River City Ransom - Full Playthrough - NES 1989
River City Ransom, known as Street Gangs in PAL regions, is an open world beat 'em up video game originally for the Nintendo Entertainment System. The game was developed by Technōs Japan and released in Japan on April 25, 1989.
The classic beat'em up on the NES! So much fun in COOP mode.
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RoboCop - Full Playthrough - NES 1988
RoboCop is a beat 'em up / run and gun video game developed and published by Data East for arcades in 1988 based on the 1987 film of the same name. I remember getting beat badly trying to beat this game in my youth. Its nice to finally see the end stages. Enjoy!
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Alien Syndrome - Full Playthrough - NES 1988
Alien Syndrome is a run and gun video game developed by Sega and released in arcades in 1987, and later ported to the Master System and NES in 1988.
I always thought these bosses were creepy when I was younger, and now this playthrough confirms it. I also enjoy the music, especially after you rescue all your comrades.
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Chrono Trigger + | Full Playthrough | SNES 1995 (Part Two)
Chrono Trigger is a 1995 role-playing video game developed and published by Square for the SNES. This is one of my personal favorites, and this mod takes it to a whole new level. The patch notes will be linked below. The Chrono Trigger + mod is highly recommended! This is PART TWO.
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PATCH NOTES:
This mod adds a ton of cut content back into the game, allows access to previously unexplorable areas, fixes some bugs and offers some options to remove the linearity from the game. Full list of changes in the readme.
In addition 1999 is fully explorable and offers tons of stuff to do. As well as more Easter eggs and quality of life improvements.
More stuff carries over like names money, fair prizes and cats.
Full patch notes - https://www.romhacking.net/hacks/snes/patches/3691readme.txt
25
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Chrono Trigger + | Full Playthrough | SNES 1995 (Part One)
Chrono Trigger is a 1995 role-playing video game developed and published by Square for the SNES. This is one of my personal favorites, and this mod takes it to a whole new level. The patch notes will be linked below. The Chrono Trigger + mod is highly recommended! This is PART ONE.
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PATCH NOTES:
This mod adds a ton of cut content back into the game, allows access to previously unexplorable areas, fixes some bugs and offers some options to remove the linearity from the game. Full list of changes in the readme.
In addition 1999 is fully explorable and offers tons of stuff to do. As well as more Easter eggs and quality of life improvements.
More stuff carries over like names money, fair prizes and cats.
Full patch notes - https://www.romhacking.net/hacks/snes/patches/3691readme.txt
21
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TMNT3: The Manhattan Project - Full Playthrough - NES 1991
Teenage Mutant Ninja Turtles III: The Manhattan Project is a side-scrolling beat-'em-up released by Konami for the Family Computer (Famicom) in Japan in 1991 and for the Nintendo Entertainment System in North America in 1992. This is one of the lesser played TMNT games even though its pretty decent.
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Contra - Full Playthrough - NES 1988
Contra is a run and gun video game developed and published by Konami, originally developed as a coin-operated arcade video game in 1986 and released on February 20, 1987. A home version was released for the Nintendo Entertainment System in 1988.
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Adventures in the Magic Kingdom - Full Playthrough - NES 1990
Adventures in the Magic Kingdom is a video game released in 1990 for the Nintendo Entertainment System. It was developed and published by Capcom.
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Shadow of the Ninja - Full Playthrough - NES 1990
Shadow of the Ninja is a side-scrolling action game developed by Natsume for the Nintendo Entertainment System (NES) in 1990. I would describe this game as a Co-op Ninja Gaiden clone. A very fun game with 2 players.
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Vice: Project Doom - Full Playthrough - NES 1991
Vice: Project Doom is a 1991 video game developed by Aicom and published by Sammy Corp for the Nintendo Entertainment System. This is definitely one of those NES hidden gems. Its programmed well and has an interesting story.
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Lemmings - Fun Difficulty - SNES 1991
Lemmings is a puzzle–strategy video game originally developed by DMA Design and published by Psygnosis for the Amiga in 1991 and later ported for numerous other platforms. This was always a fun one to play as a kid and I loved the music.
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Zelda: A Link to the Past - Full Playthrough - SNES 1991 (Redux Mod)
This is a full run of The Legend of Zelda: A Link to the Past with the Redux mod . All heart containers and items obtained. The patch notes for this version are below if you want to check them out. The Legend of Zelda: A Link to the Past is a game released in 1991, developed and published by NINTENDO.
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---Redux Mod Info & Patch Notes---
“The Legend of Zelda: A Link to the Past Redux” is a fork of Conn & qwertymodo’s A Link to the Past DX hack that further modifies the game to include changes to accommodate the game into the overall franchise, as well as renaming stuff badly translated and making changes for characters with official artwork not matching with the sprites/palettes in-game.
As for the main changes for Redux:
-Max consumables for Bombs and Arrows are now 60 for Bombs and 99 for Arrows (v7.0 and onwards)
-Change Link’s hair and hat to closely match his original artwork.
-Change Agahnim colours to match the original red robe and blue skin artwork.
-Changed Uncle’s sprite to match official artwork.
-Change the Flute’s name to Ocarina (I don’t know in what world that instrument is a flute). This includes in-game text and Credits name changed too.
-Change the Good Bee’s name to Golden Bee.
-Change Faerie to Fairy. This includes in-game text too.
-Change Pegasus Shoes to Pegasus Boots. This includes in-game text too.
-Change all the references of the “Wise Men” to “Sages”.
-Change the layout of the Ice Palace to that of the GBA port. No more going around the entire palace just to get to the next room. As of v2.0, the Ice Palace new layout has been fixed to have 3 movable blocks in the new section. There was one movable block unused in one other Dungeon layout found in Room 240. (Why was it there?)
-King of Hyrule now has a red outfit instead of green to match the rest of the franchise’s Kings of Hyrule (Like Daphnes Nohansen Hyrule from WW).
-Permanent Shovel, as well as being able to dig up items with it in the overworld.
-Skip the Title Screen sequence by pressing Start, you no longer have to wait until the Triforce and title screen finish their animation.
A map shortcut has been added between Kakariko Village and Hyrule Castle (Kakariko Shortcut by PowerPanda) for accessibility., similar to the same shortcut in A Link Between Worlds.
For v5.0, the final bug (palette shared between green soldiers and King of Hyrule) has been fixed. Thanks to Conn for this!
Uncensored changes have been included too, as well as restoring some unused content. These changes focus on restoring censored content from A Link to the Past (J) and unused content for both ROMs (U and J). Some of the new content includes:
-Star of David for the Eastern Palace restored (From the Japanese ROM)
-New custom hieroglyphs to mimic those of the Japanese release.
-Sanctuary doorway restored
-Skull Statues restored. They appear in the Skull Woods Dungeon.
-Unused Zora sign near Zora’s Domain entrance restored.
-First warp point has been relocated, it no longer drops you at the very beginning of the Death Mountain, but rather at the left side of the Heart Container you obtain after your first travel to the Dark World for convenience sake.
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The Legend of Zelda (Redux mod) - Full Playthrough - NES 1986
This is a complete playthrough of The Legend of Zelda with the Redux mod installed. All heart containers and items/hidden locations obtained. The patch notes for this version are below if you want to check them out. The Legend of Zelda is a NES game released in 1986, developed and published by NINTENDO.
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::::::::::::::Patch Notes:::::::::::::::::
This hack tries to address a lot of points to make the game fit with the rest of the series (and Zelda 2 Redux) by doing some rebalancing and QoL changes, and also some visual flare into the game, without compromising the original game’s design.
Changelog:
-MMC1 mapper has been expanded to add tile animation to the overworld for a more detailed map, this also allows the hack to be able to be played on real hardware and/or reproduction cartridges. The MMC5 version is still available, but no longer maintained.
-Save manually with Up+A when in the Items Subscreen
-Reworked heart HUD to match Zelda 2 Redux
-Copy/Erase Save Feature: Now Zelda 1 has a newly implemented feature, similar to subsequent releases of the franchise, where you can Copy and/or Erase a save file to another Save Slot (Thanks to minucce!)
-The amount of hearts you last had if the game was saved manually is now saved. So when you load, you start with the same amount of life the user had when the save was done. If the number of hearts when the game was saved was 3, or lower than 3, the game will start Link with 3 hearts instead (like in subsequent Zeldas)
-Relocalization of the game’s script to better match the Japanese release, or have better hints altogether. Based on the Legends of Localization book/webpage (Except the two iconic “Take this” and “It’s a secret” lines)
-Make the Blue tunic more vibrant
-Stop the HUD from disappearing when entering or leaving caves during overworld map
-Proper player sprite position when leaving overworld from caves
-Reduces random wait times when entering caves
-Fix Y-scroll timing glitch when changing screens
-Fix Q1-D1 door opening on its own if you enter-leave the dungeon
-Fix alignment of the sword beam in multiple directions
-Fix the Y-position of both the sword and sword beam graphics
-Increment the initial bomb max. amount to 10 instead of 8
-Increment the bomb upgrades by 10 instead of the original 4. First upgrade should give you 20 bombs, second will be 30.
-Faster text printing
-Modify the Sword beam to only be active when at full health/heart, and stop shooting when the life gets to 3/4 of a heart
-Modify certain item names to better match subsequent official names in the franchise (Rupee, Fairy, Heart Container, etc.)
-Change the Red and Blue rings to Red and Blue tunics
-Introduction text rewrite
-Reimplementation of the warning screen from version PRG1 upon Game Over / Saving
-Slight modifications to the title screen to give the “ZELDA” title a red colour (modified fading palettes to match this change too)
-Possibly also add a breakable tile hint for overworld tiles
-Automap Plus, but modify it to have 1/4 heart decrements instead of 1/8 (this is needed in order to make space in sprite PPU for the next point (#3)
-Dungeon Automap courtesy of tacoschip, makes it so that the rooms appear on the map as soon as you enter them, while getting the Dungeon Map item uncovers the whole dungeon.
-Dungeon Music variations courtesy of tacoschip, who ported over tracks from A New Light, Perils of Darkness and Triforce Power to be used alongside the original Zelda 1 Theme inside dungeons.
-Visible hint for breakable walls in Dungeons (already implemented, just need sprite space for the left walls)
-Remove the 1 Rupee flashing (couldn’t be made green due to palette limitations)
-Press the Select button to toggle the item selected for the B Button (to avoid pausing the game to select an item every time)
-Change the duplicate bosses in Level 4 and 7 (Gleeok and Aquamentus) to Lanmola and Patra respectively.
-Have 999 rupees as the maximum amount, instead of 255. The rupee amount also needs to be saved in SRAM for when the game loads, so it starts with whatever amount you had last time (thanks to Bogaa for this feature!)
-Add a proper arrow enemy-drop item and an arrow counter (shops give 30 arrows when purchased), with the max arrow limit being 30 for normal Arrows, and 60 once you get the silver Arrows (thanks to Bogaa for the Arrow drop/counter code, and stratoform for the Max arrows limits!)
-Slight graphic changes to make certain sprites match their official artwork (Link now has his yellow hat line, some shield slight change, etc.). This won’t be a graphic update of the game, as it was still wanted to retain the original game’s overall art design and aesthetic, but with sprites that better depict their official artwork designs.
-Be able to kill the Pols Voice by playing the flute, and also with arrows to retain the original way of killing them (Thanks to stratoform for this!)
-Flip the heart rows in the File Select Screen (Thanks again stratoform!)
-New column definitions to make the overworld look more polished, adding corners, rounded edges and other slight stuff so the overworld doesn’t look as blocky.
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42
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Zelda II: The Adventure of Link (Redux mod) - Full Playthrough - NES 1987
This is a complete playthrough of Zelda II: The Adventure of Link with the Redux mod installed. All heart containers and items obtained. The patch notes for this version are below if you want to check them out. Zelda II: The Adventure of Link is a NES game released in 1987, developed and published by NINTENDO.
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::::::::::::::::Patch Notes::::::::::::::::::
This hack tries to address that by rebalancing the game, making some QoL changes and also some visual flare into the game, without compromising the original game’s design.
* Changes to the Life Meter HUD: Should have hearts now instead of the old bars it had for a life meter
* Reworked HUD to be more in-line with other Zelda titles. It also looks much better to the eye now and is more streamlined
* Added 1/4 heart gauge by IcePenguin. Now the life meter is reduced by 1/4 parts instead of the original sliding bar, effectively letting you know exactly how much health (no longer will the meter show no life with Link still alive)
* Reworked title screen. Now the Sword in it is the same as the one in the original US boxart, and also the scrolling text of the title screen has been entirely rewritten to be more in-line with the canon story of Zelda II
* Copy/Erase Save Feature: Now Zelda 2 has a newly implemented feature, similar to subsequent releases of the franchise, where you can Copy and/or Erase a save file to another Save Slot.
* Manual Save Feature: You can now save the game by Pausing and then pressing Up+A on the Pause screen (both in side-scroll pause and overworld pause!)
* Manual saves no longer count towards the Death counter in the Selection screen! Now only Game Overs should increment that counter
* Implemented @njosro's Restart in Current Palace patch (as a bonus) :P
* Link now has a Blue and Red tunic! Upon using the Shield spell with a Defense level between 1-4, you'll get the Blue tunic. Once you get up to level 5-8 of Defense, you will get the Red tunic
* Text boxes now print 6 lines, giving much more space for more and detailed text
* All text has been repointed
* Script has been rewritten entirely and revised with a more proper translation according to the Japanese text
* Palaces renamed to Temples for consistency with the rest of the series
* Enemies no longer steal experience from you. (Don't confuse this with Magic, some still steal magic)
* Reduced the amount of HP the Bubble (and Giant Bubble) enemies have, as well as their Exp. Should now go down with like 10 Sword swings instead of a damn million (having FF in their lives was really something stupid for such a meaningless enemy), and they have also been made non-respawnable to avoid abusing grinding of these enemies, since their low EXP could still be abused
* Reduced the amount of magic consumption to around 2/3s or half for all levels and spells
* Fairy Spell transformation can be cancelled at any time by pressing the A button to transform back into Human Link
* More common enemy drops
* All enemies give out Exp
* Enemies rebalanced according to their strength and annoyance factor (Those Modafokkas are no joke)
* Dragon Quest reference restored in the crosses of Saria Town (Erdrick lies here)
* Link's sprite has been edited slightly to better reflect his official artwork, without compromising his original design
* Overworld tile animation (includes water animation, grass, River Devil and others)
* Custom animation tiles for the lava in the path towards the Great Palace (Thanks IcePenguin!)
* "Spell" and "Life" spells renamed to "Enigma" and "Heal" spells respectively
* Reworked Pause Pane for the Spell menu and also for the Level Up Menu
* Changed the speed and range of the beam/fireball. Now it should have more use in-game, rather than being a slow and rather unused feature
* You can now cast whatever spell you have selected multiple times without having to open up the Spell menu everytime between screens
* Pausing the game on the Overworld now gives a "PAUSE!" message right above Link, like in the GBA port
* Picking up a Link Doll now adds a life to the total amount of lives you start the game with (restart), making the Link Dolls more useful instead of just having its benefits present until you hit a game over
* Life counter caps at 9, but you can still gather more lives via the 9000 Exp method, the counter simply won't go past 9
* Changed the font size to better accommodate the new changes
* Changed the "-" in the file select alphabet to "/"
* Cursor in the "Register Your Name" screen no longer covers portion of the text box
* Modified the flashes when Link dies and when you learn a spell to be closer to the NGC version. This was done so that photosensitive people can also enjoy this hack without having to worry about their health and well-being
* Rewritten Credits for all the Staff members, now you have the proper names of the developers that made Zelda II, instead of pseudonyms
* Saria brige now appears automatically after giving the Guard the letter for the first time. You no longer need to talk to him every time you want to cross over
* Moved the Basilisk in the cave North of Nabooru to the left, preventing it from doing that weird screen wrap upon entry
* Moved the Moa at the Path of Fire entrance up, preventing a forced hit on Link upon entering
* Moved a Red Iron Knuckle in Palace 4 that had a very high Y-position to the ground-level
* Added text to a sign with previously unpointed text in Old Kasuto
* Added windows to some rooms in the Maze and Hidden Palaces (Palaces 4 & 6), to add back the unused windows for those two
* FDS Battle Theme restored! The original NES battle theme will be used in West Hyrule overworld battles, while the new/restored FDS battle theme will be used in East Hyrule overworld battles (Thanks, IcePenguin!)
* The room with the hole in the Great Palace has been modified so it can now be accessed from all routes. You can now explore the Great Palace in any path you want, since now we have branching paths that intersect on said room. This means, you no longer have to take a required path to reach the end of the Great Palace, but can now choose at will and you will not be met with a dead end
* D-Pad Up and Down now control the cursor in the File Selection and Elimination mode menus
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90
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Wave Race 64 - All Difficulties & Dolphin unlock - N64 1996
Wave Race 64 is a 1996 racing video game developed and published by Nintendo for the Nintendo 64. This was one of my favorite games to play alongside Mario 64 right when the N64 was released. I feel as though these early N64 games had a lot of hidden secrets/unlockables that not many people knew about. Enjoy seeing the dolphin ride some waves! :)
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Wild Guns - 2 Players Full Run - SNES 1994
This is our full 2-Player playthrough of Wild Guns. Wild Guns is a 1994 steampunk Western shooting gallery video game developed by Natsume for the Super Nintendo Entertainment System. This is another one of those SNES hidden gems relatively late in the consoles cycle. So grab a friend and have some fun Wild West shootin!
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Contra: HardCorps - Full Playthrough - SEGA 1994
Contra: Hardcorps is a run and gun video game developed and published by KONAMI for the Sega Genesis in 1994. This is one of the more interesting Contra series games.
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Pictionary - 2P Mode - NES 1990
Pictionary is a video board game developed by Software Creations and published by LJN for the NES in 1990. I consider this game one of the hidden gems of late NES releases. I played this alot back in the day and it was actually a fun party game.
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Smash TV - 2 Players - NES 1990
Smash TV is an arcade video game created by Eugene Jarvis and Mark Turmell for Williams Electronics Games in 1990. It was then later ported to the NES, among other consoles. This game always gave me The Running Man vibes.
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Metal Gear Solid: The Twin Snakes | GC 2004 HD | Hard mode w/ outfits
This is a full Hard mode run including the alternate costumes (Tux, Sneak Suit(Merle), Red Armor(Ninja) ). This is a HD quality upscaled GCN version of Metal Gear Solid: The Twin Snakes. MGS:TTS was released in 2004, developed and published by KONAMI.
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