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  1. 3 points
    Game progression keeps on going. At one point I was so angry that I had to quit working on it because I couldn't make a solid 262 scanline count. But thankfully Splendidnut helped me out. If I ever get this game released, I'll give him a free copy of the game because it wouldn't be without him. So I have the colored killer bees that progressively get meaner and meaner, a Beebot that moves around the screen, your bees that go after the Beebot. But this is far from finished. I have to add in some other elements, like death, and RoSha Ray. I have a plan for that last one. In the original Killer Bees, the RoSha Ray goes horizontally. I however, will make my RoSha Ray (missile 1) go vertically because it will be way easier to program. That, and I only have 1,624 bytes left in my 4k game, so it's not like I have an infinite sandbox. Well, I do, but I don't know how to play with some sections of the sand yet. As you can see, I made COLUPF brighter. This is because the enemy bees were hard to see on my TV. I think it's going well, but it feels as though it's more of a Roman Colosseum fight to the death thing in my opinion since there's one Beebot and one swarm of enemy bees. I guess each machine has its limitations.
  2. 2 points
    For so many years, Bubsy fans wondered: how fast is Bubsy the Bobcat? Well, I've finally cracked the code! I've finally discovered how fast he is and I'm happy to show you all. So here we go: First, we have to know, how to calculate speed. Which is easy to calculate by dividing distance with time. For this problem, we'll use Bubsy in Claws Encounters of the Furred Kind, level 1. Why? 1. I chose his first game, because in other Bubsy games, they slow Bubsy down since there are so many obstacles to avoid. Also there are a lot enemies, like for example in Bubsy in FFT or Bubsy 2. I mean, yea, there are also a lot enemies in this game, but you can easily avoid them in the first level. Also, Bubsy 2 is more like a puzzle game. And for Bubsy 3D and his new games, it's hard to calculate the distance. Meanwhile here it's 16 bit 2D game and you can easily count them. 2. I chose level 1 because looks more simple level than any other levels in this game. In the other levels, there are obstacles that you have to avoid a lot on and that slows Bubsy down. In this, you can just run and avoid enemies easily. Alright, now that we know which one to choose, there's another problem: How are we going to calculate the distance in this 16 bit game? I mean, we can't convert pixels to meter, because the results will become small. Well, my friends, I know just exactly how to fix this issue. First of let's find out how tall is Bubsy. According to this website, he's 4' 99" or 1,44 meters. (here's the link: https://platformapedia.fandom.com/wiki/Bubsy_Bobcat) Which is interesting, because that means he's taller than Sonic himself! But before you ask me about this, yes, this is unofficial height, but first off, this is the only source we can find and second, the company never thought about that, so even asking them for height would be difficult. Besides in the comic, you can see that Bubsy is high as this hunter: Anyway, now that we know, how tall he is, what do we do then? Simple, you just rotate Bubsy to 180 degrees and put them on the path. Also thanks to the guy called Kurai, I found the background for level 1 (https://www.spriters-resource.com/genesis_32x_scd/bubsyinclawsencountersofthefurredkind/sheet/80819/) After I put them all in the right position, I get 229 characters. Which then we multiply 229 characters by Bubsy's height. And then we get 329,76 meters. So far we know how far is this level. But what about time? Again it's simple. I use it from Bubsy speedrun (which is 13:47.57) And that person took 23 seconds to finish the first level. And for the final calculation, we use the equation as I told you. And boom! We get 14,33 meters per second or 32.05 miles per hour. What's really more interesting, is that he's faster than an average bobcat (25-30 miles per hour). (https://kids.nationalgeographic.com/animals/mammals/bobcat/) So Bubsy actually runs more than an average bobcat.. _________________________________________________________________ Also for his acceleration: a=(14,33 m/s -0) :23 a= 0,6230 m/s or 1,393 mph ______________________________________________________________________ (credit to alliedforce35: https://twitter.com/alliedforce777) So today, we learned two things: 1. His speed is 32,05 miles per hour, 2. His acceleration is 1,393 miles per hour and 3. He runs faster than an average bobcat. Credit is all to me! Don't share it without crediting me.
  3. 2 points
    I've bought a new primary computer to replace the current one - a late 2013 27" iMac. The iMac has been a great computer and for the most part not being able to use it to run Windows apps has been offset by being able to run MacOS apps. Plus it gave me the opportunity to develop an iOS app. And it has a really nice 27" 2560x1440 screen. The problem is games. I've been playing CS:GO's Danger Zone mode and putting up videos on YouTube for over a year and have been getting comments on my low frame rate for just as long. The obvious solution is to buy a new computer. The problem with the solution is justifying paying C$2K just so I can play a game at a higher frame rate. But now that my son is home from college, I can validly say that he can use it to continue his game art endeavours. My objective was to assemble a computer which could run Danger Zone at [email protected] (equivalent to [email protected]). Unfortunately specific performance numbers are hard to come by, so I'm not sure whether it will achieve that objective. In addition, I'm thrifty - so I was reluctant to just throw money at the problem and tried to weigh incremental price vs incremental performance. (Costs given in Canadian dollars and include shipping and taxes.) C$303.97 AMD Ryzen 5 3600 I really started dreaming about a new PC with the Zen 2 processor benchmarks - a high performance CPU at budget prices. This was a processor I could build a decent system around. It benchmarks at over 2.6 times the speed of the Intel 4771 in the iMac (18% faster in single thread), which I am hoping is enough for CS:GO that tends to be CPU bound and only really uses 4 cores. And while I originally dreamed of the Ryzn 7 3700x, that's $200 more for 1/3 more cores but only 28% higher performance (and only 5% more in single thread). I'm going to stick with the stock cooler unless it's too noisy. C$258.77 GeForce 1650 Super I went with the GeForce 1650 Super because it supports NVENC v6 - for making YouTube videos. It benchmarks at 2.5x the GeForce 780M in the iMac. However, I probably should have gotten the GeForce 1660 Super for 28% higher performance for only $100 more. C$134.18 MSI B450M Gaming Plus Motherboard I went with the B450 over the X570 because I didn't see the point of paying substantially more for PCIe 4.0. I went with MSI because, if necessary, I could flash the BIOS to support Zen-2 without a CPU. The Gaming Plus motherboard had all of the features I needed without a lot of features I wouldn't be using. (In addition, I noticed a lot of motherboards which had more slots etc also had cross restrictions on which could be used.) However, this particular motherboard was difficult to find and I had to drive 150 miles round trip to pick it up. I probably should have reviewed what was available the current market rather than sticking with the decision I made 6 months ago. (Note: I learned the B450 won't be supporting the Zen-3 after I bought the motherboard, although I'm not certain it would have changed my decision as I am not likely to upgrade my CPU that soon.) Note: I've also learned there are multiple "Gaming Plus" motherboard models from MSI. I lucked out and got the one I assumed I was getting. C$205.50 32GB DDR4 3200 I bought the cheapest RAM available from newegg.ca when I ordered, although I did spend $10 extra to get the 3200 speed instead of the standard speed. C$214.68 Intel 660p 1TB M.2 PCIe NVMe SSD It's strange to think how much storage this is; and it's both smaller and faster than a normal SATA SSD. I paid a little extra for Intel because they have historically made very good controllers. C$100 Thermaltake Core V21 case I went with this case first because I'm a traditionalist - I like my motherboard horizontal so the graphics card & CPU cooler aren't putting strain on the motherboard. I also find the cube look to be attractive. It also has a massive 200mm intake fan behind the vented front panel, so I shouldn't need any other cooling. I decided to put the windowed panel on the top and the vented panels on the side because, although having a vented panel on the top would probably better for cooling, it would be worse if one of the cats decided to sit or sleep on it. It's also kinda cool to look down into the case. As this is an older case I was able to buy it second hand, although it meant a 80 mile round trip drive to pick it up. C$67.79 Enermax 500W Gold Revolution Duo This was the cheapest 500W gold rated power supply from a brand I recognized. (500W is certainly overkill, but I didn't see the logic to try to get "just enough" and risking "not enough".) For some reason it was in a velveteen bag in the box. The cables are nicely sleeved, although not detachable, and it includes a couple velcro straps. C$101.69 TP-Link TX3000E I new I wanted a PCIe WiFi adapter with external antennas and this one was competitively priced. While I don't have an AX3000 router, I figured having the adapter support the latest and greatest WiFi standards should mean it will get the best results from my last-gen router. C$564.99 ASUS VQ27BQ As I've said, one of the best features of the iMac is the monitor and there wasn't any way I was going to downgrade for the new computer. In addition to being 27", 2560x1440 and capable of 144Hz (or better) it had to support G-Sync (so if the computer wasn't capable of hitting [email protected] I'd at least get the same framerate as fps). Fortunately, Nvidia has enhanced their drivers to be compatible with many Freesync monitors - which are significantly cheaper than G-Sync monitors as they don't have the proprietary chips required for G-Sync. I was going to get the Acer XG270HU as it is slightly cheaper, but it was in short supply and I was able to pick up the ASUS (which has better specs) open box for the same price. One challenge is I purchased some of these components online so I needed to wait for them to be delivered, which was even more frustrating due to the 15 day return policy on the components I picked up. C$213.57 Microsoft Windows 10 Home When first I looked at the Microsoft website I thought "USB" meant you'd download the installer to a USB (and receive the activation code electronically), so I didn't bother buying it until all of the components arrived. Imagine my surprise when I learned it meant Microsoft was shipping me a USB via FedEx! (There might be a download version, I didn't check since I'd already paid.) But then I realized I could download SteamOS and use it while I waited for the delivery. Once I got the components, assembly went fairly smoothly - although not without a few frustrating moments. Why does the AMD stock cooler not use the (presumably) standard motherboard mounts? The case includes a bracket for the power supply but it's difficult to install so I left it off. Getting the motherboard and I/O shield mounted was annoying. I ended up putting the I/O plate on the motherboard and then putting the two into position in the case as the grounding tabs on the I/O shield made it impossible to do it otherwise. Then I had to push the motherboard into position to get the mounting holes to line up and hold it there while I screwed it in. A dual slot graphics card (which is the norm these days) covers the slot to the right (looking from the rear) of the PCIe x16 slot. Fortunately my motherboard has two PCIe x1 slots (both to the right of the PCIe x16 slot) so I had an open slot for the WiFi card. (I'd assumed the graphics card would extend to the left, over the M.2 card.) Of course when I first powered on the PC all I got from the monitor was "no signal". Immediately I started to wonder if I'd bent some pins on the CPU because I'd dropped it onto the socket (forgetting to open the retention clip first to boot). But before taking things apart I decided to see what I could troubleshoot first. So I connected a laptop to the monitor via the HDMI cable - that worked. So I swapped the Display Port cable I had used (required for G-Sync) with the HDMI connection and was greeted with the BIOS menu. Hooray! However, the SteamOS install wasn't successful When the install first started it presented a warning message about UEFI vs BIOS which had me spending a bunch of time trying to get GPartEd to run (eventually just dropped to command line and used parted) to try and see if there was anything pre-installed on the SSD which I might want to keep. (Nope) After going through the primary install it very unhelpfully popped up a window saying it can't connect to the network (no duh) and I needed to configure my WiFi (double no duh), but just dumping me into the GNOME desktop with no hints about what needed to be done. After many, many frustrating attempt to try to configure the network (during which it keeps popping up the "no network" message), I found a how-to online which showed I needed to click on the WiFi adapter in the Network Device Manager (or some such). Except I didn't have a WiFi adapter listed in the Network Device Manager. I guess SteamOS doesn't include the Linux device driver for my next-gen adapter. In the morning (while everyone else was sleeping in) I dragged the computer over to the living room and plugged it directly into the router (and the TV instead of the monitor) and let it finish the install. Or tried to. At some point it got caught in an infinite loop of "encountered a fatal problem attempting to correct... <reboot>: Figuring something had gone wrong, I tried to reinstall, then had to use parted to clear the partitions, then go through the reinstall process to... same problem. After a shower I realized I was wasting my time on something which was going to be temporary anyway. I would have liked to have seen how CS:GO under SteamOS performed, but it wasn't worth the time, effort and frustration.
  4. 1 point
    I guess that's what happens when you blog continuously since 2006. Actually, this is blog entry #4,003. I was waiting for #4,000, but it snuck by me. Hm. Auto spell is underlining the word "snuck". It's in the Scrabble dictionary, though. Anyway, I went to bed at 3 a.m. and slept all day. I woke up at 4 p.m. I intended to not do that, but I was so sleeeeepy, so I had to go back to sleep because I couldn't force myself out of bed. So after I forced myself up at 4 p.m., I went to work on the banana sprite someone sent me. It's animated. Well, I had to code the animation part, but it's there. I think I may have to "fine-tune" it a little, but it took about a couple hours for it to actually animate itself the way I wanted it to. The banana is angry, so it has a black cloud above it. It jumps up and down, so it's fairly simple animation (that took 2 hours). So now that I'm up and fully awake and all, it's 7 p.m. here. Yesterday was pretty uneventful, such as all the days have become here. Because the government forces people to stay home for no good reason.
  5. 1 point
    There are not a lot of Atari 2600 games that make use of a large amount of text. There are various reasons for this, including ROM size, as well as the fact that many implementations of a text display on the Atari use up a good deal of the limited RAM on the system. Penult has a large ROM size (128K), and makes use of a text display that builds the text lines on the fly to save on RAM (props to @RevEng for help with the initial design from which the Penult implementation had evolved). Penult is largely inspired by the early Ultima series, especially Ultima 3. Conversations in those games were a vital part of the feel of immersion in those games. I was pleased to discover as I was creating a new city that I've already exceeded the lines of dialog in Ultima 3, and I still have more cities to add. Additionally, each non-vendor NPC has a unique name, and a unique dialog. Line length is an issue, though, as I only have 24 characters to work with, although many conversations span multiple lines. Conversation in Ultima 3: Conversation in Penult: For vendors, compared to Ultima 3, the interface has been greatly simplified to allow for easy play with a one-button Atari joystick. Rather than a single vendor being able to sell a variety of weapons and armor, I have multiple specialized vendors each offering one item for sale. For example, in the starting city of Arcadia, you can buy a sling, a mace, or leather armor, each sold by a separate vendor: Penult vendor example: I have a script (UNIX/Mac) to allow me to convert lines of text into data I can include in my program. I'm including it here along with an example just for posterity, and on the small chance that it or the idea behind it could be useful to other developers. ./strconv what brings you here? 21 status__what_brings_you_here message__what_brings_you_here .byte __W, __H, __A, __T, _sp, __B, __R, __I, __N, __G, __S, _sp, __Y, __O, __U, _sp, __H, __E, __R, __E, _qu, $FF strconv
  6. 1 point
    Now this shocked me! http://www.gamespot.com/jaguar/action/bubs...iews;continue;1
  7. 1 point
    While I have aimed to keep my WIP 2600 homebrew Penult within 64K, I've always known there was a possibility that it could go to 128K. Maps and text strings take up a lot of this space, and I'm going to need a good amount more of both to finish the game. What made me make the choice to switch to 128K was sitting down and doing the math comparing what I have planned with what space I have left. I'm looking at dungeons now, and those maps alone will use up much of my remaining space. The good news is that I've successfully switched my code over to a bankswitching scheme that supports 128K (DFSC as described in this topic), so I can continue development without worrying about running out of space. I'm curious now if anyone has published a 2600 homebrew game that was this large yet?
  8. 1 point
    I've recently found the glitch on Bubsy 2 for Gameboy. I basically found the glitch, which you can have infinite life bar! But that wasn't easy to find, because when I made this glitch by an accident, I didn't know what I did. So I had to try it again and again and again, until I found the way to do it. So here's how you do it: Step 1: Go to Bubsy 2 for Gameboy (duh) and choose grand tour. Step 2: When you're here, choose the plane level. Step 3: Finish this level. The next step is a bit hard. Step 4: When you touch the finish line, go down fast as you can. If you do it, this will happen: Then go down some more, and it will automatically go threw the tunnel. Now the next is like this: when you see this rock, go towards the rock, and this is gonna happen: - either you get in and get stuck (which you have to be stuck in it) - or you'll bounce away (if that happens, it won't work) If you get stuck, great! Now you just release bombs by pressing the B button. Then you should hear this sound: 8.mp3 A sound of game over, but cut shortly When you finish it, Bubsy will flash, like this: If that happens, congratulations! You've made the glitch! Now go ahead and choose the level. As you can see there should be a head of Bubsy as a life bar, but when you do the glitch, it's empty. But it won't be empty, when you touch the enemy. This will happen: If you hit more, the sprite will change. And now you have unlimited life bar. But that doesn't mean it's over. There are 3 conditions you have to know: 1. Don't fall damage 2. Don't waste time 3. Don't touch more than 2 checkpoints If you fail them, it will automatically fix itself and then you loose the power. So there you have it. I hope that this trick interested you. I sure like this glitch. If you wanna try it, go ahead and tell me if it works. Credit is all to me!
  9. 1 point
    If you typed in your first BASIC "HELLO" program and made some small modification then there's a chance you've been typing ever since. I've had some time on my hands and read an old tutorial that begged to be inputted and modified. COMPUTE! September 1983 contains the article "Easy Atari Page Flipping" by Chris Allen. It's a program to demonstrate page flipping on the Atari with plenty of room for experimentation. https://www.atarimagazines.com/compute/issue40/page_flipping.php My first thought was to smoothly move 2 points along 2 different scan lines at different rates with a line between. That was also my last thought but there was very little left of the original program. PLOT and DRAWTO was used on the hidden screen while the other was displayed. Erasing the old line before drawing the new one added some complexity to the program. Not enough complexity to strain ATARI BASIC. The ATR is single density without DOS. It contains the two programs from the article and MYFLIP01.BAS. 198309 Compute 209 page flip.atr If you so choose, start with Chris's program or modify mine in a new direction. Post it in the comment section. Its just something to do if your locked indoors.
  10. 1 point
    In 2017 there was an article about the Game Gear prototype of Bubsy 2 that we posted here on the Bubsy Fan Blog. Today I decided to take a look around and see if that prototype had been released to the internet yet. And the word is, not yet. Hey, you hear of things, and things appear after a while. Learned this in the Atari world as we waited for the urban legend of Battlesphere for the Jaguar, Star Raiders 2 for the Atari computer, and many other wonderful games have appeared over time. I did find an article on SMSPower.org however of someone that had tried to search for the prototype and though the rom is currently not released, the information on this page was quite interesting. First off, the site that I saw the mention of the Bubsy 2 Game Gear prototype and the Bubsy 3 pitch is not there as a website anymore. I did find this internet archive capture of the website. As for SMSPower, the site admin, Bock had this to say nearly a year ago: Bock Site Admin Joined: 08 Jul 2001 Posts: 8126 Location: Paris, France Posted: Fri Feb 08, 2019 2:48 pm And here's the Climax package including Bubsy II stuff. I believe this ZIP has been "lost" seeing the Wiki page above state there aren't more Bubsy screenshots than the two above. Attaching A FEW of the shots, there's more in the ZIP And then includes these pictures: And for completeness, I'll add the pictures originally posted by Kraid Killer on Nintendoage Overall Bock mentions the first three screenshots came from a the "Climax package including Bubsy II stuff." And that there was more in the Zip file. More screen shots? Bock later says: "Anyway, good news: By looking into credits for the game I noticed the programmer also worked on Chicago Syndicate. I remembered I purchased a few old backup CD with Chicago Syndicate data last year, and managed to retrieve the data using an old Mac yesterday. The CD appears to contain some Bubsy source code (complete? incomplete? I don't know yet) so we can look into trying to rebuild the rom from the source code. " Sounds hopeful. In that conversation the user DillyDylan adds: "Did a bit of digging for Bubsy II. ’A. A. Mack’ is almost certainly Anthony Mack (sometimes goes as Tony Mack), a programmer at Climax Group. Anthony also programmed Chicago Syndicate and Arcade Smash Hits. " The Conversation was fun to read and I took snaps of it should anything happen to that site: SMSPower-Bubsy 2.zip Final thought For Today: What happened to the Game Gear Prototype? Over the years, as I mentioned at the start of all this, I have followed some prototypes and later we hear from the developers who made them. They talk about the usual hellish quick pace of the video game industry to take a game from concept to release. Add to that technology changes, people's taste change, and then when you have a game completed, the industry has moved on. So keep that in the back of your mind. Now consider this comment which seems to be a common assessment of Bubsy 2 for the Game Gear from the Lost Media Wiki: "During development of Bubsy II, another version of the game was being developed alongside the versions that were released. This version of the game was to be released on Sega's handheld console, the Game Gear. From what is available of this version of the game, it appears to be nothing more than a colorized version of the Game Boy port. The Game Boy port of Bubsy II can be seen colorized if it is being played on a Super Game Boy, but the coloring on the Super Game Boy version appears to be far more basic than that of the Game Gear port, as the Super Game Boy version just puts a red tint over everything." Was it a Game Boy port? With the first two screens with the flight screen and the title screen I could see that. However the writer of that statement did not have the screen shot of the Frogapult mini game. I don't remember that being in the Game Boy version. And if only colorized, the detail in the sprites is waaayyyy nicer than the Super Game Boy version where you get a color for each sprite. Hmmm, there is a video on this, quick comparison: Trademark is different is the most notable, and the copyright and licensing is shown on the screen before the time screen on the Game Boy version. The Bubsy sprite is obviously different between the two. The Bubsy sprites are different. The plane is longer on the Game Gear version. And the score and other gauges at the bottom are arranged differently. This is not the Game Boy version recolorized. So for fun let's look at the Genesis version vs. the Game Gear version for the Frogapult screen thanks to Amy Rose Longplays: I worked to give the conditions similar between the two screens with the counter at 00:00. (Is the counter working yet)? The part I notice here is the one thing that shows this prototype was not complete as the frogapult on the Game Gear version does not have a score counter? Since we have not seen videos of the prototype we have to also consider the possibility that these are simply stills. Or if it was a working game, was the speed and gameplay at acceptable levels when Bubsy 2 was being released to market? Would more development been needed? "Bubsy II is the second game in the Bubsy series, and was released for the SNES and Sega Genesis/Mega Drive on October 28th, 1994, with a Game Boy port in 1995, and a PC re-release on December 17th, 2015. The game's reception was similar to that of the first Bubsy game, where it was critically acclaimed at the time..." -Lost Media Wiki This passage above puts things in perspective. Released in late October 1994 for the Genesis and SNES, and then I'm showing July 10, 1995 for the release date of the Game boy 2 version? Wow. That is a long time in the gaming world. Bubsy: Paws on Fire (POF) would see a gap in releases with the PS4/Steam versions being released on May 2019 and the Nintendo Switch version being released in August 2019. But POF was a three month gap where Bubsy 2 it was an eight month gap? Can you imagine that? And unlike the Switch version which is almost indiscernible from the other releases, Game Boy Bubsy 2 is very minimal in detail due to the hardware, fewer levels, no mini-games, etc. So the 8-bit, black and white, version for the Game Boy got released and yet not a more graphically promising Game Gear version? One that is showing to have at least one mini-game? What stopped this? Three things come to mind, time table, finances, and licensing. 1) Time table, was the game running smoothy, close enough to development for completion? It is looking like this was not a regular port but it's own port, which means this would have required more time to complete. For this the artists and programmers have my condolences for the time put in for a project that didn't see release. 2) When both the Game Boy and Game Gear versions did not make the October deadline (not sure if they were commissioned at that point), did Accolade have the funds to release and market a game for two portable platforms? Was this one of the reasons for Bubsy 2 having the sponsorship of Nerf? To have help in funding marketing and release? 3) Licensing on the Game Gear is another thought. Accolade had won the ability through reverse engineering and time in court to release games on the Genesis with the first Bubsy game, but was there a similar battle with Sega and the Game Gear? Was this a battle they were unwilling or unable to take on at that point? Current thoughts are: The Game Gear version appears to be an unfinished prototype, but it's own port, with graphics and features at least better than the Game Boy version. Actual game play speed is inconclusive at this time. Naturally would be interesting to play around with or at least see a video demonstration of what was possible. We'll see if more surfaces for the Game Gear Bubsy 2 port over time. Thanks for revisiting this with us today. Be well Bubsy fans and keep it up, just keep it up! -Doctor Clu of the Bubsy Bobcat Fan Blog
  11. 1 point
    Here's my take on the unreleased Parker Brothers game The Lord of the Rings for the Atari 2600.
  12. 1 point
    While getting ROMs together for Nathan for his RetroN 77 contribution to the Stella-thon 12 Hour Gaming Marathon Fundraiser! event I realized I've yet to publish the final ROM for Draconian. ROM: draconian_20171020_RC8.bin Source*: draconian_linux.zip * linux is in the zipped directory name because I used my Linux laptop to finish Draconian on the way to PRGE.
  13. 1 point
    Here's an interesting ad of Bubsy II from an old magazine called Sega Visions. Sorry if it's a little hard to see... ^^; I don't know where the other ad is from, but it looked cool... XD
  14. 1 point
    (This entry might have to be split into several parts because of the sheer amount of frames. XD) While I was searching around Youtube today, one lucky youtuber managed to have the original recording of the pilot when it aired, along with the commercials between the cartoon. It was actually in better quality (480p instead of 240p) than the re-uploads and much cleaner, not feeling as over saturated to look at. The music and voice acting is also less static-y and is easier to hear. The best part? There are no popping pixels to distract you. So the picture is much nicer. While I was watching, I noticed that some stuff from the original airing were either different or cut from the cartoon found in Super Bubsy, most likely due to time constraints, which is the better known version of the two and is the one more people familiar with. Here is a short list of the differences I found: .Certain moments have been cut for unknown reasons. They're small and only last 1 to 2 seconds, but they're noticable none ales. (Ex~ The scene where the twins are bowling has been removed.) Kind of makes the cartoon a little faster to watch. .The number of times where Bubsy says his infamous catchphrase " What could possibly go wrong?" has been somewhat shortened, going from 11 to 12 times to probably around 7 to 9. ·Whenever the commercial break messages play, Bubsy actually has alternative sayings that were absent in the original creation... ·If you listen closely, some of the background music in certain scenes has either been mixed up or replaced. The same goes for the voice acting... Now, I will be posting some of the screenshots I managed to capture. Managed to get some in between frames too... I actually recommend to watch both versions of the cartoon to fully understand this. Both links will be posted below.
  15. 1 point
    Yeah... it's a few months late. Or one month early. 74 < PreviousIndexNext >
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