest I've ever seen), the game's music, the entertaining atmosphere (cartoony and funny), plenty of bug-hunting (there's 20 known bugs in the Genesis version) with minimal risk of dangerous bugs, the backgrounds (the desert one is my top favorite of all backgrounds seen, for the 2D type of those days), and probably a few others.

  • I was wondering, how come you always mix your commentary all on the left channel and the in game sound all on the right channel? I think a mixture would sound better.

  • This allows the video-viewer more flexibility. By adjusting the balance toward the right channel with their computer's sound settings, they can hear the game's audio. Swap it to the left channel and my narration comes out much clearer.

  • By the way, dont let cats eat yarn IRL because their stomach cant handle it

  • You are right! This song would sound better att slower speed.

  • I'm now liking the speed around a measely 45%. I thought that parts 1 and 2 of it were completely different. It seems so... until I really slow the speed down. In the Genesis version, there are a lot of 16th and 8th notes all the way through. I thought that this in the SNES version was gone - it's not. It's just very faint. Knock the speed down to 70% and it starts becoming more apparent. At 40%, it's much more easily heard so it is there.

  • wow that glitch sucks...

  • So, Bubsy (SNES) or Bubsy (GEN)?

  • the only significance i can think of of the number 80 is, if you take 80 and read it as a *hex* number (0x80) and store that in an unsigned char, the result is negative. not sure why the game would do that, but 0x80 being = 128 is the only reason i can think that 80 might be an important number.

  • If that was the case, then explain why I had 83 lives at one point?  Plus, printf would write 0x80 as -128 as it is.

  • i was thinking maybe the lives are stored properly in most cases, but the bug only happens when the lives are finally "checked" for a continue or something like that. just an idea, i really have no clue why it actually happens.

  • Because why would the game ever check if _giving_ lives would result in a game over? It's a check you only need to be making upon taking lives away, so for efficiency it's only called as a step in that subroutine.

    This is pretty obviously a case of binary-coded decimal (BCD), so it doesn't matter what printf would say for it if they're not calling printf on that byte unaltered. The whole point of BCD is that it's more easily manipulated into printing readable values.

  • That's not quite the case. I have a case in this very video where I get to 81 lives, lose one, then have 80. 0x80 would be -128 and the bug should occur, but it doesn't. It's either having 82 or 83 lives then dying that causes it. And if it was BCD, then it should still max at 99 without a problem (after 0x99).

  • From the looks of it, then, it's probably flipping sign on the value and comparing that to the original: if A is less than negative A, then treat it as a game over.

    The two's complement mapping is such that the largest negative integer necessarily has no negation in the domain, and attempting to do so will usually give either an error or an unchanged value (that is, it might think negative -128 is just -128).

  • Here's a crazy suggestion: maybe this was programmed in, on purpose.

    Think about it, most users will never get over 80 lives and game cheat devices can be used to get 99 lives. Maybe the programmers did this to protest cheat devices in some minor way.

    I guess we'll never know for sure.

  • Hmm thats a good point.

  • But then wouldn't they put the limit at something that's not possible to get in-game? 90 would be practically unobtainable and still serve the purpose.

  • I really hope they didnt

  • The part with 19 pixels per frame falling speed was pretty awesome, I would love to see your record!

  • In my Genesis play through, I have a case of 40 px/fr, but that's still only 2/5 of the way to the record. It's in part 4, if I recall (either that, or it's late in 3 or early in 5).

  • So now that you have an SNES, are you going to finally play Bubsy 2?

  • I did not like this game as much!

  • None of the good stuff in this game is present in Bubsy 2.  Bubsy 3D is only slightly better....

  • I'm thinking the developers for some reason made the life count start at 176 code-wise for some reason. I have no idea why they'd do that.

  • I actually wonder what the developers would think when they see this video.... That would be quite interesting if one of them actually commented on it....

  • Just shows you how much better at the game you are than the creators.

  • My favourite part was when you did the glitch.

  • My favorite part is when I got 19 pixels per frame falling speed. That's just 20% of my record though....

  • A lot of it is mathematics. And that's what Ulillillia is interested in. That, and seeing how games work, and messing with them.

    And drowning the fox in the blue water.

  • It's the thrill of speed. When everything is whizzing by you in a blur because you're going so fast, it's highly entertaining, much more entertaining than drowning Tails. Sonic caps at 24 px/fr which kind of ruins it, since 24 is easy to get. 32 would be better. I can get 95 in this game, nearly 4 times faster (but it took 3 days to do it (yes, leaving the system on overnight, and paused)). This game has the fastest scrolling speed I've ever seen!

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