Uploaded April 2023 | Updated September 2026, 54 minutes ago
00:16. Stage 1
02:49. First Boss (Ogre Head)
03:06. Stage 2
04:15. Second Boss (Evil Wing)
04:24. Bonus Round
06:22. TLB
My second video on this channel was a video where I cleared the 5 Minute Mode of Fire Arrow but fell short in the Bonus Round. Since then, I've played the game on and off and on this run, I even beat the TLB at the end of the Bonus Round and got the best ending as a result.
This run did not start out well, but early deaths turned out to be a blessing because it dropped the rank significantly for the second stage and ended up getting an earlier bomb pickup than usual right after the first boss.
The bonus round is extremely easy with the exception of that mini boss with the claws and the laser. I have not gotten enough practice to figure out the best strategy yet.
The TLB at the end is not that bad if you have a bomb or two left. I bombed right when I saw that first barrage of bullets but once you start taking out the eyes, it starts getting easier. Honestly, Evil Wing is probably the harder boss.
#shmups #steam #steamgame
00:16. Stage 1
02:49. First Boss (Ogre Head)
03:06. Stage 2
04:15. Second Boss (Evil Wing)
04:24. Bonus Round
06:22. TLB
My second video on this channel was a video where I cleared the 5 Minute Mode of Fire Arrow but fell short in the Bonus Round. Since then, I've played the game on and off and on this run, I even beat the TLB at the end of the Bonus Round and got the best ending as a result.
This run did not start out well, but early deaths turned out to be a blessing because it dropped the rank significantly for the second stage and ended up getting an earlier bomb pickup than usual right after the first boss.
The bonus round is extremely easy with the exception of that mini boss with the claws and the laser. I have not gotten enough practice to figure out the best strategy yet.
The TLB at the end is not that bad if you have a bomb or two left. I bombed right when I saw that first barrage of bullets but once you start taking out the eyes, it starts getting easier. Honestly, Evil Wing is probably the harder boss.
#shmups #steam #steamgame
![Wave Race 64 [N64] - Expert Championship 1st Place Overall (Simple64)
00:43. Sunny Beach
02:26. Sunset Bay
04:20. Drake Lake
06:20. Marine Fortress
08:29. Port Blue
10:46. Twilight City
13:08. Glacier Coast
15:25. Southern Island
17:58. Ending and Credits
When I think back to the first few months of the Nintendo 64s launch, one of the first games I got to play back then as a small child was Wave Race 64. Its still one of the most acclaimed N64 games to this day and for good reason. It was a strong showcase of what the N64 could do early on from a graphical standpoint while the gameplay was both accessible enough for newcomers to pick up and play while still providing enough challenge for serious players. The water physics are also really impressive for this time period, which helps to bring the 8 different courses to life.
In the past, I could only get past the Normal Championship. However, I recently finally decided to focus a bit more on this game and get the clear on the harder difficulties. Expert and Reverse are the two highest difficulties, with the latter having reversed courses as the name suggests but with the same AI as the former. Besides good old fashion practice, there was one thing that helped me with this run: the custom watercraft settings. I found it was important to have a decent amount of max speed to keep up with the AI and a nimble jet ski to make maneuvering around some of the trickier buoys easier. In order to achieve my optimal setup, I made Ryota Hayamis settings lighter on handling and tighter on grip to make him more responsive. Hayami thankfully has good max speed to begin with, so I didnt need to tweak that. Also, since hes second in heaviness only to Dave Mariner, he can push around Ayumi Stewart and Miles Jeter a bit with no issues.
Another smaller thing I learned through practice is that sometimes, its okay to skip certain buoys to improve your times. This is especially notable in the Glacier Coast race where I did so near the end of the laps to avoid the ice. This strategy is even more effective in its sequel, Wave Race Blue Storm, due to the inclusion of the turbo mechanic.
This run went extremely well outside of the final stage where I had a huge mistake early on and couldnt catch back up. However, by that point, I had already clinched the championship by a long shot. The AI here is not as punishing as F-Zero X and will make big mistakes from time to time. I kind of like the latter because its a bit refreshing to see AI act a bit human at times.
#nintendo64 #n64 #waverace64 #waverace #retrogaming #nintendo #racinggames #racing Wave Race 64 [N64] - Expert Championship 1st Place Overall (Simple64)](https://i.ytimg.com/vi/3zfNnZ_gf2w/mqdefault.jpg)
![Rainbow Islands [Sega Master System] - Full Game 1CC (Best Ending)
Rainbow Islands was originally an arcade game created by Taito and released in 1987 as the sequel to Bubble Bobble. It got a lot of ports, including this port on the Sega Master System that came out in 1993.
Ill be talking more about this port in an upcoming video because I have quite a bit to say about this port, but heres my playthrough done on my MiSTER FPGA first. I went through the first half of the game without a single death but had at least 6 deaths in the second half of the run. In fact, I had an untimely death right before the final boss but managed to overcome that to finish the run.
I used the European ROM with the Good Ending bug fix via ROMhacking.net:
https://www.romhacking.net/hacks/4112/
00:00 Intro
00:14 Stage 1-1
01:52 Stage 1-2
03:47 Stage 1-3
05:02 Stage 1-4
06:22 Stage 2-1
07:28 Stage 2-2
08:29 Stage 2-3
10:20 Stage 2-4
11:41 Stage 3-1
13:22 Stage 3-2
15:15 Stage 3-3
16:55 Stage 3-4
19:09 Stage 4-1
21:51 Stage 4-2
24:13 Stage 4-3
27:43 Stage 4-4
30:04 Stage 5-1
33:07 Stage 5-2
35:29 Stage 5-3
37:37 Stage 5-4
40:31 Stage 6-1
44:05 Stage 6-2
46:54 Stage 6-3
48:28 Stage 6-4
50:55 Stage 7-1
54:23 Stage 7-2
56:25 Stage 7-3
58:57 Stage 7-4
01:02:24 Stage 8-1
01:04:41 Stage 8-2
01:07:30 Stage 8-3
01:11:05 Final Stage
01:15:38 Ending Rainbow Islands [Sega Master System] - Full Game 1CC (Best Ending)](https://i.ytimg.com/vi/4EXQMxrP3s0/mqdefault.jpg)
![Raiden [Playstation 1] - Stage 5 Boss Speed Kill (The Raiden Project)
I finally figured out how to do this speed kill. Its much easier to do in Raiden Trad, but its possible to do it in the Arcade/PS1 version as well although it requires much more precise timing. This was recorded while practicing with save states.
Played on General mode, the highest difficulty for the version featured in The Raiden Project.
Im still working on the 1-ALL for this game, and Ill be practicing until Im consistent enough to clear that first loop on one credit. Raiden [Playstation 1] - Stage 5 Boss Speed Kill (The Raiden Project)](https://i.ytimg.com/vi/4O_7x_yWdIQ/mqdefault.jpg)

![Gradius [PSP/Arcade] - Stage 3 Moai Heads + Boss Battle (Gradius Collection)
This video shows my routing for the infamous Moai Heads section that makes up much of Stage 3. I also included the boss battle in this as well, not that its very hard.
I am practicing for a 1CC of the first loop of this game.
#gradius #shmups #moai Gradius [PSP/Arcade] - Stage 3 Moai Heads + Boss Battle (Gradius Collection)](https://i.ytimg.com/vi/4fGb8gHxPZA/mqdefault.jpg)
![Gradius II [PSP/Arcade] - First Loop No Miss 430,300 pts
Gradius II is the sequel to the original Gradius and a horizontal shoot em up developed by Konami and released in 1988 in arcades. Outside of Japan, the game was released under the name Vulcan Venture. The game would get ported over to the Famicom and then the PC Engine CD, with the PC Engine CD version getting some extra content. It would later be included in various collections such as the Gradius Deluxe Pack for PS1 and Saturn as well as Gradius Collection aka Gradius Portable on PSP, which is how I did this run.
Gradius II is extremely important to the series because it established many traditions of the series going forward. One, it introduced multiple ship layouts, which different types of weapons and missiles. The ripple laser is introduced here for example. You even get a new type of shield with the force field. Two, it introduced the option hunter, which appears to steal your options once you have four of them but cannot harm the players ship. I stick to three options in order to avoid spawning it.
The level design also established some tropes that would carry over to later Gradius games. It introduced the Speed Stage, which in this game is Stage 6. This stage scrolls really fast and you have to pass through gates before they close on you, and the stage itself is a bit of a maze on top of that. It also introduced the Boss Rush, which is Stage 7. In this game, the boss rush is mostly Gradius I and Salamander bosses, while the last boss of that stage is a new boss that would later be featured again in Gradius III.
Speaking of level design, this game is a major improvement over its predecessors. Every stage has its own boss fight, which alone is an improvement. Plus, every stage has some unique set-pieces like the fire theme of the first stage and ice themed third stage with the icy crystals that break up as you shoot them. Some stages even have mini-bosses, like Stage 5 and Stage 8. There is a lot more variety here than before. The game does not just depend on Duckers to mess with you.
However, some things do stay the same as before. The Moai heads make a comeback in Stage 5. Quite a few of the same air and ground enemies from the original are still around, like the Duckers. You still get a chance at the beginning of stages to power up a bit. The last boss is still a non-threat just like before. The biggest thing that remains has to be the Gradius syndrome. In fact, in some ways, it is even worse than in the original. There are some checkpoints, like in the second half of Stage 3, that are almost impossible for recovery.
Despite the Gradius syndrome and unfair checkpoints at times, this game is still an excellent improvement over the original game.
Played in standalone PPSSPP.
0:00 Intro
0:21 Stage 1-1
2:58 Stage 1-2
5:49 Stage 1-3
9:00 Stage 1-4
11:48 Stage 1-5
16:31 Stage 1-6
18:12 Stage 1-7
23:51 Stage 1-8
29:59 Ending
30:53 Stage 2-1 Gradius II [PSP/Arcade] - First Loop No Miss 430,300 pts](https://i.ytimg.com/vi/5QGfxBmRXqw/mqdefault.jpg)
![Heavy Bullets [PC] - Full Run (No Bank Withdrawals)
Heavy Bullets is a roguelike FPS created by Terri Vellmann and published by Devolver Digital in 2014. This is one of the earliest roguelike shooters to come out, predating Gunfire Reborn, Post Void, and even STRAFE. Honestly, it has aged like fine wine.
This is my third successful run of the game (all of them without using bank withdrawals) and my fastest so far. I am working on a separate mini discussion video covering certain aspects of this game.
00:00 Intro
00:10 Level 1
02:31 Level 2
04:55 Level 3
08:38 Level 4
11:49 Level 5
16:01 Level 6
20:27 Level 7
24:08 Level 8
27:31 Final Boss Heavy Bullets [PC] - Full Run (No Bank Withdrawals)](https://i.ytimg.com/vi/63EILyURQvw/mqdefault.jpg)



![Midnight Wanderers (3 Wonders) [PSP/Arcade] - 1CC 948,400 pts (Capcom Classics Collection Remixed)
00:31. Stage 1 Area 1
03:11. Stage 1 Area 2
06:17. Stage 2 Area 1
08:03. Stage 2 Area 2
12:15. Stage 3 Area 1
14:52. Stage 3 Area 2
17:19. Stage 4 Area 1
21:25. Stage 5 Area 1
23:27. Stage 5 Area 2
26:59. Stage 5 Final Area + Final Boss
28:43. Ending
3 Wonders was an arcade game from Capcom that was released in 1991, and it was three games on one board with each game covering a different genre. Midnight Wanderers is one of those games and was a run and gun. The other two were Chariot, a horizontal shmup, and Dont Pull, a puzzle game.
Midnight Wanderers is the game that people usually like the most from this collection and for good reason. One, the game has a fairly balanced difficulty. The game allows you to take two hits before you lose a life just like in Ghost n Goblins. The difficulty curve ramps up at a reasonable pace, though it does get pretty challenging by the halfway point. Also, at the end of each stage, you get a hit point back if you down to one. Another reason this game is a favorite from 3 Wonders is because of its presentation. Its definitely one of the best looking 2D games in the arcades from that time period, and the music is no slouch either. Even among CPS1 games, the art style stands out. The short cut-scenes are a nice touch between stages and tell the story of the game quite well.
As far as the gameplay goes, its a slower paced run and gun. You get a few different weapon pickups as well as option pickups to supplement your firepower. Certain weapons are more useful in some sections than others and same for the options, but the winners in most situations are the Hyper gun and the option that shoots flame. That combination does the most raw damage. There is a Super weapon that you can pick up occasionally, as seen in Stage 3 Area 1 and the final area of Stage 5, but that one is time limited unlike the others though extremely powerful.
While I really enjoyed my time with this game and would recommend it to others looking for a fun side-scrolling run and gun, there are a few things that do hold this game back from being outstanding. One, the controls are a bit loose. While not the worst, they are definitely not as tight as something like Metal Slug which would come out years later. Two, the scoring here is pretty basic as its pretty much collecting items, killing enemies, and not losing lives.There arent a whole lot of mechanics here either, though the dash is a nice touch and is important in certain moments like during the last boss.
I played this on Capcom Classics Collection Remixed on PSP via PPSSPP. It appears that this is ROM-based emulation unlike Commando on the Capcom Classics Collection Reloaded, which was based on Capcoms port from Capcom Generations 4 on PSX. The emulation does suffer from a few small graphical glitches here and there most notably on Stage 3 Area 1, but nothing that has a real impact on the gameplay. The performance is fine overall and would have been an impressive experience back in 2006 on a handheld, PSP controls aside. Input lag didnt seem to be a major issue, but Im not the most sensitive person out there when it comes to that.
#retrogaming #capcom #arcade #arcadegames #1cc #runandgun Midnight Wanderers (3 Wonders) [PSP/Arcade] - 1CC 948,400 pts (Capcom Classics Collection Remixed)](https://i.ytimg.com/vi/6iW8gju209k/mqdefault.jpg)