Uploaded July 2024 | Updated September 2026, 1 hour ago
Toki was originally an arcade game developed by Tad Corporation and released in 1989. It did get quite a few home ports, but the only handheld port was the Atari Lynx version of the game, handled in-house by Atari Corporation. In particular, this port was programmed by D. Scott Williamson, the programmer behind the excellent conversions of S.T.U.N. Runner and Roadblasters.
Toki is known for being a slower paced action platformer/run and gun. You play as a man that got turned into an ape by an evil wizard who just kidnapped your girlfriend. I like to think of it as the R-Type of side scrolling run and gun. Like R-Type, it is memorization heavy and required precise routing in various sections. You spit out bullets from your mouth and can get powerups that make your shot temporarily stronger while changing the type of projectile that you shoot out. There's a bigger shot, a triple shot, a twisting shot, a fireball that can be charged as long as you don't shoot, and a flamethrower style shot. You can also grab the sneakers powerup to jump higher as well as a football helmet in order to make you invulnerable against anything that touches it. Both of these again are temporary like the shot pickups.
The game features six stages total. The first two stages are mostly easy, but the difficulty ramps up dramatically by the third stage. Back when I would play this on a real Lynx, I could never get past Stage 3 but with my current skills, I could figure out the routing.
The gameplay here as I said earlier is slow and could also be described as methodical for a side scroller like this. Your jump feels a bit low of the gravity, almost like you're on the moon, and there's no way to jump just a little bit so you have to be careful. You seem to hang in the air longer than you do in the arcade version in fact. Also, Toki's hitbox is quite big. Plus, there are some minor collision detection issues when trying to jump on enemies in order to kill them. Sometimes, it's a bit easy to be a bit off and lose a life.
There is also a bit of Gradius Syndrome at times with the way the powerup and checkpoints work. If you die on certain boss fights like on Stage 4, you can get yourself into a bind. In particular, what happens is that once you grab a weapon pickup, it doesn't respawn even after dying once you get to the checkpoint that comes after it. This is especially problematic for Stage 4 because you'll get a checkpoint right before the boss but the big shot powerup is before that. So if you grab the powerup, get to the last checkpoint of the stage, and then die on the boss fight, you'll have to go into the next attempt severely underpowered.
Presentation wise, this is a strong port of the Lynx for sure. The music sounds good, albeit limited, and the graphics are quite detailed with nice sprite work for the Lynx. Sound effects are solid as well. The only knock in terms of presentation is that the frame rate is lower than the original game and makes the game even slower than it already was.
The run itself went perfect until the early parts of Stage 4 where I had a couple of deaths. After that, I didn't die again until the final boss. Autofire was used in this run but was janky to set up. Apparently, it seems like Lynx games don't like high rates of autofire at all. I had to set the autofire via my Brook PCB to either 5 or 10 HZ in order to get it working somewhat effectively. 15HZ doesn't work right. It didn't give me much of an advantage as I could have tapped manually and gotten to almost the same rate of fire if I wanted to. In fact, I do manually tap at one point when I was using the triple shot in Stage 1 and killing the spiders.
Overall, this is one of the better games on the Atari Lynx and a great port overall despite a little bit of collision detection jank. I feel like the Lynx could have used more games in this style, as the system lacked in action platformers and run and guns.
One last fun fact: this is the first run of this version of the game posted to Youtube that's not a tool-assisted playthrough.
00:00 Intro
00:18 Stage 1
03:07 Stage 2
05:02 Stage 3
09:03 Stage 4
12:40 Stage 5
16:53 Stage 6
Hardcore Gaming 101: hardcoregaming101.net/toki
AtariAge: atariage.com/software_page.php?SoftwareLabelID=1886
Toki was originally an arcade game developed by Tad Corporation and released in 1989. It did get quite a few home ports, but the only handheld port was the Atari Lynx version of the game, handled in-house by Atari Corporation. In particular, this port was programmed by D. Scott Williamson, the programmer behind the excellent conversions of S.T.U.N. Runner and Roadblasters.
Toki is known for being a slower paced action platformer/run and gun. You play as a man that got turned into an ape by an evil wizard who just kidnapped your girlfriend. I like to think of it as the R-Type of side scrolling run and gun. Like R-Type, it is memorization heavy and required precise routing in various sections. You spit out bullets from your mouth and can get powerups that make your shot temporarily stronger while changing the type of projectile that you shoot out. There's a bigger shot, a triple shot, a twisting shot, a fireball that can be charged as long as you don't shoot, and a flamethrower style shot. You can also grab the sneakers powerup to jump higher as well as a football helmet in order to make you invulnerable against anything that touches it. Both of these again are temporary like the shot pickups.
The game features six stages total. The first two stages are mostly easy, but the difficulty ramps up dramatically by the third stage. Back when I would play this on a real Lynx, I could never get past Stage 3 but with my current skills, I could figure out the routing.
The gameplay here as I said earlier is slow and could also be described as methodical for a side scroller like this. Your jump feels a bit low of the gravity, almost like you're on the moon, and there's no way to jump just a little bit so you have to be careful. You seem to hang in the air longer than you do in the arcade version in fact. Also, Toki's hitbox is quite big. Plus, there are some minor collision detection issues when trying to jump on enemies in order to kill them. Sometimes, it's a bit easy to be a bit off and lose a life.
There is also a bit of Gradius Syndrome at times with the way the powerup and checkpoints work. If you die on certain boss fights like on Stage 4, you can get yourself into a bind. In particular, what happens is that once you grab a weapon pickup, it doesn't respawn even after dying once you get to the checkpoint that comes after it. This is especially problematic for Stage 4 because you'll get a checkpoint right before the boss but the big shot powerup is before that. So if you grab the powerup, get to the last checkpoint of the stage, and then die on the boss fight, you'll have to go into the next attempt severely underpowered.
Presentation wise, this is a strong port of the Lynx for sure. The music sounds good, albeit limited, and the graphics are quite detailed with nice sprite work for the Lynx. Sound effects are solid as well. The only knock in terms of presentation is that the frame rate is lower than the original game and makes the game even slower than it already was.
The run itself went perfect until the early parts of Stage 4 where I had a couple of deaths. After that, I didn't die again until the final boss. Autofire was used in this run but was janky to set up. Apparently, it seems like Lynx games don't like high rates of autofire at all. I had to set the autofire via my Brook PCB to either 5 or 10 HZ in order to get it working somewhat effectively. 15HZ doesn't work right. It didn't give me much of an advantage as I could have tapped manually and gotten to almost the same rate of fire if I wanted to. In fact, I do manually tap at one point when I was using the triple shot in Stage 1 and killing the spiders.
Overall, this is one of the better games on the Atari Lynx and a great port overall despite a little bit of collision detection jank. I feel like the Lynx could have used more games in this style, as the system lacked in action platformers and run and guns.
One last fun fact: this is the first run of this version of the game posted to Youtube that's not a tool-assisted playthrough.
00:00 Intro
00:18 Stage 1
03:07 Stage 2
05:02 Stage 3
09:03 Stage 4
12:40 Stage 5
16:53 Stage 6
Hardcore Gaming 101: hardcoregaming101.net/toki
AtariAge: atariage.com/software_page.php?SoftwareLabelID=1886

![The New Zealand Story [Sega Mega Drive] - 1CC Playthrough with Warps
The New Zealand Story is one of Taitos most iconic platformers along with Bubble Bobble and Rainbow Island. This game got a port on the Sega Mega Drive/Genesis in 1990, but it was a Japan exclusive. I did two 1CCs of this version, one without the warps and one that does use warps. This is the one with warps and was several minutes quicker as a result. This one went mostly smooth outside of a few deaths late in the run, one of which was almost unavoidable on 3-3.
I will be doing a follow up discussion video about this game soon, so be on the lookout for that. This is not your typical arcade port.
Note: Autofire was used on this run.
00:00 Intro
00:18 Round 1-1
00:47 Round 1-2
01:16 Round 1-3
02:36 Round 1-4
06:18 Round 2-1
06:52 Round 2-2
07:56 Round 2-3
08:44 Round 2-4
10:25 Round 3-1
12:55 Round 3-2
13:45 Round 3-3
16:48 Round 3-4
17:20 Round 4-1
18:41 Round Final + Ending The New Zealand Story [Sega Mega Drive] - 1CC Playthrough with Warps](https://i.ytimg.com/vi/nM5b901XgGA/mqdefault.jpg)

![Blue Revolver [PC] - Hyper 1CC Playthrough (Mae/Follow/Missile)
Blue Revolver is an indie bullet hell shmup originally released in 2016 on PC. This is widely considered of the best shmups exclusive to PC, and I got it during the Summer Steam sale recently along with some other games. Of the games that I bought, this is probably the most impressive besides Psyvariar, another game I should have bought long ago.
It is an interesting mix of Raizing and CAVE overall. The rank system brings the difficulty up dramatically the longer you stay alive. It also mixes in a chain system where if you use your subweapon when the chain is at 8 hits and kill enemies that way, you get a significant bonus. This is especially true for larger enemies.
One other really cool mechanic is the Break system, which gives you bonus points for taking out minibosses and bosses a certain way, whether it be taking out certain parts before finishing one off or some other hidden objective. These can be quite risky to go for but are quite rewarding from a scoring standpoint.
There are only two ships but each of them have multiple options for shot and subweapon, with some configurations being great for survival while others are better for scoring. The shot type that I used, Follow, has Gradius-like option allowing you to either have a decent amount of spread or concentrate them into your shot for high damage. My subweapon, the cluster missile, hits and then does further damage with its explosion, which lasts for a couple of second.
This run turned out really well from a survival standpoint. I didnt even get hit until Stage 4. I even got a special achievement called The Economist for this. My main goal here was survival over scoring so I was pretty liberal with my use of bombs and my subweapon.
I highly recommend this game to anyone who likes shmups.
00:00 Intro
00:19 Stage 1
02:37 Stage 2
05:38 Stage 3
10:48 Stage 4
14:50 Stage 5
19:53 Final Boss
22:42 Ending Blue Revolver [PC] - Hyper 1CC Playthrough (Mae/Follow/Missile)](https://i.ytimg.com/vi/oANF5CCz7co/mqdefault.jpg)
![Dodonpachi Daifukkatsu/Resurrection [PC] - 1.5 Novice 2-ALL 1CC 21,772,243,389 pts (Type B Strong)
0:30. Stage 1-1
2:48. Stage 1-2
5:40. Stage 1-3
9:56. Stage 1-4
14:54. Stage 1-5
24:01. Stage 2-1
26:22. Stage 2-2
29:06. Stage 2-3
33:24. Stage 2-4
38:03. Stage 2-5
47:31. Golden Disaster (TLB)
Dodonpachi Daifukkatsu, released in the States as Dodonpachi Resurrection, is the fourth game in CAVEs Donpachi series (not counting Dodonpachi II) and came out originally in 2008 in Japanese arcades. A couple of years later, it was ported over to the Xbox 360 and eventually, to Steam and more recently, the Nintendo Switch. This game is known for having several different variations, including Novice and Arrange modes. It is also known for being a significantly easier and more accessible game than its predecessor, DoDonPachi DaiOuJou, as it incorporates auto-bombing while the hypers give you quite a bit of protection.
This is a full 2-ALL of the Novice version of this game. The first loop is almost a cakewalk, even on the Ura route which I managed to unlock on that particular loop. The bullet density is low and the bullets are quite slow in this mode. If you grab almost all the bee pickups or dont die or use bombs much, you get to the second loop.
The second loop is definitely more interesting. Some parts of it are harder than 1.5 Normals first loop due to the high bullet density, but the bullet speeds are still kind of slow. It still feels different enough from 1.5 Normals first loop to be worth playing because some of the patterns feel significantly different.
If you beat the main five stages in the second loop, youll face either Golden Disaster or Hibachi depending on how well you do. On this run, I got Golden Disaster, and the fight was not that hard because I had already faced this boss when I cleared Black Label Novice. If youre willing to bomb, youll be fine for that fight.
This also happens to be my first 2-ALL of a shmup. Granted, there are much harder 2-ALLs out there, but Im proud of this one because I did this one out of the blue after I had been playing Arrange A. It was not planned at all, but the run turned out well. Dodonpachi Daifukkatsu/Resurrection [PC] - 1.5 Novice 2-ALL 1CC 21,772,243,389 pts (Type B Strong)](https://i.ytimg.com/vi/oZP1NY-BknM/mqdefault.jpg)
![Solar Striker [Game Boy] - 1CC Playthrough 352,400 pts
Solar Striker is a shmup released for the Game Boy back in the 90s by Nintendo, one of the only shmups the company ever made. It was produced by Gunpei Yokoi, the creator of the Game Boy and also the man responsible for Super Mario Land, which happens to have some shmup levels.
This is a pretty basic vertical shmup, but it is effective as a simple, early Game Boy game. Its not very hard for experienced players to get a clear quickly, but you do not have continues so you need to 1CC the game to beat it. It is pretty forgiving upon death, as you only go down one power level after dying. Extends come every 50,000 points, so youll get plenty of lives. The bullet speeds are not too fast either and the patterns are not crazy, though the Stage 4 boss has a slightly tricky pattern but once you get the hang of it, its not bad. The game is also kind enough to have autofire by default, which not every home shmup had even in 1990.
Graphically, its pretty good for early Game Boy. Its certainly better looking than Super Mario Land but obviously, later Game Boy games would exceed it quite easily. The music is simple but fitting. The scrolling is pretty slow, but that shouldnt be a huge surprise considering the system.
As far as this run goes, it was a clean one until the Stage 4 boss, where I did take a hit. I also took a couple of deaths in Stage 6, but still finished with plenty of lives to spare. This 1CC did not take many attempts since Im an experienced player at this point. However, for casuals, this game may provide some challenge and may make for a good first time 1CC.
Played on Sameboy (standalone) with the monochrome LCD shader. Its an amazing emulator.
00:00 Intro
00:18 Stage 1
02:51 Stage 2
04:54 Stage 3
07:42 Stage 4
10:27 Stage 5
13:33 Stage 6
17:30 Ending
#gameboy #shmups #1cc #solarstriker #retrogaming #classicgames #nintendo Solar Striker [Game Boy] - 1CC Playthrough 352,400 pts](https://i.ytimg.com/vi/ouE0UCNdJgo/mqdefault.jpg)

![3D Super Hang On [3DS/Arcade] - Junior Course 1CC Playthrough (Citra)
0:21. Stage 1
0:55. Stage 2
1:24. Stage 3
1:54. Stage 4
2:29. Stage 5
3:03. Stage 6
3:40. Stage 7
4:14. Stage 8
4:49. Stage 9
5:16. Stage 10
Last year, I did three different 1CC runs of Super Hang On, covering every course except for the Expert course. Ive already uploaded the Senior course playthrough, and this Junior course playthrough comes from the same time period. You can watch my Senior course playthrough here if you havent seen it:
https://youtu.be/2cdoF07MinI
The Junior course is a big jump in difficulty compared to the Beginner course, with the latter being one of easier arcade clears to execute. This course gets quite hard in the second half with the exception of Stage 9, which is surprisingly easy. Its not that much easier overall than the Senior course, but the thing that works its favor is the briefness of it. Its only 10 stages/sections. I had quite a few mistakes that slowed me down but nothing that killed the run outright.
3D Super Hang On is highly recommended, as I mentioned in my description of the Senior course video. Its an extremely accurate translation of the arcade classic and is playable with no issues in Citra.
Played in Citra in single screen view using the xBRZ Freescale shader.
#citra #3ds #sega #arcaderacing #racinggames #1cc #retrogaming #classicgameplay 3D Super Hang On [3DS/Arcade] - Junior Course 1CC Playthrough (Citra)](https://i.ytimg.com/vi/pjHSuhn95fk/mqdefault.jpg)

![Mushihimesama [PC/Arcade] - Stage 5 Mid Boss No Miss No Bomb (1.0 Normal Original, S-Power)
So I went back to Mushi in order to try to make a push to clear it before the end of the year and I wanted to document my routing for the Stage 5 Mid Boss in particular. His patterns arent too hard to dodge with proper routing and S-Powers quick movement speed. Mushihimesama [PC/Arcade] - Stage 5 Mid Boss No Miss No Bomb (1.0 Normal Original, S-Power)](https://i.ytimg.com/vi/q2rHG05BVpc/mqdefault.jpg)
![Crossgunr Infinite [PICO-8] - 421,314 pts (to Level 10)
0:15. Level 1
0:54. Level 2
1:35. Level 3
2:14. Level 4
2:57. Level 5
3:56. Level 6
5:01. Level 7
6:23. Level 8
8:13. Level 9
9:50. Level 10
Link to the game: https://aktanedev.itch.io/crossgunr-infinite
Last weekend, AKTANE released a sequel to Crossgunr called Crossgunr Infinite. Instead of being a caravan shmup with a clear starting point and endpoint like the original, this game opts to be more like an endless shmup. It technically had 99 levels but realistically, someone probably wont see the last stage on a single run because the difficulty ramps very quickly. If you try level 99 in the practice mode, its super stuttery.
As far as the game goes, it starts out pretty easy the first two stages but after that, the difficulty starts to ramp up and youre forced to learn the enemies that spawn in every stage, as their attacks get more fierce with each passing level. Also, the bosses are pretty tame for the first four stages but after that, they get a lot harder.
The one thing that works in your favor, just like in the first game, would be the Crossguns. The further you get, the more of them you get. This helps you to get through those larger bats before their barrage of bullets kill you and for taking out bosses. Also, well placed EX shots are crucial to surviving. They work just like they do in the last game and are even important now than they were before, and not just for score either.
I did this run for AKTANEs Crossgunr Infinite Caravan on Shmup Junkies Discord. Im very proud of this run as Ive been practicing quite a bit this week. This is a fantastic PICO-8 game that I can recommend to anyone interested in the fantasy console. Crossgunr Infinite [PICO-8] - 421,314 pts (to Level 10)](https://i.ytimg.com/vi/qoJnaceOUZE/mqdefault.jpg)