Vigilante 8 Two Player Cooperative Mode - Hoover Dam (Actual N64 Capture)
This is a capture of me and a friend playing the Cooperative mode in Vigilante 8 for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64. I'm player one and Drew is player two.
Vigilante 8 is another favorite of mine from the Nintendo 64 era. I used to play this game all the time in high school. I'd get some friends over and we'd have a blast (literally). This game has great multiplayer, especially for two people. I miss vehicular combat games. I've liked them ever since I first played Twisted Metal around 1995 or 1996.
I like to grab a friend and jump into Cooperative mode in this game, which allows you to fight up to nine cars in a team match. You can't do this with more than two people though because the system simply can't handle AI cars while splitting the screen more than two ways. So if you're playing with three or four people, you'll simply have to battle each other.
We entered in two cheat codes before we started. One was FIRE_NO_LIMITS. This allows you fire special weapons as fast as you can press the R button (there's normally a cooldown in between shots, which sucks). The second code was MIX_MATCH_CARS. This allows multiple players to use the same vehicle. Since Drew and I both like to use John Torque, we always enter this code.
What's nice about this game is that it supports the Expansion Pak and it allows you to split the screen either horizontally or vertically. Since I have an Expansion Pak, I always enable high resolution mode. There's also a cheat for an ultra resolution mode, but it drops the framerate way too low.
In this video Drew and I battled nine school buses on the Hoover Dam map using John Torque (bass quake rocks).
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 240p/480i output so that the Hauppauge could capture the console's audio/video signal.
This is part 3 of my 100% playthrough of Wario Land II 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 third part I completed Chapter 3: Maze Woods.
Chapter 3: Maze Woods:
Story 1: Get to Maze Woods - 0:29
Story 2: Defeat the giant spear man - 7:27
Story 3: Through the thorny maze!! - 16:23
Story 4: Escape from Maze Woods - 24:04
Story 5: Defeat the giant bee! - 32:06
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 a capture of me playing through all of Super Mario Bros.: The Lost Levels via Super Mario Bros. Deluxe 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).
Even though The Lost Levels is my least favorite Super Mario Bros. game, I decided to post higher quality footage for everyone, even if it meant torturing myself once again with this game's brutal difficulty. For convenience, I'm posting the entire game in a single video instead of breaking it into separate uploads for each world.
However, this was not completed in a single session. I used the game's save function (because of the high difficulty level) and spliced together all the levels to make for an efficient playthrough. Every time you load your save file you revert to small Mario/Luigi, so that's why I sometimes start a level as small Luigi for no apparent reason.
Although The Lost Levels was included within Super Mario All-Stars back in 1993, I never picked up that famous compilation because I always preferred the original NES games over the All-Stars remakes. So I didn't have a copy of The Lost Levels during the 16-bit era, although I did get to play it briefly at a friend's house.
Around the time the Game Boy Color was released, Nintendo announced that it was working on a portable version of the original Super Mario Bros. for the Game Boy Color called Super Mario Bros. Deluxe. Not only did this portable version contain new features such as a map screen, a boo race and a multiplayer mode, but Nintendo Power stated that The Lost Levels would be included within the game as well. I decided I had to get SMB Deluxe, especially since it contained The Lost Levels with graphics much closer to the original Famicom version.
I ultimately received Super Mario Bros. Deluxe for Christmas of 1999 and quickly unlocked the Lost Levels. I probably beat it shortly after that. However, I was ultimately disappointed by the extreme difficulty level, as well the small screen size, which limited my viewing area and made an already difficult game even harder. But there was at least a save feature and unlimited continues. I also liked the new overworld map.
Even though the Super Mario Bros. Deluxe version of The Lost Levels is truer to the original Famicom game than the Super Mario All-Stars version, there are still some notable differences from the original game, such as animated water and lava, Super Mario Bros. 1-style graphics (The Lost Levels has slightly different graphics from the first Mario game), and modified physics. Also, all of the bonus worlds (9 and A-D) are missing in this port. So you can only complete World 8 at most. The bonus worlds were probably cut due to the imbalanced difficulty level caused by the limited viewing area. I'm sure they would have been a nightmare if they were included.
Nonetheless, this is an interesting version of The Lost Levels, and I think people will enjoy seeing footage of the game running on actual hardware. As before, I hope you enjoy watching me torture myself.
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 14 of my 100% playthrough of Metroid Prime 2: Echoes for the GameCube. I'm playing the game in progressive scan mode using an actual GameCube (not the Wii). I'm also playing on Hard Mode.
In this fourteenth part I obtained the Darkburst.
Items collected:
Darkburst - 11:32
Missile Expansion # 15 - 2:15
Energy Tank # 6 - 6:08
Scans acquired:
Kralee - 7:39
The Stellar Object - 8:46
Recorded with the Hauppauge HD PVR and the GameCube's component cables at 60 frames per second.
This is part 12 of my capture of me playing through the Quest mode in Vigilante 8 on the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Vigilante 8 cartridge. I'm playing on Unleaded difficulty.
In this twelfth part I completed all of the missions for Sid Burn.
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.
Here are some worldwide races with Keet and Car. My races went really well, but I'm uploading only a select few. There was definitely some friendly competition between Keet and me. Also, I accidentally used the super horn on Tick-Tock Clock because I was mashing the D-pad trying to get an item fast.
Course list:
Mount Wario (First Race) - 0:00
DS Tick-Tock Clock (Second Race) - 2:46
Wild Woods (Third Race) - 5:39
GCN Baby Park (Fourth Race) - 8:29
Super Bell Subway (Fifth Race) - 10:15
Recorded with the Elgato Game Capture HD60 and the Wii U's HDMI cable at native 1080p resolution and 60 frames per second. I'm using a Wii Wheel.
[Note: This video and description were originally posted on Youtube on September 27, 2019.]
This is a capture of me playing the Race A multiplayer mode in Conker's Bad Fur Day on the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Conker's Bad Fur Day cartridge.
This is the last multiplayer mode that I needed to upload from this game. The Race mode is based upon the lava hoverboard racing section from the single-player adventure. You can swing a melee weapon to hit other racers and pick up two items on the track: the rocket and nitrous boost. This mode isn't very challenging, but if you hit a wall at full speed you'll die instantly.
This mode has two different track variants: A and B. The A variant veers to the left while the B variant veers to the right at the fork in the track. I'm showing off the A track in this video while racing against seven AI opponents on bastard difficulty.
This mode feels like an afterthought that was quickly thrown together after the other multiplayer modes were completed. The races are short and simple, so there isn't much replay value. That's why I hardly ever play this mode, and why I didn't bother to post any footage of this mode sooner.
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 Nintendo 64 controller.
This was the second of two 3 vs. 3 matches between Lost Cause [LC] and Criminal Minded Soldiers [CMS]. This match quickly became a territory battle with LC trying to push CMS back past the health control point, and CMS trying to push into LC's spawn area. When Ninja and everyone else started using the top of the structure to snipe, I did my best to pick them off with the Carbonizer, but it was hard getting a clear shot. However, it was Symph who really pulled through here and made the difference for us. Way to go Symph! And thanks to Jaye as well of course.
This match was played on August 12, 2012. The players were as follows:
Lost Cause:
[LC]Jaye (Jaye - Clan Leader)
[LC]Symph46 (EpicSymph46)
[LC]Mike (Me)
Criminal Minded Soldiers:
CMSxZero (Shen - De facto Clan Leader)
CMSxEaster
CMSxNinja
Recorded with the Hauppauge HD PVR and the Wii's component cables. I'm using the nunchuck and Motion Plus.
[Note: This video and description were originally posted on Youtube on November 4, 2014.]
You didn't think I was going to stop at Mr. Sandman, did you?
Recorded with a Sony HDR-CX330 camcorder at 1080p, 60 frames per second.
[Note: This video and description were originally posted on Youtube on December 4, 2018.]
This is a capture of me and a friend playing the battle mode in Mario Kart: Super Circuit 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). I'm player one (Yoshi) and Drew is player two (Toad).
I decided to record some new battle mode footage from this game in 60 fps to replace my old footage. As much as I would like to record a four-player battle in this game, I don't have enough hardware or even enough people around to do that, so I'll have to settle with two-player footage for now.
I think I received Mario Kart: Super Circuit around its release date in 2001, but I never got the chance to try the battle mode until my friend Luke and I tried it back in 2013. I was, however, able to try the single-cartridge racing several times back in the day, which was a neat feature (albeit a limited one).
Drew loves the battle mode in Super Mario Kart, and since I had an extra copy of Super Circuit lying around, I asked him to give this game a try and help me record some new footage. He was happy to oblige. We played on all four of the maps in this mode, but you could certainly say the battles were one-sided.
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 and Drew is using a Game Boy Advance SP connected to the Game Boy Player with a multiplayer link cable.