Uploaded February 2026 | Updated September 2026, 2 weeks ago
A playthrough of Capcom's 1989 action-adventure game for the NES, Strider.
Though the two games were developed in parallel, the NES's Strider was never intended to be a port or an adaptation of the arcade game. They share the same hero and some stylistic touches, but the NES game is more closely focused on the manga's plotline, and rather than being a straightforward platformer like the coin-op was, Strider for the NES is an exploration-based action-adventure.
Capcom had heavily invested heavily in building the Strider IP and in coordinating with Moto Kikaku for the manga. The franchise never took off the way Capcom had hoped, but the multimedia approach did give the NES game's developers some good material to work with. The NES game's distinct character and flow give it a different flavor than the arcade game, but it feels like an equally integral part of the Strider-verse, and the story has a few "mature" moments, even if the kludgy translation blunts their impact.
But for all of its likable qualities, Strider suffers some glaring flaws that are difficult to overlook. The graphics are good - the sprites are big, the backgrounds are well drawn, and the animation is decent - but everything is super glitchy in motion. The screen-scrolling is choppy and creates nasty artifacts that aren't hidden in the overscan area, tiles momentarily scramble and display garbage at random, and NPCs and items often load in late and appear out of nowhere. The graphical issues aren't game breakers, but they highlight a severe lack of polish that you didn't often see in late 80s Capcom games.
The same thing goes for the controls. The collision detection is a mess: Hiryuu gets caught on the edges of platforms during jumps, the momentum-based slope jumps are wildly inconsistent, and he takes damage from things that don't visibly connect with his character sprite. There's also no grace period after taking damage, so the weakest enemies can wipe you out in a blink if you haven't figured out the workarounds for these issues. The biggest problem, however, lies in the notoriously finicky triangle jump that's required to get past a few obstacles. The only way I've ever found to reliably pull it off is to pray while hammering the A button as fast as human possible.
Still, even with its "I can't believe it's not Micronics!" level of jank, I like Strider quite a bit. It does a nice job of channeling the spirit of the manga - the preview and recap bumpers were such a cool touch that made each leg of the mission feel like a distinct episode in a series - and the game world, character designs, plot, and uber-dystopian tone all support each other well. It eventually comes together to form something greater than the sum of its parts.
I think it's a game worth playing in spite of its shortcomings, but I can't help but wonder what Capcom was thinking when they pushed Strider out in such a rough state. It leaves a lot of unrealized potential on the table. Maybe that's why they never bothered to release it outside of North America.
_____________
No cheats were used during the recording of this video.
NintendoComplete (nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!
A playthrough of Capcom's 1989 action-adventure game for the NES, Strider.
Though the two games were developed in parallel, the NES's Strider was never intended to be a port or an adaptation of the arcade game. They share the same hero and some stylistic touches, but the NES game is more closely focused on the manga's plotline, and rather than being a straightforward platformer like the coin-op was, Strider for the NES is an exploration-based action-adventure.
Capcom had heavily invested heavily in building the Strider IP and in coordinating with Moto Kikaku for the manga. The franchise never took off the way Capcom had hoped, but the multimedia approach did give the NES game's developers some good material to work with. The NES game's distinct character and flow give it a different flavor than the arcade game, but it feels like an equally integral part of the Strider-verse, and the story has a few "mature" moments, even if the kludgy translation blunts their impact.
But for all of its likable qualities, Strider suffers some glaring flaws that are difficult to overlook. The graphics are good - the sprites are big, the backgrounds are well drawn, and the animation is decent - but everything is super glitchy in motion. The screen-scrolling is choppy and creates nasty artifacts that aren't hidden in the overscan area, tiles momentarily scramble and display garbage at random, and NPCs and items often load in late and appear out of nowhere. The graphical issues aren't game breakers, but they highlight a severe lack of polish that you didn't often see in late 80s Capcom games.
The same thing goes for the controls. The collision detection is a mess: Hiryuu gets caught on the edges of platforms during jumps, the momentum-based slope jumps are wildly inconsistent, and he takes damage from things that don't visibly connect with his character sprite. There's also no grace period after taking damage, so the weakest enemies can wipe you out in a blink if you haven't figured out the workarounds for these issues. The biggest problem, however, lies in the notoriously finicky triangle jump that's required to get past a few obstacles. The only way I've ever found to reliably pull it off is to pray while hammering the A button as fast as human possible.
Still, even with its "I can't believe it's not Micronics!" level of jank, I like Strider quite a bit. It does a nice job of channeling the spirit of the manga - the preview and recap bumpers were such a cool touch that made each leg of the mission feel like a distinct episode in a series - and the game world, character designs, plot, and uber-dystopian tone all support each other well. It eventually comes together to form something greater than the sum of its parts.
I think it's a game worth playing in spite of its shortcomings, but I can't help but wonder what Capcom was thinking when they pushed Strider out in such a rough state. It leaves a lot of unrealized potential on the table. Maybe that's why they never bothered to release it outside of North America.
_____________
No cheats were used during the recording of this video.
NintendoComplete (nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!
![Castlevania II: The Seal of the Curse (Famicom) Playthrough [English]
A playthrough of Konamis 1987 action-adventure game for the Nintendo Famicom, Dracula II: Noroi no Fuuin (ドラキュラⅡ呪いの封印, lit. Dracula II: The Seal of the Curse).
Dracula II: Noroi no Fuuin, released in the fall of 1987 for the Famicom Disk System, is the original Japanese version of Castlevania II: Simons Quest (https://youtu.be/HJ-wR_D48uE), which was localized and released for the NES in North America in 1988 and in PAL territories in 1990.
Simons Quest is my favorite game in the Castlevania series, and I wanted to do something special with it for this Halloween season. I havent tried any of the fan-made translation patches that are out there so I cant speak to their quality, but to give the game the royal treatment, I rolled up my sleeves and translated the entire thing myself. (Please note that this is not a game patch. All of the text was superimposed over the footage in a video editor.)
The official English version of the game regularly gets blasted for the quality of its translation, and while it does have its share of glaring errors and omissions, its more faithful to the original script than people give it credit for. I think what hampers it is how terse and literal it is, and how that tends to obscure important information. With this translation, I did my best to address those issues while staying true to the Japanese text. I hope you find it as interesting to watch as I did to work on.
The soundtrack in this version is also pretty neat. The music is the same, but the FDSs wavetable channel gives it a very different character to what we heard on the NES. I prefer the NES versions of the tunes - the sampled drums give them a lot of oomph - but the FDS music is very good in its own right.
(The loading screens are a bit of a pain, though!)
In this playthrough, I finished the game in seven days for the best ending, but I also included the normal and bad endings at end of the video, starting from 1:45:06. The endings were already in English, so Ive left them untouched.
I hope you guys enjoy the translation, and Id love to hear your thoughts on how this version compares to the NES game!
(And if you like Castlevania music, perhaps youd like to check out some of my arrangements done on original SNES hardware! You can find one of my SNES remixes of the town music at https://youtu.be/Yd4p2EX5WyM, and a compilation of several of my Castlevania SNES mixes at https://youtu.be/KQLqelPbwZc)
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! Castlevania II: The Seal of the Curse (Famicom) Playthrough [English]](https://i.ytimg.com/vi/xlcOtFgMDC0/mqdefault.jpg)





![Chrono Trigger (SNES) Playthrough [1 of 2] - NintendoComplete
Chrono Trigger (SNES) Playthrough [1 of 2] - NintendoComplete Chrono Trigger (SNES) Playthrough [1 of 2] - NintendoComplete](https://i.ytimg.com/vi/ydXHRKbxwXw/mqdefault.jpg)
![Dragon Quest II (SNES) Playthrough [English]
Dragon Quest II (SNES) Playthrough [English] Dragon Quest II (SNES) Playthrough [English]](https://i.ytimg.com/vi/yh1zZ6qV-54/mqdefault.jpg)
![The Legend of Zelda: Phantom Hourglass (DS) Playthrough [2 of 2]
The Legend of Zelda: Phantom Hourglass (DS) Playthrough [2 of 2] The Legend of Zelda: Phantom Hourglass (DS) Playthrough [2 of 2]](https://i.ytimg.com/vi/ylR_t8L579Y/mqdefault.jpg)

![Bases Loaded (NES) Playthrough [2 of 4]
A playthrough of Jalecos 1988 baseball game for the NES, Bases Loaded.
This is the second part of a four-part playthrough, showing games 24-45 of the penant mode, playing as Jersey.
Were a little over halfway through Desert Bus: Baseball Edition! Woo!
Part 1 (1-24): https://youtu.be/eK0BY2_C9cc
Part 3 (46-67): https://youtu.be/anuJt4T0oko
Part 4 (68-80): https://youtu.be/wIBKlkYC22U
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! Bases Loaded (NES) Playthrough [2 of 4]](https://i.ytimg.com/vi/z5czzzR5eK8/mqdefault.jpg)