Uploaded June 2022 | Updated September 2026, 2 weeks ago
This is a, no commentary, Longplay of Master Karateka for Game Boy, playing on Hard/Level 3. One of the shortest games for Game Boy, with poor quality standards; surprised it's licensed by Nintendo. Story is the same old recipe, a bad guy (Master Karateka Akuma) who kidnaps the chick (Princess Mariko) and it's up to the hero (you) to rescue her. There are no lifes or continues so you need to finish the game in one sitting (no big deal since it's so short). There is also a score meter but gets reset after switching off Game Boy.
There are 2 modes; VS to play against another person and the story (play mode) for solo play. At the start of each level the hero can increase some of his abilities (Power, Life, Speed). There are 3 difficulties but haven't observed significant differences (maybe a little harder-to-kill enemies). Pickups are rare; at the start of each stage the first opponent throws a shuriken to you which you can kick to pick it up (handy for bosses as it deals a free damage). At the start of second stage you pick up something that looks like a cylinder (not sure what it does) and at start of stage 3 you pick up a potion which restores some of your health. There are only 3 stages with a boss at the end of each; after beating Akuma in stage 3 you free the Princess.
Regarding the game itself, graphics are very mediocre even for Game Boy standards. The characters have poor animations and background is almost absent. Music is also below average; there is one (annoying) track playing throughout the game with another track for intro and ending. As for controls, what can I say? Very unresponsive that makes the game unplayable. The only way to complete the game is via kicks, don't try to use punches as they have very short hit range. Just kick, kick, kick into oblivion, that's the way of karateka. And the eagle, for God shake, such an annoying enemy. Replayability is zero as there is nothing to do after finishing the game (no secrets, extra levels etc.). The game is quite difficult but for all the wrong reasons.
In short, Master Karateka is a very poor quality game in pretty much all aspects (bad programming, poor graphics/sound, unresponsive gameplay, dull story...); I surely don't recommend it. No death run (show a funny death animation at 6:40).
Below are the video times for each stage.
Stage 1: 0:38
Stage 2: 2:45
Stage 3: 4:43
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Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.
This is a, no commentary, Longplay of Master Karateka for Game Boy, playing on Hard/Level 3. One of the shortest games for Game Boy, with poor quality standards; surprised it's licensed by Nintendo. Story is the same old recipe, a bad guy (Master Karateka Akuma) who kidnaps the chick (Princess Mariko) and it's up to the hero (you) to rescue her. There are no lifes or continues so you need to finish the game in one sitting (no big deal since it's so short). There is also a score meter but gets reset after switching off Game Boy.
There are 2 modes; VS to play against another person and the story (play mode) for solo play. At the start of each level the hero can increase some of his abilities (Power, Life, Speed). There are 3 difficulties but haven't observed significant differences (maybe a little harder-to-kill enemies). Pickups are rare; at the start of each stage the first opponent throws a shuriken to you which you can kick to pick it up (handy for bosses as it deals a free damage). At the start of second stage you pick up something that looks like a cylinder (not sure what it does) and at start of stage 3 you pick up a potion which restores some of your health. There are only 3 stages with a boss at the end of each; after beating Akuma in stage 3 you free the Princess.
Regarding the game itself, graphics are very mediocre even for Game Boy standards. The characters have poor animations and background is almost absent. Music is also below average; there is one (annoying) track playing throughout the game with another track for intro and ending. As for controls, what can I say? Very unresponsive that makes the game unplayable. The only way to complete the game is via kicks, don't try to use punches as they have very short hit range. Just kick, kick, kick into oblivion, that's the way of karateka. And the eagle, for God shake, such an annoying enemy. Replayability is zero as there is nothing to do after finishing the game (no secrets, extra levels etc.). The game is quite difficult but for all the wrong reasons.
In short, Master Karateka is a very poor quality game in pretty much all aspects (bad programming, poor graphics/sound, unresponsive gameplay, dull story...); I surely don't recommend it. No death run (show a funny death animation at 6:40).
Below are the video times for each stage.
Stage 1: 0:38
Stage 2: 2:45
Stage 3: 4:43
---------------------------------------------------------------------
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.

![Geometry Dash - Darker Drop [PC] [Easy Demon]
This is a, no commentary, playthrough of Geometry Dash playing a user made level called Darker Drop created by Alkali. Nice design and gameplay. 2/2 coin(s) collected. I would rate it as Insane.
Geometry Dash is a simple (you play with a single button) but, simultaneously, very addictive game. The objective is to reach the end of each level with a single attempt (no death). The difficulty ranges from easy to impossible in some user created levels. There is a large community and thus a huge amount of user made levels to play.
I play GD for quite some time, already finished all main stages, and currently trying to unlock the rest of hidden features.
Game is played by me. No save states/cheats have been used. Recorded in FRAPS 3.5.9.
If the video has ads it means the music is copyrighted, you can find an ad-blocker to circumvent it. My channel is not monetized and does not include any ads whatsoever.
Please note I uploaded it just for fun, no intention to compete anyone. My monitor is 60 Hz in case you are wondering. Geometry Dash - Darker Drop [PC] [Easy Demon]](https://i.ytimg.com/vi/iiCkCr7e654/mqdefault.jpg)






![Star Trek Generations: Beyond the Nexus [GB] - Real Time Longplay (No death)
This is a, no commentary, Longplay of Star Trek Generations: Beyond the Nexus for Game Boy, released in 1994. It is based on homonym movie, so Im not going into detail regarding the plot.
The game consists of a series of mini-games that repeat each other. There are 5 in total, the part where you control a spacecraft trying to annihilate the opponents, the mini-game where you have to match the frequency by placing the correct items at the appropriate locations, the part where you have to navigate the spaceship through a series of squares, the mini-game where you have to fix the electric circuit by joining the appropriate parts, and a top-bottom mini-game where you control Kirk trying to accomplish an objective. There are no difficulty settings, only a password screen to resume the game. There are no health pickups or 1UPs, once you lose its game over sending you to start screen. There is also no score table for points. Note that to see the real ending you have to input Farragut in password, to defeat Soren by...matching the frequency!
Regarding the game itself, graphics are very basic even for Game Boy standards. Music is absent during some missions and only a few tracks play for the rest. Sound effects are poor as well. There are no pickups to collect. Replayability is minimal, after completing the game you go back to main screen, no reward or NG+ mode. Gameplay is very boring, the spaceship missions take a lot of time to complete (health of alien spaceships is quite high) and you lost yourself trying to find the opponents, mini-map is also rubbish. The rest of mini-games are also very repetitive and boring. What disturbed me the most is the walking/running speed of Kirk, it moves like a turtle, making these mini-games very difficult. As for difficulty, I would say its average/high, but for all the wrong reasons; unresponsive controls, slow movement and some weird bugs.
In short, Star Trek Generations: Beyond the Nexus is a poor game, rashly made to accompany the theater release, very repetitive and quite short in length. Quite happy I managed to do a no death run.
Below are the time stamps for each level:
Ship 1: 0:45
Frequency 1: 5:45
Squares 1: 6:22
Circuit 1: 6:58
Frequency 2: 9:25
Circuit 2: 10:03
Squares 2: 12:57
Kirk 1: 13:31
Ship 2: 14:57
Frequency 3: 18:38
Kirk 2: 20:19
Ship 3: 21:49
Circuit 3: 24:35
Squares 3: 26:53
Kirk 3: 27:41
Ship 3: 28:24
Circuit 4: 30:58
Frequency 4: 34:30
ame is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone. Star Trek Generations: Beyond the Nexus [GB] - Real Time Longplay (No death)](https://i.ytimg.com/vi/la2lEhEnaVE/mqdefault.jpg)
![Rockn! Monster!! (ろっくん! もんすた!!) [GB] (Story mode, Magician) - Real Time Longplay (No death)
This is a, no commentary, Longplay of Rockn! Monster!! for Game Boy, playing story mode with Magician. Another game with no complete walkthrough on YouTube. Its a Japanese only puzlle game, known as ろっくん! もんすた!!, very similar to Dr. Mario and equally addictive. The game has a story but I dont know Japanese so cant really tell...
There are 3 modes; VS mode where you play against a real player, 1P mode where you try getting a high score (keep in mind the max level is 99, but the game inwardly loops and it is shown in high score table). And of course, the story mode, where you play against 6 opponents with various abilities. The main goal is to match 4 or more same-color-tiles to erase them. Some tiles have ckeckered colors that allow you to make combos decreasing enemys life meter fast (combos are crucial). Winning an opponent advances the hero to next stage.
Regarding the game itself, graphics are quite good for a 1994 handheld game. The characters are well-made and face-animations are pretty funny. Music is fantastic and its fast-paced songs fit well with the style of the game. The controls are somewhat unresponsive but not in an unplayable level. Replayability is also high since each hero has its own ending, thus you need to play with all of them.
In short, Rockn! Monster!! is a pretty nice hidden gem, very addictive and well-made, if only story mode was a little longer. It seems hard at first glance (especially the ending battle), but gets easier with practice (make sure to use combos). No death run.
Below are the video times for each stage.
Battle 1: 1:27
Battle 2: 4:17
Battle 3: 6:27
Battle 4: 9:17
Battle 5: 11:17
Battle 6: 15:23
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone. Rockn! Monster!! (ろっくん! もんすた!!) [GB] (Story mode, Magician) - Real Time Longplay (No death)](https://i.ytimg.com/vi/lpXDamVVfh4/mqdefault.jpg)
![Konami GB Collection Vol. 3 - Popn TwinBee [GBC] - Real Time Longplay (No death)
This is a, no commentary, Longplay of Popn TwinBee (aka TwinBee Da!, 1994) for Game Boy Color. The game is part of Konami GB Collection Vol. 3, released in 1998. You control a ship (the Twinbee) which fires bullets at aerial enemies and drop bombs at enemies on the ground. There are 5 stages in total (plus the final boss), with the first 4 available from start. The main screen has the 1 Player mode and the Set up option in which you can alter the trigger speed, the A/B controls and select one of the first 4 stages. There are no difficulty settings. In-game you can see the score meter and number of lives (max 9, they stack up though).
Powerups consist of different bell color types: The blue bell increases speed (up to x3), grey bell upgrades aerial gun into a double-shot, red bell creates a barrier around Twinbee that soaks up some enemy damage, and green bell gives two phantom duplicates of your ship that fires aerial bullets, tripling firepower (but not bombs). Note that you can have either red or green bell powerup, not both.
Apart from bells, there are also ground powerups: Fruits give points, star destroys all aerial enemies and gives double score points, milk bottle gives 1UP, mask transforms all aerial enemies on screen into bells, and candy gives TwinBee a three-way shot. Picking a second candy a Miracle Ball appears bouncing around the screen, destroying any aerial (but not ground) enemies.
Regarding the game itself, graphics are acceptable for a GBC game with a variety of colors and sprites. Music is good and each stage has its own track. Controls are responsive and straightforward to learn. There are no secret stages or NG+ mode, so replayability is low, note however that gameplay is enjoyable. Difficulty is very low, and even an amateur should be able complete it.
In short, Popn TwinBee is a simple and enjoyable vertical shoot em up game which I recommend to give it a try. No death run.
Below are timestamps for each stage:
Stage 1: 1:14
Stage 2: 4:30
Stage 3: 8:33
Stage 4: 11:59
Stage 5: 15:42
Final Boss: 22:26
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone. Konami GB Collection Vol. 3 - Popn TwinBee [GBC] - Real Time Longplay (No death)](https://i.ytimg.com/vi/m_fJwonkig4/mqdefault.jpg)