Diniz Games
ICO (PlayStation 2) Walkthrough Part 5
updated
Its sole purpose is to show off what a Chaos Chao looked like in the original Dreamcast (1998/1999) game, as to my knowledge, there are neither pictures, nor videos about the subject.
Since its Chao Garden is a whole lot different than Sonic Adventure DX's (DX was more in line with Sonic Adventure 2's Chao Garden), I thought it's be interesting to upload some gameplay for this relic.
As you may know by now, it happened, we can finally upload videos in 60 glorious frames per second; About time, I guess.
While I might bit late to the party, I decided to have some fun and make a comparison of my own. Nothing to special.
Note: If you notice a bug or two, it might be due to NullDC's faulty emulation; Yes I have a thing for the Dreamcast version of Sonic Adventure 2 (and Adventure 1; Specially Adventure 1).
30 FPS vs 60 FPS: A Sonic Adventure 2 Comparison.
Note: Notice the unfinished "intros" I made for each clip? Unfortunately I can't help but feel like I rushed this video due to lack of patience and Sony Vegas being a gigantic pain (crashing all the time) on top of it.
The game's arcadey, fun and provides the player with loads of different power-ups to mess around, there's about 12 different tracks and 8 classic characters to choose from.
Playing through the main Single-Player and Time Trial modes gets you shiny ACME tokens. You can use said tokens to unlock crazy Special Events that reward you with artworks.
As far as the gameplay goes, the game's a fun ride but it lacks challenge; Tracks are mostly forgiving and wide enough to prevent failure.
On top of that, the player is rarely, if ever required to brake in an atempt to make a tight turn, that is unless you're playing as Porky Pig and he's an unlockable character later in the game; It's mechanics are simple, simpler than most other Kart races if that's even possible.
Graphically speaking, Space Race's a pretty cell shaded game, its artstyle is about as close to the real cartoons as they could possible get.
Character look good enough and their facial animations are quite funny to look at, but the models themselves take advantage of the cell shaded style to hide the way they're actually built together.
Tracks and backgrounds are filled with colors and animation, some are simpler than other and could certainly use a few extra models here and there, textures are decent at best but they do their job.
...the game looks quite nice altogether, it's a beautiful cell shaded game and that helps making it more timeless than the regular 3D game, I guess, but truth is, there's room for improvement.
Now, as with 99% multi-platform of its generation, the Dreamcast version's the way to go; Its textures are overall nicer, cleaner and higher resolution than their PlayStation 2 counterpart, picture quality's cleaner and the PlayStation 2 version seems to be missing a few background objects.
There are however two extra tracks available on the port, and some others missing if I remember correctly.
___
I skipped over the Time Trials as I didn't consider them entertaining enough to watch.
The game's arcadey, fun and provides the player with loads of different power-ups to mess around, there's about 12 different tracks and 8 classic characters to choose from.
Playing through the main Single-Player and Time Trial modes gets you shiny ACME tokens. You can use said tokens to unlock crazy Special Events that reward you with artworks.
As far as the gameplay goes, the game's a fun ride but it lacks challenge; Tracks are mostly forgiving and wide enough to prevent failure.
On top of that, the player is rarely, if ever required to brake in an atempt to make a tight turn, that is unless you're playing as Porky Pig and he's an unlockable character later in the game; It's mechanics are simple, simpler than most other Kart races if that's even possible.
Graphically speaking, Space Race's a pretty cell shaded game, its artstyle is about as close to the real cartoons as they could possible get.
Character look good enough and their facial animations are quite funny to look at, but the models themselves take advantage of the cell shaded style to hide the way they're actually built together.
Tracks and backgrounds are filled with colors and animation, some are simpler than other and could certainly use a few extra models here and there, textures are decent at best but they do their job.
...the game looks quite nice altogether, it's a beautiful cell shaded game and that helps making it more timeless than the regular 3D game, I guess, but truth is, there's room for improvement.
Now, as with 99% multi-platform of its generation, the Dreamcast version's the way to go; Its textures are overall nicer, cleaner and higher resolution than their PlayStation 2 counterpart, picture quality's cleaner and the PlayStation 2 version seems to be missing a few background objects.
There are however two extra tracks available on the port, and some others missing if I remember correctly.
___
I skipped over the Time Trials as I didn't consider them entertaining enough to watch.
The game's arcadey, fun and provides the player with loads of different power-ups to mess around, there's about 12 different tracks and 8 classic characters to choose from.
Playing through the main Single-Player and Time Trial modes gets you shiny ACME tokens. You can use said tokens to unlock crazy Special Events that reward you with artworks.
As far as the gameplay goes, the game's a fun ride but it lacks challenge; Tracks are mostly forgiving and wide enough to prevent failure.
On top of that, the player is rarely, if ever required to brake in an atempt to make a tight turn, that is unless you're playing as Porky Pig and he's an unlockable character later in the game; It's mechanics are simple, simpler than most other Kart races if that's even possible.
Graphically speaking, Space Race's a pretty cell shaded game, its artstyle is about as close to the real cartoons as they could possible get.
Character look good enough and their facial animations are quite funny to look at, but the models themselves take advantage of the cell shaded style to hide the way they're actually built together.
Tracks and backgrounds are filled with colors and animation, some are simpler than other and could certainly use a few extra models here and there, textures are decent at best but they do their job.
...the game looks quite nice altogether, it's a beautiful cell shaded game and that helps making it more timeless than the regular 3D game, I guess, but truth is, there's room for improvement.
Now, as with 99% multi-platform of its generation, the Dreamcast version's the way to go; Its textures are overall nicer, cleaner and higher resolution than their PlayStation 2 counterpart, picture quality's cleaner and the PlayStation 2 version seems to be missing a few background objects.
There are however two extra tracks available on the port, and some others missing if I remember correctly.
___
I skipped over the Time Trials as I didn't consider them entertaining enough to watch.
The game's arcadey, fun and provides the player with loads of different power-ups to mess around, there's about 12 different tracks and 8 different characters to choose from.
Playing through the main Single-Player and Time Trial modes gets you shiny ACME tokens. You can use said tokens to unlock crazy Special Events that reward you with artworks.
As far as the gameplay goes, the game's a fun ride but it lacks challenge; Tracks are mostly forgiving and wide enough to prevent failure.
On top of that, the player is rarely, if ever required to press the brakes to make a tight turn, that is unless you're playing as Porky Pig and he's an unlockable character later in the game, it's mechanics are simple, simpler than most other Kart races if that's even possible.
Graphically speaking, Space Race's a pretty cell shaded game, its artstyle is about as close to the real cartoons as they could possible get.
Character look good enough and their facial animations are quite funny to look at, but the models themselves take advantage of the cell shaded style to hide the way they're actually built together.
Tracks and backgrounds are filled with colors and animation, some are simpler than other and could certainly use a few extra models here and there, textures are decent at best but they do their job.
...the game looks quite nice altogether, it's a beautiful cell shaded game and that helps making it more timeless than the regular 3D game, but truth is, there's room for improvement.
Now, as with 99% multi-platform of its generation, the Dreamcast version's the way to go; Its textures are overall nicer, cleaner and higher resolution than their PlayStation 2 counterpart, picture quality's cleaner and the PlayStation 2 version seems to be missing a few background objects.
There are however two extra tracks available on the port, and some others missing if I remember correctly.
___
I skipped over the Time Trials as I didn't consider them entertaining enough to watch.
The game's arcadey, fun and provides the player with loads of different power-ups to mess around, there's about 12 different tracks and 8 different characters to choose from.
Playing through the main Single-Player and Time Trial modes gets you shiny ACME tokens. You can use said tokens to unlock crazy Special Events that reward you with artworks.
As far as the gameplay goes, the game's a fun ride but it lacks challenge; Tracks are mostly forgiving and wide enough to prevent failure.
On top of that, the player is rarely, if ever required to press the brakes to make a tight turn, that is unless you're playing as Porky Pig and he's an unlockable character later in the game, it's mechanics are simple, simpler than most other Kart races if that's even possible.
Graphically speaking, Space Race's a pretty cell shaded game, its artstyle is about as close to the real cartoons as they could possible get.
Character look good enough and their facial animations are quite funny to look at, but the models themselves take advantage of the cell shaded style to hide the way they're actually built together.
Tracks and backgrounds are filled with colors and animation, some are simpler than other and could certainly use a few extra models here and there, textures are decent at best but they do their job.
...the game looks quite nice altogether, it's a beautiful cell shaded game and that helps making it more timeless than the regular 3D game, but truth is, there's room for improvement.
Now, as with 99% multi-platform of its generation, the Dreamcast version's the way to go; Its textures are overall nicer, cleaner and higher resolution than their PlayStation 2 counterpart, picture quality's cleaner and the PlayStation 2 version seems to be missing a few background objects.
There are however two extra tracks available on the port, and some others missing if I remember correctly.
___
I skipped over the Time Trials as I didn't consider them entertaining enough to watch.
Looney Tunes: Space Race (released back in 2000 for the Dreamcast and ported over the PlayStation 2 in 2002) is... an interesting game I'd say; It's close to what one would consider a Kart racer, it might even be one at its core.
The game's arcadey, fun and provides the player with loads of different power-ups to mess around, there's about 12 different tracks and 8 different characters to choose from.
Playing through the main Single-Player and Time Trial modes gets you shiny ACME tokens. You can use said tokens to unlock crazy Special Events that reward you with artworks.
As far as the gameplay goes, the game's a fun ride but it lacks challenge; Tracks are mostly forgiving and wide enough to prevent failure.
On top of that, the player is rarely, if ever required to press the brakes to make a tight turn, that is unless you're playing as Porky Pig and he's an unlockable character later in the game, it's mechanics are simple, simpler than most other Kart races if that's even possible.
Graphically speaking, Space Race's a pretty cell shaded game, its artstyle is about as close to the real cartoons as they could possible get.
Character look good enough and their facial animations are quite funny to look at, but the models themselves take advantage of the cell shaded style to hide the way they're actually built together.
Tracks and backgrounds are filled with colors and animation, some are simpler than other and could certainly use a few extra models here and there, textures are decent at best but they do their job.
...the game looks quite nice altogether, it's a beautiful cell shaded game and that helps making it more timeless than the regular 3D game, but truth is, there's room for improvement.
Now, as with 99% multi-platform of its generation, the Dreamcast version's the way to go; Its textures are overall nicer, cleaner and higher resolution than their PlayStation 2 counterpart, picture quality's cleaner and the PlayStation 2 version seems to be missing a few background objects.
There are however two extra tracks available on the port, and some others missing if I remember correctly.
Take a look at the description if you want to learn more about it, but most importantly, enjoy the video.
_____________
Sega Extreme Sports (more like extreme draw distance) is a fascinating, very arcadey experience the likes of what we had never seen before (or after I'm afraid).
It's one of a kind really; Gameplay varies to a certain extent, each stage is packed up with up to three, four or more "extreme" game modes ranging from snowboarding, skydiving, hang glide, bungee jumping and even ATV and mountain bike racing!
If we take a closer look to each of it's gameplay elements separately, I got to say, snowboarding's fluid, fast paced and performing tricks is quite simple yet responsive; Driving an ATV however, is not, as while fun and not particularly bad, it does feel a little bit to loose (same goes for skydiving) for its own good and it's easy to get stuck in certain areas...
Now, while there's not much to be said about the mountain bike, it's worth mentioning that it's slower than an ATV (for obvious reasons), but it controls quite decently and we were given the ability to jump at will, making it easier to perform tricks on it than in an all-terrain vehicle.
...and last but not least, the hang glide, which is loads of fun, a bit hard to control but somewhat challenging and fun!
Worth mentioning is, while it's possible to perform tricks while having fun with every single one of the previously mentioned methods of transport; Besides the Snowboard (which lets you perform trick on the fly), other are done by performing a few quick Analog or D-Pad + Y combos, only after the combination's done does our character proceed to perform the trick we told him/her to.
Which feels a little bit stiffer than my poor explanation may have made it sound like; Imagine a fighting game, where your character would stand still and only get to attack after inputting an entire combo, instead of doing it dynamically on the fly.
...truth be told, it barely spoils the fun one can have with with this game, but it's not comfortable and it's required to master as it builds boost.
Moving on...
...to the level design, which is quite open and some levels tend to be vastly large, most even give the player the opportunity to take different paths, find the most insane shortcuts and explore different strategies.
While quite straight forward, there's more than enough room to have fun, discover, and think outside the box, it you don't run out of time that is, ahahah.
Graphically speaking, how can you not fall in love its extreme draw distance, enormous maps, breath taking sense of scale and for the time crystal clear textures (specially if we take in consideration how massive each map is)?
It's absolutely beautiful!
...for the most part that is, as I'd like to mention how the morphing polygons are indeed a bit obvious at times; It used to be a problem present in some games from the 128Bit generation and its understandable in a way, our characters however look a bit blockier than they should have and so do a few objects here and there, as do the vehicles in this particular stage.
Though, it's still pretty, really pretty and if anything I'd like to mention how it still holds up fairly well; I can't help but imagine if a sequel or a successor was to be made and how much more impressive it would have been.
A true shame the Dreamcast was never really given the opportunity to shine...
______________
IMPORTANT: The game's being emulated using Demul, and the following emulator's still unable render the pretty sun glare effect present in the game when played on real hardware...
...a bit of a shame yes, but, if not mistaking, this is the only version of Demul (v0582) that's capable of running this game without any major problems besides the missing lens; NullDC however can't handle it properly and Makaron EX goes bananas with it.
______________
...and that's about it, my mini-overview's over, I hope you enjoy the video and the game, as I have plans to play and record more gameplay for some of my favorite Easy, Hard and Extreme levels for this game.
Take a look at the description if you want to learn more about it, but most importantly, enjoy the video.
_____________
Sega Extreme Sports (more like extreme draw distance) is a fascinating, very arcadey experience the likes of what we had never seen before (or after I'm afraid).
It's one of a kind really; Gameplay varies to a certain extent, each stage is packed up with up to three, four or more "extreme" game modes ranging from snowboarding, skydiving, hang glide, bungee jumping and even ATV and mountain bike racing!
If we take a closer look to each of it's gameplay elements separately, I got to say, snowboarding's fluid, fast paced and performing tricks is quite simple yet responsive; Driving an ATV however, is not, as while fun and not particularly bad, it does feel a little bit to loose (same goes for skydiving) for its own good and it's easy to get stuck in certain areas...
Now, while there's not much to be said about the mountain bike, it's worth mentioning that it's slower than an ATV (for obvious reasons), but it controls quite decently and we were given the ability to jump at will, making it easier to perform tricks on it than in an all-terrain vehicle.
...and last but not least, the hang glide, which is loads of fun, a bit hard to control but somewhat challenging and fun!
Worth mentioning is, while it's possible to perform tricks while having fun with every single one of the previously mentioned methods of transport; Besides the Snowboard (which lets you perform trick on the fly), other are done by performing a few quick Analog or D-Pad + Y combos, only after the combination's done does our character proceed to perform the trick we told him/her to.
Which feels a little bit stiffer than my poor explanation may have made it sound like; Imagine a fighting game, where your character would stand still and only get to attack after inputting an entire combo, instead of doing it dynamically on the fly.
...truth be told, it barely spoils the fun one can have with with this game, but it's not comfortable and it's required to master as it builds boost.
Moving on...
...to the level design, which is quite open and some levels tend to be vastly large, most even give the player the opportunity to take different paths, find the most insane shortcuts and explore different strategies.
While quite straight forward, there's more than enough room to have fun, discover, and think outside the box, it you don't run out of time that is, ahahah.
Graphically speaking, how can you not fall in love its extreme draw distance, enormous maps, breath taking sense of scale and for the time crystal clear textures (specially if we take in consideration how massive each map is)?
It's absolutely beautiful!
...for the most part that is, as I'd like to mention how the morphing polygons are indeed a bit obvious at times; It used to be a problem present in some games from the 128Bit generation and its understandable in a way, our characters however look a bit blockier than they should have and so do a few objects here and there, as do the vehicles in this particular stage.
Though, it's still pretty, really pretty and if anything I'd like to mention how it still holds up fairly well; I can't help but imagine if a sequel or a successor was to be made and how much more impressive it would have been.
A true shame the Dreamcast was never really given the opportunity to shine...
______________
IMPORTANT: The game's being emulated using Demul, and the following emulator's still unable render the pretty sun glare effect present in the game when played on real hardware...
...a bit of a shame yes, but, if not mistaking, this is the only version of Demul (v0582) that's capable of running this game without any major problems besides the missing lens; NullDC however can't handle it properly and Makaron EX goes bananas with it.
______________
...and that's about it, my mini-overview's over, I hope you enjoy the video and the game, as I have plans to play and record more gameplay for some of my favorite Easy, Hard and Extreme levels for this game.
Take a look at the description if you want to learn more about it, but most importantly, enjoy the video.
_____________
Sega Extreme Sports (more like extreme draw distance) is a fascinating, very arcadey experience the likes of what we had never seen before (or after I'm afraid).
It's one of a kind really; Gameplay varies to a certain extent, each stage is packed up with up to three, four or more "extreme" game modes ranging from snowboarding, skydiving, hang glide, bungee jumping and even ATV and mountain bike racing!
If we take a closer look to each of it's gameplay elements separately, I got to say, snowboarding's fluid, fast paced and performing tricks is quite simple yet responsive; Driving an ATV however, is not, as while fun and not particularly bad, it does feel a little bit to loose (same goes for skydiving) for its own good and it's easy to get stuck in certain areas...
Now, while there's not much to be said about the mountain bike, it's worth mentioning that it's slower than an ATV (for obvious reasons), but it controls quite decently and we were given the ability to jump at will, making it easier to perform tricks on it than in an all-terrain vehicle.
...and last but not least, the hang glide, which is loads of fun, a bit hard to control but somewhat challenging and fun!
Worth mentioning is, while it's possible to perform tricks while having fun with every single one of the previously mentioned methods of transport; Besides the Snowboard (which lets you perform trick on the fly), other are done by performing a few quick Analog or D-Pad + Y combos, only after the combination's done does our character proceed to perform the trick we told him/her to.
Which feels a little bit stiffer than my poor explanation may have made it sound like; Imagine a fighting game, where your character would stand still and only get to attack after inputting an entire combo, instead of doing it dynamically on the fly.
...truth be told, it barely spoils the fun one can have with with this game, but it's not comfortable and it's required to master as it builds boost.
Moving on...
...to the level design, which is quite open and some levels tend to be vastly large, most even give the player the opportunity to take different paths, find the most insane shortcuts and explore different strategies.
While quite straight forward, there's more than enough room to have fun, discover, and think outside the box, it you don't run out of time that is, ahahah.
Graphically speaking, how can you not fall in love its extreme draw distance, enormous maps, breath taking sense of scale and for the time crystal clear textures (specially if we take in consideration how massive each map is)?
It's absolutely beautiful!
...for the most part that is, as I'd like to mention how the morphing polygons are indeed a bit obvious at times; It used to be a problem present in some games from the 128Bit generation and its understandable in a way, our characters however look a bit blockier than they should have and so do a few objects here and there, as do the vehicles in this particular stage.
Though, it's still pretty, really pretty and if anything I'd like to mention how it still holds up fairly well; I can't help but imagine if a sequel or a successor was to be made and how much more impressive it would have been.
A true shame the Dreamcast was never really given the opportunity to shine...
______________
IMPORTANT: The game's being emulated using Demul, and the following emulator's still unable render the pretty sun glare effect present in the game when played on real hardware...
...a bit of a shame yes, but, if not mistaking, this is the only version of Demul (v0582) that's capable of running this game without any major problems besides the missing lens; NullDC however can't handle it properly and Makaron EX goes bananas with it.
______________
...and that's about it, my mini-overview's over, I hope you enjoy the video and the game, as I have plans to play and record more gameplay for some of my favorite Easy, Hard and Extreme levels for this game.
Take a look at the description if you want to learn more about it, but most importantly, enjoy the video.
_____________
Sega Extreme Sports (more like extreme draw distance) is a fascinating experience the likes of what we had never seen before (or after I'm afraid).
It's one of a kind really; Gameplay varies to a certain extent as each stage is packs up with up to three, four or more "extreme" game modes ranging from snowboarding, hang glide, bungee jumping and even racing on ATV's and mountain bikes!
Analyzing each of it's gameplay styles separately, I got to say, Snowboarding's fluid, fast paced and performing tricks is quite simple yet responsive; Driving an ATV however, is not, as while fun and not particularly bad, it does feel a little bit to loose for its own good and it's easy to get stuck in certain areas...
Now, while there's not much to be said about the mountain bike, it's worth mentioning that it's slower than an ATV (for obvious reasons), but it controls quite decently and we were given the ability to jump at will, making it easier to perform tricks on it than in an all-terrain vehicle.
...and last but not least, the hang glide, which is loads of fun, a bit hard to control but somewhat challenging and fun!
Worth mentioning is, while it's possible to perform tricks while having fun with every single one of the previously mentioned methods of transport; Besides the Snowboard (which lets you perform trick on the fly), other are done by performing a few quick Analog or D-Pad + Y combos, only after the combination's done does our character proceed to perform the trick we told him/her to.
Which feels a little bit stiffer than my poor explanation may have made it sound like, truth be told, it barely spoils the fun one can have with it, but it's required to master as it builds boost.
Moving on...
...to the level design, which is quite open and some levels tend to be vastly large, most even give the player the opportunity to take different paths, find the most insane shortcuts and explore different strategies.
While quite straight forward, there's more than enough room to have fun, discover, and think outside the box, it you don't run out of time that is, ahahah.
Graphically speaking, how can you not fall in love its extreme draw distance, enormous maps, breath taking sense of scale and for the time crystal clear textures (specially if we take in consideration how massive each map is)?
It's absolutely beautiful!
...for the most part that is, as I'd like to mention how the morphing polygons are indeed a bit obvious at times; It used to be a problem present in some games from the 128Bit generation and its understandable in a way, our characters however look a bit blockier than they should have and so do a few objects here and there.
Though, it's still pretty, really pretty and if anything I'd like to mention how it still holds up fairly well; I can't help but imagine if a sequel or a successor was to be made and how much more impressive it would have been.
A true shame the Dreamcast was never really given the opportunity to shine...
______________
IMPORTANT: The game's being emulated using Demul, and the following emulator's still unable render the pretty sun glare effect present in the game when played on real hardware...
...a bit of a shame yes, but, if not mistaking, this is the only version of Demul (and any other emulator even NullDC) that's capable of running this game without major problems.
______________
...and that's about it, my mini-overview's over, I hope you enjoy the video and the game, as I have plans to play and record more gameplay for some of my favorite Easy, Hard and Extreme levels for this game.
Please, turn the volume up a bit, Sony Vegas screwed it up.
____________
Twin Snakes is a strange kind of game... for one I enjoy it for what it is (although I do prefer the original), but on the other hand, the developers could have done so much more...
The 1998 game was fantastic for the time, quite short and by the second half of the game, the stealth segments were over for the most part.
It's understandable though, it's clear a lot of time, experimentation and optimization had gone into it.
However, as for Twin Snakes, given the date it was released and how much more capable the hardware it's running on, It was a bit of a disappointment.
Nothing had changed by the time it was out, maps were just as tiny as their 32bit counterparts, there were no new areas to explore and it could have definitely used some more stealth sequences past the game's half mark.
It's a carbon copy of the original and while the implementation of MGS2's mechanics were great, it's a shame Twin Snakes wasn't built from the ground up to accommodate for such update.
It's still a fun ride but doesn't live up to the original, as a remake, it could have been so much, much more.
...
While there's nothing spectacular about the remake, cutscenes received a facelift, but some of their charm was lost.
Few of them were quite nice but most dragged on for too long and were filled with Matrix like bullet time and insane stunts.
The soundtrack's quite different as well and the voice acting falls short of when compared to the original.
Though, Snake's surfing on a missile, backflip insanity and 360 no scoping, never fails to make me smile.
While I found it disappointing at the time, nowadays I look at it as an hilarious, insane version of the original.
____________
NOTE: Sony Vegas screwed up the sound volume in its entirety this time around, please turn it up a bit.
NOTE 2: If you spot any graphical "odditie", it might be due to faulty emulation (Dolphin); Sorry for the annoying green background texture but there was nothing that could be done.
NOTE 3: I though it'd fun to play through he game with Tuxedo Snake, Spider-Man Ninja and Sneaking Suit Meryl, but sadly I didn't get the alternate costume for Otacon... oh well.
NOTE 4: I did a playthrough for Solid 1 (PlayStation version | my performance was average) and Solid 2 (my performance was better, but I had a lot of "fun" with it's interactivity) back in 2011, it was only a mater of time I'd get to this one eventually; Would love to record gameplay for Metal Gear Solid 3, but sadly, PCSX2 is still a pain of an emulator!
I've been whiling to make a longplay for Twin Snakes for quite a while; Played through it on extreme this time around, and I definitely had some fun.
I thought I'd let you know, I was originally going for a Big Boss rank, everything went according to the plan, besides one little thing; I completely forgot one must complete the game in just under three hours... It took me four to get through.
I was disappointed, but then again, my mistake...
____________
You might notice however, that I haven't disabled the radar for this longplay.
I didn't feel like playing through the game without it and to be honest, for as much as I love Metal Gear Solid, the top down camera has always been a pain for me; As a stealth game, it would greatly benefit from a camera similar to the likes of the third game, and this was definitely a missed opportunity.
Speaking of missed opportunities, I'll let you know that I enjoy Twin Snakes (although I do prefer the original), but truth is, the developers could have expanded a bit more on the its gameplay.
The original, was quite short, had few areas to explore and by the second half of the game, the stealth segments were over for the most part.
Truth is, it was the first in the series to make the jump into the third dimention, also designed from the ground up with hardware from 1994 in mind, clearly a lot of time, experimentation and optimization had gone into it.
Now, as far as the remake goes, given not only the date it was released but how much more capable the hardware it's running on was, I can't help but feel let down by how it turned out.
Nothing has changed, each and every map from the original made a return and sadly they were just as tiny and limited as their 32bit counterparts; It lacked new areas to explore and could have used some balancing between predominant action (as in lack of stealth) sequences past the game's half mark.
Besides the facelift, it's a carbon copy at heart and while the implementation of MGS2's mechanics were a great addiction, it's a shame they didn't build Twin Snakes from the ground up to accommodate for such update.
Don't get me wrong though, it's still a fun ride, only it could have been so much, much more.
...
Now, while there's nothing particularly spectacular about the remake, cutscenes were indeed updated, but some of their charm was lost.
While few of them were quite nice, most dragged on for to long and were somewhat over the top (even for a Metal Gear title), filled with Matrix like bullet time and insane stunts.
The soundtrack's quite different as well and the voice acting falls short of when compared to the original.
Though, I got to admit; Snake's surfing on a missile, his fetish for backflips and ability to 360 no scope people, never fails to make me laugh.
Might seem like I'm complaining a bit to much, but while I found it disappointing at the time, I look at it as hilarious fun nowadays, think of it as quite an insane version of the original.
____________
NOTE: If you spot any graphical "odditie", it might be because I'm running the game through an emulator (Dolphin); The game ran properly all the way through, but a visual bug is noticeable during the codecs, sorry for that annoying green background texture but there was nothing that could be done.
NOTE 2: Boy, did I do terrible against the Ninja (That was just too close for comfort) and Mantis boss battles!
NOTE 3: I though it'd fun to play through he game with Tuxedo Snake, Spider-Man Ninja and Sneaking Suit Meryl, but sadly I didn't get the alternate costume for Otacon... oh well.
NOTE 4: Sony Vegas screw up the sound, at the 2 hours mark, you should turn the volume up a bit.
NOTE 4: I did a playthrough for Solid 1 (PlayStation version | my performance was average) and Solid 2 (my performance was better, but I had a lot of "fun" with it's interactivity) back in 2011, so it was only a mater of time I'd get to this one eventually; Would love to record gameplay for Metal Gear Solid 3, but sadly, PCSX2 is still a pain of an emulator!
Replay: 04:09
___
Game Type: Single Race
Track: Catalunya National
Vehicle: Chrysler Viper GTS-R
___
Emulator: Demul
The game looks good and plays decently enough on Demul, but the lens flare from the sun light seems quite glitchy.
___
Test Drive Le Mans (also known as Le Mans 24 Hours), was an arcade/sim racing game, released in 2000 for the Dreamcast (ported over the PS2 in 2001), there was also a PC version and a downgraded, yet fun PS1 version.
With the official license of the Le Mans 24 Hours, the player could race the entire 24 hour endurance course for 10 minutes, 30 minutes, one hour, six hours and 24 hours, there's also a wide variety of different tracks and over 40 cars to chose from.
The game was a graphical showcase back in its day, know for pushing a respectable amount of polygons, supporting loads of cars on screen at once and on top of it all, for featuring impressive dynamic day/night cycles and dynamic weather.
Power Race! ...think of it as Crash Team Racing or Mario Kart, where you're striped of off your weapons and entirely reliant on the power ups scattered around the track and your driving skills.
___
Gas Guzzlers: Extreme
Single-Player
- Game Type: Power Race
___
PC Specs
- AMD Radeon R9 270x 2 GB
- 6 GB RAM
- Intel Core I5 3350p 3.1 GHz
___
If just like me, you used to enjoy good old games like Carmagedon, Twisted Metal, Vigilant 8, Interstate '76, etc, etc, then this is game is for you!
Knockout's kinda like "Last Man Standing", only on a race track consisting of 7 laps, at the end of each lap, those who cannot keep up with the rest, are eliminated; you may blow up your opponents (obviously) if you please, just make sure you're not left behind.
___
Gas Guzzlers: Extreme
Single-Player
- Game Type: Knockout
___
PC Specs
- AMD Radeon R9 270x 2 GB
- 6 GB RAM
- Intel Core I5 3350p 3.1 GHz
___
If just like me, you enjoyed good old games like Carmagedon, Twisted Metal, Vigilant 8, Interstate '76, etc, etc, then this is game is for you!
Battle Race is pretty much what it means, a "Classic Race" with guns.
___
Gas Guzzlers: Extreme
Single-Player
- Game Type: Battle Race
___
PC Specs
- AMD Radeon R9 270x 2 GB
- 6 GB RAM
- Intel Core I5 3350p 3.1 GHz
___
If just like me, you enjoyed good old games like Carmagedon, Twisted Metal, Vigilant 8, Interstate '76, etc, etc, then this is game is for you!
There's not much to say about this game mode (other than it's a load of fun); the name says it all, you die, you lose, no respawns.
___
Gas Guzzlers: Extreme
Single-Player
- Game Type: Last Man Standing
___
PC Specs
- AMD Radeon R9 270x 2 GB
- 6 GB RAM
- Intel Core I5 3350p 3.1 GHz
___
If just like me, you enjoyed good old games like Carmagedon, Twisted Metal, Vigilant 8, Interstate '76, etc, etc, then this is game is for you!
I'm sorry about the somewhat pixelated video quality, the file I uploaded looked pretty decent, this however looks terrible on YouTube! I have no idea about what's going on lately, but its as if this website hates my videos or something...
Every single game was recorded in full HD 1080p at their max possible settings; I might do a second video testing a couple other games later on.
Motion blur effect was turned off in every single game for better picture quality and also because it makes things look like absolute garbage; If you enjoy the effect yourself though, you shouldn't worry about it, from personal experience, it doesn't seem to drop/rise the the framerate if turned on/off
___
PC Specs:
- I5 3350p 3.1 ghz
- 6GB Ram DDR3
- R9 270x 2Gb DDR5
- 1,5TB HDD
___
Check this out!
- Alan Wake: American Nightmare (00:04)
Framerate: 30+ with fraps or dxtory | Min/60 Max/80+
- Crysis (1:36)
Framerate: 30+ with fraps or dxtory | Min/50 Max/80+
- Eurotruck Simulator 2 (3:08)
Framerate: 30+ with fraps or dxtory | Min/50 Max/100+
- Gas Guzzlers Extreme (4:40)
Framerate: 30+ with fraps or dxtory | Min/50 Max/80+
- Hydrophobia (6:12)
Framerate: 30+ with fraps or dxtory | Min/80 Max/120+
- Retrovirus (7:44)
Framerate: 30+ with fraps or dxtory | Max/100+
- Rise of the Triad 2013 (9:16)
Framerate: 30+ with fraps or dxtory | Max/50+
- Shadow Warrior 2013 (10:50)
Framerate: 30+ with fraps or dxtory | Max/50+
___
My gameplay skills might be a little bit rusty here and there, please excuse my poor aim and/or driving.
Now, I'm sorry for the low framerate, but my previews graphics card is toast (it was an HD 6770, I'll miss it) and now I'm stuck with a temporary replacement and sadly a terrible one at that, but oh well, until I manage to get my self a better card some time in the future, I guess that'll do... but, that's just how lucky I am with hardware of any kind, yay!
Hope you enjoy the gameplay, and just I'll let you know the exact skills you'll need to do some stealth yourself.
Mastermind
- Smooth Talker: Basic - You can now successfully answer 4 pages instead of 2.
- Dominator: Ace - You can now intimidate a non-special enemy. Less well trained enemies are easier to intimidate.
Ghost (Not necessary, and I didn't use it in the video, but it helps a lot!)
- Cleaner: Ace - You can now bag and throw corpses.
- Disc 1 of 2
The PlayStation Underground magazine was published by Sony for the PlayStation, first released in 1997, the magazine in question was quite of a revolutionary product for its time, as it gave gamers the opportunity to take a sneak peak at alpha/betas, behind the scenes, interviews, documentaries, hidden content as well as playable demos, cheat codes codes and more; In a way, this magazine was quite unique and special for its time, a gem from a time long gone.
Disc 1:
Debriefing (30:17)
- Todd McFarlane: Creator of Spawn (Interview)
Behind The Scenes (8:15)
- The Making Of Crash 2: Cortex Strikes Back
Event Center (13:45)
- Comic-Con (13:56)
- The PlayStation Truck (15:45)
Download Station (Game Saves)
- Jet Moto
- Cool Boarders 2
- Resident Evil: Director's Cut
Research & Development (20:19)
- Net Yaroze (I'm sorry that I didn't play both games in this section, but the first one's a multi-player game and the second because I couldn't get it to work properly)
Tech Q&A (20:58)
- How to get into the video game industry
Code Archive (25:34)
- Cheat Codes for many games
Bulletins (26:00)
- Many things and PlayStation Underground Credits
Imports (Demos) (30:13)
- Metal Slug
The Vault (Demos)
- Moved to the Second Disc
Hidden PlayStation Underground Cheat Codes (36:00)
- Hidden Contest Screen
- New Memory Card Cartridges
- FMV Clip "where are they now?"
- Disc 2 of 2
The PlayStation Underground magazine was published by Sony for the PlayStation, first released in 1997, the magazine in question was quite of a revolutionary product for its time as it gave gamers the opportunity to take a sneak peak at early alpha/betas, content like behind the scenes and making of, interviews and documentaries, hidden content only unlocked via "secret" cheat codes spread trough the magazine for those who dare search for them, playable demos and more; In a way, this magazine was quite unique and special for its time, a gem from a time long gone.
Excuse my bad gameplay in certain games, the video is meant to showcase the demos CD's and their content rather my skill.
Disc 2:
Games
- Cool Boarders 2
- Cart World Series
- Jet Moto 2
- Fighting Force
- Croc
- Jersey Devil
- Ray Storm
Video
- Tomb Raider 2 (In-game non playable demonstration)
- Sports Feature (Interview about MLB '98, NFL Gameday '98 and NHL Face Off '98)
- Apocalypce
- Final Fantasy VII (Interview)
Volume 1 - Issue Nº3
- Disc 1 of 2
The PlayStation Underground magazine was published by Sony for the PlayStation, first released in 1997, the magazine in question was quite of a revolutionary product for its time, as it gave gamers the opportunity to take a sneak peak at alpha/betas, behind the scenes, interviews, documentaries, hidden content as well as playable demos, cheat codes codes and more; In a way, this magazine was quite unique and special for its time, a gem from a time long gone.
Disc 1:
The Vault (Demos) (01:36)
- Armored Core
- NFL GameDay '98 (Video/Interview)
- Intelligent Cube
- PaRappa The Rapper
- Steel Reign
Debriefing (30:17)
- Game Sound at Sony Interactive Studios - Interview
Behind The Scenes (34:26)
- The Making of Blasto - Interview
Event Center (39:10)
- E3 Roundup (39:20)
- Road Trip to Japan (40:57)
Downloadable Station (Game Saves)
- Ogre Battle
- Dynasty Warriors
Research & Development (43:03)
- DualShock Analog Controller - Interview
Tech Q&A (46:46)
- Sony Disc Manufacturing
Code Archive (49:29)
- Cheat Codes for many games
Bulletins (51:33)
- Many things and PlayStation Underground Credits
Well over a year ago, I started working on an walkthrough for Dreamcast's Red Dog, but unfortunately, at the time, I lost my motivation to work on it, and the walkthough was put on holds.
Recently, I decided that I had to finish it, and that I would do so whenever I got the chance, therefore I restarted the thing all over again in the form of this Longplay, hope you enjoy it.
Mission select.
Mission 1:
- 00:52
First Challenge:
- 05:20
Mission 2:
-07:11
Second Challenge:
- 14:55
Mission 3:
- 17:47
Third Challenge:
- 24:22
Fourth CHallenge:
- 26:55
Mission 4:
- 30:09
Fiffth Challenge:
- 38:03
Sixth Challenge:
- 41:01
Mission 5:
- 44:00
Seventh Challenge:
- 52:42
Mission 6:
- 54:49
Ending credits: 1:08:04
Note: Some games may have graphical issues due to emulation, I'm also sorry if you notice some lags, though rare, it might happen once in a while.
It's been a while since I started working on an "walkthrough" for this game, in fact it's been well over a year, unfortunately, I ended up loosing interest and motivation to work on it, and eventually I stopped recording and uploading gameplay for this game, "Mission 7" was the last video I uploaded in regards to it.
For the past few months, I thought about finishing this "walkthrough" whenever I got the chance, it had to be done, I love the game, so why not? But it hit me, why not start from scratch in the form of a "Longplay"? This is the result.
If you started watching from my old walkthrough and don't feel like rewatching the first few missions all over again, fear not, you can select each mission down below.
Mission select.
Mission 1
- Gameplay: 02:32
- Replay: 03:36
Mission 2
- Gameplay: 05:21
- Replay: 06:47
Mission 3
- Gameplay: 08:52
- Replay: 10:34
Mission 4
- Gameplay: 12:55
- Replay: 14:28
Mission 5
- Gameplay: 16:24
- Replay: 19:33
Mission 6
- Gameplay: 23:45
- Replay: 28:32
Mission 7
- Gameplay: 33:55
- Replay: 37:26
Mission 8
- Gameplay: 41:30
- Replay: 43:35
Mission 9
- Gameplay: 46:16
- Replay: 47:45
Mission 10
- Gameplay: 50:11
- Replay: 52:52
Mission 11
- Gameplay: 56:15
- Replay: 1:00:36
Mission 12
- Gameplay: 1:05:34
- Replay: 1:08:44
Mission 13
- Gameplay: 1:12:33
- Replay: 1:14:33
Mission 14
- Gameplay: 1:17:11
- Replay: 1:18:20
Mission 15
- Gameplay: 1:20:23
- Replay: :22:20
Mission 16
- Gameplay: 1:24:59
- Replay: 1:26:36
Mission 17
- Gameplay: 1:28:51
- Replay: 1:31:37
Mission 18
- Gameplay: 1:34:55
- Replay: 1:37:06
Cutscene: 1:39:07
Mission 19
- Gameplay: 1:41:52
- Replay: 1:45:35
Mission 20
- Gameplay: 1:50:02
- Replay: 1:51:19
Ending cutscene: 1:52:32
Ending credits: 1:54:10
Note: If you notice a graphical bug it's likely due to faulty emulation as the game was played and recorded using NullDC, some sounds do not emulate properly too, such as the engine noise, or menu sounds, nothing to aggravating but still needs improvments; Sorry for the slowdown that might happen once in a while.
And as you can see, though the Adventure mode, I decided to play as good old Cortex, because who doesn't want to be the bad guys in these games once in a while?
Note: I played through all of the 16 races, from the beginning of the game to the ending credits; Aftrer the ending credits there are a lot more races and challenges to complete, like Relic Races, CTR Challenges, and Gems to collect, I decided not to record any of these, and only get done with the main story mode.
Now, for my fist video in a long time, decided to record a short Team Fortress 2 gameplay, it's nothing special but I wanted to capture something simple and quick, and I hope you get some enjoyment out of it, unfortunately, my skills have gotten worse I'm afraid, so I'm sorry for my lousy aiming, this is what 5 months without gaming will do to you (ahaha).
Now, while I couldn't play any games, I still had access to some editing software, and in the meantime, I decided to redesign my logo from scratch and give it a fresh new look, as well as a new watermark which is still lacks animation, nothing very special, but I had a good time working on it, hope you enjoy it.
Game: Team Fortress 2
Map: cp_orange_way_long1c
Class: Scout
Items in use:
- Strange Scattergun (Currently "Uncharitable" level)
- Strange Pistol (Currently "Unremarkable" level)
- Festive Mackerel
Miscs in use:
- Front Runner
- Track Terrorizer
- Boston Boom-Bringer
Rendering tools:
- Lawena Recording Tool
- Virtual Dub
- Sony Vegas
Note: I think the sound might have come out a little bit messed up after the rendering, I'm sorry for that.
Game Type: Single Race
Track: Carrier Zone
Difficulty: Expert (Unlocked after completing the World Tour)
Vehicle: Ages (My favourite vehicle in the game)
Carrier Zone's one of my favourite tracks in the game, awesome sountrack and nice track design.
Game Type: Single Race
Track: Dragon Canyon
Difficulty: Expert (Unlocked after completing the World Tour)
Vehicle: Ages (My favourite vehicle in the game)
Dragon Canyon is one of my favourite tracks in the game, based on Panzer Dragoon, fantastic design, great sountrack and brings many memories, just plain amazing.
Saturn's Quake not only looked visualy impressive for its day, but also runs at a smooth framerate and provides great controls; Quake was indeed a truly memorable game on the system.
Part 2 and 3 of "Lobotomy Triology" coming soon, next game by Lobotomy is Exhumed (Also known as Powerslave).
Note: I was initially planing a walkthrough for this game, but then i scraped that project, and decided to make this "Trilogy" instead, since i still wanted to upload some videos of the Saturn version of this, and the other great Saturn games brought to us by Lobotomy, runing on their own Slave Driver Engine.
The second game brings somewhat improved graphics over the original, new tracks and airships, as well as the new ability to damage your opponents.
The Sega Saturn/PC versions contain a different soundtrack, but "CoLD SToRAGE - Body Plus" is a Saturn exclusive.
This video countains 2 stages.
- Game Info
Grudge Warriors (PlayStation) is an oldschool car-combat racing game released back in 2000, the players take control of one of eleven available heavy vehicles, each with different characteristics and equipped with five types of weaponry (four weapons are similar to each vehicle, the fifth weapon is unique and unlocked by collecting Tokens); Each one of the eleven levels, contains a number of "Generators" that must destroyed (Main Objective), additionally, some puzzles must be solved, and the player is given the option to search and collect a total of 20 tokens hidden across each level, collecting 50 Token gives a new upgrade their vehicles.
Gameplay wise the game is simple an fun but confusing at times, the graphics good for PlayStation 1 standarts, presenting impressive lighting effects and somewhat detailed textures, but sound effects are average at best, the soundtrack in the other hand is pretty good, overall theme, names, menus, etc are pretty uninspired, but they do the job.
- Walkthrough Info
This walkthrough was supposed to have been made a long time ago, but other games got in the way, and recently, i've just been busy, but i found the time and decided to record some gameplay for this game, since Grudge Warriors is quite short, i'm done recording already.
In this walkthrough, i collected every single Token spread around the maps, each map contain 20 Tokens, some hidden in secret places, after collecting 50 Tokens you're given a vehicle upgrade.
You might notice the low resolution the gameplay was captured at, that's because i was having problems with ePSXe, which doesn't emulate this game properly so i used PSXfin, which pretty much does the job but doesn't support enhancements of any kind.
The is rendered in 720p and picture quality is as clean as possible.
- Notes
Red Dog: SF (Dreamcast) walkthrough is on holds at the moment, once i'm done with this one, i might go back to it, AirForce Delta (Dreamcast) and Crysis wakthroughs aren't canseled either.
If you notice a slowdown or a break it's either due to both the emulator and my game disc.
- Game Info
Grudge Warriors (PlayStation) is an oldschool car-combat racing game released back in 2000, the players take control of one of eleven available heavy vehicles, each with different characteristics and equipped with five types of weaponry (four weapons are similar to each vehicle, the fifth weapon is unique and unlocked by collecting Tokens); Each one of the eleven levels, contains a number of "Generators" that must destroyed (Main Objective), additionally, some puzzles must be solved, and the player is given the option to search and collect a total of 20 tokens hidden across each level, collecting 50 Token gives a new upgrade their vehicles.
Gameplay wise the game is simple an fun but confusing at times, the graphics good for PlayStation 1 standarts, presenting impressive lighting effects and somewhat detailed textures, but sound effects are average at best, the soundtrack in the other hand is pretty good, overall theme, names, menus, etc are pretty uninspired, but they do the job.
- Walkthrough Info
This walkthrough was supposed to have been made a long time ago, but other games got in the way, and recently, i've just been busy, but i found the time and decided to record some gameplay for this game, since Grudge Warriors is quite short, i'm done recording already.
In this walkthrough, i collected every single Token spread around the maps, each map contain 20 Tokens, some hidden in secret places, after collecting 50 Tokens you're given a vehicle upgrade.
You might notice the low resolution the gameplay was captured at, that's because i was having problems with ePSXe, which doesn't emulate this game properly so i used PSXfin, which pretty much does the job but doesn't support enhancements of any kind.
The is rendered in 720p and picture quality is as clean as possible.
- Notes
Red Dog: SF (Dreamcast) walkthrough is on holds at the moment, once i'm done with this one, i might go back to it, AirForce Delta (Dreamcast) and Crysis wakthroughs aren't canseled either.
If you notice a slowdown or a break it's either due to both the emulator and my game disc.
- Game Info
Grudge Warriors (PlayStation) is an oldschool car-combat racing game released back in 2000, the players take control of one of eleven available heavy vehicles, each with different characteristics and equipped with five types of weaponry (four weapons are similar to each vehicle, the fifth weapon is unique and unlocked by collecting Tokens); Each one of the eleven levels, contains a number of "Generators" that must destroyed (Main Objective), additionally, some puzzles must be solved, and the player is given the option to search and collect a total of 20 tokens hidden across each level, collecting 50 Token gives a new upgrade their vehicles.
Gameplay wise the game is simple an fun but confusing at times, the graphics good for PlayStation 1 standarts, presenting impressive lighting effects and somewhat detailed textures, but sound effects are average at best, the soundtrack in the other hand is pretty good, overall theme, names, menus, etc are pretty uninspired, but they do the job.
- Walkthrough Info
This walkthrough was supposed to have been made a long time ago, but other games got in the way, and recently, i've just been busy, but i found the time and decided to record some gameplay for this game, since Grudge Warriors is quite short, i'm done recording already.
In this walkthrough, i collected every single Token spread around the maps, each map contain 20 Tokens, some hidden in secret places, after collecting 50 Tokens you're given a vehicle upgrade.
You might notice the low resolution the gameplay was captured at, that's because i was having problems with ePSXe, which doesn't emulate this game properly so i used PSXfin, which pretty much does the job but doesn't support enhancements of any kind.
The is rendered in 720p and picture quality is as clean as possible.
- Notes
Red Dog: SF (Dreamcast) walkthrough is on holds at the moment, once i'm done with this one, i might go back to it, AirForce Delta (Dreamcast) and Crysis wakthroughs aren't canseled either.
If you notice a slowdown or a break it's either due to both the emulator and my game disc.
- Game Info
Grudge Warriors (PlayStation) is an oldschool car-combat racing game released back in 2000, the players take control of one of eleven available heavy vehicles, each with different characteristics and equipped with five types of weaponry (four weapons are similar to each vehicle, the fifth weapon is unique and unlocked by collecting Tokens); Each one of the eleven levels, contains a number of "Generators" that must destroyed (Main Objective), additionally, some puzzles must be solved, and the player is given the option to search and collect a total of 20 tokens hidden across each level, collecting 50 Token gives a new upgrade their vehicles.
Gameplay wise the game is simple an fun but confusing at times, the graphics good for PlayStation 1 standarts, presenting impressive lighting effects and somewhat detailed textures, but sound effects are average at best, the soundtrack in the other hand is pretty good, overall theme, names, menus, etc are pretty uninspired, but they do the job.
- Walkthrough Info
This walkthrough was supposed to have been made a long time ago, but other games got in the way, and recently, i've just been busy, but i found the time and decided to record some gameplay for this game, since Grudge Warriors is quite short, i'm done recording already.
In this walkthrough, i collected every single Token spread around the maps, each map contain 20 Tokens, some hidden in secret places, after collecting 50 Tokens you're given a vehicle upgrade.
You might notice the low resolution the gameplay was captured at, that's because i was having problems with ePSXe, which doesn't emulate this game properly so i used PSXfin, which pretty much does the job but doesn't support enhancements of any kind.
The is rendered in 720p and picture quality is as clean as possible.
- Notes
Red Dog: SF (Dreamcast) walkthrough is on holds at the moment, once i'm done with this one, i might go back to it, AirForce Delta (Dreamcast) and Crysis wakthroughs aren't canseled either.
If you notice a slowdown or a break it's either due to both the emulator and my game disc.
- Game Info
Grudge Warriors (PlayStation) is an oldschool car-combat racing game released back in 2000, the players take control of one of eleven available heavy vehicles, each with different characteristics and equipped with five types of weaponry (four weapons are similar to each vehicle, the fifth weapon is unique and unlocked by collecting Tokens); Each one of the eleven levels, contains a number of "Generators" that must destroyed (Main Objective), additionally, some puzzles must be solved, and the player is given the option to search and collect a total of 20 tokens hidden across each level, collecting 50 Token gives a new upgrade their vehicles.
Gameplay wise the game is simple an fun but confusing at times, the graphics good for PlayStation 1 standarts, presenting impressive lighting effects and somewhat detailed textures, but sound effects are average at best, the soundtrack in the other hand is pretty good, overall theme, names, menus, etc are pretty uninspired, but they do the job.
- Walkthrough Info
This walkthrough was supposed to have been made a long time ago, but other games got in the way, and recently, i've just been busy, but i found the time and decided to record some gameplay for this game, since Grudge Warriors is quite short, i'm done recording already.
In this walkthrough, i collected every single Token spread around the maps, each map contain 20 Tokens, some hidden in secret places, after collecting 50 Tokens you're given a vehicle upgrade.
You might notice the low resolution the gameplay was captured at, that's because i was having problems with ePSXe, which doesn't emulate this game properly so i used PSXfin, which pretty much does the job but doesn't support enhancements of any kind.
The is rendered in 720p and picture quality is as clean as possible.
- Notes
Red Dog: SF (Dreamcast) walkthrough is on holds at the moment, once i'm done with this one, i might go back to it, AirForce Delta (Dreamcast) and Crysis wakthroughs aren't canseled either.
If you notice a slowdown or a break it's either due to both the emulator and my game disc.
- Game Info
Grudge Warriors (PlayStation) is an oldschool car-combat racing game released back in 2000, the players take control of one of eleven available heavy vehicles, each with different characteristics and equipped with five types of weaponry (four weapons are similar to each vehicle, the fifth weapon is unique and unlocked by collecting Tokens); Each one of the eleven levels, contains a number of "Generators" that must destroyed (Main Objective), additionally, some puzzles must be solved, and the player is given the option to search and collect a total of 20 tokens hidden across each level, collecting 50 Token gives a new upgrade their vehicles.
Gameplay wise the game is simple an fun but confusing at times, the graphics good for PlayStation 1 standarts, presenting impressive lighting effects and somewhat detailed textures, but sound effects are average at best, the soundtrack in the other hand is pretty good, overall theme, names, menus, etc are pretty uninspired, but they do the job.
- Walkthrough Info
This walkthrough was supposed to have been made a long time ago, but other games got in the way, and recently, i've just been busy, but i found the time and decided to record some gameplay for this game, since Grudge Warriors is quite short, i'm done recording already.
In this walkthrough, i collected every single Token spread around the maps, each map contain 20 Tokens, some hidden in secret places, after collecting 50 Tokens you're given a vehicle upgrade.
You might notice the low resolution the gameplay was captured at, that's because i was having problems with ePSXe, which doesn't emulate this game properly so i used PSXfin, which pretty much does the job but doesn't support enhancements of any kind.
The is rendered in 720p and picture quality is as clean as possible.
- Notes
Red Dog: SF (Dreamcast) walkthrough is on holds at the moment, once i'm done with this one, i might go back to it, AirForce Delta (Dreamcast) and Crysis wakthroughs aren't canseled either.
If you notice a slowdown or a break it's either due to both the emulator and my game disc.
Sega Flash was part of the old Sega Saturn Magazine, which was an monthly magazine dedicated to the Sega Saturn, some issues included a "Sega Flash" Demo CD, about seven of these where released, each one of them included handful of playable games and movies.
Games featured:
- Nights
- Sega Worldwide Soccer 97
- Sega Sports Athlete Kings (Decathlete)
- Panzer Dragoon II
- Baku Baku Animal
Demo Movie:
- Virtua Fighter Kids
- The Story of Thor 2
- Three Dity Dwarves
- Exhumed
Sorry for the weird resolution but this happened all of a sudden, and i didn't had the time to properly configure DXtory.
Song: Driver 2 - Havana at Night
So, this time around, i decided to play and record a random full match of MvM on one of my favorite maps, Coal Town, and since i can upload videos longer than 15 minutes, i thought, why not, and decided not to split the video in 2 parts.
For a change of pace, i decided to play Scout; Good class to collect money and be "credit to team" with the right loadout in use, therefore, from my experience in MvM, i decided to go with a very different loadout which i never use outside of this game mode; This loadout consists of the Soda Poper, Mad Milk and Fan O'War.
My opinion on this set, i find the default Scattergun and the Sodda Poper to be the most useful of all the other primaries; One because of it's large ammo clip and damage, and the other because of it's free Mini-Crits abilities and fast reload; As for the Mad Milk, it comes in handy all the time due to it's "Slow-Down" upgrade, which can be of great help; Now the Fan O'War, it is the icing on the cake, while it might not be a powerful weapon for combat, it marks enemies for death, which means that every single robot hit by it, is going to receive Mini-Critz damage, which useful against giant robots and sentry busters, it also makes a great combo when used together with the Mad Milk.
The Sandman might also be of some use, but its mini crits upgrade is very expensive, which is why why i chose the Fan O'War, free mini crits means more money to upgrade speed, bullet/explosive resistance and Mad Milk (in case you're using the default Scattergun, remember to upgrade reload speed).
This was was indeed a fun match, i made some mistakes and bad decisions here and there, specially in the last wave, but overall, the game was great, and that team was fantastic, probably one of the best teams i've been in lately.
Scout Set
Weapons
- Soda Popper,
- Mad Milk
- Fan O'War;
Hat/Misc
- Professor Specs
- MvM Badge
- Power Up Canteen (Rarelly use it when i play Scout)
Visual Mods
- The Beta Muzzleflash
Note: The above mod was NOT made by me, credit goes to its respective creators.
Blowing up some Robots on the new map from the Mecha update, that also brings a new foe, the Mech-Engineer; These five minutes of gameplay, toke place at the fourth wave out of six; Ended up completing the map, but decided to make it short, just to demonstrate how it looks like.
Not my best play, but hope you enjoy the video, fun and challenging map over all.
Demoman Set
Weapons
- Strange Loch-n-Load (Currently at "Wicked Nasty" level)
- Strange Scottish Resistance (Currently at "Spectacularly Lethal" level)
- Ullapol Caber (Normal Weapon)
Hat/Misc
- Scotch Bonnet
- Professor Specs
- MvM Badge
- Power Up Canteen
Visual Mods
- (Loch-N-Load sight/reloadFIX!) Fixes the sight
- (Demoman Re-animated FPS Animations) Fully fixes reload animation
- (The Beta Muzzleflash) Not seen in the video but changes the muzleflash to the beta model show in the early beta trailers, unfortunatly doesn't work on Miniguns nor Sentrys
Note: The above mods were NOT made by me, credit goes to their respective creators, all mods downloaded at Gamebanana.
Sega Flash Vol.1 is an old Demo CD released for the Sega Saturn.
(Re-played through the game again with a diffrent vehicle so i could show how H2SO4's level looked like)
- Game Info
Grudge Warriors (PlayStation) is an oldschool car-combat racing game released back in 2000, the players take control of one of eleven available heavy vehicles, each with different characteristics and equipped with five types of weaponry (four weapons are similar to each vehicle, the fifth weapon is unique and unlocked by collecting Tokens); Each one of the eleven levels, contains a number of "Generators" that must destroyed (Main Objective), additionally, some puzzles must be solved, and the player is given the option to search and collect a total of 20 tokens hidden across each level, collecting 50 Token gives a new upgrade their vehicles.
Gameplay wise the game is simple an fun but confusing at times, the graphics good for PlayStation 1 standarts, presenting impressive lighting effects and somewhat detailed textures, but sound effects are average at best, the soundtrack in the other hand is pretty good, overall theme, names, menus, etc are pretty uninspired, but they do the job.
- Walkthrough Info
This walkthrough was supposed to have been made a long time ago, but other games got in the way, and recently, i've just been busy, but i found the time and decided to record some gameplay for this game, since Grudge Warriors is quite short, i'm done recording already.
In this walkthrough, i collected every single Token spread around the maps, each map contain 20 Tokens, some hidden in secret places, after collecting 50 Tokens you're given a vehicle upgrade.
You might notice the low resolution the gameplay was captured at, that's because i was having problems with ePSXe, which doesn't emulate this game properly so i used PSXfin, which pretty much does the job but doesn't support enhancements of any kind.
The is rendered in 720p and picture quality is as clean as possible.
- Notes
Red Dog: SF (Dreamcast) walkthrough is on holds at the moment, once i'm done with this one, i might go back to it, AirForce Delta (Dreamcast) and Crysis wakthroughs aren't canseled either.
If you notice a slowdown or a break it's either due to both the emulator and my game disc.
(Re-played through the game again with a diffrent vehicle so i could show how H2SO4's level looked like)
- Game Info
Grudge Warriors (PlayStation) is an oldschool car-combat racing game released back in 2000, the players take control of one of eleven available heavy vehicles, each with different characteristics and equipped with five types of weaponry (four weapons are similar to each vehicle, the fifth weapon is unique and unlocked by collecting Tokens); Each one of the eleven levels, contains a number of "Generators" that must destroyed (Main Objective), additionally, some puzzles must be solved, and the player is given the option to search and collect a total of 20 tokens hidden across each level, collecting 50 Token gives a new upgrade their vehicles.
Gameplay wise the game is simple an fun but confusing at times, the graphics good for PlayStation 1 standarts, presenting impressive lighting effects and somewhat detailed textures, but sound effects are average at best, the soundtrack in the other hand is pretty good, overall theme, names, menus, etc are pretty uninspired, but they do the job.
- Walkthrough Info
This walkthrough was supposed to have been made a long time ago, but other games got in the way, and recently, i've just been busy, but i found the time and decided to record some gameplay for this game, since Grudge Warriors is quite short, i'm done recording already.
In this walkthrough, i collected every single Token spread around the maps, each map contain 20 Tokens, some hidden in secret places, after collecting 50 Tokens you're given a vehicle upgrade.
You might notice the low resolution the gameplay was captured at, that's because i was having problems with ePSXe, which doesn't emulate this game properly so i used PSXfin, which pretty much does the job but doesn't support enhancements of any kind.
The is rendered in 720p and picture quality is as clean as possible.
- Notes
Red Dog: SF (Dreamcast) walkthrough is on holds at the moment, once i'm done with this one, i might go back to it, AirForce Delta (Dreamcast) and Crysis wakthroughs aren't canseled either.
If you notice a slowdown or a break it's either due to both the emulator and my game disc.
Spy Set.
- Enforcer
- Spy-Cicle
- Dead Ringer
- Red-Tape Recorder
PC Specs.
CPU: AMD Phenom II 820 x4 2.8GHz
GPU: HD 6770
Ram: 6GB
Operating System: Windows 7 64Bit
Musics:
- Driver 2: Las Vegas at Night (Normal)
- Driver 2: Las Vegas at Night (Excape)
Alarm Sound:
- Metal Gear Solid
- Game Info
Grudge Warriors (PlayStation) is an oldschool car-combat racing game released back in 2000, the players take control of one of eleven available heavy vehicles, each with different characteristics and equipped with five types of weaponry (four weapons are similar to each vehicle, the fifth weapon is unique and unlocked by collecting Tokens); Each one of the eleven levels, contains a number of "Generators" that must destroyed (Main Objective), additionally, some puzzles must be solved, and the player is given the option to search and collect a total of 20 tokens hidden across each level, collecting 50 Token gives a new upgrade their vehicles.
Gameplay wise the game is simple an fun but confusing at times, the graphics good for PlayStation 1 standarts, presenting impressive lighting effects and somewhat detailed textures, but sound effects are average at best, the soundtrack in the other hand is pretty good, overall theme, names, menus, etc are pretty uninspired, but they do the job.
- Walkthrough Info
This walkthrough was supposed to have been made a long time ago, but other games got in the way, and recently, i've just been busy, but i found the time and decided to record some gameplay for this game, since Grudge Warriors is quite short, i'm done recording already.
In this walkthrough, i collected every single Token spread around the maps, each map contain 20 Tokens, some hidden in secret places, after collecting 50 Tokens you're given a vehicle upgrade.
You might notice the low resolution the gameplay was captured at, that's because i was having problems with ePSXe, which doesn't emulate this game properly so i used PSXfin, which pretty much does the job but doesn't support enhancements of any kind.
The is rendered in 720p and picture quality is as clean as possible.
- Notes
Red Dog: SF (Dreamcast) walkthrough is on holds at the moment, once i'm done with this one, i might go back to it, AirForce Delta (Dreamcast) and Crysis wakthroughs aren't canseled either.
If you notice a slowdown or a break it's either due to both the emulator and my game disc.
- Game Info
Grudge Warriors (PlayStation) is an oldschool car-combat racing game released back in 2000, the players take control of one of eleven available heavy vehicles, each with different characteristics and equipped with five types of weaponry (four weapons are similar to each vehicle, the fifth weapon is unique and unlocked by collecting Tokens); Each one of the eleven levels, contains a number of "Generators" that must destroyed (Main Objective), additionally, some puzzles must be solved, and the player is given the option to search and collect a total of 20 tokens hidden across each level, collecting 50 Token gives a new upgrade their vehicles.
Gameplay wise the game is simple an fun but confusing at times, the graphics good for PlayStation 1 standarts, presenting impressive lighting effects and somewhat detailed textures, but sound effects are average at best, the soundtrack in the other hand is pretty good, overall theme, names, menus, etc are pretty uninspired, but they do the job.
- Walkthrough Info
This walkthrough was supposed to have been made a long time ago, but other games got in the way, and recently, i've just been busy, but i found the time and decided to record some gameplay for this game, since Grudge Warriors is quite short, i'm done recording already.
In this walkthrough, i collected every single Token spread around the maps, each map contain 20 Tokens, some hidden in secret places, after collecting 50 Tokens you're given a vehicle upgrade.
You might notice the low resolution the gameplay was captured at, that's because i was having problems with ePSXe, which doesn't emulate this game properly so i used PSXfin, which pretty much does the job but doesn't support enhancements of any kind.
The is rendered in 720p and picture quality is as clean as possible.
- Notes
Red Dog: SF (Dreamcast) walkthrough is on holds at the moment, once i'm done with this one, i might go back to it, AirForce Delta (Dreamcast) and Crysis wakthroughs aren't canseled either.
If you notice a slowdown or a break it's either due to both the emulator and my game disc.
New Sonic Adventure 2 comparison video of the XBox 360/PS3/PC (XBLA/PSN) version and the original Dreamcast version.
Footage from the newer release is from the PC version. Sound is identical on both versions, some clips use audio from the Dreamcast version, others use audio from the PC version; Which is which?
What did they improve and what didn't they? Find out!
This video features several cutscenes and two Boss fights, as well as gameplay compilation of three of the following levels.
- Prison Lane (Tails)
- Metal Harbor (Sonic)
- Green Forest (Sonic)
Dreamcast gameplay was recorded in 4:3 and PC in 16:9.
Noticeable differences.
- Slightly higher polygon characters on certain cutscenes on the newer version
- Sertain obgects where added in the HD version of some levels
- Dynamic shadows missing on the HD Port while Sonic's on the prison
- Dynamic shadows missing on the HD Port on Green Forest
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One of the greatest 3D Sonic games is back, now in Full HD 1080p (720p for the Xbox 360/PS3 versions).
- Notes
Side by side comparisons might seem to be out of sync at times, that due to slightly different camera angles, polygon models and/or animations.
Dreamcast version was emulated, therefore, visual glitches might be noticeable.


