The reason why the 255 is the highest number for Sonic's life counter is because it support 8-bit integer. If we go below 0, the integer underflows to 255, and if we go beyond 255, the integer overflows to 0.
It also happens to sinistar as well. You basically die twice when you have one life left. And after that, you set it back to the max amount of life the game can handle.
There is 2 types of 8bit integers. Unsigned and signed. Signed lets the value be negative(range -128 to 127). Unsigned ranges from 0 to 255. The CPU of the Sega Mega Drive supports 32-bit integers that goes all the way up to 4 billion!(Unsigned. The signed one goes up to 2 billion)(also this is just an addition)
The spike glitch has always been really interesting to me. Obviously it was un-intended, as they fixed it in later games, but the reason it happens is kind of funny. In Sonic 1, you don't gain i-frames until after landing. Once hit, Sonic enters a state where enemies no longer collide with him, then once he lands he enters his normal state with i-frames. However, the spike uses the same collision as other scenery objects, so it's the 1 thing in the game that can damage you even if Sonic is in his special falling state, because naturally they didn't want him falling through the ground. I am not sure exactly how they fixed it, but either checking the state if he does end up colliding, or starting the i-frames right away but leaving the timer at 1 until he lands are both potential solutions. To know which one they used I guess you'd have to pay attention to if sonic blinks after getting hit before landing in later games.
@@BT_Official2011 All that really confirms is that they retroactively understand what caused it, and understand that some players enjoy retro challenges, and some don't.
@@RandomFella745 Why? I wasn't making a silly that I want everyone to understand and laugh at or something. I was questioning a technical mechanic of a retro game. If you dont feel like reading the whole thing, it's not meant for you 😁
the reason gaining +1 life from 255 effectively brings you to 256 is because when you're _at_ 0, losing a life brings you back down to 255, so you effectively have 255+1=256 lives. you normally can't be at 0 because hitting 0 lives via a death triggers a game over, but since you're instead hitting 0 _without a death,_ the game never bothers to check if you should game over, so you don't.
There's a glitch where if you unlock level select and open it fast enough you can glitch the sprites out and on the left side you can see this glitch as is just a visual glitch you can probably get this glitch on the second or third try. Im gonna call this glitch the selection glitch
Sonic 1 when it crashes: text telling you what happened Sonic 2 when it crashes: no information but it doesn't take that long for you to know what happened Sonic 3 when it crashes: what in the living heck happened to the universe?
7:00: I know why the title screen doesn’t scroll when you drown and get a game over This is because the RAM address $FFFFF744 the title screen scrolling ram isn’t cleared when you drown, so when you drown and get a game over the title screen won’t scroll.
This is very important to know! Thanks for showing these glitches. I am a member of a community that creates achievements for Retro Games (RetroAchievements) and this data will be precious for me to blocking the player using them to earn achievements - especially the zip strategy xD
In marble zone you can actually push blocks by rolling into them so you don't have to hold the direction button. Don't know if it's a glitch or intentional. There's also something in spring yard that I like to call the inifinite skid were you if run down the hills you can hold sonic's skid animation with the waving hand indefinitely even as you bounce around on bumpers and ending when you even land on a solid platform.
There’s one glitch in Sonic 1 that you can’t get on a normal sega Genesis controller, if you hold left and right on a slope going up towards the right of the screen, sonic will moonwalk, but you have to be facing left before you do it, and if you press left and right next to a wall, sonic will rapidly shift from left to right in the first frame of his walking animation
You can also crash the game somehow in Green Hill act 2, right under the loop with the life, you can jump over the spring and into the pit and sometimes you can get an illegal instruction, but I don’t know exactly how to do it
You forgot the glitch stage, 1st go to the special stage then go out of bounds, you can see different stuff randomly placed, if you can go more out of bounds you will see the special stage files and if you go even more, it will make you go to the normal special stage.
There's so much you didn't cover, but cool video. My favorite is using invincibility frames on lava to clip. As a child in the early 90's it was my mission to try to break the game and find all it's secrets. Use debug on the special stage, go outside and hold left until you hit the glitch wall. You can get 6 blue emeralds.
0 lives explanation: The lives number is represented as 8 bits. So when you lose a live from 0 lives, it keeps taking carries from the subtraction until it can't, so it went from 00000000 to 11111111 (255).
Scrap Brain Zone Act 1 has an easy clip and wall pull glitch I learned as a kid. Those moving giant rectangular obstacles coming out of the walls? Go up to the wall, face away from the wall, duck, as the obstacle retracts it will take you into the wall. Press left and it will pull you through the wall. Most of these trap you in the wall. I can't remember but the first bottom one might be a working shortcut.
The hate for Labrynth Zone really bugs me. It's not all that bad of a level, it's Marble Zone, but with water. I know that doesn't sound promising, but, it's still a fun level.
The Spike and Drowning Glitch can be explained by Programming. When Sonic Drowns, the game says "Play this Animation." Which is Sonic's Drowning Animation. This Animation overrides the "Hold Pole" Animation. So far, so good. The Drowning Source code says "Take One life from Player counter." Still good. BUT. Here's where the mess happens. While the Drowning Animation happens, the game is ALSO doing the "Push Sonic" Effect. Which, causes the Glitch. As Sonic is NOT told "Do NOT move Horizontally while dying." As that Condition is, almost never gonna happen, Except in this case. So, Normally Sonic would play the "Floating" Animation when being pushed. BUT, we have a conflict. As the Drowning Animation is in action too. Then by pressing A, we interrupt the Drowning Animation because, Sonic is moving Horizontally. Then, we hit Spikes. Because we have no Rings, that means "Die." So, now, we have the game with a "Stack" of things to do. Sonic Drowning Code says "Take one Life." AND, the Spikes with Zero Rings says "Take one Life." We hit a problem. One Minus Two, is, negative One. BUT, the Integer is not a SIGNED value. AKA "Can be negative." Why? Because if lives ever reached Zero, Game Over. So why would they developers care if the value became negative. That, won't happen, right? It, does. So. The game says "Well. I can't have Negative Numbers. So logically, the next number is, 255" This is referred to as a Buffer Overflow. This kind of thing happens in other games too. Like Twilight Princess on the Wii where the game says "Horse name can be up to 8 Characters." BUT, if you were to manually edit the save file and make it longer then 8 characters the game won't stop, and could load, 3rd party code. That is a Buffer Overflow Exploit. Fun times with limited hardware.
15:18 I would say that the 256 lives as 0 lives in the display I guess you could say, is similar in principle to a car odometer rolling over after reaching its maximum value
1:18 Ok, yes. This does happen on GENS. Buts it’s not for every emulator. Some emulators (like KEGA Fusion for example) don’t have the bug, so it really depends of what emulator you are using.
I managed to get the infinite invicibility theme in Sonic Mania once (by accident, obviously), I have a video of it, it happened during my Tails' playthrought
14:41 Tap/click Read more for full explanation The reason why Sonic can gain 255 lives is because of an integer underflow. So if the life counter is 1 (Internal value is 1-1=0) and you get Sonic to die twice, the Game Over check is skipped, as the game checks to see if the internal value is 0 or not, but that check happens _after the death animation is finished and the live counter has finished decrementing the internal life counter_ This bug also happens in Sonic 2 (MegaDrive/Genesis) Chemical Plant Zone. So 1-1-1=-1, but since the life counter is an 8-bit unsigned integer (positive numbers + 0), it will wrap around to 255, then decrement by 1, which means the internal value is 254. For Sonic getting a life increments it to 255, but making Sonic to get one more life resets the internal life counter _back to 0_ so that means if Sonic lose a life when his life counter is 0, all 256 tries are essentially wasted, as the game checks if the external life counter is 0 (internal is 255) or not when decrementing (incrementing does no effect) before setting the GameOver flag in the game after the death animation is played and the internal counter is completed the decrement process. It's the same thing with Pacman's Level 256 glitch. P.S. I'm speaking from decino's perspective.
yes and no. It has less to do with with it being an 8-bit integer and more with hexadecimal counting. Instead of normal decimal that most people work with (0-9, 10 unique characters for each place, thus the reason it's called "deci"mal, since deci is 10 in Latin), hexadecimal, logically, has 16 unique characters, 0-F. This is where the 8-bit integer comes in. Most life counters in older games were 2-digit (0-99, which is 100 unique values (1-99 plus 0), but because the coding behind a 2-digit number requires 2 bits and those bits are written in hexadecimal, they can technically go between 0-FF (usually with a coded limiter to prevent earning more than 99, but that's beside the point). FF in hex code happens to convert to 255 in decimal (16x16=256, just as 10x10=100 in decimal), which is why you see so many things in older games cap off at 255, but just like decimal's 0-99 is actually 100 unique numbers, the 0-255 of hexadecimal is 256, the obvious 1-255, as well as 0.
You missed one, which I call a level wrap glitch. When you use debug mode to go below the ground in labyrinth 2, and do a level wrap, about 3-4 seconds in, the game crashes and says, “ILLEGAL INSTRUCTION”
7:03 I have a hypothesis on why this happens and I don't know a lot about how sonic 1 works so if I get something wrong then that's why. Ok so the background changes how it moves with sonic and goes up down left and right accordingly. So what I think is happening is that when you die in water something in the code messes up and freezes the background until the level restarts. So when you get a game over it freezes the background and doesn't reset the background because the level never reset. Yet again I'm not coding expert and don't know much about how sonic 1 works so if I get something wrong you can comment it or propose a different theory on how it happens.
Did you try running into it at 29:53 instead of slowing down? As seen in the A + Start video, Sonic runs into it, basically giving you a higher chance. Although you may have saw it, just a reminder
Spike Bug is really annoying, they removed in Sonic 2. Music bugs must be fixed or it's unfixable Sonic 1 Labyrinth Zone glitches: Act 1: ??? Act 2: Clip & Illegal Istruction Act 3: ???
11.10 is the set up to the level wrap on marble 1 marble 2 and 3 have them as well with practice you can do marble 2 in 11 seconds.... Speedrun strats 😉
You said THE Any key. Where's that? Also, the emulator I use does Up+C Down+C Left+C Right+C then A+Start until Sonic is visible. You nailed the "Hold Down A and Start until you see Sonic" part. Just know the version that most emulators use is the one I mentioned. You also nailed Level/Act Select, so there's credit for that.
I found 2 zips that are undocumented which are spring yard act 2 zip and labyrinth act 3 zip both can send you to the end of the level but it requires debug mode
The reason why the 255 is the highest number for Sonic's life counter is because it support 8-bit integer. If we go below 0, the integer underflows to 255, and if we go beyond 255, the integer overflows to 0.
It also happens to sinistar as well. You basically die twice when you have one life left. And after that, you set it back to the max amount of life the game can handle.
There is 2 types of 8bit integers. Unsigned and signed. Signed lets the value be negative(range -128 to 127). Unsigned ranges from 0 to 255.
The CPU of the Sega Mega Drive supports 32-bit integers that goes all the way up to 4 billion!(Unsigned. The signed one goes up to 2 billion)(also this is just an addition)
The spike glitch has always been really interesting to me. Obviously it was un-intended, as they fixed it in later games, but the reason it happens is kind of funny. In Sonic 1, you don't gain i-frames until after landing. Once hit, Sonic enters a state where enemies no longer collide with him, then once he lands he enters his normal state with i-frames. However, the spike uses the same collision as other scenery objects, so it's the 1 thing in the game that can damage you even if Sonic is in his special falling state, because naturally they didn't want him falling through the ground. I am not sure exactly how they fixed it, but either checking the state if he does end up colliding, or starting the i-frames right away but leaving the timer at 1 until he lands are both potential solutions. To know which one they used I guess you'd have to pay attention to if sonic blinks after getting hit before landing in later games.
they added a check for invulnerability frames and if sonic has them, don't hurt him
It was intended that's why in later Remakes they had a option to turn it on Conforming it was intended
@@BT_Official2011 All that really confirms is that they retroactively understand what caused it, and understand that some players enjoy retro challenges, and some don't.
Shorten this shit down 🗣️
@@RandomFella745 Why? I wasn't making a silly that I want everyone to understand and laugh at or something. I was questioning a technical mechanic of a retro game. If you dont feel like reading the whole thing, it's not meant for you 😁
the reason gaining +1 life from 255 effectively brings you to 256 is because when you're _at_ 0, losing a life brings you back down to 255, so you effectively have 255+1=256 lives. you normally can't be at 0 because hitting 0 lives via a death triggers a game over, but since you're instead hitting 0 _without a death,_ the game never bothers to check if you should game over, so you don't.
6:51 i like the nod
30:12 You could activate the slope glitch, which you could do on the original/emulator. That way, you can enter the top wall and finish easily
There's a glitch where if you unlock level select and open it fast enough you can glitch the sprites out and on the left side you can see this glitch as is just a visual glitch you can probably get this glitch on the second or third try. Im gonna call this glitch the selection glitch
The 255 lives glitch:
The real integer is -1, since the 8-bit binary code starts with 1, looks like this:
1111 1111
In hex, it's 0xFF.
The lives are in unsigned 2-byte.
Yes yes but can you repeat that in words I know? 🤣
At 8:48 if you position sonic just right you can jump in between the spike thing, and the wall, bypassing the need to even push the block.
Sonic 1 when it crashes: text telling you what happened
Sonic 2 when it crashes: no information but it doesn't take that long for you to know what happened
Sonic 3 when it crashes: what in the living heck happened to the universe?
*super mario world has entered the chat*
@@Danny_Jarquin smw when crashing: aaæeeee
@@jaytv25 thats what i mean
@@Danny_Jarquin smw2 yoshi island when crashing: back to title screen for you bud
@@jaytv25 gba sma titles: *proceeds to speak enchantment table*
Minor note about the Demo Mode glitch:
Holding a jump button during the end credits "gameplay" sequences has the same effect.
7:00: I know why the title screen doesn’t scroll when you drown and get a game over
This is because the RAM address $FFFFF744 the title screen scrolling ram isn’t cleared when you drown, so when you drown and get a game over the title screen won’t scroll.
This is very important to know! Thanks for showing these glitches.
I am a member of a community that creates achievements for Retro Games (RetroAchievements) and this data will be precious for me to blocking the player using them to earn achievements - especially the zip strategy xD
In marble zone you can actually push blocks by rolling into them so you don't have to hold the direction button. Don't know if it's a glitch or intentional. There's also something in spring yard that I like to call the inifinite skid were you if run down the hills you can hold sonic's skid animation with the waving hand indefinitely even as you bounce around on bumpers and ending when you even land on a solid platform.
if u hit the orbinort in star light, you go past the ceiling so the game puts u at the kill play at the bottom
There’s one glitch in Sonic 1 that you can’t get on a normal sega Genesis controller, if you hold left and right on a slope going up towards the right of the screen, sonic will moonwalk, but you have to be facing left before you do it, and if you press left and right next to a wall, sonic will rapidly shift from left to right in the first frame of his walking animation
You can also crash the game somehow in Green Hill act 2, right under the loop with the life, you can jump over the spring and into the pit and sometimes you can get an illegal instruction, but I don’t know exactly how to do it
Can you stop swearing
You forgot the glitch stage, 1st go to the special stage then go out of bounds, you can see different stuff randomly placed, if you can go more out of bounds you will see the special stage files and if you go even more, it will make you go to the normal special stage.
Yeah, those are called *Tiles*
2:22
June 23, 1991, the "Spike into more Spikes" incident
1:27 Glitch: No Hand No Two Legs!
Yes, there's a glitch in spring yard zone. The roller badnik appears using some pieces of the caterpillar from Marble Zone
Makes sense because you can place those badnicks with Debug Mode, even though its not used normally...
Nice, great game for glitching sake! 😆👌
The glitch that gives you 255 lives can be used in Chemical Plant Zone Act 2.
That in sonic 2
@@KnfierOrangeFanits saying that it can also be done in chemical plant zone
@@azbleck and hes saying thats in sonic 2
The pit from final zone at end of the boss also works on android version
There's so much you didn't cover, but cool video. My favorite is using invincibility frames on lava to clip. As a child in the early 90's it was my mission to try to break the game and find all it's secrets. Use debug on the special stage, go outside and hold left until you hit the glitch wall. You can get 6 blue emeralds.
12:18 that scared the shit outta me...
0 lives explanation: The lives number is represented as 8 bits. So when you lose a live from 0 lives, it keeps taking carries from the subtraction until it can't, so it went from 00000000 to 11111111 (255).
The 255 lives limit is due to of the limit of 1 octet (0 to 8) , if the game had 2 octets the lives limit will be icreased by 4 (i think is this)
It will increase up to 65535.
Scrap Brain Zone Act 1 has an easy clip and wall pull glitch I learned as a kid. Those moving giant rectangular obstacles coming out of the walls? Go up to the wall, face away from the wall, duck, as the obstacle retracts it will take you into the wall. Press left and it will pull you through the wall. Most of these trap you in the wall. I can't remember but the first bottom one might be a working shortcut.
The hate for Labrynth Zone really bugs me. It's not all that bad of a level, it's Marble Zone, but with water. I know that doesn't sound promising, but, it's still a fun level.
agreed. people just need to git gud
23:02 Classic Sonic Simulator players: first time?
I remember this bug, it seems to have been fixed
I don't remember
Man, the buggy collision were the glory days in my book simply because I find them funny.
50000 points does not give you a life in Sonic 1.
19:49 Up C Down C Left C Right C also works to activate debug mode
The title screen being somewhat jacked up is either the emulator fucking up OR the sprite limit option being turned off (which most emulators have)
Jumping at the end letting you retain control stayed a glitch in Sonic 2. 🙂
18:46 this happened to me I jumped to pit thinking "There is a wall that will stop me"
What if you wanted to go to heaven, but God s- ILLEGAL INSTRUCTION$000000000069
18:27 Unless your in Debug Mode.
you can't place goalposts or capsules in debug so it's still impossible
@@AbsoluteDumpsterFire i think you can put capsules or signs in debug mode
@@daghanyilmaz9855 only in Sonic Origins and the Remaster you can place them, but the bug is fixed in those versions
4:34 A+Start Collaboration!? Oh son of a glitch
My favorite one is the creature pit glitch and the most scariest one is the no scroll intro
27:49 hold right to win
21:29 this itemless monitor is belived to be an ecxeption handler for monitors containing invalid objects
The Spike and Drowning Glitch can be explained by Programming.
When Sonic Drowns, the game says "Play this Animation." Which is Sonic's Drowning Animation. This Animation overrides the "Hold Pole" Animation. So far, so good. The Drowning Source code says "Take One life from Player counter." Still good.
BUT. Here's where the mess happens. While the Drowning Animation happens, the game is ALSO doing the "Push Sonic" Effect. Which, causes the Glitch. As Sonic is NOT told "Do NOT move Horizontally while dying." As that Condition is, almost never gonna happen, Except in this case. So, Normally Sonic would play the "Floating" Animation when being pushed. BUT, we have a conflict. As the Drowning Animation is in action too. Then by pressing A, we interrupt the Drowning Animation because, Sonic is moving Horizontally. Then, we hit Spikes. Because we have no Rings, that means "Die."
So, now, we have the game with a "Stack" of things to do. Sonic Drowning Code says "Take one Life." AND, the Spikes with Zero Rings says "Take one Life."
We hit a problem. One Minus Two, is, negative One. BUT, the Integer is not a SIGNED value. AKA "Can be negative." Why? Because if lives ever reached Zero, Game Over. So why would they developers care if the value became negative. That, won't happen, right? It, does.
So. The game says "Well. I can't have Negative Numbers. So logically, the next number is, 255" This is referred to as a Buffer Overflow.
This kind of thing happens in other games too. Like Twilight Princess on the Wii where the game says "Horse name can be up to 8 Characters." BUT, if you were to manually edit the save file and make it longer then 8 characters the game won't stop, and could load, 3rd party code. That is a Buffer Overflow Exploit.
Fun times with limited hardware.
15:18 I would say that the 256 lives as 0 lives in the display I guess you could say, is similar in principle to a car odometer rolling over after reaching its maximum value
There is one in Marble Zone where when you are about to get chased keep walking before you get down and then your levitating
He called green hill Emerald hill
6:03
Has anyone noticed that Sonic was in front of the title banner? His lower half: MY EYES!
Wow, i never would tought this game had this many glitchies, but even then, it's perfectly playabel, unlike his GBA counterpart which is a mess!
I think the first time I fought robotnik i gave him 255 lives..
1:18 Ok, yes. This does happen on GENS. Buts it’s not for every emulator. Some emulators (like KEGA Fusion for example) don’t have the bug, so it really depends of what emulator you are using.
the "sonic is fucking floating"is easier with springs just spam a b or c in any zone too
I managed to get the infinite invicibility theme in Sonic Mania once (by accident, obviously), I have a video of it, it happened during my Tails' playthrought
This also happens in the prototype version of the game
4:28 There is no Emerald Hill in Sonic 1
@@RadekLoch You right, you right
BRO NO WAY. IVE DID THE EGGMAN INFINITE LIFES ON ACCIDENT. Now it makes all sense.
Anyone notice in 4:35 He said emerald hill instead of green Hill?
scared me when the illegal instructions showed up on the genesis mega mix
14:41
Tap/click Read more for full explanation
The reason why Sonic can gain 255 lives is because of an integer underflow.
So if the life counter is 1 (Internal value is 1-1=0) and you get Sonic to die twice, the Game Over check is skipped, as the game checks to see if the internal value is 0 or not, but that check happens _after the death animation is finished and the live counter has finished decrementing the internal life counter_
This bug also happens in Sonic 2 (MegaDrive/Genesis) Chemical Plant Zone.
So 1-1-1=-1, but since the life counter is an 8-bit unsigned integer (positive numbers + 0), it will wrap around to 255, then decrement by 1, which means the internal value is 254. For Sonic getting a life increments it to 255, but making Sonic to get one more life resets the internal life counter _back to 0_ so that means if Sonic lose a life when his life counter is 0, all 256 tries are essentially wasted, as the game checks if the external life counter is 0 (internal is 255) or not when decrementing (incrementing does no effect) before setting the GameOver flag in the game after the death animation is played and the internal counter is completed the decrement process.
It's the same thing with Pacman's Level 256 glitch.
P.S. I'm speaking from decino's perspective.
yes and no. It has less to do with with it being an 8-bit integer and more with hexadecimal counting. Instead of normal decimal that most people work with (0-9, 10 unique characters for each place, thus the reason it's called "deci"mal, since deci is 10 in Latin), hexadecimal, logically, has 16 unique characters, 0-F. This is where the 8-bit integer comes in. Most life counters in older games were 2-digit (0-99, which is 100 unique values (1-99 plus 0), but because the coding behind a 2-digit number requires 2 bits and those bits are written in hexadecimal, they can technically go between 0-FF (usually with a coded limiter to prevent earning more than 99, but that's beside the point). FF in hex code happens to convert to 255 in decimal (16x16=256, just as 10x10=100 in decimal), which is why you see so many things in older games cap off at 255, but just like decimal's 0-99 is actually 100 unique numbers, the 0-255 of hexadecimal is 256, the obvious 1-255, as well as 0.
@@whiteeeveeangel You're right.
@@whiteeeveeangelpokemon Red Missingno = Sonic 2 glitch
(Missingno 0 and 256) 🤔
You missed one, which I call a level wrap glitch. When you use debug mode to go below the ground in labyrinth 2, and do a level wrap, about 3-4 seconds in, the game crashes and says, “ILLEGAL INSTRUCTION”
now do it with sonic 06. (18 hour video)
1:16
The cave sound...
7:03 I have a hypothesis on why this happens and I don't know a lot about how sonic 1 works so if I get something wrong then that's why. Ok so the background changes how it moves with sonic and goes up down left and right accordingly. So what I think is happening is that when you die in water something in the code messes up and freezes the background until the level restarts. So when you get a game over it freezes the background and doesn't reset the background because the level never reset. Yet again I'm not coding expert and don't know much about how sonic 1 works so if I get something wrong you can comment it or propose a different theory on how it happens.
I seen some visual bugs on game over screens where the ring graphics get messed up and show parts of text
16:36 The same thing happened to me with some Coliseum Chaos springs in Sonic CD
XD
your vídeo is soo good, it feels like i'm watching a cybershell video somehow
Missed the glitch where the title screen is off-center by 8 pixels!
Fun fact:in the glitch where you die from the bottom,if you try to do the same thing of mobile port at the start of act 1,the game crashes, k o o l
The game also crashes on the ending zone too.
While in debug mode in the finals I got the back round to lift and above was brown all I did was go way above the boss battle and somehow shifted it
4:41 I got this cartridge
On error screens such as 12:54 you can press a certain button and force the game to continue anyways.
does not work.
16:23 That glitch also works on Sonic CD from Sonic Gems Collection
Sonic: well this is fine hehe... *sonic gets nightmares*
Did you try running into it at 29:53 instead of slowing down? As seen in the A + Start video, Sonic runs into it, basically giving you a higher chance. Although you may have saw it, just a reminder
Sonic 1
In sonic 3 I was able to pull of the the infinite invincibility music glitch accidentally
19:10 you can jump in before hitting Robotnik on Whitehead’s iOS version
12:48 & 13:06 right, down & illegal instructions sonic 1!
IS THE LABRINTH CRASH ACTUALLY ILLEGAL?!?!?!
Spike Bug is really annoying, they removed in Sonic 2.
Music bugs must be fixed or it's unfixable
Sonic 1 Labyrinth Zone glitches:
Act 1: ???
Act 2: Clip & Illegal Istruction
Act 3: ???
Wow Glitchy
Indeed
Yeah Fug u makes me laugh every time also if these were in sonic 1 mobile it would work better right
19:05 this glitch works on the remaster as well.
Very easy especially as super sonic
11.10 is the set up to the level wrap on marble 1 marble 2 and 3 have them as well with practice you can do marble 2 in 11 seconds.... Speedrun strats 😉
11:10
Thank you@@damjanbaldi
1:55 LOL THE SPIKES BECAME A TRAMPOLINE
14:20 now i can try to beat Labyrinth Zone Act 3 Boss without returniung in different runs
Missingno Pokemon Red = Sonic 2 255 🤔
3:50 the layer of sound thats missing is the DAC correct me if i am wrong
Exact!
I watched a lot of sonic music deconstructed to know that the DAC is used for the percussion
1:06 wasnt expecting that
I miss games having attract modes
You said THE Any key. Where's that?
Also, the emulator I use does Up+C Down+C Left+C Right+C then A+Start until Sonic is visible. You nailed the "Hold Down A and Start until you see Sonic" part. Just know the version that most emulators use is the one I mentioned. You also nailed Level/Act Select, so there's credit for that.
Maybe because 0-1=-1 but -1 in sonic 1 = 255 and 256-1=255
Well son of a glitch
By I have login glitch when I am logining the not logining please give solution
I found 2 zips that are undocumented which are spring yard act 2 zip and labyrinth act 3 zip both can send you to the end of the level but it requires debug mode
1:27 glitch 2 no hand
6:51 Sonic exe Title screen lol
14:05 super smash bros reference
Oh no, you just got huggy wuggied but with the f word 1:59
Im suprized i didnt see the slope glitch!
1:43 hacker noooo!
1:47
1:56
2:02
2:06
2:10
why does it try to read the illegal instruction?
The title screen sonic bug happens sometimes on genesis hardware sometimes
Do sonic 1 gba and phone versions, they have some weird and interesting glitches.