Duke Nukem 64 Playthrough (Actual N64 Capture) - Area 51
This is part 25 of my capture of me playing through Duke Nukem 64 on the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using a real Duke Nukem 64 cartridge. I'm playing on Come Get Some difficulty.
In this twenty-fifth part I completed Mission 29: "Area 51" while rescuing all the babes and finding all the secret areas. This is a bonus mission that is accessed from a secret exit in Mission 24: "Movie Set."
Recorded with the Hauppauge HD PVR and the official N64 S-video cable. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
This is part 3 of my capture of me playing through Super Mario World: Super Mario Advance 2 for the Game Boy Advance. This is not an emulator. This footage was captured directly from my GameCube using my Game Boy Player with progressive scan mode enabled (you'll need the GameCube's component cables to do this and your model of GameCube must support component out as well).
In this third part I completed the Vanilla Dome area.
Recorded with the Hauppauge HD PVR and the GameCube's component cables at 60 frames per second. I'm using an original model Game Boy Advance as a controller via a GameCube/Game Boy Advance Link Cable.
After Excitebike World Rally, Iggy and I also did some Grand Slam Tennis. The first match was an unranked one, and I used my custom character while Iggy used Andy Murray.
This match was really intense, but Grand Slam Tennis ended up being more fun than the other games we played.
Iggy's channel: https://www.youtube.com/user/IggyKop
Recorded with the Hauppauge HD PVR and the Wii's component cables. I'm using a nunchuck and Motion Plus.
This is a capture of me playing Hydro Thunder on the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using a real Hydro Thunder cartridge.
In this video I got first place on Hydro Speedway using the Rad Hazard.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using an Interact V3 Racing Wheel.
Color me surprised. On Monday, Bethesda patched Doom on the Nintendo Switch to include motion-controlled aiming. I never expected this to occur. Nintendo fans had previously asked for patches adding motion controls to FPS games (most notably, 007 Legends for the Wii U), but to my knowledge, no developer ever did this before.
After Conduit 2 was released for the Wii in 2011, I began eagerly awaiting another motion-controlled FPS, but nothing came out to satisfy my cravings. Aside from Activision's two Call of Duty titles (which I don't play), not a single online FPS was released for the Wii U utilizing the Wii Remote's pointer controls. I went the entire Wii U generation without a single motion-controlled FPS, or even a new FPS in general, because I do not buy dual analog-only shooters.
Keet and I kept saying that we would have to wait at least 9 years to get another motion-controlled FPS since that was the span between the release of Perfect Dark on the Nintendo 64 and The Conduit on the Wii. Luckily, we didn't have to wait quite that long this time. I originally had no intention of buying Doom, but after I heard about its motion control patch, I immediately purchased the game from Best Buy. The store had just one copy left in stock, so I got lucky.
So far, the game's motion controls feel decent, but there's a serious problem with gyro drift, as you'll probably see in this video. I am constantly having to re-center my cursor in the middle of each match because the gyro drift seems to recur every time you respawn. Hopefully Bethesda will patch the game again to fix this problem.
Also, I have both the motion sensitivity and horizontal/vertical sensitivity turned up to the max (100), and I still feel like I need approximately triple the current amount of horizontal sensitivity. I wouldn't mind another patch adding even more sensitivity.
There's definitely a difference between this control scheme and the old Wii Remote and nunchuck setup, especially since there are no longer any dead zones (you have to frequently re-center your cursor when using a gyro). However, I already have tons of experience with Splatoon 2, so it shouldn't take me too long to adjust to this game's nuances.
Hopefully more developers will support this control scheme and we will see a resurgence of the Wii FPS community.
In this video I did a team deathmatch on Ritual with Keet. The match was recorded on February 22, 2018.
Keet's channel: https://www.youtube.com/user/KeetAndBait
Recorded with the Elgato Game Capture HD60 and the Switch's HDMI cable at native 1080p resolution. I'm using detached Joy-Cons with motion controls.
This is part 8 of my playthrough of World Driver Championship on the Nintendo 64. This is not an emulator. This footage was recorded directly from my Nintendo 64 using an actual World Driver Championship cartridge. I'm using a manual transmission, like always.
In this eighth part I completed the Ring of Fire Cup in the GT2 circuit.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable. I used a Toshiba model D-R550 DVD Recorder to standardize the N64's native 240p/480i signal so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard Nintendo 64 controller.
This is the third match between Lost Cause and Old $kol Conduit in a grab bag setting (lock-on/radar). Once again I hosted the match on my Wii U due to its stronger internet connection.
For some reason I got a communication error in this match, so it ended early. However, I reconnected immediately after and we redid the third match.
The match was played on July 27, 2013. The players were as follows:
Lost Cause:
[LC]Mike
[LC]Symph46
[LC]Keet
O$C:
[O$C]Vironix
[O$C]_Deyna
[O$C]Friend
Recorded with the Hauppauge HD PVR and the Wii's component cables. I'm using a nunchuck and Motion Plus.
[Note: This video and description were originally posted on Youtube on April 12, 2015.]
This is part 1 of my capture of me playing through my gold cartridge copy (Version 1.0) of The Legend of Zelda: Ocarina of Time on the Nintendo 64. This is not an emulator and was not played on the Wii Virtual Console. This footage was captured directly from my Nintendo 64 using an actual Ocarina of Time cartridge.
I received the Collector's Edition gold cartridge copy of Ocarina of Time on Christmas Day in 1998 and proceeded to play through the game many, many times. That "Mike" file in the beginning of the video is actually my first save file that I created back in 1998. This is probably my fourth favorite Zelda game behind the Zelda 1, 2, and a Link to the Past. It's definitely my favorite 3D Zelda game.
As some people are probably aware, Nintendo released different versions of Ocarina of Time because it decided to fix certain glitches and change other things such as in-game images and music. So if you play this game on the Virtual Console or the GameCube, you will get a slightly different experience compared to what people had back at launch in 1998.
Aside from the gold paint and the Collector's Edition box, there is nothing unique about the gold cartridge version of Ocarina of Time. However, owning a gold cartridge pretty much ensures that you have the original version of the game (Version 1.0), which features the original Fire Temple music with the Muslim chant, red blood for Ganon, and some other things such as odd glitches.
I also own the special Master Quest bonus disc that was released for the GameCube, and although the GameCube re-release plays at a higher resolution (640x480 compared to 320x240 on the N64), I prefer my N64 cartridge because I don't like the altered Fire Temple music in the later versions of the game or the emulation issues that arise with trying to use a GameCube controller to replicate the N64 controller's analog stick. Hopefully you'll enjoy watching footage of the original version of the game as it looks and plays on a real Nintendo 64.
In this first part I created a new save file and explored the Kokiri Forest before completing the first dungeon, Inside the Deku Tree.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable. I used a Toshiba model D-R550 DVD Recorder to upconvert the N64's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using a standard N64 controller.
This is part 10 of my capture of me playing through The Legend of Zelda: The Minish Cap for the Game Boy Advance. This is not an emulator and was not played on the Wii U Virtual Console. This footage was recorded directly from my GameCube using my Game Boy Player with progressive scan mode enabled (you'll need the GameCube's component cables to do this and your model of GameCube must support component out as well).
In this tenth part I started the side quest to obtain the Light Arrows, learned the Peril Beam technique, obtained the third empty bottle and the second large quiver upgrade.
Heart Pieces collected in this video:
Heart Piece # 22 - Eastern Hills bean sprout - 9:16 & 9:57
Heart Piece # 23 - Southwest Minish Woods cave - 16:19
Heart Piece # 24 - Pond next to Lake Hylia house - 17:47
Heart Piece # 25 - West of the mayor's Lake Hylia cabin - 21:35
Heart Piece # 26 - Waveblade's Dojo - 22:08
Recorded with the Hauppauge HD PVR and the GameCube's component cables at 60 frames per second. I'm using an original model Game Boy Advance as a controller via a GameCube/Game Boy Advance Link Cable.
This is part 12 of my 100% playthrough of Wario Land 3 for the Game Boy Color. This is not an emulator. This footage was recorded directly from my GameCube using my Game Boy Player with progressive scan mode enabled (you'll need the GameCube's component cables to do this and your model of GameCube must support component out as well).
In this final part I collected all of the Musical Coins in the East quadrant.
Level Guide:
E1 - The Stagnant Swamp (Musical Coins) - 0:05
E2 - The Frigid Sea (Musical Coins) - 3:58
E3 - Castle of Illusions (Musical Coins) - 7:43
E4 - The Colossal Hole (Musical Coins) - 14:30
E5 - The Warped Void (Musical Coins) - 20:21
E6 - The East Crater (Musical Coins) - 25:02
E7 - Forest of Fear (Musical Coins) - 30:28
Recorded with the Hauppauge HD PVR and the GameCube's component cables at 60 frames per second. I'm using an original model Game Boy Advance as a controller via a GameCube/Game Boy Advance Link Cable.