Uploaded July 2024 | Updated September 2026, 1 week ago
Noticed this bug a couple days ago, it doesn't have many truly practical uses, but it's fun to be able to escape the elevator. The Shuriken grab jump-off at the start isn't necessary, I just wanted to get rid of the sprite.
Best uses I could find were that it's a lower risk way to go through the elevator, and that you can farm the lights for XP, though you probably don't need it that much at this point.
Quick how-to:
1) Reach Round 4 elevator, be Guy
1a) Wrong guy? Game over and pick Guy
2) Walk down to hug the wall, perform two somersault kicks
2a) B-press combo requires hitting enemies
2b) Tornado Kick requires at least LV 4
2c) Backflip charge kick can work but can't be "stacked" due to the backflip
3) Walk off either side of the elevator, DO NOT press Up/Down until you're fully off the elevator
As far as I know, this trick can be performed *only* by Guy. His somersault kick causes him to step down a pixel every two kicks -- sometimes just one, depending on number shenanigans, but it's safer to always do two. You can't phase through walls, but normally when you move down, the game always keeps a single pixel gap between you and the south edge of the ground. That tiny misalignment is what lets you avoid the ledge trigger.
Most sprites in the game are basically just enemies, including the GO icon. That's why you can bust up the floor indicator and the elevator lights on the right (only). You can only throw the lights, trying to knee despawns it, which doesn't count for progress.
The way the elevator counts progress is strange. The elevator has a total of 13 enemies, but smacking down even *one* knife thrown by a Tequila reduces it to 12. For every 5 broken objects, the floor goes down by one, meaning breaking a total of 21 knives or elevator objects (incl. floor indicator) skips all but the starting Serge and Tequila.
If you're directly under the walkable floor, doing a Super Kick or a somersault kick will get you stuck in an endless animation, the only way out of it is by getting hit by an enemy (impossible if Super Kick), or collecting the Shuriken. I included the combo you can do off the Tornado Kick (1:15) because it's interesting how you can do the backflip charge kick from the Shuriken grab. Also it looked sick as hell.
Chapters
0:00 Elevator bug
1:15 Shuriken grab combo
1:23 Infinite Super Kick
Noticed this bug a couple days ago, it doesn't have many truly practical uses, but it's fun to be able to escape the elevator. The Shuriken grab jump-off at the start isn't necessary, I just wanted to get rid of the sprite.
Best uses I could find were that it's a lower risk way to go through the elevator, and that you can farm the lights for XP, though you probably don't need it that much at this point.
Quick how-to:
1) Reach Round 4 elevator, be Guy
1a) Wrong guy? Game over and pick Guy
2) Walk down to hug the wall, perform two somersault kicks
2a) B-press combo requires hitting enemies
2b) Tornado Kick requires at least LV 4
2c) Backflip charge kick can work but can't be "stacked" due to the backflip
3) Walk off either side of the elevator, DO NOT press Up/Down until you're fully off the elevator
As far as I know, this trick can be performed *only* by Guy. His somersault kick causes him to step down a pixel every two kicks -- sometimes just one, depending on number shenanigans, but it's safer to always do two. You can't phase through walls, but normally when you move down, the game always keeps a single pixel gap between you and the south edge of the ground. That tiny misalignment is what lets you avoid the ledge trigger.
Most sprites in the game are basically just enemies, including the GO icon. That's why you can bust up the floor indicator and the elevator lights on the right (only). You can only throw the lights, trying to knee despawns it, which doesn't count for progress.
The way the elevator counts progress is strange. The elevator has a total of 13 enemies, but smacking down even *one* knife thrown by a Tequila reduces it to 12. For every 5 broken objects, the floor goes down by one, meaning breaking a total of 21 knives or elevator objects (incl. floor indicator) skips all but the starting Serge and Tequila.
If you're directly under the walkable floor, doing a Super Kick or a somersault kick will get you stuck in an endless animation, the only way out of it is by getting hit by an enemy (impossible if Super Kick), or collecting the Shuriken. I included the combo you can do off the Tornado Kick (1:15) because it's interesting how you can do the backflip charge kick from the Shuriken grab. Also it looked sick as hell.
Chapters
0:00 Elevator bug
1:15 Shuriken grab combo
1:23 Infinite Super Kick
![Crash Bandicoot 3: Warped [PS1] 105% Playthrough (Archive*)
*NOTE: This is an unedited archive of a live no-commentary playthrough originally streamed on Twitch (https://www.twitch.tv/bippoernesti), which means there may be deaths, restarts or intermissions/interruptions.
105% playthrough (30 Relics [8 Platinum, 22 Gold], 45 Gems, 25 Crystals). Played on PS3s PS one Classics version, as its the only version Ive ever owned, only borrowing the physical version way back. Again, PAL version, so there are some changes. Theres a dumb bug (in at least the PAL version) that sets the music volume to 37% during the credits and doesnt put it back up afterwards.
Stream Date: 2021-03-27/28 (crossed over mid-stream)
Stream Title: Adventures of Crash the Bandicoot 3: Cortex and Plank Hire a Steampunk Disney Villain to Accost the Marsupial
Live Notification: Rotary rampages rousing return in stunning second sequel still starring slides & spins.
Stream Description: PAL version of Crash 3. Regional differences abound. I will not go for Platinum relics, but I am hoping to unlock at least Gold so I can get 105% completion. I havent prepared at all so this is going to be a long one. If it drags on too long Ill just concede defeat and go for 104%.
On a different note, I never really liked how they removed Cortex as the primary antagonist in this game. Bumbler though he may be, hes still infinitely more interesting than Uka Uka or N. Tropy.
Relics (run times, not timestamps):
01 - Toad Village (Gold) - 0:43.16 (Sapphire - 1:01.40)
02 - Under Pressure (Gold) - 1:11.24 (Sapphire 1:24.44)
03 - Orient Express (Gold) - 0:24.00
04 - Bone Yard (Gold) - 1:20.12
05 - Makin Waves (Gold) - 0:57.92
06 - Gee Wiz (Gold) - 1:04.04
07 - HangEm High (Platinum) - 0:41.76
08 - Hog Ride (Gold) - 0:40.52
09 - Tomb Time (Gold) - 0:54.52
10 - Midnight Run (Gold) - 0:30.72
11 - Dino Might! (Platinum) - 1:00.12
12 - Deep Trouble (Gold) - 1:20.08
13 - High Time (Platinum) - 0:46.12
14 - Road Crash (Gold) - 1:19.52 (None - 1:27.68)
15 - Double Header (Platinum) - 0:59.28
16 - Sphynxinator (Gold) - 0:58.40
17 - Bye Bye Blimps (Platinum) - 0:50:56 (Sapphire - 1:00.56)
18 - Tell No Tales (Gold) - 1:15.96
19 - Future Frenzy (Platinum) - 1:14.00
20 - Tomb Wader (Platinum) - 1:16.92
21 - Gone Tomorrow (Gold) - 1:01.20
22 - Orange Asphalt (Gold) - 1:29.08
23 - Flaming Passion (Platinum) - 0:51.40
24 - Mad Bombers (Gold) - 1:41.88
25 - Bug Lite (Gold) - 1:15.08
26 - Ski Crazed (Gold) - 0:42.32 (Sapphire - 0:53.68)
27 - HangEm High (See 07)
28 - Area 51? (Gold) - 1:47.60 (None - 1:54.00, None - 1:54.08, None - 2:32.76)
29 - Future Frenzy (See 19)
30 - Rings of Power (Gold) - 1:02.20 (Sapphire - 1:03.48, None 1:37.52)
31 - Hot Coco (Gold) - 0:22.60 (Sapphire - 0:39.68)
32 - Eggipus Rex (Gold) - 0:46.44
Chapters:
0:00:00 Playthrough to normal ending, continuing to 105%
3:24:55 Continuing into 105% playthrough
3:25:35 Relic - Bug Lite
3:27:42 Relic - Mad Bombers
3:32:38 Relic - Flaming Passion
3:42:47 Relic - Orange Asphalt
3:45:12 Relic - Gone Tomorrow
3:53:45 Relic - Tomb Wader
4:09:03 Relic - Under Pressure
4:20:45 Relic - Deep Trouble
4:26:13 Relic - Bye Bye Blimps
4:31:17 Relic - Future Frenzy
4:38:10 Relic - Tell No Tales
4:52:19 Relic - Sphynxinator
4:54:54 Relic - Double Header
4:57:20 Relic - Road Crash
5:06:33 Relic - High Time
5:37:37 Relic - Dino Might!
5:42:07 Relic - Midnight Run
5:44:06 Relic - Tomb Time
5:46:28 Relic - Hog Ride
5:50:28 Relic - HangEm High
5:54:38 Relic - Gee Wiz
5:58:21 Relic - Hot Coco
6:16:47 Relic - Makin Waves
6:18:55 Relic - Bone Yard
6:21:10 Relic - Orient Express
6:23:06 Relic? - Toad Village
6:25:32 Crate Gem - Ski Crazed
6:30:55 Relic - Ski Crazed
6:45:06 Yellow Gem - HangEm High
6:48:28 Gem - Eggipus Rex
6:49:50 Relic - Eggipus Rex
6:53:13 1st Place Gem - Area 51?
6:58:27 Relic - Area 51?
7:06:11 Crate Gem - Area 51?
7:17:52 1st Place Gem - Rings of Power
7:23:29 Relic - Rings of Power
7:25:20 Crate Gem - Rings of Power
7:28:24 Secret & Crate Gems - Future Frenzy
7:40:19 Red Path Gem - Bone Yard
7:44:16 Crate & Purple Path Gems - Tomb Time
7:53:41 Crate & Yellow Path Gems - Dino Might!
8:03:38 Blue Path Gem - Tomb Wader
8:06:48 Rainbow Path Gem - Bug Lite
8:11:17 Crate & Green Path Gem - Gone Tomorrow
8:19:47 Cortex Rematch
8:26:10 Relic - Toad Village
8:27:47 Final Gem Crash Bandicoot 3: Warped [PS1] 105% Playthrough (Archive*)](https://i.ytimg.com/vi/kvDL-f8T_c8/mqdefault.jpg)
![Super Mario 64 [Wii U VC] - 120 Star Playthrough (Archive*)
*NOTE: This is an unedited archive of a live no-commentary playthrough originally streamed on Twitch (https://www.twitch.tv/bippoernesti), which means there may be deaths, restarts or intermissions/interruptions.
Really wanted to play the Wii VC version, but something in the capture process made it stutter hardcore, to a point where it would have been unwatchable. I opted to do the Wii U VC release, but that turned out to be a mistake by itself.
I dont know if its my recently acquired third party Pro Controller, or if this version has notable input latency, or both, but it felt like I was playing a completely alien game. I kept fumbling consecutive jumps and wall kicks far more than I usually do, to a point where I could barely trust my movements by the endgame. Unsurprisingly, it took me about an hour longer to beat the game than on my last two streams.
Stream Date: 2022-03-10
Stream Title: Super MarchTen 64
Live Notification: Its-a me. Its-a always me.
Stream Description: Wii U Virtual Console version. 120 Stars, like always.
Originally intended to use the Wii VC one, but it was having this unbearable visual stutter.
Its been almost a year since I last played any version of this game. Figured I might as well do it today for the tenuous excuse of Mario Day. Super Mario 64 [Wii U VC] - 120 Star Playthrough (Archive*)](https://i.ytimg.com/vi/lHlfBxlh2HE/mqdefault.jpg)




![Nuts & Milk [Famicom] - Playthrough (Game A)
Something classic today. First 1440p upload, too.
On the whole, Nuts & Milk is a relatively easy game once you get the hang of it, but doing it deathless was miserable. Took me 12-13 hours of non-stop playing to do this the one time. Something that may be hard to fully comprehend without having played the game is how brutally precise many jumps get. Those 2-block gaps require close-to-frame-perfect jumps, the chains/ladders are deceptively difficult to reach from certain angles, and they dont let you jump on them. Im also going to throw in the controller excuse and blame the bafflingly sticky D-pad on DualShock 4 controllers, even if most of the deaths were total chokes.
Anyway, in case youre wondering, *Nuts* is the green blob; he HATES you. You control the pink blob *Milk* , and your goal is to survive these treacherous lands, forage for victuals and to HelP your fiancée, *Yogurt* .
Meatiest tips to focus on to fully Milk your Nuts:
1. When stunned from a fall, hold A (jump) instead of tapping it for the quickest recovery. To ensure no jump happens when recovering, you have to hold A before initiating the fall, if you start holding mid-air or when already stunned, youll jump
2. Nuts is persistent, but largely predictable. Follow their movements closely and memorize how they react to your actions, thisll be useful for manipulating them out of the way in some of the tighter rounds.
3. On bonus rounds (rounds ending in 3 or 8), its better to always ignore any fruit that requires a detour on bonus rounds and simply try to reach Yogurt, as the fruit are only 800 points per, while reaching Yogurt gives you one extra life up to a max of 9. You lose the bonus if time runs out
4. If youre struggling getting high jumps off the springs, start holding the jump button moments *before* you land on the spring. If youre landing from high enough that Milk starts tumbling (e.g. in rounds 17 or 35), youll never get a high jump from a timed press. As for momentum, it depends entirely on what speed you jump on it, and which part of the spring you land on. If you land near the edges, you lose a lot of your forward momentum, so aim slightly closer to the center
5. Pressing Select on any round will automatically skip to the next one, but you will miss out on the beautiful ending if you skip even once in a run
If youre wondering what the differences are between game modes, Game B adds helicopters and blimps. Thats it. When youre closer to the left side of the screen, a greenish helicopter occasionally spawns in approaching from the right, which gives you 500 points when collected. Closer to the right, a red blimp approaches from the left which kills you on contact. Beating Game A automatically switches to Game B for the rest of the run, but beating Game B never changes the ending, regardless of whether you do it from the start or as a repeat run.
Fun fact, the thing that got me wanting to do this was the 300-minute GCCX special where Arino challenges this game.
Chapters
0:00 Title & Attract Mode
0:24 Round 1-5
2:09 Round 6-10
4:18 Round 11-15
6:06 Round 16-20
8:36 Round 21-25
10:42 Round 26-30
12:38 Round 31-35
14:37 Round 36-40
17:28 Round 41-45
20:08 Round 46-50
23:14 Ending
23:25 Loop/Game B Demonstration
23:48 Player Miss Demonstration Nuts & Milk [Famicom] - Playthrough (Game A)](https://i.ytimg.com/vi/n--tuWrqKU8/mqdefault.jpg)


![Mega Man 11 - 12 - Wily Stage 4 + Ending
Please read this: This is not a speedrun, but rather a playthrough, where I only play the level through.
NOTE: These stats reflect the Normal difficulty, the numbers may vary on other difficulty settings.
-Wily Machine 11 (V1)-
Weakest against:
Acid Barrier (Acid Man) -5 [Pow. Gear -7]
Other weapon effects:
Pile Driver (Impact Man) -2(-2*) [Pow. Gear -4(-4*)]
Mega Buster (Mega Man) -1/-1/-2 [Full Pow. Gear -7]
Chain Blast (Blast Man) -2** [Pow. Gear -5]
Blazing Torch (Torch Man) -1
Block Dropper (Block Man) -1
Scramble Thunder (Fuse Man) -1
Tundra Storm (Tundra Man) -1
Bounce Ball (Bounce Man) -1
-Wily Machine 11 (V2)-
Weakest against:
Acid Barrier (Acid Man) -3 [Pow. Gear -5]
Other weapon effects:
Scramble Thunder (Fuse Man) -3 [Pow. Gear -4]
Pile Driver (Impact Man) -2(-2*) [Pow. Gear -3(-3*)]
Mega Buster (Mega Man) -1/-1/-2 [Full Pow. Gear -6]
Chain Blast (Blast Man) -1** [Pow. Gear -4]
Blazing Torch (Torch Man) -1
Block Dropper (Block Man) -1
Bounce Ball (Bounce Man) -1
Tundra Storm (Tundra Man) -1
*Additional damage from Pile Drivers explosion on an uninterrupted attack.
**Linked bombs deal individual damage.
I accidentally defeated Wily before he could activate his Double Gear system, which I didnt know you could do.
Well, this was quite the adventure. I had a ton of fun playing this game. I just wish the videos didnt have those minor skips in them, but I guess Im doomed to not ever have a Mega Man playthrough without some sort of technical difficulties.
I wonder if there will be eventual DLC like with 9 and 10.
Anyway, time to go back into hiding until I find some garbage to upload.
Chapters:
0:00 Shopping Break
0:30 Gear Fortress Map
0:34 Wily Stage 4
2:01 Boss: Wily Machine V11
4:14 Ending
6:50 Credits
13:45 Post-Credits Mega Man 11 - 12 - Wily Stage 4 + Ending](https://i.ytimg.com/vi/nkWpiIHqwjw/mqdefault.jpg)
![Contra [NES] Playthrough (Archive*)
*NOTE: This is an unedited archive of a live no-commentary playthrough originally streamed on Twitch (https://www.twitch.tv/bippoernesti), which means there may be deaths, restarts or intermissions/interruptions.
This stream was a little bit unique. Check the Stream Description if you want to find out why.
I already have my eye on a game I will most likely stream next.
Stream Date: 2022-07-23
Stream Title: Its Contra
Live Notification: S for Success
Stream Description: Quick Contra today with a bit of a twist as I already know the result. A couple hours before I decided to stream, I played Contra with input recording enabled. I usually dont know how things will go when I write stuff down here, but I would have typed the following.
The goal is a regular playthrough, hopefully without many/any deaths.
Contra was one of those games I only knew through a crusty multicart (that I still own) from when I was a kid, and I played it a ton. I used to fancy myself pretty good at doing deathless runs, but most of that skill has left me over the decades.
Anyway, its unlikely Ill do an input movie in this way again, but I might start recording inputs during streams whenever possible. It seems like a better way of future-proofing archives over having just a 720p video.
...Youre still reading this? Thats amazing. Sincerely hoping it doesnt desync mid-stream and make everything super awkward.
00:00 Game Start
00:16 Stage 1 - Jungle
02:09 Stage 2 - Base1
03:55 Stage 3 - Waterfall
06:06 Stage 4 - Base2
08:53 Stage 5 - Snow Field
11:42 Stage 6 - Energy Zone
14:07 Stage 7 - Hangar
16:29 Stage 8 - Aliens Lair
19:16 Ending
19:55 Staff Roll Contra [NES] Playthrough (Archive*)](https://i.ytimg.com/vi/nx2m-8Gj66w/mqdefault.jpg)