Uploaded July 2026 | Updated September 2026, 2 weeks ago
A playthrough of FCI's 1987 shoot 'em up for the NES, Zanac.
When it was first released for the MSX in 1986, Zanac AI established the framework upon which virtually all of Compile's later shooters - including such classics as youtu.be/ky6CtLVo8nM, youtu.be/Qn4ytqbZD3E, and every game in the Aleste series - were built. Later that year, the MSX game was remade and expanded for its Famicom Disk System release, and that version was then adapted to the cartridge format for its North American NES debut in late 1987.
Zanac is a vertically scrolling shooter in the style of Namco's Xevious, but it innovates in a few important ways. Its primary claim to fame was its sophisticated rank system that dynamically scales the difficulty level based on the skill of the player, hence the "A.I." subtitle on the title screen. It also has a massive variety of weapons - the primary gun can be leveled up four times, and the eight distinct secondary weapons each have between three and six power levels.
And then there was the sheer technical prowess on display. Zanac blasts dozens of enemies and bullets across the screen with no slowdown and very little flicker. It runs like butter, and it's all the more impressive when you see how fast the final stage's backdrop - with its layers of vertical parallax scrolling - flies by. It would've been impressive at any point in the NES's life, but compared to even the likes of youtu.be/M8Z78WC-xGQ, this must've looked like magic in the mid/late 80s.
The gameplay is nearly as polished as the presentation. The controls are faultless, the ebb and flow of the level design does a good job of balancing the chaos with moments to catch your breath, and the way the difficulty adjusts to your play style gives it a ton of replay value. It's more forgiving than most NES shooters of its time - it showers you in 1-ups, and even at its roughest moments, the patterns generally feel fair, but you'll still feel it when you're taken out and lose your upgrades. ("ARER 8" says hello!) I really like that it gives you a fighting chance to recover in those moments, even if it's easier to reach the end than I would've liked.
In its time, Zanac was a high-water mark in the NES library. Like many of Compile's North American releases, it never won the mainstream recognition that it deserved, but it left a lasting impact on the people who gave it a chance.
_____________
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 FCI's 1987 shoot 'em up for the NES, Zanac.
When it was first released for the MSX in 1986, Zanac AI established the framework upon which virtually all of Compile's later shooters - including such classics as youtu.be/ky6CtLVo8nM, youtu.be/Qn4ytqbZD3E, and every game in the Aleste series - were built. Later that year, the MSX game was remade and expanded for its Famicom Disk System release, and that version was then adapted to the cartridge format for its North American NES debut in late 1987.
Zanac is a vertically scrolling shooter in the style of Namco's Xevious, but it innovates in a few important ways. Its primary claim to fame was its sophisticated rank system that dynamically scales the difficulty level based on the skill of the player, hence the "A.I." subtitle on the title screen. It also has a massive variety of weapons - the primary gun can be leveled up four times, and the eight distinct secondary weapons each have between three and six power levels.
And then there was the sheer technical prowess on display. Zanac blasts dozens of enemies and bullets across the screen with no slowdown and very little flicker. It runs like butter, and it's all the more impressive when you see how fast the final stage's backdrop - with its layers of vertical parallax scrolling - flies by. It would've been impressive at any point in the NES's life, but compared to even the likes of youtu.be/M8Z78WC-xGQ, this must've looked like magic in the mid/late 80s.
The gameplay is nearly as polished as the presentation. The controls are faultless, the ebb and flow of the level design does a good job of balancing the chaos with moments to catch your breath, and the way the difficulty adjusts to your play style gives it a ton of replay value. It's more forgiving than most NES shooters of its time - it showers you in 1-ups, and even at its roughest moments, the patterns generally feel fair, but you'll still feel it when you're taken out and lose your upgrades. ("ARER 8" says hello!) I really like that it gives you a fighting chance to recover in those moments, even if it's easier to reach the end than I would've liked.
In its time, Zanac was a high-water mark in the NES library. Like many of Compile's North American releases, it never won the mainstream recognition that it deserved, but it left a lasting impact on the people who gave it a chance.
_____________
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!


![R-Type Complete CD (PC Engine CD) Playthrough [English]
A playthrough of Irems 1991 shoot em up for the PC Engine Super CD-ROM², R-Type Complete CD.
Since this version of R-Type was only released in Japan, for this video, Ive translated the cutscenes and subtitled them in English.
R-Type, Irems 1987 arcade shoot em up phenom, was adapted for countless home platforms in the late 80s. Hudsons version, released in 1988 for the PC Engine, was the first and (by most accounts) the best of them. The graphics, though slightly downgraded, came amazingly close to matching the quality of the arcades, the music sounded much better without the grating twang of the original games FM synth, and the gameplay retained everything that made the arcade game such a success.
All of this came at cost, though: in 1988, the max capacity of a HuCard was smaller than the four megabits (512K) the game required, and without major cutbacks, R-Type simply could not fit on a smaller cartridge. Rather than reducing the quality of the graphics, Hudson opted to split the game across two releases. R-Type I contained the first four stages, and R-Type II (released three months later) had stages five through eight. The following year, improvements made to the HuCard format made larger games possible, and the 1989 North American release combined the two on a single card. The game wasnt reissued on a single card in Japan, but a CD version was instead released in late 1991.
R-Type Complete CD updates the game with a remixed Redbook soundtrack and fifteen minutes of animated, fully-voiced cutscenes. It wasnt as well-received as the original PC Engine released - the quality of the arrangements and the cutscenes was heavily criticized - but its a nifty package. The story does indeed feel tacked on and the art isnt great (those facial expressions!), but the cutscenes are entertaining in how unintentionally campy and over the top they are. I didnt have any problems with the music, either. The style is a bit inconsistent, not to mention strange (R-R-R-R, R-Type... wtf?🤣), but I dug its funkiness.
The game is the same as it was on HuCard, so its still a top-quality arcade port, and I appreciated the new cutscenes and the music. Late 80s arcade shooters packed with gotcha moments dont typically appeal to me, so Im not a big fan of the original R-Type, but R-Type Complete CDs extras drew me in.
Hope you enjoy the translation!
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! R-Type Complete CD (PC Engine CD) Playthrough [English]](https://i.ytimg.com/vi/sRltIEP5PEY/mqdefault.jpg)




![Final Fantasy III (SNES) Playthrough [2 of 3]
A playthrough of Squares 1994 role-playing game for the Super Nintendo, Final Fantasy III.
This video is part two of a three-part playthrough, beginning with the partys return to Narshe following the attack on Vector.
Following the events on the floating continent, the second half of the game begins at 5:55:44, and the video wraps up with odds and ends after defeating Phunbaba in Mobliz.
Part 1: https://youtu.be/wpKEFXrkGzc
Part 3: https://youtu.be/jxS32BHD6Xc
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! Final Fantasy III (SNES) Playthrough [2 of 3]](https://i.ytimg.com/vi/tJQtMmT9VfE/mqdefault.jpg)

![The Legend of Zelda: Spirit Tracks (DS) Playthrough [1 of 2]
A playthrough of Nintendos 2009 action-adventure game for the Nintendo DS, The Legend of Zelda: Spirit Tracks.
This is the first part of a two-part playthrough, showing from the beginning up through Link and Zeldas arrival at the Fire Temple.
Part two: https://youtu.be/-72pTFCufTY
The Legend of Zelda: Spirit Tracks is the direct sequel to 2007s https://youtu.be/ScHUpO7GG9k, and its the third and final game in The Wind Waker branch of the series overarching timeline.
Ive had this video recorded and ready to go for a long time. The thing that has prevented me from posting it until now is that Ive had no idea what to say about it. I dont find much fun in tearing into a game that obviously had a lot of effort and time invested in it, or one that has such a devoted fan base. That being said, if Im not truthful in expressing my thoughts on a game, theres no point in writing about it in the first place, so Im going to keep this short.
Spirit Tracks is similar to Phantom Hourglass in a lot of ways. The control scheme and the presentation have been refined, you still have an ever-present companion who talks a lot without saying anything substantial, and theres a ton of tedious backtracking. The dungeon layouts and puzzles are better designed, and the story is more engaging, but the game is still insultingly easy, and the overworld is the worst Ive seen in a Zelda game. It takes forever to get anywhere, and because navigation is restricted to literal rails, theres not much to do but fire at random enemies while staring at the scenery for minutes at a time. Its boring, but at least the music is fantastic.
Spirit Tracks is a better version of Phantom Hourglass, and if you liked that one, youll probably like this even more. If youre looking for a classical Zelda adventure, youre barking up the wrong tree.
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! The Legend of Zelda: Spirit Tracks (DS) Playthrough [1 of 2]](https://i.ytimg.com/vi/teCKhlWjPVU/mqdefault.jpg)
