Excitebike 64 - Pro Season Platinum Round (Actual N64 Capture)
This is a capture of me playing through the Platinum Round on Pro Season difficulty in Excitebike 64 for the Nintendo 64. This is not an emulator and was not played on the Wii U Virtual Console. This footage was recorded directly from my Nintendo 64 using a real Excitebike 64 cartridge. I'm using my favorite character: Nigel "The Duke" York.
I played the original Excitebike on the NES at my uncle's house when I was kid back around the early '90s. I thought the game was really cool, but more than anything I liked to fool around with the track editor.
Around 2000 I noticed Nintendo Power previewing the upcoming Excitebike 64, but I didn't pay too much attention to it. Shortly after it was released I even managed to play the game at a friend's house and I still didn't give it much thought.
Around early 2001 I played ATV Off Road Fury on a neighbor's PlayStation 2, and I thought the game was fun (I've always liked off-road racing). I immediately decided that I needed a game like that to give me my off-road racing fix, and I remembered Excitebike 64. I called my local Wal-Mart and found that they had the game in stock, so I raced down there and instantly picked up my own copy.
When I got home and started playing Excitebike 64, I found that it was even better than I remembered. In fact, it was so good that it soon took the top spot as my favorite Nintendo 64 racer of all time - even beating out Wave Race 64. The courses were excellent and there was a nice variety of indoor and outdoor tracks, not to mention really fun special modes. There was just so much content that the game never got old. Left Field did an incredible job with this title.
Every course can be taken at incredibly high speeds if you simply remember how to take certain jumps and land smoothly. That's what makes this game so great - every course is designed methodically.
In this video I completed the Platinum Round on the highest standard difficulty level: Pro Season.
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.
18
views
Excitebike 64 - Pro Season Gold Round (Actual N64 Capture)
This is a capture of me playing through the Gold Round on Pro Season difficulty in Excitebike 64 for the Nintendo 64. This is not an emulator and was not played on the Wii U Virtual Console. This footage was recorded directly from my Nintendo 64 using a real Excitebike 64 cartridge. I'm using my favorite character: Nigel "The Duke" York.
I played the original Excitebike on the NES at my uncle's house when I was kid back around the early '90s. I thought the game was really cool, but more than anything I liked to fool around with the track editor.
Around 2000 I noticed Nintendo Power previewing the upcoming Excitebike 64, but I didn't pay too much attention to it. Shortly after it was released I even managed to play the game at a friend's house and I still didn't give it much thought.
Around early 2001 I played ATV Off Road Fury on a neighbor's PlayStation 2, and I thought the game was fun (I've always liked off-road racing). I immediately decided that I needed a game like that to give me my off-road racing fix, and I remembered Excitebike 64. I called my local Wal-Mart and found that they had the game in stock, so I raced down there and instantly picked up my own copy.
When I got home and started playing Excitebike 64, I found that it was even better than I remembered. In fact, it was so good that it soon took the top spot as my favorite Nintendo 64 racer of all time - even beating out Wave Race 64. The courses were excellent and there was a nice variety of indoor and outdoor tracks, not to mention really fun special modes. There was just so much content that the game never got old. Left Field did an incredible job with this title.
Every course can be taken at incredibly high speeds if you simply remember how to take certain jumps and land smoothly. That's what makes this game so great - every course is designed methodically.
In this video I completed the Gold Round on the highest standard difficulty level: Pro Season.
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.
19
views
Excitebike 64 - Pro Season Silver Round (Actual N64 Capture)
This is a capture of me playing through the Silver Round on Pro Season difficulty in Excitebike 64 for the Nintendo 64. This is not an emulator and was not played on the Wii U Virtual Console. This footage was recorded directly from my Nintendo 64 using a real Excitebike 64 cartridge. I'm using my favorite character: Nigel "The Duke" York.
I played the original Excitebike on the NES at my uncle's house when I was kid back around the early '90s. I thought the game was really cool, but more than anything I liked to fool around with the track editor.
Around 2000 I noticed Nintendo Power previewing the upcoming Excitebike 64, but I didn't pay too much attention to it. Shortly after it was released I even managed to play the game at a friend's house and I still didn't give it much thought.
Around early 2001 I played ATV Off Road Fury on a neighbor's PlayStation 2, and I thought the game was fun (I've always liked off-road racing). I immediately decided that I needed a game like that to give me my off-road racing fix, and I remembered Excitebike 64. I called my local Wal-Mart and found that they had the game in stock, so I raced down there and instantly picked up my own copy.
When I got home and started playing Excitebike 64, I found that it was even better than I remembered. In fact, it was so good that it soon took the top spot as my favorite Nintendo 64 racer of all time - even beating out Wave Race 64. The courses were excellent and there was a nice variety of indoor and outdoor tracks, not to mention really fun special modes. There was just so much content that the game never got old. Left Field did an incredible job with this title.
Every course can be taken at incredibly high speeds if you simply remember how to take certain jumps and land smoothly. That's what makes this game so great - every course is designed methodically.
In this video I completed the Silver Round on the highest standard difficulty level: Pro Season.
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.
16
views
Excitebike 64 - Pro Season Bronze Round (Actual N64 Capture)
This is a capture of me playing through the Bronze Round on Pro Season difficulty in Excitebike 64 for the Nintendo 64. This is not an emulator and was not played on the Wii U Virtual Console. This footage was recorded directly from my Nintendo 64 using a real Excitebike 64 cartridge. I'm using my favorite character: Nigel "The Duke" York.
I played the original Excitebike on the NES at my uncle's house when I was kid back around the early '90s. I thought the game was really cool, but more than anything I liked to fool around with the track editor.
Around 2000 I noticed Nintendo Power previewing the upcoming Excitebike 64, but I didn't pay too much attention to it. Shortly after it was released I even managed to play the game at a friend's house and I still didn't give it much thought.
Around early 2001 I played ATV Off Road Fury on a neighbor's PlayStation 2, and I thought the game was fun (I've always liked off-road racing). I immediately decided that I needed a game like that to give me my off-road racing fix, and I remembered Excitebike 64. I called my local Wal-Mart and found that they had the game in stock, so I raced down there and instantly picked up my own copy.
When I got home and started playing Excitebike 64, I found that it was even better than I remembered. In fact, it was so good that it soon took the top spot as my favorite Nintendo 64 racer of all time - even beating out Wave Race 64. The courses were excellent and there was a nice variety of indoor and outdoor tracks, not to mention really fun special modes. There was just so much content that the game never got old. Left Field did an incredible job with this title.
Every course can be taken at incredibly high speeds if you simply remember how to take certain jumps and land smoothly. That's what makes this game so great - every course is designed methodically.
In this video I completed the Bronze Round on the highest standard difficulty level: Pro Season.
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.
40
views
Wave Race 64 - Reverse Championship (Actual N64 Capture)
[Note: This video and description were originally posted on Youtube on March 11, 2015.]
This is a capture of me playing through the Reverse Championship mode in Wave Race 64 for 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. I'm using my favorite character: Ryota Hayami
Here's some new footage of the Reverse Championship to match my recent Expert Circuit playthrough.
I had played the original Wave Race on Game Boy before the Nintendo 64 was released, but I didn't really get into the game. However, when Nintendo Power showed off pictures of the upcoming Wave Race 64, I became interested and decided to ask for the game.
I then received Wave Race 64 along with Super Mario 64 and a new Nintendo 64 system for Christmas of 1996. I proceeded to play through Wave Race at the same time as Super Mario 64, which made for a great holiday break.
I have replayed this game countless times and it never gets old. The water physics are outstanding, and so are the course designs. The music is pretty good too. Also, I still find the graphics appealing to this day. Overall, this is my second favorite racing game for the Nintendo 64 behind Excitebike 64.
Since I'm using an actual Wave Race 64 cartridge from 1996, you can see the Kawasaki logo in the game (the Virtual Console version doesn't use the Kawasaki license, but instead contains banners promoting the Nintendo DS and Wii). Also, the cartridge still contains my custom settings for Ryota that I've used for nearly 19 years now.
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.
26
views
Wave Race 64 - Expert Championship (Actual N64 Capture)
[Note: This video and description were originally posted on Youtube on February 10, 2015.]
This is a capture of me playing through the Expert Championship mode in Wave Race 64 for 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. I'm using my favorite character: Ryota Hayami
I had played the original Wave Race on Game Boy before the Nintendo 64 was released, but I didn't really get into the game. However, when Nintendo Power showed off pictures of the upcoming Wave Race 64, I became interested and decided to ask for the game.
I then received Wave Race 64 along with Super Mario 64 and a new Nintendo 64 system for Christmas of 1996. I proceeded to play through Wave Race at the same time as Super Mario 64, which made for a great holiday break.
I have replayed this game countless times and it never gets old. The water physics are outstanding, and so are the course designs. The music is pretty good too. Also, I still find the graphics appealing to this day. Overall, this is my second favorite racing game for the Nintendo 64 behind Excitebike 64.
Since I'm using an actual Wave Race 64 cartridge from 1996, you can see the Kawasaki logo in the game (the Virtual Console version doesn't use the Kawasaki license, but instead contains banners promoting the Nintendo DS and Wii). Also, the cartridge still contains my custom settings for Ryota that I've used for nearly 19 years now.
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.
27
views
Dr. Mario 64 - 4-Player Vs. Mode (Actual N64 Capture)
[Note: This video and description were originally posted on Youtube on December 31, 2016.]
This is a capture of me and a three other people playing the 4-Player Vs. mode in Dr. Mario 64 for the Nintendo 64. This is not an emulator. This footage was captured directly from my Nintendo 64 using an actual Dr. Mario 64 cartridge. I'm player one, Peter is player two, Drew is player three, and Shelly is player four.
It has been a while since I've posted some four-player footage, but here's a little something to make up for that. During the holidays I managed to record a Dr. Mario 64 battle with two friends and none other than my own mother.
If you've seen my prior puzzle game uploads you probably already know that my mother was really into these games back during the NES and SNES eras. We played Tetris, Tetris 2, Dr. Mario, Yoshi and Yoshi's Cookie a bunch back in the day, as well as Tetris Attack on the SNES.
Toward the very end of the Nintendo 64 era, Nintendo gave fans a little parting gift in the form of Dr. Mario 64. As I recall, the game was only $30 when it was released, and it included a full story mode with various characters (similar to Tetris Attack). Best of all, it included a new four-player battle mode, similar to The New Tetris (which was also released on the Nintendo 64).
Although I had no intention of buying Dr. Mario 64 back in the day, as I recall, my mother simply bought it on her own after she spotted it in a store (just like she did with Tetris Attack), and I certainly wasn't one to argue with a new game. We did some two-player battles, and on a few occasions, we were able to do four-player battles either with my friends or with visiting family members. Dr. Mario 64 was an excellent multiplayer game and a great value at only $30.
In this video we completed two full Vs. sessions. Although my mother had not played this game in quite a while, she still managed to kick our butts for a few rounds. It was quite impressive.
Recorded with the Hauppauge HD PVR and the official N64 S-video cable at 60 frames per second. 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 Arcade Shark joystick, Peter is using a Sharkpad Pro 64 turbo controller, and Drew and Shelly are using standard Nintendo 64 controllers.
43
views
Mario Kart 64 - 150cc Special Cup (Actual N64 Capture)
This is a capture of me playing through the 150cc Special Cup in Mario Kart 64 for the Nintendo 64. This is not an emulator and was not played on the Wii Virtual Console. This footage was captured directly from my N64. I'm using my favorite character in the game: Yoshi.
I received Mario Kart 64 for my birthday in March of 1997, which was just after the game was released. I played Super Mario Kart a ton before that, so I was really, really excited about getting a new game in the series, especially since it was going to have four-player support. I even remember when it was still being called Super Mario Kart R in Nintendo Power magazine.
Mario Kart 64 ranks fairly high on my favorite Mario Kart games list, but it doesn't rank the highest. Some of the courses are too long and the controls are the worst in the series. Despite that, some of the courses are really good, and I still have a lot of fun playing the game, even by myself. I've probably replayed this game more than any other Mario Kart.
In this video I showed off some useful shortcuts that you can take on D.K.'s Jungle Parkway and Yoshi Valley. You can also take a massive shortcut on Rainbow Road by jumping off the track in the beginning, but it's difficult to pull off, and I didn't bother using it.
Also, take a look at the massive frame rate drop in the beginning of D.K.'s Jungle Parkway. I always noticed that as a kid and thought it was weird. The Nintendo 64 often suffers from low frame rates.
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.
25
views
Mario Kart 64 - 150cc Star Cup (Actual N64 Capture)
This is a capture of me playing through the 150cc Star Cup in Mario Kart 64 for the Nintendo 64. This is not an emulator and was not played on the Wii Virtual Console. This footage was captured directly from my N64. I'm using my favorite character in the game: Yoshi.
I received Mario Kart 64 for my birthday in March of 1997, which was just after the game was released. I played Super Mario Kart a ton before that, so I was really, really excited about getting a new game in the series, especially since it was going to have four-player support. I even remember when it was still being called Super Mario Kart R in Nintendo Power magazine.
Mario Kart 64 ranks fairly high on my favorite Mario Kart games list, but it doesn't rank the highest. Some of the courses are too long and the controls are the worst in the series. Despite that, some of the courses are really good, and I still have a lot of fun playing the game, even by myself. I've probably replayed this game more than any other Mario Kart.
Since I wanted to show off the entire course, I didn't use the huge shortcut on Wario Stadium where you jump over the wall using the dirt hills in the beginning. So there were no shortcuts used in this cup.
I don't know if anyone else ever noticed this, but on Bowser's Castle on 150cc, if the first place racer (other than you) gains any sort of lead for even a moment, you will be unable to catch up. That character will get so far ahead in such a short time that you will not be able to take first no matter what you do. It's the weirdest damn thing, and it only seems to happen on this track. So I have to make sure to not let anyone get in front of me for more than a second.
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.
58
views
Mario Kart 64 - 150cc Flower Cup (Actual N64 Capture)
This is a capture of me playing through the 150cc Flower Cup in Mario Kart 64 for the Nintendo 64. This is not an emulator and was not played on the Wii Virtual Console. This footage was captured directly from my N64. I'm using my favorite character in the game: Yoshi.
I received Mario Kart 64 for my birthday in March of 1997, which was just after the game was released. I played Super Mario Kart a ton before that, so I was really, really excited about getting a new game in the series, especially since it was going to have four-player support. I even remember when it was still being called Super Mario Kart R in Nintendo Power magazine.
Mario Kart 64 ranks fairly high on my favorite Mario Kart games list, but it doesn't rank the highest. Some of the courses are too long and the controls are the worst in the series. Despite that, some of the courses are really good, and I still have a lot of fun playing the game, even by myself. I've probably replayed this game more than any other Mario Kart.
There weren't really any shortcuts to take here in the Flower Cup (without glitching anyway), but it can be easy to mess up in a couple spots on Choco Mountain, so I had to be careful of that.
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.
13
views
Mario Kart 64 - 150cc Mushroom Cup (Actual N64 Capture)
This is a capture of me playing through the 150cc Mushroom Cup in Mario Kart 64 for the Nintendo 64. This is not an emulator and was not played on the Wii Virtual Console. This footage was captured directly from my N64. I'm using my favorite character in the game: Yoshi.
I received Mario Kart 64 for my birthday in March of 1997, which was just after the game was released. I played Super Mario Kart a ton before that, so I was really, really excited about getting a new game in the series, especially since it was going to have four-player support. I even remember when it was still being called Super Mario Kart R in Nintendo Power magazine.
Mario Kart 64 ranks fairly high on my favorite Mario Kart games list, but it doesn't rank the highest. Some of the courses are too long and the controls are the worst in the series. Despite that, some of the courses are really good, and I still have a lot of fun playing the game, even by myself. I've probably replayed this game more than any other Mario Kart.
If you grab the item box from the hot air balloon on Luigi Raceway, you'll automatically get a Blue Shell. All you have to do is hop into the item box on the second or third lap. I did that on both laps to show how you can actually carry two Blue Shells at the same time in this game. I haven't seen anyone mention that before.
Also, since this is 150cc, I was able to use the shortcut on Koopa Troopa Beach simply by hopping at the top of the ramp. That's really useful if you're racing in this engine class, but it can be tricky to pull off because of how your kart tends to slide sideways off the ramp.
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.
36
views
1
comment
Yoshi's Story Playthrough (Actual N64 Capture) - Stages 1-4, 2-4, 3-4, 4-4, 5-4 & 6-4
[Note: This video and description were originally posted on Youtube on March 10, 2016.]
This is a capture of me playing through Yoshi's Story for 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 Yoshi's Story cartridge. I'm playing through the game while collecting all 30 melons per stage.
I've had people request this game for quite a while now, so here it is. Since Yoshi's Story is a 2D game and doesn't really push the Nintendo 64 all that hard, it runs at a solid 60 fps. Not many Nintendo 64 games do that.
As I recall, I received Yoshi's Story for my birthday in 1999, along with Rampage World Tour. After playing Rampage with friends, I popped in Yoshi's Story to see what it was like. Boy, was I in for a surprise.
Yoshi's Story is actually one of my least favorite Nintendo 64 games (along with Bass Hunter 64), and one of the most disappointing games I've ever owned. I was a huge fan of Yoshi's Island on the SNES, so when Nintendo Power started showing off pictures of Yoshi's Story, I became really excited. I thought Yoshi's Story would be a Yoshi's Island 2, but it wasn't.
Instead of progressing through interesting and challenging levels filled with a variety of enemies, you simply eat a ton of fruit until Yoshi goes on an acid trip and gets high as shit. Then you start the next world. This pissed me off to no end because the fruit-eating mechanic basically took away all the challenge and incredible level design from Yoshi's Island. Also, since you only had to beat one stage to complete each world, the game felt short and unrewarding.
Yoshi's Story was also incredibly childish to the point it made me want to puke. Although Yoshi's Island was arguably somewhat childish based upon its crayon style and Baby Mario, it had a sense of humor similar to Super Mario World and awesome music as well. Yoshi's Story simply felt like it was made for Kindergartners. To me, it marked the beginning of the downfall of the Yoshi series.
After I completed Yoshi's Story once, I basically ignored the game and hardly touched it again. But even though I hate this game, I won't let that stop me from uploading a playthrough on Youtube.
I decided that I should collect all of the melons in each stage for my playthrough. There's no special reward for doing this, but it gives me a higher score and makes the playthrough a little more interesting, I think. Also, since I have the official Nintendo Power Player's Guide for this game, it makes it pretty easy to find all the melons, so I might as well do it.
I'm posting four separate videos to show off every level in the game. I hope you enjoy the footage, because I'm really torturing myself here.
These stages were not completed back-to-back in a single session. I simply edited the successful runs together for a single video.
Stage guide:
1-4: Tower Climb - 0:17
2-4: Torrential Maze - 9:01
3-4: Frustration - 19:04
4-4: Neuron Jungle - 25:33
5-4: Shy Guy's Ship - 34:37
6-4: Magma Castle - 42:16
Recorded with the Hauppauge HD PVR and the official N64 S-video cable at 60 frames per second. 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.
42
views
Yoshi's Story Playthrough (Actual N64 Capture) - Stages 1-3, 2-3, 3-3, 4-3, 5-3 & 6-3
[Note: This video and description were originally posted on Youtube on March 9, 2016.]
This is a capture of me playing through Yoshi's Story for 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 Yoshi's Story cartridge. I'm playing through the game while collecting all 30 melons per stage.
I've had people request this game for quite a while now, so here it is. Since Yoshi's Story is a 2D game and doesn't really push the Nintendo 64 all that hard, it runs at a solid 60 fps. Not many Nintendo 64 games do that.
As I recall, I received Yoshi's Story for my birthday in 1999, along with Rampage World Tour. After playing Rampage with friends, I popped in Yoshi's Story to see what it was like. Boy, was I in for a surprise.
Yoshi's Story is actually one of my least favorite Nintendo 64 games (along with Bass Hunter 64), and one of the most disappointing games I've ever owned. I was a huge fan of Yoshi's Island on the SNES, so when Nintendo Power started showing off pictures of Yoshi's Story, I became really excited. I thought Yoshi's Story would be a Yoshi's Island 2, but it wasn't.
Instead of progressing through interesting and challenging levels filled with a variety of enemies, you simply eat a ton of fruit until Yoshi goes on an acid trip and gets high as shit. Then you start the next world. This pissed me off to no end because the fruit-eating mechanic basically took away all the challenge and incredible level design from Yoshi's Island. Also, since you only had to beat one stage to complete each world, the game felt short and unrewarding.
Yoshi's Story was also incredibly childish to the point it made me want to puke. Although Yoshi's Island was arguably somewhat childish based upon its crayon style and Baby Mario, it had a sense of humor similar to Super Mario World and awesome music as well. Yoshi's Story simply felt like it was made for Kindergartners. To me, it marked the beginning of the downfall of the Yoshi series.
After I completed Yoshi's Story once, I basically ignored the game and hardly touched it again. But even though I hate this game, I won't let that stop me from uploading a playthrough on Youtube.
I decided that I should collect all of the melons in each stage for my playthrough. There's no special reward for doing this, but it gives me a higher score and makes the playthrough a little more interesting, I think. Also, since I have the official Nintendo Power Player's Guide for this game, it makes it pretty easy to find all the melons, so I might as well do it.
I'm posting four separate videos to show off every level in the game. I hope you enjoy the footage, because I'm really torturing myself here.
These stages were not completed back-to-back in a single session. I simply edited the successful runs together for a single video.
Stage guide:
1-3: Rail Lift - 0:17
2-3: Jelly Pipe - 7:24
3-3: Poochy & Nippy - 17:34
4-3: Piranha Grove - 26:17
5-3: Shy Guy Limbo - 36:38
6-3: Ghost Castle - 43:23
Recorded with the Hauppauge HD PVR and the official N64 S-video cable at 60 frames per second. 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.
57
views
Yoshi's Story Playthrough (Actual N64 Capture) - Stages 1-2, 2-2, 3-2, 4-2, 5-2 & 6-2
[Note: This video and description were originally posted on Youtube on March 8, 2016.]
This is a capture of me playing through Yoshi's Story for 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 Yoshi's Story cartridge. I'm playing through the game while collecting all 30 melons per stage.
I've had people request this game for quite a while now, so here it is. Since Yoshi's Story is a 2D game and doesn't really push the Nintendo 64 all that hard, it runs at a solid 60 fps. Not many Nintendo 64 games do that.
As I recall, I received Yoshi's Story for my birthday in 1999, along with Rampage World Tour. After playing Rampage with friends, I popped in Yoshi's Story to see what it was like. Boy, was I in for a surprise.
Yoshi's Story is actually one of my least favorite Nintendo 64 games (along with Bass Hunter 64), and one of the most disappointing games I've ever owned. I was a huge fan of Yoshi's Island on the SNES, so when Nintendo Power started showing off pictures of Yoshi's Story, I became really excited. I thought Yoshi's Story would be a Yoshi's Island 2, but it wasn't.
Instead of progressing through interesting and challenging levels filled with a variety of enemies, you simply eat a ton of fruit until Yoshi goes on an acid trip and gets high as shit. Then you start the next world. This pissed me off to no end because the fruit-eating mechanic basically took away all the challenge and incredible level design from Yoshi's Island. Also, since you only had to beat one stage to complete each world, the game felt short and unrewarding.
Yoshi's Story was also incredibly childish to the point it made me want to puke. Although Yoshi's Island was arguably somewhat childish based upon its crayon style and Baby Mario, it had a sense of humor similar to Super Mario World and awesome music as well. Yoshi's Story simply felt like it was made for Kindergartners. To me, it marked the beginning of the downfall of the Yoshi series.
After I completed Yoshi's Story once, I basically ignored the game and hardly touched it again. But even though I hate this game, I won't let that stop me from uploading a playthrough on Youtube.
I decided that I should collect all of the melons in each stage for my playthrough. There's no special reward for doing this, but it gives me a higher score and makes the playthrough a little more interesting, I think. Also, since I have the official Nintendo Power Player's Guide for this game, it makes it pretty easy to find all the melons, so I might as well do it.
I'm posting four separate videos to show off every level in the game. I hope you enjoy the footage, because I'm really torturing myself here.
These stages were not completed back-to-back in a single session. I simply edited the successful runs together for a single video.
Stage guide:
1-2: Surprise!! - 0:17
2-2: Blargg's Boiler - 8:36
3-2: The Tall Tower - 14:56
4-2: Jungle Puddle - 25:46
5-2: Lots o' Fish - 32:56
6-2: Lift Castle - 42:03
Recorded with the Hauppauge HD PVR and the official N64 S-video cable at 60 frames per second. 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.
45
views
Yoshi's Story Playthrough (Actual N64 Capture) - Stages 1-1, 2-1, 3-1, 4-1, 5-1 & 6-1
[Note: This video and description were originally posted on Youtube on March 7, 2016.]
This is a capture of me playing through Yoshi's Story for 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 Yoshi's Story cartridge. I'm playing through the game while collecting all 30 melons per stage.
I've had people request this game for quite a while now, so here it is. Since Yoshi's Story is a 2D game and doesn't really push the Nintendo 64 all that hard, it runs at a solid 60 fps. Not many Nintendo 64 games do that.
As I recall, I received Yoshi's Story for my birthday in 1999, along with Rampage World Tour. After playing Rampage with friends, I popped in Yoshi's Story to see what it was like. Boy, was I in for a surprise.
Yoshi's Story is actually one of my least favorite Nintendo 64 games (along with Bass Hunter 64), and one of the most disappointing games I've ever owned. I was a huge fan of Yoshi's Island on the SNES, so when Nintendo Power started showing off pictures of Yoshi's Story, I became really excited. I thought Yoshi's Story would be a Yoshi's Island 2, but it wasn't.
Instead of progressing through interesting and challenging levels filled with a variety of enemies, you simply eat a ton of fruit until Yoshi goes on an acid trip and gets high as shit. Then you start the next world. This pissed me off to no end because the fruit-eating mechanic basically took away all the challenge and incredible level design from Yoshi's Island. Also, since you only had to beat one stage to complete each world, the game felt short and unrewarding.
Yoshi's Story was also incredibly childish to the point it made me want to puke. Although Yoshi's Island was arguably somewhat childish based upon its crayon style and Baby Mario, it had a sense of humor similar to Super Mario World and awesome music as well. Yoshi's Story simply felt like it was made for Kindergartners. To me, it marked the beginning of the downfall of the Yoshi series.
After I completed Yoshi's Story once, I basically ignored the game and hardly touched it again. But even though I hate this game, I won't let that stop me from uploading a playthrough on Youtube.
I decided that I should collect all of the melons in each stage for my playthrough. There's no special reward for doing this, but it gives me a higher score and makes the playthrough a little more interesting, I think. Also, since I have the official Nintendo Power Player's Guide for this game, it makes it pretty easy to find all the melons, so I might as well do it.
I'm posting four separate videos to show off every level in the game. I hope you enjoy the footage, because I'm really torturing myself here.
These stages were not completed back-to-back in a single session. I simply edited the successful runs together for a single video.
Stage guide:
1-1: Treasure Hunt - 0:19
2-1: Bone Dragon Pit - 7:02
3-1: Cloud Cruising - 17:43
4-1: Jungle Hut - 27:00
5-1: Lots o' Jellyfish - 36:43
6-1: Mecha Castle - 44:55
Recorded with the Hauppauge HD PVR and the official N64 S-video cable at 60 frames per second. 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.
23
views
Doom II Playthrough (Game Boy Player Capture) - Part 6
This is part 6 of my 100% playthrough of Doom II for the Game Boy Advance. 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). I'm playing on Nightmare! difficulty.
Note: Monster Condo has a secret area on top of a teleporter pad, but there's no way to touch the pad and activate the secret without teleporting. Thus, the maximum rating for secrets on Monster Condo is 87%.
Here are the time stamps for specific missions:
Level 27: Bloodfalls - 0:00
Level 28: The Abandoned Mines - 9:11
Level 29: Monster Condo - 24:59
Level 30: The Spirit World - 39:16
Level 31: The Living End - 51:12
Level 32: Icon of Sin - 1:05:03
Recorded with the Hauppauge HD PVR and the GameCube's component cables. I'm using a standard GameCube controller.
12
views
Doom II Playthrough (Game Boy Player Capture) - Part 5
This is part 5 of my 100% playthrough of Doom II for the Game Boy Advance. 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). I'm playing on Nightmare! difficulty.
Note: The Chasm was split into two separate missions, but the percentage rating for the secret areas in The Chasm: B was not adjusted to properly reflect this change. The maximum rating for the secrets in that level is 25%.
Here are the time stamps for specific missions:
Level 21: Gotcha! - 0:00
Level 22: Nirvana - 16:24
Level 23: The Catacombs - 24:18
Level 24: Barrels o' Fun - 29:56
Level 25: The Chasm: A - 41:24
Level 26: The Chasm: B - 53:12
Recorded with the Hauppauge HD PVR and the GameCube's component cables. I'm using a standard GameCube controller.
11
views
Doom II Playthrough (Game Boy Player Capture) - Part 4
This is part 4 of my 100% playthrough of Doom II for the Game Boy Advance. 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). I'm playing on Nightmare! difficulty.
Note: The Citadel had a building removed from the PC version, which resulted in three secrets being removed as well. The blue key also cannot be obtained on that map. The developer didn't adjust the percentage total to reflect these changes, so it's not possible to obtain 100% secrets or items on that map.
Here are the time stamps for specific missions:
Level 17: Suburbs - 0:00
Level 18: Tenements - 13:43
Level 19: The Courtyard - 29:05
Level 20: The Citadel - 43:57
Recorded with the Hauppauge HD PVR and the GameCube's component cables. I'm using a standard GameCube controller.
11
views
Doom II Playthrough (Game Boy Player Capture) - Part 2
This is part 2 of my 100% playthrough of Doom II for the Game Boy Advance. 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). I'm playing on Nightmare! difficulty.
Here are the time stamps for specific missions:
Level 9: The Pit - 0:00
Level 10: Refueling Base - 17:15
Level 11: 'O' of Destruction - 37:14
Level 12: The Factory - 49:32
Recorded with the Hauppauge HD PVR and the GameCube's component cables. I'm using a standard GameCube controller.
3
views
Doom II Playthrough (Game Boy Player Capture) - Part 3
This is part 3 of my 100% playthrough of Doom II for the Game Boy Advance. 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). I'm playing on Nightmare! difficulty.
Note: Industrial Zone was split into two separate missions, but the percentage rating for the secret areas was not adjusted to properly reflect this change. The maximum rating for Industrial Zone: A is 27%, and the maximum rating for Industrial Zone: B is 66%. I've seen one source list Industrial Zone: B as having a max 75% rating for secrets, but I obtained all of the secrets and could only get 66%.
Here are the time stamps for specific missions:
Level 13: Downtown - 0:00
Level 14: The Inmost Dens - 14:52
Level 15: Industrial Zone: A - 23:20
Level 16: Industrial Zone: B - 34:22
Level 33 (Hidden): Wolfenstein - 47:15
Level 34 (Hidden): Grosse - 55:38
Recorded with the Hauppauge HD PVR and the GameCube's component cables. I'm using a standard GameCube controller.
19
views
Doom Playthrough (Game Boy Player Capture) - Part 3
This is part 3 of my 100% playthrough of Doom for the Game Boy Advance. 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). I'm playing on Nightmare! difficulty.
In this part I completed all the missions in Episode 3: Inferno, and beat the game.
These levels were not completed back-to-back in a single session. I simply edited the successful runs together for a single video.
Here are the time stamps for specific missions:
E3M1: Hell's Keep - 0:00
E3M2: Pandemonium - 4:59
E3M3: House of Pain - 12:08
E3M4: Unholy Cathedral - 23:34
E3M5: Mount Erebus - 34:46
E3M6: Limbo - 43:19
E3M7: Dis - 50:50
Recorded with the Hauppauge HD PVR and the GameCube's component cables. I'm using a standard GameCube controller.
10
views
Doom II Playthrough (Game Boy Player Capture) - Part 1
This is part 1 of my 100% playthrough of Doom II for the Game Boy Advance. 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). I'm playing on Nightmare! difficulty.
Following up on my playthrough of Doom for the Game Boy Advance, here's the sequel: Doom II. Unlike the first Doom, Doom II was only released on a single Nintendo system: the Game Boy Advance. Doom II was also ported to the handheld by a different developer than the first game (Torus Games). However, this port is largely similar to the PC version, unlike the GBA port of the first Doom.
In this playthrough I'm obtaining 100% items, enemies and secrets - at least in theory. Just like the first GBA Doom, there are some important bugs to note regarding 100% completion. First, if any of the enemies kill each other in a level, those deaths will not count toward your kill rate at the end. So at the end of most of the stages you'll see my tallies showing less than 100% kills, even though there are no enemies left.
Second, health packs count toward the item completion rate, but you cannot pick up health packs if you're already at max health. So once again, you'll see me completing levels without showing a 100% item tally at the end simply because I was unable to pick up all the health packs.
Third, the Industrial Zone and Chasm levels were split into two maps each in this port, but the completion rate counter was not modified to reflect this, so it's actually impossible to achieve a 100% rate at the end of those levels.
These bugs are a little bit annoying since I'm trying to show a 100% playthrough, but overall, they don't really matter. Once again, I'm using a GameCube controller because it makes circle-strafing a little easier and is just more comfortable for my hands. However, the controls are a bit crappy in this port, so my aim isn't all that great. The frame rate also fluctuates quite a bit, which hurts the controls.
These levels were not completed back-to-back in a single session. I simply edited the successful runs together for a single video.
Here are the time stamps for specific missions:
Level 1: Entryway - 0:46
Level 2: Underhalls - 4:30
Level 3: The Gantlet - 10:51
Level 4: The Focus - 16:59
Level 5: The Waste Tunnels - 22:44
Level 6: The Crusher - 33:59
Level 7: Dead Simple - 46:57
Level 8: Tricks and Traps - 51:08
Recorded with the Hauppauge HD PVR and the GameCube's component cables. I'm using a standard GameCube controller.
21
views
1
comment
Doom Playthrough (Game Boy Player Capture) - Part 2
This is part 2 of my 100% playthrough of Doom for the Game Boy Advance. 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). I'm playing on Nightmare! difficulty.
In this part I completed all the missions in Episode 2: The Shores of Hell.
As I said before, it is not possible to achieve 100% secrets on E2M2: Containment Area, because certain rooms are inaccessible. 85% secrets is the best you can do. I think 83% kills is also the best you can do.
Also, I discovered what may be a glitch on E2M6: Halls of the Damned, which prevented me from getting 100% kills. After you obtain the yellow key, two traps should open in the main hallway leading back to the exit. The first trap always opened for me, but the second one near the exit would not open no matter how many times I tried, even when I completed rooms in a different order.
This is similar to a problem I had on E1M9: Military Base, where the final set of enemies wouldn't spawn for me most of the time. If anyone else can get that trap to open, I'd like to know how.
These levels were not completed back-to-back in a single session. I simply edited the successful runs together for a single video.
Here are the time stamps for specific missions:
E2M1: Deimos Anomaly - 0:00
E2M2: Containment Area - 4:08
E2M3: Refinery - 12:00
E2M4: Deimos Lab - 20:26
E2M5: Command Center - 31:52
E2M6: Halls of the Damned - 40:56
E2M7: Spawning Vats - 50:06
E2M8: Tower of Babel - 55:44
Recorded with the Hauppauge HD PVR and the GameCube's component cables. I'm using a standard GameCube controller.
5
views
Doom Playthrough (Game Boy Player Capture) - Part 1
[Note: This video and description were originally posted on Youtube on May 26, 2015.]
This is part 1 of my 100% playthrough of Doom for the Game Boy Advance. 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). I'm playing on Nightmare! difficulty.
I've been going on an old-school FPS binge over the past couple of years by picking up various games that I never owned or played before, such as Doom and Quake. After I purchased and completed Wolfenstein 3-D for the SNES a couple years ago, I started looking into Doom, but there were some issues with the SNES version that bothered me, such as the lack of either a save or password feature.
I decided to pick up the Game Boy Advance version of this game instead since it has a save feature. Since Doom II is also on the system, I got that game as well. This is the first time I've completed an official version of Doom, although I was aware of the game back around the time it came out.
When I was in junior high school back around the late '90s, I was a teacher's assistant for my science teacher, so I got to screw around when I wasn't doing anything useful like inputting grades on the computer. One day my teacher walked in with a CD labeled "Chex Quest" and told me I could play it when I wasn't busy with work. I played through the entire game at school and only found out several years later that it was some sort of conversion of Doom.
I don't remember much about Chex Quest, and I think this version of Doom is slightly different anyway, so it feels entirely new to me. The controls are a little floaty for my liking (odds are that most of the console ports feel like this), but this port is competent and plays well considering the hardware it's on. Although the music is nowhere near as good as the SNES version, there's at least a save feature. It's somewhat comparable to the SNES version in the graphics department, which means it's highly pixelated. However, I didn't have trouble playing through Wolfenstein 3-D on the SNES, so the pixelation doesn't bother me.
The Atari Jaguar, Panasonic 3DO and Game Boy Advance versions of Doom all use the same maps, so if you're trying to beat any of those versions, this playthrough can help you. However, the music in this version is played out of order, and a few enemies/bosses are missing.
There are also a few bugs to note. You can't achieve 100% on E2M2: Containment Area, due to certain rooms being inaccessible. On E1M2: Nuclear Plant, there's apparently an enemy hidden in the wall behind the exit switch, so you have to shoot the wall to kill him and achieve 100% kills on that level. And on E1M9: Military Base, the game will sometimes glitch and not release the last pack of demons after you unlock the bridge to the exit.
In this first part I completed all the missions in Episode 1: Knee Deep in the Dead, including the hidden Military Base mission.
These levels were not completed back-to-back in a single session. I simply edited the successful runs together for a single video.
Here are the time stamps for specific missions:
E1M1: Hangar - 0:38
E1M2: Nuclear Plant - 4:21
E1M3: Toxin Refinery - 12:06
E1M9: (Hidden Stage): Military Base - 22:14
E1M4: Command Control - 30:49
E1M5: Phobos Lab - 39:05
E1M6: Central Processing - 49:14
E1M7: Computer Station - 1:00:53
E1M8: Phobos Anomaly - 1:13:03
Recorded with the Hauppauge HD PVR and the GameCube's component cables. I'm using a standard GameCube controller.
36
views
Super Street Fighter II Turbo Revival - Ken Playthrough on Max Difficulty (Game Boy Player Capture)
This is a capture of me playing through Super Street Fighter II Turbo Revival on the Game Boy Advance. This is not an emulator and was not played on the Wii U Virtual Console. 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). I'm playing on max difficulty (Level 8) with the highest turbo setting (Level 3) using my favorite character: Ken.
I grew up with the original Street Fighter II and enjoyed the various iterations that came after (Champion Edition, Turbo, Super), but when I played Super Street Fighter II Turbo in the arcade back in 1994, somehow I lost interest in the series. Ken's move set was changed in a way I didn't like (at the time) and I felt that my skills from the prior games weren't transferring over. Also, the game wasn't released on any Nintendo consoles, so I couldn't play it at home. I stopped playing new Street Fighter games at this point and just stuck to my new favorite game: Killer Instinct.
Years later I read about the upcoming port of this game on the Game Boy Advance and decided to give it another shot. When the game was released I bought the only copy available at my local game store. I wasn't disappointed - for the most part. This time I did some research into Ken's new move set (thanks to Nintendo Power and this new thing called the internet) and learned the subtle differences from the prior games.
This is possibly the easiest version of Super Street Fighter II Turbo, so I once again beat the game on its hardest difficulty without losing any rounds.
This game features a notorious glitch in that if you meet the requirements to face Akuma, the game will freeze. So you can't even fight him in the arcade mode. I don't know the exact requirements for facing Akuma, but I suspect that it might be based on getting a perfect round.
In this video I managed to face Bison and not Akuma despite winning every round. This is the only way to actually beat the arcade mode. I have actually faced Akuma several times before even while losing rounds along the way, so not losing any rounds doesn't guarantee that you'll face Akuma, as this video shows. Frankly, I don't know what the hell the requirements are for fighting him.
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.
127
views