Uploaded December 2025 | Updated September 2026, 2 weeks ago
A playthrough of Renovation's 1992 action game for the Sega Genesis, Earnest Evans.
Have you ever been really into a game that was clearly subpar? One that, in spite of its adamant refusal to live up to its potential in any meaningful way, drew you in? That's how I feel about Earnest Evans (and much of Telenet's work).
Earnest Evans, an earnest Indiana Jones impersonator, has been asked by his grandfather to scour the globe for three idols that, in the wrong hands, could summon an evil intent on consuming the world.
The adventure is a twelve stage world tour that includes pit stops in Mexico, Peru, "Europe," Belgium, Mongolia, and Arizona, all of which involve involve wildly flailing a whip about as you're being assailed by an army of stuff - gangsters, animals, Cthulu monstrosities, faulty programming routines, etc. - that wants you dead.
Earnest Evans, the follow-up to El Viento, is an action-platformer that's best known for its hilariously awkward approach to character animation. Earnest and his foes are all constructed from groups of tethered sprites that can move independently to give their motion a sense of fluidity, similar to how Treasure built the bosses in Gunstar Heroes.
The game is impressively smooth in motion, but it's also impressively stupid looking, and the character rigging constantly interferes with the controls. The individual sprites making up Earnest's body don't coordinate properly, and the collision boxes wreak havoc on his ability to get around. He trips over seams in the floor tiles, sinks through ledges, and launches himself into rocket-propelled somersaults without rhyme or reason. It's a game with a lot of ambition behind it, but the tech that drives it is pretty raw.
Those sorts of problems have outright killed "better" games, but not Earnest Evans. Not for me, at least. Rather, they're the source of the game's charm. It's a mess, but I doubt I'd have liked it half as much if it all worked as intended. It took some real effort to learn how to wrangle Earnest's movements effectively (and I never figured out how to reliably latch on to things every time with the whip), but once I figured it all out, I found myself having a ton of fun figuring out how to get through each area.
The art is nice - in screenshots, it's a handsome game - and the music is as catchy and dramatic as you'd expect from anything bearing Motoi Sakuraba's name. It's a shame that the US version was cut down to fit on a cartridge, though. The original Japanese CD version had a killer Redbook soundtrack, and its cutscenes explained what was going on between each stage.
Earnest Evans is an ambitious game that falls flat on its face, but I find it difficult to hate on a game that tries this hard and looks this goofy doing it. It lives up to its name. It's nothing if not earnest.
(And poor guy, imagine how bad the infestation must've been for his parents to have named him that!)
_____________
No cheats were used during the recording of this video.
NintendoComplete (nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!
A playthrough of Renovation's 1992 action game for the Sega Genesis, Earnest Evans.
Have you ever been really into a game that was clearly subpar? One that, in spite of its adamant refusal to live up to its potential in any meaningful way, drew you in? That's how I feel about Earnest Evans (and much of Telenet's work).
Earnest Evans, an earnest Indiana Jones impersonator, has been asked by his grandfather to scour the globe for three idols that, in the wrong hands, could summon an evil intent on consuming the world.
The adventure is a twelve stage world tour that includes pit stops in Mexico, Peru, "Europe," Belgium, Mongolia, and Arizona, all of which involve involve wildly flailing a whip about as you're being assailed by an army of stuff - gangsters, animals, Cthulu monstrosities, faulty programming routines, etc. - that wants you dead.
Earnest Evans, the follow-up to El Viento, is an action-platformer that's best known for its hilariously awkward approach to character animation. Earnest and his foes are all constructed from groups of tethered sprites that can move independently to give their motion a sense of fluidity, similar to how Treasure built the bosses in Gunstar Heroes.
The game is impressively smooth in motion, but it's also impressively stupid looking, and the character rigging constantly interferes with the controls. The individual sprites making up Earnest's body don't coordinate properly, and the collision boxes wreak havoc on his ability to get around. He trips over seams in the floor tiles, sinks through ledges, and launches himself into rocket-propelled somersaults without rhyme or reason. It's a game with a lot of ambition behind it, but the tech that drives it is pretty raw.
Those sorts of problems have outright killed "better" games, but not Earnest Evans. Not for me, at least. Rather, they're the source of the game's charm. It's a mess, but I doubt I'd have liked it half as much if it all worked as intended. It took some real effort to learn how to wrangle Earnest's movements effectively (and I never figured out how to reliably latch on to things every time with the whip), but once I figured it all out, I found myself having a ton of fun figuring out how to get through each area.
The art is nice - in screenshots, it's a handsome game - and the music is as catchy and dramatic as you'd expect from anything bearing Motoi Sakuraba's name. It's a shame that the US version was cut down to fit on a cartridge, though. The original Japanese CD version had a killer Redbook soundtrack, and its cutscenes explained what was going on between each stage.
Earnest Evans is an ambitious game that falls flat on its face, but I find it difficult to hate on a game that tries this hard and looks this goofy doing it. It lives up to its name. It's nothing if not earnest.
(And poor guy, imagine how bad the infestation must've been for his parents to have named him that!)
_____________
No cheats were used during the recording of this video.
NintendoComplete (nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!

![The Nameless Game: Eye (DS) Playthrough [English]
A playthrough of Square Enixs 2009 survival horror game for the Nintendo DS, The Nameless Game: Eye (ナナシノゲエム目, _Nanashi no Geemu Me_ ).
This game was a Japan-only release, so I used a fan-made translation patch in this recording. You can find the patch at https://www.romhacking.net/translations/2456/
This video is split into several parts. There are two full playthroughs, each showing a different route with unique locations. All three endings are shown, and I played through the cursed platformer in its entirety (unlocked by collecting all of the cartridges in the cursed RPG).
Playthrough 1 0:06
Playthrough 2 3:06:03
Alternate Ending 5:26:28
Ooyamas cursed platformer 5:30:30
Nanashi no Game Me is the direct sequel to Squeenixs innovative 2008 handheld horror show known in English as The Nameless Game (https://youtu.be/1mGcjBfY6bc). Like the first game, Me is a horror-themed adventure played from the perspective of a Japanese university student who finds himself mixed up in the twisted machinations of a cursed game that has been linked to a grisly series of inexplicable deaths in the real world.
The game is split between two primary modes. When youre doing anything in what your character perceives to be the real world - things like exploring an abandoned building, combing an area for clues, or running for your life from a disgusting phantasm - you hold the DS on its side, and your view is split between the two screens, each representing one of your eyes. You can freely look around the 3D environments with a simple drag of the stylus, and you move by holding the stylus on the screen.
Within these areas, youll regularly come across obstacles that cant be surmounted by ordinary means. In these instances, when you log in to the cursed game on your in-game handheld (a TS), youll see an 8-bit Dragon Quest-style representation of your surroundings, and things that you do in this parallel world directly impact whats going on around you in the real world. Sometimes theres a puzzle to solve, a Silent Hill-like hellscape to weave your way through, or a spirit to appease - anything is possible - and the solutions often make clever use of these cross-over interactions. In particularly gruesome moments, youll might even find yourself being dropped into a gory 2D platformer filled with blood, spikes, saws, and smashy things.
The game plays a lot like its precursor, but it makes far better use of its mechanics to tell the story, and it feels more coherent as a result. The branching paths and collectibles give it more replay value, the production values are even better this time around, and it channels the same vibes without feeling like a rehash.
If you love horror games, this is an easy recommendation. If you enjoyed the first Nanashi no Game, then this sequel is a must-play. Whatever the case, you cant go wrong with a game thats this well put together.
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! The Nameless Game: Eye (DS) Playthrough [English]](https://i.ytimg.com/vi/cjbVB6ruBxw/mqdefault.jpg)

![Final Fantasy IX (PS1) Playthrough [1 of 4]
A playthrough of Square Electronic Arts 2000 role-playing game for the Sony PlayStation, Final Fantasy IX.
In the playthrough, I do all of the optional stuff, including the ATE scenes, the sidequests, and the superbosses. This video is the first part of a four-part playthrough, showing from the beginning up through Gargan Roo.
Links to the other parts:
Part 2 https://youtu.be/q9y69k-OFdE
Part 3 https://youtu.be/WymYZEYqrF0
Part 4 https://youtu.be/OCalB_UhggE
To avoid any major plot spoilers, Im only going to provide timestamps for the disc changes and the points where the party enters a new major location.
4:42:30 Lindblum
8:35:29 Burmecia
9:54:07 Disc 2 begins
10:18:38 Treno
Final Fantasy IX was the last mainline Final Fantasy game to be released on the original PlayStation, and it was the final Final Fantasy to be worked on by the series creator, Hironobu Sakaguchi, who is credited as the games scenario writer and co-producer.
It is fitting, then, that Final Fantasy IX serves as a fond farewell to the series as we once knew it. Gone are the bleak, industrial dystopias of Final Fantasy VI-VIII: this is a sentimental, nostalgia-fueled adventure that hearkens back to the days of swords and sorcery, pseudo-European pastoral landscapes, and an earnest sense of whimsy that had been long since been left by the wayside.
Its a celebration of the past, but its not stuck there. FFIX continues to refine and innovate on several of the series gameplay staples - the ATB and character customization systems have been completely revamped - and though its not perfectly balanced, it was a much needed, highly appreciated course correction following FF VIIIs bold missteps.
And it doesnt stop there. The writing nails the essence of Final Fantasy at its very best, and the cast of characters is better developed than ever before. The production values are the highest in the series to this point, the graphics strain the PlayStation to its limits, and the soundtrack is top shelf Uematsu.
FFIX does have a couple sticking points - its too easy, the battles are slow, and the optional Chocobo Hot & Cold sidequest is excruciatingly long and grindy and dull - but those arent the things that come to mind whenever I think back on my experiences with the game. Instead, Im left smiling at memories of a journey full of heartfelt moments. And of Vivi.
Thank you, Hironobu Sakaguchi, for such a special game.
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! Final Fantasy IX (PS1) Playthrough [1 of 4]](https://i.ytimg.com/vi/cvuh6Td1isY/mqdefault.jpg)




![Final Fantasy VII (PS1) Playthrough [3 of 3] - NintendoComplete
Final Fantasy VII (PS1) Playthrough [3 of 3] - NintendoComplete Final Fantasy VII (PS1) Playthrough [3 of 3] - NintendoComplete](https://i.ytimg.com/vi/dNzygpMl3Ss/mqdefault.jpg)

![Bases Loaded (NES) Playthrough [1 of 4]
A playthrough of Jalecos 1988 baseball game for the NES, Bases Loaded.
This is the first part of a four-part playthrough, showing the first twenty-three games of the penant mode as the Jersey team.
Part 2: https://youtu.be/z5czzzR5eK8
Part 3: https://youtu.be/anuJt4T0oko
Part 4: https://youtu.be/wIBKlkYC22U
Bases Loaded, known in Japan as 燃えろ!!プロ野球 (Moero!! Puro Yakyuu, lit. _Burn!! Pro Baseball_ ), was the first game in two long-running series from Jaleco. It kicked off the Bases Loaded series, which saw eight installments released across three console generations before ultimately being canceled in 1996. It was also the first game in the Moero!! line-up of eight NES sports titles, five of which (Bases Loaded 1-3, Racket Attack, Hoops, and Goal!) were released in North America.
There are twelve fictional teams, and the penant mode challenges you take your chosen team to the top over the course of an eighty game season.
The primary selling point was the presentation. To give it the feel of a television broadcast, batting and pitching are both shown from a behind-the-pitcher perspective, the umpires calls are voiced, and big ticket moments (like homeruns and fights) are displayed on the jumbotron.
The gameplay is about what youd expect from an NES baseball game. There are multiple pitches, you can swing at specific spots in the box to direct where the ball goes on contact, you can steal bases, and you can substitute players whenever you like by calling time.
Bases Loaded is its best when youre new to it. Its fancy, flashy, and fun. However, the more familiar the game becomes, the more its flaws are made apparent. The pace of play is slow, the game will crash at seemingly random moments (especially when a fight breaks out after the pitcher beans the hitter), bunts occasionally send the ball flying out of the park, and the CPU players are totally braindead.
The games difficulty is upended by a couple of teams who can steamroll everyone else with very little effort. Jersey is an excellent example. Rose and Hall both have pitches that the CPU-controlled batters wont swing at. Once youve figured that out, a single run is all you need to win any game, and thats where Jerseys power hitters come in. Paste is a one man wrecking crew, and Bay can easily mop up Pastes leftovers. The lack of balance makes for a fun power trip for a few games, but then youre left bored out of your mind for the six dozen remaining games that have to be slogged through to finish the season.
Bases Loaded deserves credit for being better than LJNs MLB, but its playability doesnt compete in the same league as Nintendos Baseball or Namcos Famista (RBI Baseball). I liked it well enough when I played it casually as a kid, but now, after more than forty hours spent recording such extraordinarily repetitive gameplay, I understand how it came to be so reviled by the Japanese.
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! Bases Loaded (NES) Playthrough [1 of 4]](https://i.ytimg.com/vi/eK0BY2_C9cc/mqdefault.jpg)