Uploaded July 2024 | Updated September 2026, 1 hour ago
Blue Revolver is an indie bullet hell shmup originally released in 2016 on PC. This is widely considered of the best shmups exclusive to PC, and I got it during the Summer Steam sale recently along with some other games. Of the games that I bought, this is probably the most impressive besides Psyvariar, another game I should have bought long ago.
It is an interesting mix of Raizing and CAVE overall. The rank system brings the difficulty up dramatically the longer you stay alive. It also mixes in a chain system where if you use your subweapon when the chain is at 8 hits and kill enemies that way, you get a significant bonus. This is especially true for larger enemies.
One other really cool mechanic is the Break system, which gives you bonus points for taking out minibosses and bosses a certain way, whether it be taking out certain parts before finishing one off or some other hidden objective. These can be quite risky to go for but are quite rewarding from a scoring standpoint.
There are only two ships but each of them have multiple options for shot and subweapon, with some configurations being great for survival while others are better for scoring. The shot type that I used, Follow, has Gradius-like option allowing you to either have a decent amount of spread or concentrate them into your shot for high damage. My subweapon, the cluster missile, hits and then does further damage with its explosion, which lasts for a couple of second.
This run turned out really well from a survival standpoint. I didn't even get hit until Stage 4. I even got a special achievement called The Economist for this. My main goal here was survival over scoring so I was pretty liberal with my use of bombs and my subweapon.
I highly recommend this game to anyone who likes shmups.
00:00 Intro
00:19 Stage 1
02:37 Stage 2
05:38 Stage 3
10:48 Stage 4
14:50 Stage 5
19:53 Final Boss
22:42 Ending
Blue Revolver is an indie bullet hell shmup originally released in 2016 on PC. This is widely considered of the best shmups exclusive to PC, and I got it during the Summer Steam sale recently along with some other games. Of the games that I bought, this is probably the most impressive besides Psyvariar, another game I should have bought long ago.
It is an interesting mix of Raizing and CAVE overall. The rank system brings the difficulty up dramatically the longer you stay alive. It also mixes in a chain system where if you use your subweapon when the chain is at 8 hits and kill enemies that way, you get a significant bonus. This is especially true for larger enemies.
One other really cool mechanic is the Break system, which gives you bonus points for taking out minibosses and bosses a certain way, whether it be taking out certain parts before finishing one off or some other hidden objective. These can be quite risky to go for but are quite rewarding from a scoring standpoint.
There are only two ships but each of them have multiple options for shot and subweapon, with some configurations being great for survival while others are better for scoring. The shot type that I used, Follow, has Gradius-like option allowing you to either have a decent amount of spread or concentrate them into your shot for high damage. My subweapon, the cluster missile, hits and then does further damage with its explosion, which lasts for a couple of second.
This run turned out really well from a survival standpoint. I didn't even get hit until Stage 4. I even got a special achievement called The Economist for this. My main goal here was survival over scoring so I was pretty liberal with my use of bombs and my subweapon.
I highly recommend this game to anyone who likes shmups.
00:00 Intro
00:19 Stage 1
02:37 Stage 2
05:38 Stage 3
10:48 Stage 4
14:50 Stage 5
19:53 Final Boss
22:42 Ending
![Dodonpachi Daifukkatsu/Resurrection [PC] - 1.5 Novice 2-ALL 1CC 21,772,243,389 pts (Type B Strong)
0:30. Stage 1-1
2:48. Stage 1-2
5:40. Stage 1-3
9:56. Stage 1-4
14:54. Stage 1-5
24:01. Stage 2-1
26:22. Stage 2-2
29:06. Stage 2-3
33:24. Stage 2-4
38:03. Stage 2-5
47:31. Golden Disaster (TLB)
Dodonpachi Daifukkatsu, released in the States as Dodonpachi Resurrection, is the fourth game in CAVEs Donpachi series (not counting Dodonpachi II) and came out originally in 2008 in Japanese arcades. A couple of years later, it was ported over to the Xbox 360 and eventually, to Steam and more recently, the Nintendo Switch. This game is known for having several different variations, including Novice and Arrange modes. It is also known for being a significantly easier and more accessible game than its predecessor, DoDonPachi DaiOuJou, as it incorporates auto-bombing while the hypers give you quite a bit of protection.
This is a full 2-ALL of the Novice version of this game. The first loop is almost a cakewalk, even on the Ura route which I managed to unlock on that particular loop. The bullet density is low and the bullets are quite slow in this mode. If you grab almost all the bee pickups or dont die or use bombs much, you get to the second loop.
The second loop is definitely more interesting. Some parts of it are harder than 1.5 Normals first loop due to the high bullet density, but the bullet speeds are still kind of slow. It still feels different enough from 1.5 Normals first loop to be worth playing because some of the patterns feel significantly different.
If you beat the main five stages in the second loop, youll face either Golden Disaster or Hibachi depending on how well you do. On this run, I got Golden Disaster, and the fight was not that hard because I had already faced this boss when I cleared Black Label Novice. If youre willing to bomb, youll be fine for that fight.
This also happens to be my first 2-ALL of a shmup. Granted, there are much harder 2-ALLs out there, but Im proud of this one because I did this one out of the blue after I had been playing Arrange A. It was not planned at all, but the run turned out well. Dodonpachi Daifukkatsu/Resurrection [PC] - 1.5 Novice 2-ALL 1CC 21,772,243,389 pts (Type B Strong)](https://i.ytimg.com/vi/oZP1NY-BknM/mqdefault.jpg)
![Solar Striker [Game Boy] - 1CC Playthrough 352,400 pts
Solar Striker is a shmup released for the Game Boy back in the 90s by Nintendo, one of the only shmups the company ever made. It was produced by Gunpei Yokoi, the creator of the Game Boy and also the man responsible for Super Mario Land, which happens to have some shmup levels.
This is a pretty basic vertical shmup, but it is effective as a simple, early Game Boy game. Its not very hard for experienced players to get a clear quickly, but you do not have continues so you need to 1CC the game to beat it. It is pretty forgiving upon death, as you only go down one power level after dying. Extends come every 50,000 points, so youll get plenty of lives. The bullet speeds are not too fast either and the patterns are not crazy, though the Stage 4 boss has a slightly tricky pattern but once you get the hang of it, its not bad. The game is also kind enough to have autofire by default, which not every home shmup had even in 1990.
Graphically, its pretty good for early Game Boy. Its certainly better looking than Super Mario Land but obviously, later Game Boy games would exceed it quite easily. The music is simple but fitting. The scrolling is pretty slow, but that shouldnt be a huge surprise considering the system.
As far as this run goes, it was a clean one until the Stage 4 boss, where I did take a hit. I also took a couple of deaths in Stage 6, but still finished with plenty of lives to spare. This 1CC did not take many attempts since Im an experienced player at this point. However, for casuals, this game may provide some challenge and may make for a good first time 1CC.
Played on Sameboy (standalone) with the monochrome LCD shader. Its an amazing emulator.
00:00 Intro
00:18 Stage 1
02:51 Stage 2
04:54 Stage 3
07:42 Stage 4
10:27 Stage 5
13:33 Stage 6
17:30 Ending
#gameboy #shmups #1cc #solarstriker #retrogaming #classicgames #nintendo Solar Striker [Game Boy] - 1CC Playthrough 352,400 pts](https://i.ytimg.com/vi/ouE0UCNdJgo/mqdefault.jpg)

![3D Super Hang On [3DS/Arcade] - Junior Course 1CC Playthrough (Citra)
0:21. Stage 1
0:55. Stage 2
1:24. Stage 3
1:54. Stage 4
2:29. Stage 5
3:03. Stage 6
3:40. Stage 7
4:14. Stage 8
4:49. Stage 9
5:16. Stage 10
Last year, I did three different 1CC runs of Super Hang On, covering every course except for the Expert course. Ive already uploaded the Senior course playthrough, and this Junior course playthrough comes from the same time period. You can watch my Senior course playthrough here if you havent seen it:
https://youtu.be/2cdoF07MinI
The Junior course is a big jump in difficulty compared to the Beginner course, with the latter being one of easier arcade clears to execute. This course gets quite hard in the second half with the exception of Stage 9, which is surprisingly easy. Its not that much easier overall than the Senior course, but the thing that works its favor is the briefness of it. Its only 10 stages/sections. I had quite a few mistakes that slowed me down but nothing that killed the run outright.
3D Super Hang On is highly recommended, as I mentioned in my description of the Senior course video. Its an extremely accurate translation of the arcade classic and is playable with no issues in Citra.
Played in Citra in single screen view using the xBRZ Freescale shader.
#citra #3ds #sega #arcaderacing #racinggames #1cc #retrogaming #classicgameplay 3D Super Hang On [3DS/Arcade] - Junior Course 1CC Playthrough (Citra)](https://i.ytimg.com/vi/pjHSuhn95fk/mqdefault.jpg)

![Mushihimesama [PC/Arcade] - Stage 5 Mid Boss No Miss No Bomb (1.0 Normal Original, S-Power)
So I went back to Mushi in order to try to make a push to clear it before the end of the year and I wanted to document my routing for the Stage 5 Mid Boss in particular. His patterns arent too hard to dodge with proper routing and S-Powers quick movement speed. Mushihimesama [PC/Arcade] - Stage 5 Mid Boss No Miss No Bomb (1.0 Normal Original, S-Power)](https://i.ytimg.com/vi/q2rHG05BVpc/mqdefault.jpg)
![Crossgunr Infinite [PICO-8] - 421,314 pts (to Level 10)
0:15. Level 1
0:54. Level 2
1:35. Level 3
2:14. Level 4
2:57. Level 5
3:56. Level 6
5:01. Level 7
6:23. Level 8
8:13. Level 9
9:50. Level 10
Link to the game: https://aktanedev.itch.io/crossgunr-infinite
Last weekend, AKTANE released a sequel to Crossgunr called Crossgunr Infinite. Instead of being a caravan shmup with a clear starting point and endpoint like the original, this game opts to be more like an endless shmup. It technically had 99 levels but realistically, someone probably wont see the last stage on a single run because the difficulty ramps very quickly. If you try level 99 in the practice mode, its super stuttery.
As far as the game goes, it starts out pretty easy the first two stages but after that, the difficulty starts to ramp up and youre forced to learn the enemies that spawn in every stage, as their attacks get more fierce with each passing level. Also, the bosses are pretty tame for the first four stages but after that, they get a lot harder.
The one thing that works in your favor, just like in the first game, would be the Crossguns. The further you get, the more of them you get. This helps you to get through those larger bats before their barrage of bullets kill you and for taking out bosses. Also, well placed EX shots are crucial to surviving. They work just like they do in the last game and are even important now than they were before, and not just for score either.
I did this run for AKTANEs Crossgunr Infinite Caravan on Shmup Junkies Discord. Im very proud of this run as Ive been practicing quite a bit this week. This is a fantastic PICO-8 game that I can recommend to anyone interested in the fantasy console. Crossgunr Infinite [PICO-8] - 421,314 pts (to Level 10)](https://i.ytimg.com/vi/qoJnaceOUZE/mqdefault.jpg)


![Alex Kidd In Miracle World [Sega Master System] - No Miss 1CC Playthrough (No Cheats)
00:17. Stage 1 (Mt. Eternal)
02:53. Stage 2 (First Motorcycle Section/Mt. Eternal Pt. 2)
04:08. Stage 3 (Lake Fathom)
05:47. Stage 4 (Island of St. Nurari)
06:58. Stage 5 (First Peticopter Section/St. Nurari Pt. 2)
07:30. Stage 6 (Village of Namui)
09:34. Stage 7 (Mt. Kave)
11:56. Stage 8 (The Blakwoods aka Blackwood Forest)
13:17. Stage 9 (Speedboat Section/Bingoo Lowland Pt.1)
13:53. Stage 10 (Bingoo Lowland Pt.2)
16:04. Stage 11 (Radaxian Castle)
20:20. Stage 12 (Radaxian City)
21:51. Stage 13 (Last Peticopter Section)
22:33. Stage 14 (Nibana Kingdom Castle, very short with no action)
22:50. Stage 15 (Nibana Kingdom, last Motorcycle section)
24:37. Stage 16 (Jankens Castle)
30:38. Stage 17 (Lake Deep aka Cragg Lake)
If you were to talk to anyone that owned a Master System back in the 80s and early 90s, one game that would be mentioned in that conversation would probably be Alex Kidd In Miracle World, if its not the first game that comes to mind. Alex Kidd In Miracle World was Segas answer to the original Super Mario Bros back in the 80s. This game proved to Master System owners that Sega could produce a platformer that could compete in terms of presentation and gameplay with Nintendo. By the early 90s, it would be built into the Master System II, a later model of the system that was sold at more of a budget price.
This game earned its excellent reputation amongst Master System owners for a few reasons. One, it looked outstanding for a console platformer circa 1986. Its a colorful, vibrant game with plenty of great environments that still holds up to this day, with simple but memorable tunes to compliment the graphics. Two, it has more storyline than something like Super Mario Bros. You interact with NPCs that fill you in on whats going on, which is a nice touch for this time period. The last stage is solving a puzzle with some clues you get in Stage 14 from the king of the Nibana Kingdom, if you bring him the letter found in Radaxian Castle.
The most important thing that made this game a classic was the gameplay. The level design has variety in spades, whether it be the first stage where youre coming down a mountain, the different vehicle sections, or the two Castle stages which feel like dangerous dungeons. You also get Items to use during your adventure, many of which are extremely helpful whether it be the Power Bracelet which shoots projectiles, the Powder that makes you invulnerable for a short period of time, or the Psychic Cane that allows you temporarily fly. I made use of the items to make certain sections a lot easier. Mario couldnt store items to use later in the original Super Mario Bros.
There are a couple of flaws with the game. The biggest flaw has to be the rock paper scissors matches. They only involve basic memorization of the initial patterns and no real skill beyond that. Once you know the right answers, you win every time. It just gets in the way of the boss battles, which also feel like an afterthought compared to the stages themselves which are extremely well designed overall. Second, the movement here is a bit too sensitive. Its very easy to mess up a jump or move too much and get yourself killed running into something. Its far from unplayable and thankfully, Alex Kidd has no inertia. However, there is definitely a learning curve to the platforming here. Also, Alex Kidds punches do not extend far without the Power Bracelet.
As far as my run goes, I didnt rush it. I just took my time and used items at very specific points. I tried to go for a lot of the extends, but I did mess up getting the extend on the alternative path in Stage 3 which is my biggest regret of the whole run. The interesting thing is that some of the extends depend on which question mark blocks you hit and in which order. Youll notice this in Stages 7 and 8 for example where I get Death but then I get the 1UP on the next one I destroy.
I had to practice certain parts like the two Castle stages, Blakwoods, and Stage 15 in order to get consistent on those sections. The last Castle has some interesting traps that can easily steal your lives if you do not know whats going to happen. I actually botched my route in Stage 15 a bit as I crashed the motorcycle a bit earlier than I wanted to, but I used the Psychic Cane like I did in Blakwoods to avoid some risky platforming.
Its a shame Sega didnt do better with the Alex Kidd series after this.
Played on RetroArch with the SMS GX Plus core using the ScaleHQ shader. No cheats were used. This was not a speedrun as my focus was on survival.
#sega #mastersystem #alexkiddinmiracleworld #alexkidd #platformer #retrogaming #retro #retrogames Alex Kidd In Miracle World [Sega Master System] - No Miss 1CC Playthrough (No Cheats)](https://i.ytimg.com/vi/ry_r3hNQAW8/mqdefault.jpg)
