This is part 26 of my 100% playthrough of Doom 64 on the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using a real Doom 64 cartridge. I'm playing on Watch Me Die! difficulty.
In this twenty-sixth part I completed Map 22: Burnt Offerings.
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 11 of my capture of me playing through Castlevania: Legacy of Darkness on the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Legacy of Darkness cartridge. I'm playing through the game on hard mode using Cornell.
In this eleventh part I completed the Tower of Sorcery area and defeated Ortega.
Ortega boss fight - 4:40
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 Sharkpad Pro 64 turbo controller.
This is part 30 of my capture of me playing through The Legend of Zelda: Majora's Mask on the Nintendo 64. This is not an emulator and was not played on the Wii Virtual Console. This footage was recorded directly from my Nintendo 64 using an actual Collector's Edition (gold cartridge) copy of Majora's Mask.
In this thirtieth part I completed the long and tedious climb up to Stone Tower Temple.
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 a capture of me playing through Super Mario Land for the Game Boy. 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).
This is a no-death run.
I first played Super Mario Land shortly after I received my Game Boy for Christmas of 1990. I know my cousin had a copy of the game, and perhaps a friend did, but I didn't receive my own copy until around Christmas of 1994 when I received this game and Wario Land as gifts. So early on I was just playing other people's copies and enjoying every minute of it.
Super Mario Land is an excellent platformer with some wonderful music. The flying and underwater stages are also fun. They remind me of Batman, another excellent Game Boy game that I grew up playing.
I always thought it was interesting how Nintendo went with the simple graphics from the first Super Mario Bros. title in this game even though Super Mario Bros. 2 had already been released in the U.S., and Super Mario Bros. 3 had been released in Japan. It certainly has its own charm.
Super Mario Land is short, but a no-death run is still challenging because of the odd physics in this game. Mario runs and falls really fast, plus he's wider than the individual blocks he's forced to land on, so it makes aiming your jumps even more difficult than in the original Super Mario Bros.
I had a few close calls in this playthrough that you'll probably notice. Enjoy the new footage.
Recorded with the Hauppauge HD PVR and the GameCube's component cables at a native 60 frames per second. I'm using an original model Game Boy Advance as a controller by way of the Game Boy Advance/GameCube Link Cable.
This is part 2 of my capture of me and a friend playing through all of Super Mario Bros. 3 on the NES without using any Warp Zones. This is not an emulator and was not played on the Wii or Wii U Virtual Console. This footage was captured directly from my front-loading NES using a real Super Mario Bros. 3 cartridge. I'm player one (Mario) and Michael is player two (Luigi).
In this second part Michael and I completed all of World 2: Desert Land.
Recorded with the Hauppauge HD PVR and a composite connection at 60 frames per second. I used a Toshiba model D-R550 DVD Recorder to upconvert the NES's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
We're using standard NES controllers.
This is a capture of me playing through Shatterhand on the NES. This is not an emulator. This footage was captured directly from my front-loading NES using an actual Shatterhand cartridge.
Shatterhand was another game that I grew up with in the early '90s. For some reason, one of my uncles out in New York sent me and my brother a copy of this game when we were kids (perhaps around '92 or '93). It wasn't a new copy either. It was just the cartridge by itself (which was really odd since gifts tend to be new).
In any event, the game was excellent. My brother and I played this game a bunch but I wasn't able to beat it until I was around 12 years old (that was when I started developing the skill to beat NES games aside from Zelda I and II). It was always fun creating different satellite robots and seeing what they could do.
Shatterhand is one of those excellent, straightforward action games on the NES, similar to Batman or Power Blade. The level design is amazing, and it has some of the best music on the system. It's also fairly well balanced due to the satellite robots and the abundance of health and power-up stations.
What's neat about this game is that if you forge two of the same satellite robots in a level without your first one dying, you'll obtain cybernetic armor that will let you destroy anything in sight for 15 seconds (although getting hit decreases the timer). And the stages are typically designed so that you can obtain the armor right before a boss. So if you map out your plan beforehand, you can clear most of the bosses with this amazing power-up.
After you clear the first stage you can choose to complete the remaining stages in any order you want (except the last one), just like Mega Man. It doesn't matter what order you choose, but for this playthrough I decided to knock out the hardest stage first: Area F. I've found that it's best to rely on either Laserbot (ɑɑβ combination) or Yoyobot (βɑβ combination) on that stage in order to take out the robot below the platform in the vertical scrolling section.
The remaining stages aren't that difficult, except for the last one. More than anything, this video shows how I like to complete the game and how I like to use the cybernetic armor to my advantage. Maybe it'll give you some ideas if you haven't played this game before.
This is once again a no-death run. I used a turbo pad for this, so you'll see some neat tricks you can pull off with that.
Recorded with the Hauppauge HD PVR and a composite connection at 60 frames per second. I used a Toshiba model D-R550 DVD Recorder to upconvert the NES's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
I'm using an NES Max turbo controller.
This is a capture of me playing the Trick Shot mode (Game C) in Hogan's Alley for the NES. This is not an emulator. This footage was captured directly from my front-loading NES using a real Hogan's Alley cartridge and the NES Zapper.
I didn't play many Zapper games as a kid, but I do recall playing Hogan's Alley once or twice at someone's house in the late '80s. I believe it was either a friend or some distant relative of my father. As I recall, it was late at night and this guy (whoever he was) was playing the game with his son. The game looked really fun, so years later (around the late '90s) I picked up my own copy from Funcoland.
The Trick Shot mode is decent, but overall, I find it to be less entertaining than Modes A and B. You have to juggle empty cans across the screen (like those old scenes in western movies and cartoons where they shoot empty cans several times in midair), and the cans start falling faster as the rounds progress. I made it to Round 29 and then got a game over.
The Zapper won't work with an HDTV, so I used my old Philips Magnavox CRT TV to play the game. Since the Hauppauge only outputs through component cables (a format not supported by my old TV), I used a distribution amplifier to split the NES's audio/video signal and send one set of cables to the CRT TV while sending another set of cables to a DVD Recorder, which was then connected to the Hauppauge.
Recorded with the Hauppauge HD PVR and a composite connection at 60 frames per second. I used a Toshiba model D-R550 DVD Recorder to upconvert the NES's native 240p signal to 480i so that the Hauppauge could capture the console's audio/video signal.
Here are some intense matches against a tough opponent. I could be wrong, but I think this guy usually goes by the name of Christian. If not, then he coincidentally uses the same characters with similar battle points.
Recorded with the Elgato Game Capture HD60 and the Switch's HDMI cable at native 1080p resolution and 60 frames per second. I'm using a Real Arcade Pro V Hayabusa joystick.
Rant time. This game, in its current form, is a broken, laggy, imbalanced piece of shit. Keet and I have been playing Splatoon 2 nearly every night since it released last month because 1) it's a motion controlled shooter, and 2) it actually allows us to team up, unlike Mario Kart.
However, we quickly noticed that this game has some serious connection issues that can immediately fuck up any match and circumvent almost all skill. In case anyone is unaware, Splatoon 2 has an online tick rate that is 30% lower than the original game. In fact, it's even lower than Minecraft (see here: https://octo.im/2017/07/31/splatoon-2....
The result is that connections vary wildly each night, and you end up seeing ridiculous shit such as people warping, enemies killing you after you've killed them, enemies taking too many shots to kill, or just people dodging your shots altogether.
For the past several nights (hell, more than a week, I think), Keet and I have experienced nothing but atrocious lag. Then, suddenly last night, the switch flipped (pun intended). Suddenly Keet and I were on the beneficial end of this fucked up online connection, and we began winning higher-ranked matches. In the fourth match specifically, we beat a 2150-rated team that had basically annihilated us for the prior two nights (they were impossible to kill before). It wasn't like Keet and I suddenly played better either. We've been fairly consistent.
I have no doubt that if this team was able to comment on that match, they'd say we were impossible to hit, or that they just couldn't do proper damage to us. And you know what, I'd believe them.
Nintendo seriously needs to get its head out of its ass and fix this game's online problems. Maybe they're waiting to unveil dedicated servers once the paid online service releases next year, but I'm not holding my breath. In the mean time, I guess Keet and I will just weather the shitstorm that is Splatoon 2 online.
Also, while I'm in rant mode, I'm really sick of Nintendo thinking they're smarter than everyone and trying to dictate how people should play a game. Splatoon 2 needs a map voting system like Mario Kart, not this two-hour map rotation bullshit. Ever since the most recent patch dropped, the game has basically stuck us with the same map for about 45 minutes straight. Frankly, I can't comprehend how you Splatoon 1 players dealt with the four-hour map rotation.
The controls also need to be slightly reworked. I'm currently playing at max settings (5 for motion controls and stick turn speed), and it's still not enough. I'd turn that shit up to 11 if I could. I need to be able to make greater horizontal movements with motion controls alone. The only reason I should even use the right stick is to re-center my camera or to do a full 180. That's it. Seriously Nintendo, fix the controls.
Perhaps in the next video I'll rant about the impossible situation that is shooting on/over hills. Anyway, I hope you enjoy the footage.
Keet's channel: https://www.youtube.com/user/KeetAndBait
Battle list:
Match 1: Musselforge Fitness (Splat Zones) - 0:00
Match 2: Manta Maria (Splat Zones) - 4:03
Match 3: Musselforge Fitness (Splat Zones) - 6:27
Match 4: Manta Maria (Splat Zones) - 9:11
Match 5: Manta Maria (Splat Zones) - 12:51
Match 6: Inkblot Art Academy (Rainmaker) - 18:42
Recorded with the Elgato Game Capture HD60 and the Switch's HDMI cable at native 1080p resolution and 60 frames per second. I'm using detached Joy-Cons with motion controls.
This is part 5 of my capture of me playing through The Legend of Zelda: Link's Awakening DX for the Game Boy Color. 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 use progressive scan mode and your model of GameCube must feature component output as well).
In this fifth part I completed the third dungeon, Key Cavern.
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 by way of the Game Boy Advance/GameCube Link Cable.