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![The Cutscene Project: "A.B. Cop" (Arcade - 1990) [NA Version]](https://1a-1791.com/video/s8/1/2/W/o/v/2Wovv.qR4e-small-The-Cutscene-Project-A.B.-C.jpg)
The Cutscene Project
DesertPunkGaming
- 109 / 189
1
The Cutscene Project: "2nd Space" (Nintendo Game Boy - 1993) [PAL Only]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
2nd Space [セカンド・スペース]
Nintendo Game Boy
Action/Puzzle
1993
Sachen
PAL Only
All Cutscenes & Ending w/ Full Credits
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
2nd Space is Amidar clone - the player controls robots and must reveal the image - to do this, he travels the borders of rectangles. He must also avoid opponents.
(Source - MobyGames)
2
The Cutscene Project: "3-Dゴルフシミュレーション" [Cutscene #1a] (MSX1 - 1983) [JP Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
3-D Golf Simulation [3-Dゴルフシミュレーション]
MSX1
Sports (Golf)
1983
T&E Soft, Inc.
JP Version
Cutscene 1a: Ending w/ No Credits
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
3-D Golf Simulation is a golf game over 9 holes, which displays both a top-down view of the course, as well as a 3D view. The 3D view of the fairway is from your ball position and always looking directly North, regardless of the relative position of the hole. When the ball is on the putting green, the 3D view is always from the same fixed point directly South of the hole.
Each drive requires three steps. First you must select the golf club (ranging from various irons and woods to sand wedges and putters). Then you select the angle, which may need to be adjusted to account for the wind direction and speed. Finally, you select the range by stopping a power bar at the appropriate point in its movement from the bottom to the top of the screen. The path of the ball is then simulated and displayed in the 3D and overhead views.
(Source - MobyGames)
3
The Cutscene Project: "007: Everything or Nothing" [Cutscene #1a] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #1a: Mission 1 - Sahara Desert
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
4
The Cutscene Project: "007: Everything or Nothing" [Cutscene #1b] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #1b: Mission 1 Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
5
The Cutscene Project: "007: Everything or Nothing" [Cutscene #2a] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #2a: Mission Briefing 2 - Cairo Casino
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
6
The Cutscene Project: "007: Everything or Nothing" [Cutscene #2b] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #2b: Mission 2 Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
7
The Cutscene Project: "007: Everything or Nothing" [Cutscene #3a] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #3a: Mission Briefing 3 - Cairo Trainyard
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
1
comment
8
The Cutscene Project: "007: Everything or Nothing" [Cutscene #3b] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #3b: Mission 3 Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
9
The Cutscene Project: "007: Everything or Nothing" [Cutscene #4a] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #4a: Mission Briefing 4 - Peruvian Jungle
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
10
The Cutscene Project: "007: Everything or Nothing" [Cutscene #4b] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #4b: Mission 4 Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
11
The Cutscene Project: "007: Everything or Nothing" [Cutscene #5a] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #5a: Mission Briefing 5 - New Orleans
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
12
The Cutscene Project: "007: Everything or Nothing" [Cutscene #5b] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #5b: Mission 5 Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
13
The Cutscene Project: "007: Everything or Nothing" [Cutscene #6a] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #6a: Mission Briefing 6 - Peru Facility
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
14
The Cutscene Project: "007: Everything or Nothing" [Cutscene #6b] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #6b: Mission 6 Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
15
The Cutscene Project: "007: Everything or Nothing" [Cutscene #7a] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #7a: Mission Briefing 7 - Peru Ruins
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
16
The Cutscene Project: "007: Everything or Nothing" [Cutscene #7b] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #7b: Mission 7 Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
17
The Cutscene Project: "007: Everything or Nothing" [Cutscene #8a] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #8a: Mission Briefing 8 - Moscow
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
18
The Cutscene Project: "007: Everything or Nothing" [Cutscene #8b] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #8b: Ending w/ Full Credits
[Easy Difficulty Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia)
19
The Cutscene Project: "007: Everything or Nothing" [Cutscene #8c] (GBA - 2003) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Everything or Nothing [007: エブリシング・オア・ナッシング]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2003
Griptonite, Inc./Electronic Arts, Inc.
NA Version of "007: エブリシング・オア・ナッシング"
Cutscene #8c: Ending w/ Full Credits
[Normal Difficulty Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
James Bond 007: Everything or Nothing is a third-person shooter video game, developed by Griptonite Games and published by Electronic Arts for the Game Boy Advance (GBA). As MI6 agent James Bond, the player must foil an ex-KGB agent who plans to use nanotechnology for world domination.
Everything or Nothing was released in November 2003, several months prior to the release of a home console version. It received "mixed or average" reviews according to Metacritic.
(Source - Wikipedia
20
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #1a] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #1a: Mission Briefing 1 - Outpost, Russian Border
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
21
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #1b] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #1b: Mission 1 - Outpost, Russian Border Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
22
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #2a] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #2a: Mission Briefing 2 - Arms Bazaar, Russian Border
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
23
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #2b] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #2b: Opening Cutscene
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
24
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #2c] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #2c: Mission 2 - Arms Bazaar, Russian Border Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
25
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #3a] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #3a: Mission Briefing 3 - Carver Media, Hamburg
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
26
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #3b] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #3b: Mission 3 - Carver Media, Hamburg Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
27
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #4a] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #4a: Mission Briefing 4 - Pressing Engagement
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
28
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #4b] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #4b: Carver Media Group Escape
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
29
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #4c] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #4c: Mission 4 - Pressing Engagement Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
30
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #5a] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #5a: Mission Briefing 5 - Hotel Atlantic, Hamburg
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
31
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #5b] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #5b: Hotel Atlantic Escape
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
32
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #5c] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #5c: Mission 5 - Hotel Atlantic, Hamburg Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
33
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #6a] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #6a: Mission Briefing 6 - Convoy, Swiss Alps
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
34
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #6b] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #6b: Mission 6 - Convoy, Swiss Alps Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond license. It was released following the success of another James Bond game, Golden Eye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
35
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #7a] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #7a: Mission Briefing 7 - Ski Ridge, Hokkaido
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
36
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #7b] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #7b: Mission 7 - Ski Ridge, Hokkaido Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond license. It was released following the success of another James Bond game, Golden Eye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
37
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #8a] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #8a: Mission Briefing 8 - CMGN Tower, Saigon
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond licence. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
38
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #8b] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #8b: Mission 8 - CMGN Tower, Saigon Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond license. It was released following the success of another James Bond game, Golden Eye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
39
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #9a] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #9a: Mission Briefing 9 - Market District, Saigon
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond license. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
40
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #9b] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #9b: Closing in on the Stealth Boat
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond license. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
41
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #9c] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #9c: Mission 9 - Market District, Saigon Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond license. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
42
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #10a] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #10a: Mission Briefing 10 - Stealth Boat, Ha Long Bay
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond license. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
43
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #10b] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #10b: Mission 10 - Stealth Boat, Ha Long Bay Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond license. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
44
The Cutscene Project: "007: Tomorrow Never Dies" [Cutscene #10c] (PlayStation - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: Tomorrow Never Dies [007:トゥモロー・ネバー・ダイ]
PlayStation
Action/Third-Person Shooter
1999
Black Ops Entertainment LLC/MGM Interactive/Electronic Arts, Inc.
NA Version of "007:トゥモロー・ネバー・ダイ"
Cutscene #10c: Agent (Easy) Mode Ending w/ No Credits
[Agent (Easy) Difficulty Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Tomorrow Never Dies (also known as 007: Tomorrow Never Dies) is a 1999 third-person shooter stealth video game based on the 1997 James Bond film of the same name. It was developed by Black Ops Entertainment and co-published by Electronic Arts and MGM Interactive for the PlayStation.
Development began in 1997, before the film's release. The game's storyline was originally meant to pick up after the events of the film, but this was scrapped following feedback from focus groups. The game's release was delayed several times, and additional levels and a multiplayer mode were removed during development.
The game was eventually released in November 1999, the same month that the next film in the Bond series, The World Is Not Enough, was released in cinemas. It is the first 007 game to be published by Electronic Arts since acquiring the James Bond license. It was released following the success of another James Bond game, GoldenEye (1997). Critics were disappointed with Tomorrow Never Dies, believing that it fell short of the previous game, although the soundtrack was praised.
(Source - Wikipedia)
45
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #1a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #1a: Mission Briefing 1 - Courier
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
46
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #1b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #1b: 007 Arrives at La Banque Suisse
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
47
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #1c] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #1c: Escape from La Banque Suisse
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
48
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #1d] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #1d: Mission 1 - Courier Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
49
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #2a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #2a: Mission Briefing 2 - King's Ransom
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
50
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #2b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #2b: 007 Pursues the Assassin
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
51
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #2c] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #2c: 007 Closes in on the Assassin
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
52
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #2d] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #2d: Mission 2 - King's Ransom Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
53
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #3a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #3a: Mission Briefing 3 - Cold Reception
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
54
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #3b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #3b: 007 and Elektra Arrive to Inspect the Pipeline
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
55
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #3c] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #3c: Surviving the Avalanche
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
56
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #3d] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #3d: Mission 3 - Cold Reception Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
57
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #4a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #4a: Mission Briefing 4 - Russian Roulette
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
58
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #4b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #4b: 007 Arrives at Zukovsky's Casino
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
59
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #4c] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #4c: Highest Card Wins
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
60
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #4d] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #4d: Mission 4 - Russian Roulette Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
61
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #5a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #5a: Mission Briefing 5 - Night Watch
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
62
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #5b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #5b: How Elektra Lived and How 007 Lives
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
63
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #5c] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #5c: Davidov Was Buried with Work
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
64
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #5d] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #5d: Mission 5 - Night Watch Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
65
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #6a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #6a: Mission Briefing 6 - Masquerade
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
66
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #6b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #6b: 007 Prepares His Costume for the Masquerade
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
67
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #6c] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #6c: 007 and Dr. Jones Escape Renard's Trap
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
68
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #6d] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #6d: Mission 6 - Masquerade Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
69
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #7a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #7a: Mission Briefing 7 - Flashpoint
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
70
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #7b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #7b: 007 Catches on to Elektra's Game
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
71
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #7c] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #7c: 007 and Dr. Jones Reach the Bomb
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
1
comment
72
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #7d] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #7d: Mission 7 - Flashpoint Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
73
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #8a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #8a: Mission Briefing 8 - City of Walkways
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
74
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #8b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #8b: Zukovsky Arrives to Inspect his Caviar Plant
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
75
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #8c] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #8c: 007 Leverages the Situation and Gets Zukovsky to Talk
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
76
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #8d] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #8d: Mission 8 - City of Walkways Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
77
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #9a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #9a: Mission Briefing 9 - Turncoat
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
78
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #9b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #9b: M Located and Bullion Exposed
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
79
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #9c] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #9c: 007 and Dr. Jones Fall Into Bullion's Trap
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
80
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #9d] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #9d: Mission 9 - Turncoat Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
81
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #10a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #10a: Mission Briefing 10 - Fallen Angel
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
82
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #10b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #10b: Elektra's Mask is Off and Zukovsky's Sacrifice
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
83
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #10c] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #10c: 007 Gets to the Submarine
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
84
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #10d] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #10d: Mission 10 - Fallen Angel Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
85
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #11a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #11a: Mission Briefing 11 - Meltdown
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
86
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #11b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #11b: 007 Gains Access to the Submarine
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
87
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #11c] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #11c: Agent (Easy) Mode Ending w/ Full Credits
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
88
The Cutscene Project: "007: The World Is Not Enough" [Cutscene #11d] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007: The World Is Not Enough [007: 世界は十分ではない]
PlayStation
Action/First-Person Shooter
2000
Black Ops Entertainment LLC/Electronic Arts, Inc.
NA Version
Cutscene #11d: Mission 11 - Meltdown Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
The World Is Not Enough is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 James Bond film of the same name. It was published by Electronic Arts (EA) and released for the PlayStation on November 7, 2000, shortly after the release of its Nintendo 64 counterpart. The World Is Not Enough is the successor to Black Ops Entertainment's 1999 title Tomorrow Never Dies and uses an improved version of its engine. The game received mixed reviews from critics, who criticized its short length and lack of multiplayer mode.
(Source - Wikipedia)
89
The Cutscene Project: "007 Racing" [Cutscene #1a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 1a: Mission Briefing 1 - Escape To The Border
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
90
The Cutscene Project: "007 Racing" [Cutscene #1b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 1b: Escaping Across The Border
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
91
The Cutscene Project: "007 Racing" [Cutscene #1c] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 1c: Opening Cutscene
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
92
The Cutscene Project: "007 Racing" [Cutscene #1d] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 1d: Mission 1 - Escape To The Border Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
93
The Cutscene Project: "007 Racing" [Cutscene #2a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 2a: Mission Briefing 2 - Gimme A Brake
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
94
The Cutscene Project: "007 Racing" [Cutscene #2b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 2b: Mission 2 - Gimme A Brake Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
95
The Cutscene Project: "007 Racing" [Cutscene #3a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 3a: Mission Briefing 3 - Ambush
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
96
The Cutscene Project: "007 Racing" [Cutscene #3b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 3b: Mission 3 - Ambush Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
97
The Cutscene Project: "007 Racing" [Cutscene #4a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 4a: Mission Briefing 4 - Highway Hazard
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
98
The Cutscene Project: "007 Racing" [Cutscene #4b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 4b: Mission 4 - Highway Hazard Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
99
The Cutscene Project: "007 Racing" [Cutscene #5a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 5a: Mission Briefing 5 - Survive the Jungle
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
100
The Cutscene Project: "007 Racing" [Cutscene #5b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 5b: Mission 5 - Survive the Jungle Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
101
The Cutscene Project: "007 Racing" [Cutscene #6a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 6a: Mission Briefing 6 - Air Strike
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
102
The Cutscene Project: "007 Racing" [Cutscene #6b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 6b: Mission 6 - Air Strike Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
103
The Cutscene Project: "007 Racing" [Cutscene #7a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 7a: Mission Briefing 7 - Escape
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
104
The Cutscene Project: "007 Racing" [Cutscene #7b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 7b: Mission 7 - Escape Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
105
The Cutscene Project: "007 Racing" [Cutscene #8a] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 8a: Mission Briefing 8 - Breakout
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
106
The Cutscene Project: "007 Racing" [Cutscene #8b] (PS1 - 2000) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
007 Racing [007レーシング]
PlayStation
Action/Driving/Third-Person Shooter
2000
Eutechnyx Limited/Electronic Arts Canada/Electronic Arts, Inc.
NA Version
Cutscene 8b: Mission 8 - Breakout Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
007 Racing is a 2000 racing video game based on the James Bond license. It was developed by Eutechnyx, published by Electronic Arts (EA), and released for the PlayStation console system. This game marks the seventh appearance of Pierce Brosnan's James Bond; the game included his likeness but not his voice, which is provided by Tim Bentinck. Including many revived characters from previous entries, the game is considered to be a spin-off of the original chronicles.
(Source - Wikipedia)
107
The Cutscene Project: "64th Street: A Detective Story" (Arcade - 1991) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
64th Street: A Detective Story [64番街:ある探偵・物語]
Arcade
Action/Beat 'Em Up/Brawler
1991
C.P. Brain/Jaleco, Ltd.
NA Version of "64番街"
All Cutscenes & Ending w/ Full Credits
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
64th Street: A Detective Story (64番街 A DETECTIVE STORY, 64Bangai A Detective Story) is a beat 'em up arcade game released by Jaleco in 1991.
(Source - Wikipedia)
108
The Cutscene Project: "720°" [Cutscene #1a] (GBC - 1999) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
720° [720デグリーズ]
Nintendo Game Boy Color
Sports (Skateboarding)
1999
Atari Games Corporation/Digital Eclipse Software, Inc./GameBrains/Midway Home Entertainment, Inc.
NA Version
Cutscene 1a: Ending w/ Full Credits
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
720° is a 1986 sports video game developed and published by Atari Games for arcades. Based on the action sport of skateboarding, the player controls a skateboarder as they compete in various skating competitions, such as ramp jumping and downhill races, to earn cash.
The game has been ported and re-released to various home console and computer platforms.
(Source - Wikipedia)
The Cutscene Project: "A.B. Cop" (Arcade - 1990) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A.B. Cop [A.B.警官]
Arcade
Action/Driving/Racing
1990
Sega Enterprises, Ltd.
NA Version of "A.B.警官"
All Cutscenes & Ending w/ No Credits
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A.B. Cop is a futuristic 3D racing arcade game released by Sega in 1990. It never received any official port to home consoles.
(Source - Wikipedia)
110
The Cutscene Project: "A Sound of Thunder" [Cutscene #1a] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 1a: Opening Cutscene
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
111
The Cutscene Project: "A Sound of Thunder" [Cutscene #1b] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 1b: Level 1 Complete
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
112
The Cutscene Project: "A Sound of Thunder" [Cutscene #2a] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 2a: Level 2 Complete
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
113
The Cutscene Project: "A Sound of Thunder" [Cutscene #3a] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 3a: The Sinister Clean-Up Team in the Distant Past
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
114
The Cutscene Project: "A Sound of Thunder" [Cutscene #3b] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 3b: Level 3 Complete
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
115
The Cutscene Project: "A Sound of Thunder" [Cutscene #4a] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 4a: Level 4 Complete
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
116
The Cutscene Project: "A Sound of Thunder" [Cutscene #5a] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 5a: Level 5 Complete
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
117
The Cutscene Project: "A Sound of Thunder" [Cutscene #6a] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 6a: Level 6 Complete
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
118
The Cutscene Project: "A Sound of Thunder" [Cutscene #7a] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 7a: Level 7 Complete
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
119
The Cutscene Project: "A Sound of Thunder" [Cutscene #8a] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 8a: Level 8 Complete
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
120
The Cutscene Project: "A Sound of Thunder" [Cutscene #9a] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 9a: The Subway
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
121
The Cutscene Project: "A Sound of Thunder" [Cutscene #9b] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 9b: Level 9 Complete
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
122
The Cutscene Project: "A Sound of Thunder" [Cutscene #10a] (GBA - 2005) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
A Sound of Thunder [雷の音]
Nintendo Game Boy Advance
Action/Third-Person Shooter
2005
Mobius Entertainment Ltd./BAM! Entertainment Inc.
NA Version
Cutscene 10a: Level 10 Complete
Normal Difficulty Mode [Only Mode]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A Sound of Thunder is a 2004 video game for the Game Boy Advance. The game was developed by Möbius Entertainment and published by BAM! Entertainment. It was released in Europe on February 28, 2004 before arriving in North America on February 1, 2005. The story is based loosely both on the original short story by Ray Bradbury of the same name and follows more closely the plot of the 2005 film.
Versions for the Microsoft Xbox, GameCube and PlayStation 2, were cancelled as of December 2006. Gameplay of the console game was shown in the TV show CSI Season 3, Episode 13.
(Source - Wikipedia)
123
The Cutscene Project: "Action Hollywood" [Stage 1] (Arcade - 1991) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Action Hollywood [アクション・ハリウッド]
Arcade
Beat 'Em Up/Hack and Slash
1995
Proyesel/TCH
NA Version of "アクション・ハリウッド"
Stage 1: Temple of Chaos
Cutscenes 1a - 1i
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Action Hollywood is a top-view hack and slash arcade game released by TCH in 1995. Gameplay is similar to "Gauntlet." You can choose to start at a Hollywood shoot set in "Temples of Chaos," "Excaliwood," "Transilvania" or "Galaxy War."
(Source - IGDB.com)
124
The Cutscene Project: "Action Hollywood" [Stage 2] (Arcade - 1995) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Action Hollywood [アクション・ハリウッド]
Arcade
Hack and Slash/Beat 'Em Up
1995
Proyesel/TCH
NA Version of "アクション・ハリウッド"
Stage 2: Excaliwood
Cutscenes 2a - 2i
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Action Hollywood is a top-view hack and slash arcade game released by TCH in 1995. Gameplay is similar to "Gauntlet." You can choose to start at a Hollywood shoot set in "Temples of Chaos," "Excaliwood," "Transilvania" or "Galaxy War."
(Source - IGDB.com)
125
The Cutscene Project: "Action Hollywood" [Stage 3] (Arcade - 1995) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Action Hollywood [アクション・ハリウッド]
Arcade
Hack and Slash/Beat 'Em Up
1995
Proyesel/TCH
NA Version of "アクション・ハリウッド"
Stage 3: Transilvania
Cutscenes 3a - 3i
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Action Hollywood is a top-view hack and slash arcade game released by TCH in 1995. Gameplay is similar to "Gauntlet." You can choose to start at a Hollywood shoot set in "Temples of Chaos," "Excaliwood," "Transilvania" or "Galaxy War."
(Source - IGDB.com)
126
The Cutscene Project: "Action Hollywood" [Stage 4] (Arcade - 1995) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Action Hollywood [アクション・ハリウッド]
Arcade
Hack and Slash/Beat 'Em Up
1995
Proyesel/TCH
NA Version of "アクション・ハリウッド"
Stage 4: Galaxy War & Ending w/ Full Credits
Cutscenes 4a - 4j
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Action Hollywood is a top-view hack and slash arcade game released by TCH in 1995. Gameplay is similar to "Gauntlet." You can choose to start at a Hollywood shoot set in "Temples of Chaos," "Excaliwood," "Transilvania" or "Galaxy War."
(Source - IGDB.com)
127
The Cutscene Project: "Aero Fighters" [Hien (FSX] (Arcade - 1992) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters [エアロ・ファイターズ]
Arcade
Action/Vertically Scrolling Shooter
1992
Video System Co., Ltd./McO'River, Inc.
NA Version of "ソニック・ウイングス"
Hien (FSX) All Cutscenes & Ending w/ No Credits [1st Player Only]
Cutscenes 3a - 3i
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters, known as Sonic Wings (ソニックウィングス, Sonikku Wingusu) in Japan, is a vertically scrolling shooter originally released in arcades in 1992 by Video System and was ported to the Super Nintendo Entertainment System in 1993. It was the first in the Aero Fighters series, and a spiritual successor to the 1991 Turbo Force.
(Source - Wikipedia)
128
The Cutscene Project: "Aero Fighters" [Keaton (F-18] (Arcade - 1992) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters [エアロ・ファイターズ]
Arcade
Action/Vertically Scrolling Shooter
1992
Video System Co., Ltd./McO'River, Inc.
NA Version of "ソニック・ウイングス"
Keaton (F-18) All Cutscenes & Ending w/ No Credits [1st Player Only]
Cutscenes 1a - 1i
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters, known as Sonic Wings (ソニックウィングス, Sonikku Wingusu) in Japan, is a vertically scrolling shooter originally released in arcades in 1992 by Video System and was ported to the Super Nintendo Entertainment System in 1993. It was the first in the Aero Fighters series, and a spiritual successor to the 1991 Turbo Force.
(Source - Wikipedia)
129
The Cutscene Project: "Aero Fighters" [Keith (F-14] (Arcade - 1992) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters [エアロ・ファイターズ]
Arcade
Action/Vertically Scrolling Shooter
1992
Video System Co., Ltd./McO'River, Inc.
NA Version of "ソニック・ウイングス"
Keith (F-14) All Cutscenes & Ending w/ No Credits [2nd Player Only]
Cutscenes 2a - 2i
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters, known as Sonic Wings (ソニックウィングス, Sonikku Wingusu) in Japan, is a vertically scrolling shooter originally released in arcades in 1992 by Video System and was ported to the Super Nintendo Entertainment System in 1993. It was the first in the Aero Fighters series, and a spiritual successor to the 1991 Turbo Force.
(Source - Wikipedia)
130
The Cutscene Project: "Aero Fighters" [Kohful (AJ-37] (Arcade - 1992) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters [エアロ・ファイターズ]
Arcade
Action/Vertically Scrolling Shooter
1992
Video System Co., Ltd./McO'River, Inc.
NA Version of "ソニック・ウイングス"
Khoful (AJ-37) All Cutscenes & Ending w/ No Credits [Player 1 Only]
Cutscenes 5a - 5i
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters, known as Sonic Wings (ソニックウィングス, Sonikku Wingusu) in Japan, is a vertically scrolling shooter originally released in arcades in 1992 by Video System and was ported to the Super Nintendo Entertainment System in 1993. It was the first in the Aero Fighters series, and a spiritual successor to the 1991 Turbo Force.
(Source - Wikipedia)
131
The Cutscene Project: "Aero Fighters" [Lord White (IDS] (Arcade - 1992) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters [エアロ・ファイターズ]
Arcade
Action/Vertically Scrolling Shooter
1992
Video System Co., Ltd./McO'River, Inc.
NA Version of "ソニック・ウイングス"
Lord White (IDS) All Cutscenes & Ending w/ No Credits [Player 2 Only]
Cutscenes 8a - 8i
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters, known as Sonic Wings (ソニックウィングス, Sonikku Wingusu) in Japan, is a vertically scrolling shooter originally released in arcades in 1992 by Video System and was ported to the Super Nintendo Entertainment System in 1993. It was the first in the Aero Fighters series, and a spiritual successor to the 1991 Turbo Force.
(Source - Wikipedia)
132
The Cutscene Project: "Aero Fighters" [Mao (F-15] (Arcade - 1992) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters [エアロ・ファイターズ]
Arcade
Action/Vertically Scrolling Shooter
1992
Video System Co., Ltd./McO'River, Inc.
NA Version of "ソニック・ウイングス"
Mao (F-15) All Cutscenes & Ending w/ No Credits [2nd Player Only]
Cutscenes 4a - 4i
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters, known as Sonic Wings (ソニックウィングス, Sonikku Wingusu) in Japan, is a vertically scrolling shooter originally released in arcades in 1992 by Video System and was ported to the Super Nintendo Entertainment System in 1993. It was the first in the Aero Fighters series, and a spiritual successor to the 1991 Turbo Force.
(Source - Wikipedia)
133
The Cutscene Project: "Aero Fighters" [Tee-Bee (JAS-39] (Arcade - 1992) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters [エアロ・ファイターズ]
Arcade
Action/Vertically Scrolling Shooter
1992
Video System Co., Ltd./McO'River, Inc.
NA Version of "ソニック・ウイングス"
Tee-Bee (JAS-39) All Cutscenes & Ending w/ No Credits [Player 2 Only]
Cutscenes 6a - 6i
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters, known as Sonic Wings (ソニックウィングス, Sonikku Wingusu) in Japan, is a vertically scrolling shooter originally released in arcades in 1992 by Video System and was ported to the Super Nintendo Entertainment System in 1993. It was the first in the Aero Fighters series, and a spiritual successor to the 1991 Turbo Force.
(Source - Wikipedia)
134
The Cutscene Project: "Aero Fighters" [Villiam (AV-8] (Arcade - 1992) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters [エアロ・ファイターズ]
Arcade
Action/Vertically Scrolling Shooter
1992
Video System Co., Ltd./McO'River, Inc.
NA Version of "ソニック・ウイングス"
Villiam (AV-8) All Cutscenes & Ending w/ No Credits [Player 1 Only]
Cutscenes 7a - 7i
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters, known as Sonic Wings (ソニックウィングス, Sonikku Wingusu) in Japan, is a vertically scrolling shooter originally released in arcades in 1992 by Video System and was ported to the Super Nintendo Entertainment System in 1993. It was the first in the Aero Fighters series, and a spiritual successor to the 1991 Turbo Force.
(Source - Wikipedia)
135
The Cutscene Project: "Aero Fighters 2" [Bobby (FRS.2)] (Arcade - 1994) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters 2 [エアロ・ファイターズ2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation/SNK Corporation of America
NA Version of "ソニック・ウイングス2"
Bobby (FRS.2) All Cutscenes & Ending w/ No Credits
Cutscenes 8a - 8k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
136
The Cutscene Project: "Aero Fighters 2" [Cindy-Ellen (F-14)] (Arcade - 1994) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters 2 [エアロ・ファイターズ2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation/SNK Corporation of America
NA Version of "ソニック・ウイングス2"
Cindy-Ellen (F-14) All Cutscenes & Ending w/ No Credits
Cutscenes 5a - 5k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
137
The Cutscene Project: "Aero Fighters 2" [Hien (FS-X)] (Arcade - 1994) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters 2 [エアロ・ファイターズ2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation/SNK Corporation of America
NA Version of "ソニック・ウイングス2"
Hien (FS-X) All Cutscenes & Ending w/ No Credits
Cutscenes 3a - 3k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
138
The Cutscene Project: "Aero Fighters 2" [Mao-Mao (F-15)] (Arcade - 1994) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters 2 [エアロ・ファイターズ2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation/SNK Corporation of America
NA Version of "ソニック・ウイングス2"
Mao-Mao (F-15) All Cutscenes & Ending w/ No Credits
Cutscenes 4a - 4k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
139
The Cutscene Project: "Aero Fighters 2" [Robo Keaton (F-117)] (Arcade - 1994) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters 2 [エアロ・ファイターズ2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation/SNK Corporation of America
NA Version of "ソニック・ウイングス2"
Robo Keaton (F-117) All Cutscenes & Ending w/ No Credits
Cutscenes 1a - 1k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
140
The Cutscene Project: "Aero Fighters 2" [Silver (A-10)] (Arcade - 1994) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters 2 [エアロ・ファイターズ2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation/SNK Corporation of America
NA Version of "ソニック・ウイングス2"
Silver (A-10) All Cutscenes & Ending w/ No Credits
Cutscenes 2a - 2k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
141
The Cutscene Project: "Aero Fighters 2" [Spanky (YF-23)] (Arcade - 1994) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters 2 [エアロ・ファイターズ2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation/SNK Corporation of America
NA Version of "ソニック・ウイングス2"
Spanky (YF-23) All Cutscenes & Ending w/ No Credits
Cutscenes 6a - 6k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
5
comments
142
The Cutscene Project: "Aero Fighters 2" [Steve (Rafale)] (Arcade - 1994) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Aero Fighters 2 [エアロ・ファイターズ2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation/SNK Corporation of America
NA Version of "ソニック・ウイングス2"
Steve (Rafale) All Cutscenes & Ending w/ No Credits
Cutscenes 7a - 7k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
143
The Cutscene Project: "Close Combat" [Cutscene #1a: Opening Cutscene] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #1a: Opening Cutscene
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
144
The Cutscene Project: "Close Combat" [Cutscene #2a: US - Battle 1 Intro] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #2a: United States Campaign - Battle 1: Off the Beach Introduction
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
145
The Cutscene Project: "Close Combat" [Cutscene #2b: US - Battle 1 (Reel)] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #2b: United States Campaign - Battle 1: Off the Beach [News Reel]
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
146
The Cutscene Project: "Close Combat" [Cutscene #2c: US - Battle 1 Complete] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #2c: United States Campaign - Battle 1: Off the Beach Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
147
The Cutscene Project: "Close Combat" [Cutscene #3a: US - Battle 2 Intro] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #3a: United States Campaign - Battle 2: Across the Aure Introduction
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
148
The Cutscene Project: "Close Combat" [Cutscene #3b: US - Battle 2 (Reel)] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #3b: United States Campaign - Battle 2: Across the Aure [News Reel]
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
149
The Cutscene Project: "Close Combat" [Cutscene #3c: US - Battle 2 Complete] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #3c: United States Campaign - Battle 2: Across the Aure Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
150
The Cutscene Project: "Close Combat" [Cutscene #4a: US - Battle 3 Intro] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #4a: United States Campaign - Battle 3: Hedgerows Introduction
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
151
The Cutscene Project: "Close Combat" [Cutscene #4b: US - Battle 3 (Reel)] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #4b: United States Campaign - Battle 3: Hedgerows [News Reel]
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
152
The Cutscene Project: "Close Combat" [Cutscene #4c: US - Battle 3 Complete] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #4c: United States Campaign - Battle 3: Hedgerows Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
153
The Cutscene Project: "Close Combat" [Cutscene #5a: US - Battle 4 Intro] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #5a: United States Campaign - Battle 4: Purple Heart Draw Introduction
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
154
The Cutscene Project: "Close Combat" [Cutscene #5b: US - Battle 4 (Reel)] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #5b: United States Campaign - Battle 4: Purple Heart Draw [News Reel]
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
155
The Cutscene Project: "Close Combat" [Cutscene #5c: US - Battle 4 Complete] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #5c: United States Campaign - Battle 4: Purple Heart Draw Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
156
The Cutscene Project: "Close Combat" [Cutscene #6a: US - Battle 5 Intro] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #6a: United States Campaign - Battle 5: Hill 192 Introduction
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
157
The Cutscene Project: "Close Combat" [Cutscene #6b: US - Battle 5 (Reel)] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #6b: United States Campaign - Battle 5: Hill 192 [News Reel]
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
158
The Cutscene Project: "Close Combat" [Cutscene #6c: US - Battle 5 Complete] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #6c: United States Campaign - Battle 5: Hill 192 Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
159
The Cutscene Project: "Close Combat" [Cutscene #7a: US - Battle 6 Intro] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #7a: United States Campaign - Battle 6: St. Lo Introduction
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
160
The Cutscene Project: "Close Combat" [Cutscene #7b: US - Battle 6 (Reel)] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #7b: United States Campaign - Battle 6: St. Lo [News Reel]
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
161
The Cutscene Project: "Close Combat" [Cutscene #7c: US - Battle 6 Complete] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #7c: United States Campaign - Battle 6: St. Lo Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
162
The Cutscene Project: "Close Combat" [Cutscene #7d: US - Ending 1] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #7d: United States Campaign - Ending 1 w/ No Credits
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
163
The Cutscene Project: "Close Combat" [Cutscene #8a: GER - Battle 1 Intro] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #8a: Germany Campaign - Battle 1: Off the Beach Introduction
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
164
The Cutscene Project: "Close Combat" [Cutscene #8b: GER - Battle 1 (Reel)] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #8b: Germany Campaign - Battle 1: Off the Beach [News Reel]
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
165
The Cutscene Project: "Close Combat" [Cutscene #8c: GER - Battle 1 Complete] (PC - 2024) [NA Ver.]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #8c: Germany Campaign - Battle 1 Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
166
The Cutscene Project: "Close Combat" [Cutscene #9a: GER - Battle 2 Intro] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #9a: Germany Campaign - Battle 2: Across the Aure Introduction
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
167
The Cutscene Project: "Close Combat" [Cutscene #9b: GER - Battle 2 (Reel)] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #9b: Germany Campaign - Battle 2: Across the Aure [News Reel]
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
168
The Cutscene Project: "Close Combat" [Cutscene #9c: GER - Battle 2 Complete] (PC - 2024) [NA Ver.]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #9c: Germany Campaign - Battle 2 Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
169
The Cutscene Project: "Close Combat" [Cutscene #10a: GER - Battle 3 Intro] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #10a: Germany Campaign - Battle 3: Hedgerows Introduction
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
170
The Cutscene Project: "Close Combat" [Cutscene #10b: GER - Battle 3 (Reel)] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #10b: Germany Campaign - Battle 3: Hedgerows [News Reel]
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
171
The Cutscene Project: "Close Combat" [Cutscene #10c: GER - Battle 3 Complete] (PC - 2024) [NA Ver.]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #10c: Germany Campaign - Battle 3: Hedgerows Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
172
The Cutscene Project: "Close Combat" [Cutscene #11a: GER - Battle 4 Intro] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #11a: Germany Campaign - Battle 4: Purple Heart Draw Introduction
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
173
The Cutscene Project: "Close Combat" [Cutscene #11b: GER - Battle 4 (Reel)] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #11b: Germany Campaign - Battle 4: Purple Heart Draw [News Reel]
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
174
The Cutscene Project: "Close Combat" [Cutscene #11c: GER - Battle 4 Complete] (PC - 2024) [NA Ver.]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #11c: Germany Campaign - Battle 4: Purple Heart Draw Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
175
The Cutscene Project: "Close Combat" [Cutscene #12a: GER - Battle 5 Intro] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #12a: Germany Campaign - Battle 5: Hill 192 Introduction
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
176
The Cutscene Project: "Close Combat" [Cutscene #12b: GER - Battle 5 (Reel)] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #12b: Germany Campaign - Battle 5: Hill 192 [News Reel]
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
177
The Cutscene Project: "Close Combat" [Cutscene #12c: GER - Battle 5 Complete] (PC - 2024) [NA Ver.]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #12c: Germany Campaign - Battle 5: Hill 192 Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
178
The Cutscene Project: "Close Combat" [Cutscene #13a: GER - Battle 6 Intro] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #13a: Germany Campaign - Battle 6: St. Lo Introduction
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
179
The Cutscene Project: "Close Combat" [Cutscene #13b: GER - Battle 6 (Reel)] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #13b: Germany Campaign - Battle 6: St. Lo [News Reel]
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
180
The Cutscene Project: "Close Combat" [Cutscene #13c: GER - Battle 6 Complete] (PC - 2024) [NA Ver.]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #13c: Germany Campaign - Battle 6: St. Lo Complete
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
181
The Cutscene Project: "Close Combat" [Cutscene #13d: GER - Ending 1] (PC - 2024) [NA Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
Close Combat [接近戦闘]
PC
Real-Time Strategy/Tactical/Wargame
2024
Atomic Games, Inc./Microsoft Corporation/SNEG, Ltd.
NA Version of "接近戦闘"
Cutscene #13d: Germany Campaign - Ending 1 w/ No Credits
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Close Combat is a 1996 real-time computer wargame developed by Atomic Games and published by Microsoft. Set during World War II, it simulates the conflict between the United States' 29th Infantry Division and Germany's 352nd Infantry Division after the Invasion of Normandy. The player controls an artificially intelligent army whose behavior is dictated by psychological models: each soldier makes decisions based on the circumstances of the battlefield and can disobey the player's orders.
Close Combat began production at Atomic Games under publisher Three-Sixty Pacific in 1992. The following year, Atomic migrated with the project to Avalon Hill, as part of Avalon's attempt to bolster its computer game business. It was originally announced as Beyond Squad Leader, a tie-in to Avalon's million-selling Squad Leader board wargame franchise. However, the companies' relationship was troubled, and Atomic broke away after a high-profile departure at its publisher. Renaming the project Close Combat, Atomic continued production with Microsoft and ultimately released the game in July 1996. Military psychologist Dr. Steven Silver worked with the team to increase the accuracy of Close Combat's psychological modeling.
With sales of 200,000 copies, the game was a commercial success. Critics offered praise to its visuals, and several commended its innovation. Conversely, its slow scrolling was often criticized, and some labeled its use of psychological models as a fundamental mistake. The game started the Close Combat series, which encompassed 17 titles and sold in excess of 5 million copies by 2018. Atomic developed four sequels to Close Combat by 2000 and later created Close Combat: Marines for the United States Marine Corps. Following the company's sale to Destineer, the franchise has continued at other developers under publisher Matrix Games since 2007.
(Source - Wikipedia)
182
The Cutscene Project: "ソニック・ウイングス2" [Anjera (Rafale)] (Arcade - 1994) [JP Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
ソニック・ウイングス2 [Sonic Wings 2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation
JP Version of "Aero Fighters 2"
Anjera (Rafale) All Cutscenes & Ending w/ No Credits
Cutscenes 7a - 7k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
183
The Cutscene Project: "ソニック・ウイングス2" [Arthur (FRS.2)] (Arcade - 1994) [JP Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
ソニック・ウイングス2 [Sonic Wings 2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation
JP Version of "Aero Fighters 2"
Arthur (FRS.2) All Cutscenes & Ending w/ No Credits
Cutscenes 8a - 8k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
184
The Cutscene Project: "ソニック・ウイングス2" [Cincia Ellen (F-14)] (Arcade - 1994) [JP Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
ソニック・ウイングス2 [Sonic Wings 2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation
JP Version of "Aero Fighters 2"
Cincia Ellen (F-14) All Cutscenes & Ending w/ No Credits
Cutscenes 5a - 5k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
185
The Cutscene Project: "ソニック・ウイングス2" [Hien (FS-X] (Arcade - 1994) [JP Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
ソニック・ウイングス2 [Sonic Wings 2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation
JP Version of "Aero Fighters 2"
Hien (FS-X) All Cutscenes & Ending w/ No Credits
Cutscenes 3a - 3k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
186
The Cutscene Project: "ソニック・ウイングス2" [Keaton (F-117)] (Arcade - 1994) [JP Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
ソニック・ウイングス2 [Sonic Wings 2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation
JP Version of "Aero Fighters 2"
Keaton (F-117) All Cutscenes & Ending w/ No Credits
Cutscenes 1a - 1k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
187
The Cutscene Project: "ソニック・ウイングス2" [Mao-Mao (F-15] (Arcade - 1994) [JP Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
ソニック・ウイングス2 [Sonic Wings 2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation
JP Version of "Aero Fighters 2"
Mao-Mao (F-15) All Cutscenes & Ending w/ No Credits
Cutscenes 4a - 4k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
188
The Cutscene Project: "ソニック・ウイングス2" [Silver (A-10)] (Arcade - 1994) [JP Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
ソニック・ウイングス2 [Sonic Wings 2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation
JP Version of "Aero Fighters 2"
Silver (A-10) All Cutscenes & Ending w/ No Credits
Cutscenes 2a - 2k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
189
The Cutscene Project: "ソニック・ウイングス2" [Whity (YF-23)] (Arcade - 1994) [JP Version]

GAMING WITH THE DESERTPUNK!
The Cutscene Project
ソニック・ウイングス2 [Sonic Wings 2]
Arcade
Action/Vertically Scrolling Shooter
1994
Video System Co., Ltd./SNK Corporation
JP Version of "Aero Fighters 2"
Whity (YF-23) All Cutscenes & Ending w/ No Credits
Cutscenes 6a - 6k
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
Aero Fighters 2 is a vertical-scrolling shoot 'em up arcade game released in 1994 by Video System. It is developed by SNK and released in Japan, North America and Europe. It is the second part of the Aero Fighters series followed by the third part Aero Fighters 3 and a spin-off Aero Fighters Assault. It was initially released as a cabinet token base game.
(Source - Wikipedia)
The Cutscene Project: "A.B. Cop" (Arcade - 1990) [NA Version]
6 months ago
3
The Cutscene Project
A.B. Cop [A.B.警官]
Arcade
Action/Driving/Racing
1990
Sega Enterprises, Ltd.
NA Version of "A.B.警官"
All Cutscenes & Ending w/ No Credits
[All Difficulty Modes]
*
RELATED VIDEO PLAYLISTS:
-The Cutscene Project: https://rumble.com/playlists/CdNPqJHeQ1U
-Gamer By Proxy: https://rumble.com/playlists/Cy81LvDe2ms
-The Grindhouse: https://rumble.com/playlists/L_UD_IFVNvo
*
GAME INFORMATION:
A.B. Cop is a futuristic 3D racing arcade game released by Sega in 1990. It never received any official port to home consoles.
(Source - Wikipedia)
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