Uploaded September 2025 | Updated September 2026, 1 week ago
The first tier on the Deadeye firmware (Gun Accuracy +30%) has this neat oversight where it applies recoil reduction on your equipped weapons without limit. Every time you swap guns or fire modes it stacks more recoil reduction to your equipped guns, continuing until there's seemingly no recoil whatsoever. If unequip your Deadeye firmware gear, it doesn't remove the recoil reduction, only slotting in a new weapon resets it, and only for the slot you equipped. This reduction also resets when you exit to main menu and load your save.
How-to:
1. Equip a piece of gear with the Deadeye firmware (blue eye icon on the item card)
2. Swap your weapons back and forth, or toggle their alternate fire modes repeatedly for a while, the longer you do it the stronger the effect
That's literally all you need to do, you'll trigger it by pure coincidence more than likely. Just keep in mind equipping a new gun will require you to swap your guns around for it to (re)gain the recoil reduction.
Chapters
0:00 Deadeye Firmware example
0:07 Demonstrating intended gun recoil
0:16 Stacking recoil reduction (toggling alt-fire)
0:29 Demonstrating greatly reduced recoil
0:39 Re-equipping weapon to reset recoil reduction
0:45 Recoil reset demonstration
0:56 Alternate method demonstration (weapon swapping)
1:30 Demonstrating persistence of recoil reduction
The first tier on the Deadeye firmware (Gun Accuracy +30%) has this neat oversight where it applies recoil reduction on your equipped weapons without limit. Every time you swap guns or fire modes it stacks more recoil reduction to your equipped guns, continuing until there's seemingly no recoil whatsoever. If unequip your Deadeye firmware gear, it doesn't remove the recoil reduction, only slotting in a new weapon resets it, and only for the slot you equipped. This reduction also resets when you exit to main menu and load your save.
How-to:
1. Equip a piece of gear with the Deadeye firmware (blue eye icon on the item card)
2. Swap your weapons back and forth, or toggle their alternate fire modes repeatedly for a while, the longer you do it the stronger the effect
That's literally all you need to do, you'll trigger it by pure coincidence more than likely. Just keep in mind equipping a new gun will require you to swap your guns around for it to (re)gain the recoil reduction.
Chapters
0:00 Deadeye Firmware example
0:07 Demonstrating intended gun recoil
0:16 Stacking recoil reduction (toggling alt-fire)
0:29 Demonstrating greatly reduced recoil
0:39 Re-equipping weapon to reset recoil reduction
0:45 Recoil reset demonstration
0:56 Alternate method demonstration (weapon swapping)
1:30 Demonstrating persistence of recoil reduction


![Teenage Mutant Ninja Turtles [FC/NES | US, JP, EU] Playthroughs (Archive*)
*NOTE: This is an unedited archive of a live no-commentary playthrough originally streamed on Twitch (https://www.twitch.tv/bippoernesti), which means there may be deaths, restarts or intermissions/interruptions.
A triple feature where I tackled all three versions of the game, starting with the US Teenage Mutant Ninja Turtles (Ultra Games), continuing with the JP Gekikame Ninja Den (Konami) and finishing with EU Teenage Mutant Hero Turtles (Palcom Software). Each playthrough is separated into chapters youll see below or on the seek bar of the player. Fun fact, I originally was also going to play the prototype thats floating on the internet for a fourth, but I decided to save it for the next time Im craving to play the game.
Around 18 minutes in I start chucking shuriken at seemingly nothing, but I was trying to execute the Mike shuriken glitch, where the shuriken gets stuck in the air.
I opted to keep the screen size a uniform 240 lines instead of doing 224, 224, 240 since it meant I dont need to start resizing the window, and since I dont really consider the junk graphics on the top and bottom too distracting. If you do though, Im sorry.
Been having some controller issues as of late. I use a PS4 DualShock V2 on PC and the D-pads been getting kinda weird on me, randomly getting stuck on certain directions. It didnt contribute to anything major during this stream, but there were a fair handful of moments where it got me hit because my attack direction wasnt the one I was trying to input.
I can usually semi-consistently beat the game without getting any game overs intentional or otherwise, but today the Technodrome was a wreck-nodrome and it was clapping my shell cheeks left and right. I put in genuine effort during Gekikame, but I realized too late that I should switch turtles.
Stream Date - 2022-08-30
Stream Title - Ninja Turtles, Hero Turtles and Gekikame
Live Notification - Whoa. Déjà vu.
Stream Description - Playing the classic NES TMNT game again. Theres some precedent this time since the Cowabunga Collection is right around the corner. The catch is that Im playing the game 3 times in a row, each one being a regional variant, but pretty much its all the same game.
I may take a few detours from the optimal path if I dont get too smashed up by the enemies.
0:00:00 Teenage Mutant Ninja Turtles (U)
0:45:03 Gekikame Ninja Den (J)
1:39:35 Teenage Mutant Hero Turtles (E) Teenage Mutant Ninja Turtles [FC/NES | US, JP, EU] Playthroughs (Archive*)](https://i.ytimg.com/vi/KNlEqn4Kpxk/mqdefault.jpg)

![Mega Man 1-6 Playthrough (Archive*)
*NOTE: This is an unedited archive of a live no-commentary playthrough originally streamed on Twitch (https://www.twitch.tv/bippoernesti), which means there may be deaths, restarts or intermissions/interruptions.
Was recently in a Mega Man mood, so I decided to do this stream. My gameplay got sloppier with each subsequent game, mostly thanks to E-tanks being a thing.
Stream Date: 2023-06-14
Stream Title: Mega Man 1 - Wily(?) 0 [Number incremented with each game]
Live Notification: Its-a Me, ga Man.
Stream Description: Plan is to do the six NES Mega Man games in order. There may be very short breaks between games to update the title, or to empty my P-tank and such.
Chapters:
0:00:00 Mega Man
0:41:52 Mega Oops (Skip chapter for proper ending)
0:42:48 Mega Man Ending
0:45:19 Mega Man 2
1:43:12 Mega Man 3
3:05:11 Mega Man 4
4:26:45 Mega Man 5
5:42:03 Mega Man 6 Mega Man 1-6 Playthrough (Archive*)](https://i.ytimg.com/vi/M33yfDWkklI/mqdefault.jpg)

![Super Mario Maker 2 - Custom Course: Yoshi: A Means to an End
So. Heres the one level of mine nobody has bothered to beat yet, but I dont blame them.
Course ID: 14F-08L-6FG
[0:00-2:24] Playthrough
[2:24-3:06] Secret
I didnt actually mean to make this level so unforgiving. I wouldnt really call it a ball-buster either, but the window for errors is excessively small.
The time limit is too strict for what this level asks. Its surprisingly easy to land a Yoshi Egg in the middle of the holes, forcing you to reset the entire room, which you dont have time for. There are also a couple claws too many, even though you can technically skip egging the first and last claws.
The egg launcher near the note blocks is also very inconsistent. Im still not 100% sure what causes it to stop launching them, but I think 2 is the maximum itll ever produce, though it sometimes only gives one.
The concept of dev doors is dumb to me, so I added the secret as a little gag. It feels like a bit of a cheat whenever someone makes a balls-hard level and the only way they got it uploaded is because they added a cheeky dev secret somewhere. Not really a big fan of super hard levels in general, but I do respect those who make them and actually clear them without resorting to dev doors and the like.
UPDATE: Someone actually beat it very soon after this video was released. Not sure if it was a coincidence or if someone who saw this beat it, but props to them regardless. Super Mario Maker 2 - Custom Course: Yoshi: A Means to an End](https://i.ytimg.com/vi/MTATAJm4T1g/mqdefault.jpg)

![Emerald Dragon [SFC] Music - Emerald Dragon (Looping Ver.)
The looping version of the track that has generally been available only in its shortest non-looping form. This version plays in a handful of instances, such as during the briefing in Sadas Fortress, the attack on Draugwand Castle, in the Demon Palace, and during the ending.
Other Tracks:
*Emerald Dragon (Prologue)*
https://www.youtube.com/watch?v=3xsAOyjCXwU
*Emerald Dragon (Looping Ver.)*
You are here.
*Emerald Dragon (Extended)*
https://www.youtube.com/watch?v=z9wVfvPk_Jk
*Staff Roll*
https://www.youtube.com/watch?v=FiyxZ-rKxrg
*Staff Roll (Extended)*
https://www.youtube.com/watch?v=bLhsWI1_TYA
*Field Battle (Extended)*
https://www.youtube.com/watch?v=UdUEt0AqzYY
Though Im truly grateful to the person who made it, the SPC set for Emerald Dragon has always been missing stuff, primarily this, the non-looping version of this, and another arrangement of this track. If you want to pick nits, it also lacks a huge amount of voice lines as well as the Omake Mode jingle. The set has seemingly remained untouched for over 20 years, so if someone wants to step up to the challenge, I would be eternally grateful for an updated set. Emerald Dragon [SFC] Music - Emerald Dragon (Looping Ver.)](https://i.ytimg.com/vi/O1S_1KE-7X4/mqdefault.jpg)
![Super Mario Maker 2 - Custom Course: Cold Dive Detour
Its hard to describe my feelings on this level. I have a sort of pride in this that I dont usually have in my own works, but at the same time its not actually that great.
Course ID: 5VP-YT9-68G
[0:00-2:39] Underwater Path
- 0:33 A small challenge for an early power-up.
- 0:50 1UP race, finish the obstacle course in time to get your reward.
- 1:15 Spiny shell event, get it to hit the block up top to unlock a bonus.
[2:39-4:24] Secret Expert Path
- 2:41 The clear comment says to jump when the clock hits 293, but its easier to time your jump when the last cloud is halfway across the first piece of track going right. If youre unlucky, the block can kill you. Usually it knocks you off the pipe at worst.
[4:24] Expert Path Coin #1
- Waiting for a little bit nets you a 30-Coin pickup.
[4:39] Expert Path Coin #2
- Entering the door isnt actually a guaranteed death. If you time your jump input correctly, you can leap to safety while also collecting the 50-Coin pickup.
Id say the weakest part in this level is the introduction of Thwomps. I tried my best to display where each Thwomp would go using the arrows, but it most likely just looks like a mess of directions at first glance.
I generally dont like the concept of overly difficult levels, so I designed the expert path to be hard to accidentally bumble into. Honestly, its doubtful anyone will ever bother with it.
At the spot around 3:08, each of the 4 coins has a hidden block underneath, basically as a classic sucker trap, though I did try to indicate them with the coins.
If youre not quick in the section around 3:18, the Spinies will walk to the donut blocks. This used to be a forced death because I made the door only usable one-way.
There were plans for the very last bit with the conveyor belts to have Sledge Bros./Bowser Jr. above you stomping to stun you, but it had issues and affected the underwater paths ending too. I decided to go with the relaxed ending instead. Super Mario Maker 2 - Custom Course: Cold Dive Detour](https://i.ytimg.com/vi/OPp-JlSZu58/mqdefault.jpg)
