Bubsy SNES version full game (river pt 2/3)

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Uploaded by on Jun 12, 2009

This is a full game of the SNES version of my most played game, the original Bubsy. I was so eager to play it for the game's audio, but also to see what differences there were between it and the more familiar Genesis version. This is the first take and I only allowed one take so I can accurately relive the experience. The river world is another one of my favorites. The background scenery is beautiful and has often inspired me. Taking the cake (and a bonus cake), however, is this world's music. 1 to 1.3 million plays. That's right, at least a million plays (and counting while I type this description)! That's how many times I've listened to this song (the Genesis version) in the now 15 years I've had it (since 1994). I frequently keep returning to it, and you can see this in my blog. Despite a complex-sounding song, I memorize the Genesis version 100%. The song, of which I call "Out Where the Lake Is" (as I originally thought the water was a lake, not a river), has the longest intro that I'm aware of. Part 3 of the intro has the best part of it fainter. Parts 1 and 2 of the main loop (the first 16 measures) are completely different, but 3 and 4 are basically the same. This song is the best in the game for both the Genesis and SNES versions. However, after 2 normal loops (81 measures in), there's an odd part that doesn't belong, as if the song was unfinished or the game has a bug with looping it properly.

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  • I know that... to some extent. What I meant is that, if you let the river return and hit this switch, nothing happens. That switch only works if the river is already fully drained, essentially resetting the timer. It's possibly a bug.

  • Re, "not sure what that does" at about 8:28 in the video, that's one of two switches that drains the river/dam for a minute.

  • It is indeed similar - it's a game play mechanic present in games with constant acceleration and the character having a special skill that reduces gravity. You fall at the higher acceleration rate and you go back up, using the special skill just before bopping something, at the reduced acceleration. The formula "(EndSpeed-StartSpeed)/2*(EndS­peed-StartSpeed)/Acceleration" tells you that, with reduce acceleration and no net speed change, you'll cover more distance.

  • what i'm seeing in this video looks alot like what you've described in your other video as knuckles' "glide hop." is the technique at all similar?

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