BanzekenHere is a demonstration of the Quake II demo version running the "auto demo" on a Pentium 90 Mhz CPU from early 1994... in software rendering mode! The Pentium 90Mhz was listed on the Quake II box as the minimum required CPU necessary to run the game. I thought it would be fun to show what the game would run like in both software and 3dfx mode on the lowest officially supported processor speed.
Quake II demo on Pentium 90 Mhz PC (Software Rendering) - Gateway 2000 P5-90Banzeken2019-08-19 | Here is a demonstration of the Quake II demo version running the "auto demo" on a Pentium 90 Mhz CPU from early 1994... in software rendering mode! The Pentium 90Mhz was listed on the Quake II box as the minimum required CPU necessary to run the game. I thought it would be fun to show what the game would run like in both software and 3dfx mode on the lowest officially supported processor speed.
System specifications: - Intel Pentium 90 Mhz - Tseng ET4000/W32p 2MB video card - Orchid Righteous 3D accelerator card - 64MB FPM RAM - Creative Sound Blaster 16 sound cardQuake II Demo tested on Intel Pentium 90Mhz PC (Software rendering) - Timedemo & Gameplay (UPSCALED)Banzeken2023-08-24 | Here is a demonstration of the Quake II demo version running the "attract mode" timedemo and the first level on a Pentium 90 Mhz CPU from early 1994... in software rendering mode! The Pentium 90Mhz was listed on the Quake II box as the minimum required CPU necessary to run the game. This is an updated and MUCH improved capture compared to my older camcorder filmed footage. I used an Epiphan DVI2USB 3.0 frame grabber for the capture and VirtualDub2 for the upscaling (320x240 to 2700x2160) of said capture.
The PC used in this video is the exact same one as before, only with a few parts swapped out since last time. Refer to description of the older video for details on what was swapped out.
The 3dfx Voodoo Difference
System specifications: - Gateway 2000 P5-90 case and motherboard (manufactured around March/April 1994) - Intel 430NX chipset - Intel Pentium 90Mhz processor (SX879, manufactured on week 12 of 1994) - S3 Vision964 PCI video card (miroCrystal 20SV, Rev A, manufactured around May/June 1994) - Creative Labs Sound Blaster AWE32 sound card (CT2760, Rev A, manufactured around April 1994) - Orchid Righteous 3D (3dfx Voodoo) accelerator card (Rev C, board manufactured week 40 1996, clicking relays, no triode) - 64MBs of FPM RAM - 256KBs of asynchronous Level 2 cache
0:00 - Timedemo 1:25 - Gameplay
#quake2 #pentium #software #430nx #fpu #pentium90 #gateway2000 #awe32 #vision964 #epiphan #dvi2usbQuake II Demo tested on PC with Intel Pentium 90Mhz + 3dfx Voodoo - Timedemo & Gameplay (UPSCALED)Banzeken2023-08-24 | Here is a demonstration of the Quake II demo version running the "attract mode" timedemo and the first level on a Pentium 90 Mhz CPU from early 1994... in 3dfx OpenGL mode! The Pentium 90Mhz was listed on the Quake II box as the minimum required CPU necessary to run the game. This is an updated and MUCH improved capture compared to my older camcorder filmed footage. I used an Epiphan DVI2USB 3.0 frame grabber for the capture and VirtualDub2 for the upscaling (640x480 to 2880x2160) of said capture.
The PC used in this video is the exact same one as before, only with a few parts swapped out since last time. Refer to description of the older video for details on what was swapped out.
The 3dfx Voodoo Difference
System specifications: - Gateway 2000 P5-90 case and motherboard (manufactured around March/April 1994) - Intel 430NX chipset - Intel Pentium 90Mhz processor (SX879, manufactured on week 12 of 1994) - S3 Vision964 PCI video card (miroCrystal 20SV, Rev A, manufactured around May/June 1994) - Creative Labs Sound Blaster AWE32 sound card (CT2760, Rev A, manufactured around April 1994) - Orchid Righteous 3D (3dfx Voodoo) accelerator card (Rev C, board manufactured week 40 1996, clicking relays, no triode) - 64MBs of FPM RAM - 256KBs of asynchronous Level 2 cache
0:00 - Timedemo 1:32 - Gameplay
#3dfx #quake2 #pentium #voodoo #pentium90 #gateway2000 #awe32 #vision964 #430nxLEGO Racers Demo on Intel Pentium 90Mhz + 3dfx Voodoo PC - #GPUJulyBanzeken2022-07-19 | Special thanks for the video thumbnail goes to: Leeona from Mobygames.com for the LEGO Racers N64 front cover scan and chipdb.org for the Intel Pentium 90Mhz (SX879) photograph!
Here is a demonstration of the LEGO Racers demo version being run on a Pentium 90 Mhz computer with an Orchid Righteous 3D accelerator installed and hardware rendering the graphics. Runs better than I had anticipated, although it tends to slow down when lots of racers are visible on the screen simultaneously. Can't comment on the full retail version, but this particular level doesn't seem to stress the CPU too much.
Hardware specifications: - Intel 430NX chipset & motherboard (manufactured around March/April 1994) - Intel Pentium 90Mhz processor (SX879, manufactured on week 12 of 1994) - S3 Vision964 PCI video card (miroCrystal 20SV, Rev A, manufactured around May/June 1994) - Creative Labs Sound Blaster AWE32 sound card (CT2760, Rev A, manufactured around April 1994) - Orchid Righteous 3D (3dfx Voodoo) accelerator card (Rev C, board manufactured week 40 1996, clicking relays, no triode) - 64 MB (megabytes) of FPM RAM - Promise Ultra66 as hard drive IDE controller, integrated ISA IDE controller used for DVD-ROM driveRayman 2: The Great Escape Demo on Intel Pentium 90Mhz + 3dfx Voodoo PCBanzeken2022-07-16 | Special thanks for the video thumbnail goes to: xcom1602 from Mobygames.com for the Rayman 2: The Great Escape N64 front cover scan and chipdb.org for the Intel Pentium 90Mhz (SX879) photograph!
Here is a somewhat condensed demonstration of the Rayman 2 demo being run on a early-to-mid-1994 computer with a Pentium 90Mhz processor and Orchid Righteous 3D (3dfx) accelerator installed in it. This is not a professional playthrough and is only meant to demonstrate how the hardware performs with this application running.
Hardware specifications: - Intel 430NX chipset & motherboard (manufactured around March/April 1994) - Intel Pentium 90Mhz processor (SX879, manufactured on week 12 of 1994) - S3 Vision964 PCI video card (miroCrystal 20SV, Rev A, manufactured around May/June 1994) - Creative Labs Sound Blaster AWE32 sound card (CT2760, Rev A, manufactured around April 1994) - Orchid Righteous 3D (3dfx Voodoo) accelerator card (Rev C, board manufactured week 40 1996, clicking relays, no triode) - 64 MB (megabytes) of FPM RAM - Promise Ultra66 as hard drive IDE controller, integrated ISA IDE controller used for DVD-ROM driveTurok 2: Seeds of Evil played on Pentium 90Mhz + 3dfx Voodoo PC - #GPUJune2 #CPUJuneBanzeken2022-06-29 | Special thanks to Kam1Kaz3NL77 of Mobygames for the Turok 2 N64 box front cover art scan used in the thumbnail.
This is a demonstration of what Turok 2 runs like on an old Pentium 90 system manufactured in the first half of 1994, which by the time this game was out for Windows (early '99 or so) was getting a little rusty for most new software releases. Regardless of its high system requirements compared to Turok: Dinosaur Hunter and somewhat iffy performance (which is saying something considering that I was curious how it compared to the original N64 version of Turok 2), I was expecting it to run even worse. This was a pleasant surprise, kind of.
Keep in mind that the Windows 95/98 version of Turok 2 has a minimum system requirement of either a Pentium 200Mhz, if the box is to be believed, or a Pentium 166Mhz as said by the game's readme.txt file. The fact that the Pentium 90 was even kind of playable is a small miracle of sorts. That said, I do believe further tweaks to performance could have been done to the Windows conversion, specifically in regards to culling/occluding any invisible triangles. A lot of scenes in my experience would slow down tremendously even when just looking at random walls. This could possibly indicate that rooms/objects/characters behind the wall are included in the scene render despite not being visible to the camera. I also get the impression that the game is rendering details not visible within the view distance of the fog, which would of course be another enormous waste of processor time.
The "AVG" FPS on the upper left side of the screen is the average frame-rate and it can be increased by idling in the menus, hence why it's a bit higher than the actual frame-rate at the start of the video. The "CUR" FPS is the current frame-rate.
Hardware specifications: - Intel 430NX chipset & motherboard (manufactured around March/April 1994) - Intel Pentium 90Mhz processor (SX879, manufactured on week 12 of 1994) - S3 Vision964 PCI video card (miroCrystal 20SV, Rev A, manufactured around May/June 1994) - Creative Labs Sound Blaster AWE32 sound card (CT2760, Rev A, manufactured around April 1994) - Orchid Righteous 3D (3dfx Voodoo) accelerator card (Rev C, board manufactured week 40 1996, clicking relays, no triode) - 64 MB (megabytes) of FPM RAM - Promise Ultra66 as hard drive IDE controller, integrated ISA IDE controller used for DVD-ROM driveOutcast (PC, 1999) - EAX/3D Sound Vs. Software Sound - Sound Blaster Live! / Pentium II 400 Mhz PCBanzeken2022-04-24 | This is a considerably more detailed video than my last one, covering the video game Outcast running with both "3D sound" and "Soundblaster EAX" settings enabled in the options and also how these settings compare against the standard software-generated audio settings. Pay attention to the different room templates for reverb when indoor, outdoor (distant echo) and underwater when in EAX/3D mode, but also the differences and quirks associated with both EAX/3D sound and software sound! This is the original European retail CD version (1.00) of the game with no patches installed.
To actually make EAX and 3D audio work for me without the game crashing within the first few seconds of play, I had to use the original (VXD) driver CD for the Sound Blaster Live/Live Value from August 1998 (Liveware 1.00, basically). There are still issues/limitations with these drivers (that I'm not sure if fixed using some other obscure drivers for the sound card); there appears to be a fixed channel limit that cuts off sounds if there are too many sound sources in play simultaneously (happens often for dialogue and sound effects when at Shamaz Mazum's temple for example, due to the energy field sounds); most (if not all?) positional sources of looping sound effects can be heard from infinitely far away once they trigger so long as they aren't cut off by the mentioned channel limit or by the player pausing and unpausing the game (big thanks to NRave for mentioning it to me); sometimes when quitting the game, a "Blue Screen of Death" will appear, although it won't freeze up or reboot the system; sometimes pieces of dialogue will be harder to hear when the camera is situated or moving away from a character delivering a line, which is less of a limitation and more of a side-effect of the positional 3D audio (relative to camera view) doing its thing on SFX and dialogue alike; I'm sure there is some other quirk that I have yet to mention because I don't 100% remember how 3D audio compares to "2D audio" in this game.
Technical specifications / Hardware used for the computer in the video: - Intel Pentium II 400Mhz processor - Intel 440BX Slot 1 motherboard - nVidia/Creative Labs Graphics Blaster Riva TNT (CT6710) AGP video / 3D accelerator card - Creative Labs Sound Blaster Live! (CT4620) PCI sound card - 128 MB of 100Mhz (PC100) SDRAM memory
Recording was accomplished with the following hardware: - GoPro Hero 7 Black camcorder - Sound Devices MixPre-10 II audio recorder/interface - 3.5mm stereo male jack to stereo XLR male connectors - Mitsubishi Diamond Plus 200 computer monitor
Game was made in 1999 by Appeal for Windows 95/98.Jurassic Park: Trespasser - Frame-rate Analysis/Benchmark Using Fraps - Pentium II 400/Riva TNTBanzeken2022-04-15 | Here is a demonstration of what Trespasser runs like on an Intel Pentium II 400 Mhz / nVidia Riva TNT / Sound Blaster Live computer/PC with FRAPS reporting the framerate in both software rendering and hardware rendering mode. Recording using FRAPS on the same computer is too much of a memory and processing resource hog to be practical. In each scene that I benchmark there are 5 cuts (excluding the 6th in the starting scene, the one without Fraps running) and this is what each cut entails: Cut 1: software rendering at 512x384 pixels. Cut 2: software rendering at 400x300 pixels. Cut 3: software rendering at 320x240 pixels. Cut 4: hardware rendering at 640x480 pixels. Cut 5: hardware rendering at 512x384 pixels.
Creative EAX 1.0 and DirectSound3D acceleration is enabled along with Trespasser’s own software-rendered HRTF positional audio.
All things considered, the performance impact FRAPS has on this computer when displaying the frame-rate is not great enough to make a big deal out of. I tested out the Quake 3 Arena demo on the same system doing a timedemo of Demo001 and it reported a single frame of a difference (about 33 vs. 34 frames/sec).
Detailed specifications for the computer: - Intel 440BX motherboard - Intel Pentium II 400 Mhz processor - nVidia/Creative Labs Graphics Blaster Riva TNT (CT6710) 16MB AGP 3D accelerator / graphics card - Creative Labs Sound Blaster Live! (CT4620) sound card - 128MB of 100Mhz (PC100) SDRAM (RAM)
Scene 7 Test 24:44 - Software 512x384 25:08 - Software 400x300 25:30 - Software 320x240 25:52 - Hardware 640x480 26:35 - Hardware 512x384Jurassic Park: Trespasser with EAX 3D audio & reverb - Sound Blaster Live! (CT4620) & Pentium II 400Banzeken2022-04-11 | This is a video demonstrating Trespasser (Dreamworks Interactive, 1998, PC) with DirectSound3D audio acceleration, along with Trespasser’s own software-based HRTF positional sound and the Sound Blaster Live’s EAX (Environmental Audio Extensions) reverb/echo enabled. The audio was captured via the analog output on the Sound Blaster Live card so you will have to excuse some slight signal noise. I am using the original August 1998 retail CD (Liveware 1.0, essentially) for sound card and EAX 1.0 drivers (VXD). Using EAX 1.0 drivers is not necessary for EAX to work correctly in Trespasser (unlike Outcast and Requiem: Avenging Angel for example), it just happened to be them when I recorded.
Computer hardware (from around mid- to late-1998) used for the video: - Intel Pentium II 400Mhz processor - Intel 440BX Slot 1 motherboard - nVidia/Creative Labs Graphics Blaster Riva TNT (CT6710) AGP video / 3D accelerator card - Creative Labs Sound Blaster Live! (CT4620) PCI sound card - 128 MB of 100Mhz (PC100) SDRAM memoryThe Bump Mapping of Jurassic Park: Trespasser - Per-Pixel Lighting in 1998 (Pentium II 400Mhz PC)Banzeken2022-04-11 | The Bump Mapping in Trespasser is the very first use of true Bump Mapping in a video game. Why "true"? Because the Bump Mapping implementation in Trespasser is closer to (if not true to) how James F. Blinn had first described its implementation in computer graphics back in the late 1970s, in a paper titled Simulation of Wrinkled Surfaces, as opposed to how Montezuma's Return used Emboss Bump Mapping, which is a hack that requires no per-pixel calculations and looks decidedly more simplistic than Blinn-style heightmap Bump Mapping. To put it very simply and very briefly, Blinn proposed and demonstrated the idea of simulating bumps, wrinkles and creases on 3D surfaces using height values stored in a texture map that represents how the shading of a surface is affected on a per-pixel basis when light from a certain angle hits a curved or a smooth surface with such a texture map applied to it. Doing these kinds of calculations, however, was pretty expensive back in 1978, requiring several minutes to generate each Bump Mapped object (according to Blinn) using the calculations outlined in the paper. Fast-forward to 1998 and consumer-grade processors by this point in time had more than enough computing power to perform such per-pixel texturing calculations in real-time, even if it came at the expense of not being able to filter them and polish them up like a 3D accelerator could without incurring large speed penalties. Unfortunately, graphics cards and 3D accelerators during this time were not designed to perform per-pixel lighting calculations necessary to generate Blinn's wrinkled surfaces.
The Bump Mapping in Trespasser, because of its similarities to James F. Blinn's implementation, is able to reproduce fine details on a pixel-by-pixel basis on otherwise unspectacular flat or low-polygonal objects. Combined with the specular highlighting (a different topic) that accompanies some of the bump mapped objects and creatures (see the Brachiosaurus baby in the first level!), the game is capable of displaying surfaces that look both glossy/wet and matte/dry. This level of detail in bump-mapped texturing wouldn't be seen even in games that incorporated DOT3 Bump Mapping (otherwise known as Normal Mapping) early on during the year 2000 (Evolva and Giants: Citizen Kabuto specifically), with games designed for the Matrox G400 series graphics cards and games on the original Xbox (2001) like Halo: Combat Evolved giving specular bump-maps another chance to shine. Because of Trespasser's dependency on the processor to generate this effect, however, there are still limitations at play. Firstly, because of the lack of per-pixel rendering on video cards back then, all multi-textures (which are by nature per-pixel-based in Trespasser) could not have their pixels interpolated using texture filtering; an otherwise expensive operation when performed by the processor alone. When running Trespasser using its Direct3D HAL hardware acceleration driver, all texture maps except for the multi-textured ones will be bilinearly filtered, making it easy to identify which texture is rendered by the 3D card and processor respectively.
Here is where things get a little odd. You see, In Trespasser's video settings there exists an option with an accompanying slider called "Brightness". The way brightness usually works in video game settings, you would expect this brightness control to control the actual brightness of the whole image. It turns out, however, that "brightness" in this case ought to be called "shading contrast" instead because that is effectively what the slider controls. The "brightness" slider will by default sit somewhere closer to the middle of the slide bar, with the lowest settings (slider all the way to the left) resulting in the largest contrast; shaded surfaces are at their darkest compared to the lit surfaces, with the right-most slider setting giving the smallest contrast in shading, effectively resulting in uniform lighting across all surfaces regardless of their relation to the sunlight (the game's only source of light). As the slider moves from 0% to 100% this gradually dims the appearance of bump-maps as well. For this reason, I strongly urge anyone playing Trespasser to set the in-game "brightness" to 0% in order to experience the old-school Bump Mapping in its most noticeable and optimal form. Use the video card settings on the desktop to increase image brightness or gamma instead.
Computer hardware used for the video: - Intel Pentium II 400Mhz processor - Intel 440BX Slot 1 motherboard - nVidia/Creative Labs Graphics Blaster Riva TNT (CT6710) video card - Creative Labs Sound Blaster Live! (CT4620) PCI sound card - 128 MB of 100Mhz (PC100) SDRAM memory
EAX 1.0 is enabled along with Trepasser’s own software HRTF.
Hardware used for recording: - GoPro Hero 7 Black camcorder - Sound Devices MixPre-10 II audio recorder/interface - 3.5mm stereo male jack to stereo XLR male connectors - Mitsubishi Diamond Plus 200 monitorOutcast (PC, 1999) with Creative EAX 3D audio & reverb - Pentium II 400Mhz / Sound Blaster Live!Banzeken2022-04-05 | Here is a snippet/demonstration of the video game Outcast running with both "3D sound" and "Soundblaster EAX" settings enabled in the options. Pay attention to the different room templates for reverb when indoor, outdoor (distant echo) and underwater! This is the original European retail CD version (1.00) of the game with no patches installed.
To actually make EAX and 3D audio work for me without the game crashing within the first few seconds of play, I had to use the original (VXD) driver CD for the Sound Blaster Live/Live Value from August 1998 (Liveware 1.00, basically). There are still issues/limitations with these drivers (that I'm not sure if fixed using some other obscure drivers for the sound card); there appears to be a fixed channel limit that cuts off sounds if there are too many sound sources in play simultaneously (happens often for dialogue and sound effects when at Shamaz Mazum's temple for example, due to the energy field sounds); sometimes when quitting the game, a "Blue Screen of Death" will appear, although it won't freeze up or reboot the system; sometimes pieces of dialogue will be harder to hear when the camera is situated or moving away from a character delivering a line, which is less of a limitation and more of a side-effect of the positional 3D audio (relative to camera view) doing its thing on SFX and dialogue alike; I'm sure there is some other quirk that I have yet to mention because I don't 100% remember how 3D audio compares to "2D audio" in this game.
Technical specifications / Hardware used for the computer in the video: - Intel Pentium II 400Mhz processor - Intel 440BX Slot 1 motherboard (Compaq-branded) - nVidia/Creative Labs Graphics Blaster Riva TNT (CT6710) AGP video / 3D accelerator card - Creative Labs Sound Blaster Live! (CT4620) PCI sound card - 128 MB of 100Mhz (PC100) SDRAM memory
Recording was accomplished with the following hardware: - GoPro Hero 7 Black camcorder - Sound Devices MixPre-10 II audio recorder/interface - 3.5mm stereo male jack to stereo XLR male connectors - Mitsubishi Diamond Plus 200 computer monitor
Game was made in 1999 by Appeal for Windows 95/98.Alex (o Fabuloso) - Faraó GayBanzeken2021-05-31 | Image scan credits goes to: Diogo Oliveira (youtube.com/user/StenooLive) Artist: Alex/Alex o Fabuloso Composer: Alex Album/EP: Mister Gay Year: 2003 Country: Portugal
This channel and its curator (yours truly) does not make any claims of ownership over any of the video or audio content contained within this upload. The rights of said content belongs to its respective legal owners.Tetrix - Main Theme - Acorn Archimedes music (VGM/OST)Banzeken2021-04-25 | Computer game music from an Acorn Archimedes demo game (based on Tetris) created by Excelsior in 1992. It's the only song featured in the demo. The song was captured directly from the headphone output of an actual Acorn Archimedes computer (A440/1 with ARM3 upgrade). Recorded using a Sound Devices MixPre II series recorder.Lemmings 2: The Tribes (SNES, 1994) - VGM/OST - Sports TribeBanzeken2020-12-25 | A cool song from one of my favorite puzzle/problem-solving video games. This time at a more reasonable sound volume level and length.
Composer: Mike Clark Song title: Sports Tribe Year: 1994 Hardware platform: Super Nintendo Entertainment System/Super Famicom Image credit: gamingalexandria.com
Disclaimer: The uploader (yours truly) makes no claims of ownership over any asset contained within this production.ReVolte (1996) on Pentium Pro + PowerVR PCX1 PC - Shadow volume + self-shadowing demonstrationBanzeken2020-12-10 | This video demonstrates the game ReVolte (1996, Virtuality, PC) running on a Windows 95 computer with a Pentium Pro (200Mhz, 256KB cache) processor, S3 Trio64V+ video card and a Videologic Apocalypse 3D (PowerVR PCX1) PCI 3d accelerator card installed. ReVolte is one of few games programmed specifically for the proprietary PowerVR API called PowerSGL or just SGL for short. It features very impressive use of the PCX1's tile-based deferred rendering (TBDR) which is used in ReVolte for the shadow volumes (though Infinite Planes can be used for shadow volumes too). Not only does the player ship cast a shadow on the ground, but the game even does self-shadowing on the player ship and environmental shadow volumes project their shadows onto the player ship and enemies alike. No shadow mapping or light mapping is being used for the game's lighting from what I can tell. This is without a doubt (in my personal opinion) the most technically impressive PC game from 1996. To my knowledge, this is possibly the first video game to use shadow volumes (and self-shadowing) ever.
TBDR- and Infinite Planes-based shadow volumes on the PowerVR PCX1 are an alternative to GMV/modifier shadow volumes (a PowerVR Series2 hardware feature), which were featured in several Sega Dreamcast games, and stencil shadow volumes (done using a stencil buffer), which were used in Windows PC and Xbox games like Shrek (DICE, 2001), Deus Ex: Invisible War, Thief: Deadly Shadows, The Chronicles of Riddick: Escape From Butcher Bay, Doom 3 and many more. The first game I know of that does shadow volumes with a stencil buffer is the Shadows patch for Unreal published in December 1998 which was intended to run on a Riva TNT video card.
System Specifications: - Dell Optiplex GXPro case and motherboard - Intel 440FX chipset - Intel Pentium Pro (200Mhz, 256KB cache) processor - 512MB EDO RAM - S3 Trio64V+ video card (2MB) - Videologic Apocalypse 3D (NEC PowerVR) accelerator - Creative 3D Blaster Voodoo2 (CT6670) accelerator (12MB) - Creative Sound Blaster AWE32 (CT3900) sound card
ReVolte might possibly (not necessarily definitely) feature: - First self-shadowing ... - First shadow volume ... ever in a video game.Jedi Knight: Dark Forces II (1997) on Pentium Pro + PowerVR PCX1 PC - 3D acceleration vs. softwareBanzeken2020-12-10 | Here is a recording that demonstrates running Star Wars Jedi Knight: Dark Forces 2 on a Pentium Pro 200Mhz computer with a Videologic Apocalypse 3D (PowerVR PCX1) PCI 3d accelerator. This will be a comparison between running the game in 3D acceleration and software rendering for educational purposes. Despite being a Direct3D game and not optimized for SGL the game appears to both run pretty well and look good on the PCX1.
System Specifications: - Dell Optiplex GXPro case and motherboard - Intel 440FX chipset - Pentium Pro (200Mhz, 256K cache) processor - 512MB EDO RAM - S3 Trio64V+ video card - Videologic Apocalypse 3D accelerator - Creative 3D Blaster Voodoo2 accelerator - Creative Sound Blaster AWE32 (CT3900) sound cardCustom Robo V2 (N64, 2000) - VGM/OST - Revenge of the Three SiblingsBanzeken2020-08-24 | One of my favorite songs from this not too well-known Nintendo 64 video game.
Composer: Hosoe Shinji Song title: Revenge of the Three Siblings Year: 2000 Hardware platform: Nintendo 64 Image credit: Nico Vliek (at behance.net)
Disclaimer: The uploader (yours truly) makes no claims of ownership over any asset contained within this production.Custom Robo V2 (N64, 2000) - VGM/OST - V Commander Take AimBanzeken2020-08-24 | One of my favorite songs from this not too well-known Nintendo 64 video game.
Composer: Yasui Yousuke Song title: V Commander Take Aim Year: 2000 Hardware platform: Nintendo 64 Image credit: Nico Vliek (at behance.net)
Disclaimer: The uploader (yours truly) makes no claims of ownership over any asset contained within this production.Custom Robo V2 (N64, 2000) - VGM/OST - Robo StationBanzeken2020-08-24 | One of my favorite songs from this not too well-known Nintendo 64 video game.
Composer: Hosoe Shinji Song title: Robo Station Year: 2000 Hardware platform: Nintendo 64 Image credit: Nico Vliek (at behance.net)
Disclaimer: The uploader (yours truly) makes no claims of ownership over any asset contained within this production.Custom Robo (N64, 1999) - VGM/OST - Yurie LOVEBanzeken2020-08-24 | One of my favorite songs from this not too well-known Nintendo 64 video game.
Composer: Hosoe Shinji Song title: Yurie LOVE Year: 1999 Hardware platform: Nintendo 64 Image credit: Nico Vliek (at behance.net)
Disclaimer: The uploader (yours truly) makes no claims of ownership over any asset contained within this production.Custom Robo (N64, 1999) - VGM/OST - Its a Palatial Mansion, Katorea .. AmazingBanzeken2020-08-24 | One of my favorite songs from this not too well-known Nintendo 64 video game.
Composer: Hosoe Shinji Song title: It's a Palatial Mansion, Katorea .. Amazing Year: 1999 Hardware platform: Nintendo 64 Image credit: Nico Vliek (at behance.net)
Disclaimer: The uploader (yours truly) makes no claims of ownership over any asset contained within this production.Custom Robo (N64, 1999) - VGM/OST - Today too, Let’s Go and See!Banzeken2020-08-24 | One of my favorite songs from this not too well-known Nintendo 64 video game.
Composer: Hosoe Shinji Song title: Today too, Let’s Go and See! Year: 1999 Hardware platform: Nintendo 64 Image credit: Nico Vliek (at behance.net)
Disclaimer: The uploader (yours truly) makes no claims of ownership over any asset contained within this production.Shadowrun (SNES, 1993) - VGM/OST - UptownBanzeken2020-08-07 | A cool song from one of my personal favorite old video games. This time at a loud and clear sound volume level (every other upload is so damn quiet!) and at a more reasonable length.
Composer: Marshall Parker Song title: Uptown Year: 1993 Hardware platform: Super Nintendo Entertainment System/Super Famicom Image credit: Игги Друге at mobygames.com
Disclaimer: The uploader (yours truly) makes no claims of ownership over any asset contained within this production.Tales Of Phantasia x Cher (夢は終わらない & Song For The Lonely) mashupBanzeken2020-07-13 | WARNING: Extremely lazy attempt at a song mashup. For experimental demonstration purposes only. Listener discretion is advised. Yume Wa Owaranai (The Dream Will Never Die) + Song For The Lonely = This mildly attractive abomination. (Fun fact: YT keeps blocking the Tales song automatically so I did this in an attempt to circumvent that. I know, it's pretty sad)
Title I made up for this combined/mashup song: "The Dream Is Not Lonely"
Alternative titles: Song For The Neverending Song For The Dream Is Not Ending The Dream Is For The Lonely 夢はLONELYじゃないGuardian Heroes - せつない あなたに (Painful To You)Banzeken2020-07-03 | Title: せつない あなたに / Setsunai Anata Ni Album: Guardian Heroes (Original Soundtrack) Year: 1996 Composer: Suzuki Natsuhiro Lyricist: Oikawa Neko Vocalist: Ohtani Ikue (a.k.a. Pikachu's voice actress) Illustration by: Kikuchi Tetsuhiko (HAN) Image file credit: vgmdb.net
Note: The title translation is a rough approximation. Suggestions for a better translation is always welcome. All audiovisual content in this presentation belongs to its respective owners.F.E.A.R. (2005, PC) - Jumping over the second truck [Speedrunning strategy/trick]Banzeken2020-06-07 | Here is a short demonstration of how you can jump over the second truck in the level Desolation (Point of Entry chapter), by "climbing" (a.ka. spamming jump lol) a pipe in the middle of the alley where it runs towards the player. I call this the *2nd Truck Jump Skip* to make it sound fancier than it really is. It doesn't save a lot of seconds and on top of that there is a risk that scaling the pipe could fail if you are not lining it up carefully, but it can be helpful and perhaps make up for lost precious seconds.
[Edit on 2020-07-04: Added "[Speedrunning strategy/trick]" to video title to better clarify the purpose of the upload.]Shenmue III Backer Trial Version on Core 2 Quad Q6600 2.40Ghz PCBanzeken2019-09-28 | Skip to the action: 1:22 This is a test recording showing how the Shenmue 3 Kickstarter trial demo runs on a 2.4Ghz Core2Quad Q6600 CPU (early 2007) and a Radeon HD7970 GPU. Only for demonstration purposes and so you will have to excuse the sloppy lighting and off-screen capture.
Specifications: - Q6600 at 2.40 Ghz (stock speed) - AMD Radeon HD7970, 3GB (underclocked) - 8 GB DDR2 RAM - 500 GB HDD - PSU sucks with the Radeon card (PC originally had a Geforce 8800 GTX) and I have yet to replace it.XIII (Ubisoft, 2003) on Pentium II 400 Mhz PC + GeForce 256 SDRBanzeken2019-08-27 | Thirteen/XIII: Le Jeu Vidéo (Ubisoft, 2003) is a French-made first-person shooter video game that I'm demonstrating running on a 400Mhz Pentium II CPU from mid-1998 and a nVidia Geforce 256 SDR (32 MB) GPU. I'm using Forceware 53.04 drivers for the Geforce card, PC memory is 128 megabytes of PC100 RAM (SDRAM).
The official system requirements state that a 700 Mhz Pentium III is the minimum processor needed to run the game, but in this video a 400 Mhz Pentium 2 is used instead. The game appears to be very well-optimized as even with a 300Mhz difference it still performs pretty well. I'm playing the game with French language settings because the script and source material (a Belgian visual novel by Jean Van Hamme) was written in French and because (in my opinion) the voice acting sounds much better in French than in English.
System specifications: - Compaq Deskpro EP6400 case and motherboard (based on Intel 440BX) - Intel Pentium II 400 Mhz processor - nVidia GeForce 256 (SDR) graphics card - Creative Labs 3D Blaster Voodoo2 accelerator card - 128MB PC100 SDRAM - Sound Blaster Live! (CT4620) sound card - Windows 98 operating systemOutlaws on Pentium 90 Mhz PC - Glide (3dfx Voodoo) renderingBanzeken2019-08-25 | Skip to the action: 0:50 Here is a demonstration of Outlaws (Lucasarts, 1997) running on a Pentium 90 Mhz CPU from early 1994 in Glide (3dfx) rendering mode. There is some noticeable slowdown happening with opening and closing doors, but aside from that small and brief discrepancy the max potential frame-rate and performance consistency (along with a much higher resolution) is a great improvement over DirectDraw.
The 3dfx Difference
System specifications: - Gateway 2000 P5-90 case and motherboard - Intel Pentium 90 Mhz processor - Tseng ET4000/W32p 2MB video card - Orchid Righteous 3D accelerator card - 64MB FPM RAM - Creative Sound Blaster 16 sound cardOutlaws on Pentium 90 Mhz PC - Software/DirectDraw renderingBanzeken2019-08-24 | Skip to the action: 0:40 Here is a demonstration of Outlaws (Lucasarts, 1997) running on a Pentium 90 Mhz CPU from early 1994 in DirectDraw (software) rendering mode. Unlike in Glide mode, opening and closing doors don't cause a big hit on computer performance.
System specifications: - Gateway 2000 P5-90 case and motherboard - Intel Pentium 90 Mhz processor - Tseng ET4000/W32p 2MB video card - Orchid Righteous 3D accelerator card - 64MB FPM RAM - Creative Sound Blaster 16 sound cardTurok: Dinosaur Hunter demo on Pentium 90 Mhz PC (3dfx Voodoo, Glide)Banzeken2019-08-21 | Here is a demonstration of the Turok: Dinosaur Hunter demo running on a Pentium 90 Mhz CPU from early 1994 in 3dfx Glide mode. The Pentium 90Mhz is clocked lower than the minimum required CPU (Pentium 100 Mhz) necessary to run the game according to the original Windows version package. I thought it would be fun to show what the game would run like in 3dfx mode on a processor that undershoots the official system requirements.
The 3dfx Voodoo Difference
System specifications: - Gateway 2000 P5-90 case and motherboard - Intel Pentium 90 Mhz - Tseng ET4000/W32p 2MB video card - Orchid Righteous 3D accelerator card - 64MB FPM RAM - Creative Sound Blaster 16 sound cardQuake II demo on Pentium 90 Mhz PC + 3dfx Voodoo - Gateway 2000 P5-90Banzeken2019-08-19 | Action starts at 0:40! Here is a demonstration of the Quake II demo version running the "auto demo" on a Pentium 90 Mhz CPU from early 1994... in 3dfx OpenGL mode! The Pentium 90Mhz was listed on the Quake II box as the minimum required CPU necessary to run the game. I thought it would be fun to show what the game would run like in both software and 3dfx mode on the lowest officially supported processor speed.
System specifications: - Intel Pentium 90 Mhz - Tseng ET4000/W32p 2MB video card - Orchid Righteous 3D accelerator card - 64MB FPM RAM - Creative Sound Blaster 16 sound cardRoland S-770 & Oberheim S.E.M. - Demo SongBanzeken2019-03-16 | DISCLAIMER: This is a rough recording without proper mixing nor professional mastering. Only for demonstration purposes. The song was composed by yours truly but is not copyrighted and can be freely distributed with no consequences.
This is a weird demo song recorded from a Roland S-770 sampler and Oberheim Synthesizer Expander Module (1975 vintage) to hard disk through a discrete vintage Class A pre-amplifier.
The demo was composed and recorded in July 2018 and I originally hesitated to upload it due to its rather sloppily produced nature.
Lead synth sound and filter sweep is generated by the Oberheim. The rest of the parts/instruments are all from the S-770.
orminge crew - noodletown '69
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Edit 2019-03-17 - Tags for reference: roland s-770, akai asq-10 sequencer, shure 525, oberheim sem vintage classic, analog filter - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -Descent - Yamaha TG300 (General MIDI) - Level 1Banzeken2019-01-10 | Song from Descent played by a Yamaha TG300 Tone Generator made in November 1993. Recorded directly from a real TG300 without any additional processing. All patches were initialized prior to playback, so all effects are set at default values.
The Yamaha TG300 is the successor to the Yamaha TG100 Tone Generator and is a good alternative to the Sound Canvas (SC-55, SC-88 etc.) synthesizer modules by Roland. The TG300 was succeeded by the Yamaha MU-series of synthesizer modules (starting with the MU80) with the new XG standard to expand upon General MIDI.
Images courtesy of: Trixter at Mobygames, Amazon Music/soundtrack belongs to its respective owners and I make no claims of ownership. This upload is a non-profit production.Descent - Yamaha TG300 (General MIDI) - Main/Title ThemeBanzeken2018-12-30 | Song from Descent played by a Yamaha TG300 Tone Generator made in November 1993. Recorded directly from a real TG300 without any additional processing. All patches were initialized prior to playback, so all effects are set at default values.
The Yamaha TG300 is the successor to the Yamaha TG100 Tone Generator and is a good alternative to the Sound Canvas (SC-55, SC-88 etc.) synthesizer modules by Roland. The TG300 was succeeded by the Yamaha MU-series of synthesizer modules (starting with the MU80) with the new XG standard to expand upon General MIDI.
Game: Descent [shareware] (1994, MS-DOS) Song: Main theme/Title theme Source file: Descent.mid Standard: General MIDI
Images courtesy of: Trixter at Mobygames, Amazon Music/soundtrack belongs to its respective owners and I make no claims of ownership. This upload is a non-profit production.(BONUS) Hover! - Yamaha TG300 - Sewers (with Analog Drum Kit)Banzeken2018-12-29 | Link to the original version: youtu.be/-qIc9hcXZzc This video demonstrates playing the Sewers song from the video game Hover! using the Analog drum kit (instead of the Standard drum kit) on the Yamaha TG300 Tone Generator.
Music/soundtrack belongs to its respective owners and I make no claims of ownership. This upload is a non-profit production.Hover! - Yamaha TG300 (General MIDI) - Sewers (Level 3)Banzeken2018-12-29 | Song from Hover! played by a Yamaha TG300 Tone Generator made in November 1993. Recorded directly from a real TG300 without any additional processing. All patches were initialized prior to playback, so all effects are set at default values.
The Yamaha TG300 is the successor to the Yamaha TG100 Tone Generator and is a good alternative to the Sound Canvas (SC-55, SC-88 etc.) modules by Roland. The TG300 was succeeded by the Yamaha MU-series of modules (starting with the MU80) with the new XG standard to expand upon General MIDI.
Game: Hover! (1995, Windows 95) Song: Sewer Source file: None (recorded in-game) Standard: General MIDI
Images courtesy of: Wikipedia, Amazon Music/soundtrack belongs to its respective owners and I make no claims of ownership. This upload is a non-profit production.Hover! - Yamaha TG300 (General MIDI) - City (Level 2)Banzeken2018-12-29 | Song from Hover! played by a Yamaha TG300 Tone Generator made in November 1993. Recorded directly from a real TG300 without any additional processing. All patches were initialized prior to playback, so all effects are set at default values.
The Yamaha TG300 is the successor to the Yamaha TG100 Tone Generator and is a good alternative to the Sound Canvas (SC-55, SC-88 etc.) modules by Roland. The TG300 was succeeded by the Yamaha MU-series of modules (starting with the MU80) with the new XG standard to expand upon General MIDI.
Game: Hover! (1995, Windows 95) Song: City Source file: None (recorded in-game) Standard: General MIDI
Images courtesy of: Wikipedia, Amazon Music/soundtrack belongs to its respective owners and I make no claims of ownership. This upload is a non-profit production.Hover! - Yamaha TG300 (General MIDI) - Castle (Level 1)Banzeken2018-12-29 | Song from Hover! played by a Yamaha TG300 Tone Generator made in November 1993. Recorded directly from a real TG300 without any additional processing. All patches were initialized prior to playback, so all effects are set at default values.
The Yamaha TG300 is the successor to the Yamaha TG100 Tone Generator and is a good alternative to the Sound Canvas (SC-55, SC-88 etc.) modules by Roland. The TG300 was succeeded by the Yamaha MU-series of modules (starting with the MU80) with the new XG standard to expand upon General MIDI.
Game: Hover! (1995, Windows 95) Song: Castle Source file: None (recorded in-game) Standard: General MIDI
Images courtesy of: Wikipedia, Amazon Music/soundtrack belongs to its respective owners and I make no claims of ownership. This upload is a non-profit production.Duke Nukem 3D - Yamaha TG300 (General MIDI) - Stalker (E1M1)Banzeken2018-12-29 | Song from Duke Nukem 3D played by a Yamaha TG300 Tone Generator made in November 1993. Recorded directly from a real TG300 without any additional processing. All patches were initialized prior to playback, so all effects are set at default values.
The Yamaha TG300 is the successor to the Yamaha TG100 Tone Generator and is a good alternative to the Sound Canvas (SC-55, SC-88 etc.) modules by Roland. The TG300 was succeeded by the Yamaha MU-series of modules (starting with the MU80) with the new XG standard to expand upon General MIDI.
Game: Duke Nukem 3D (1996, MS-DOS) Song: Stalker Source file: 02 - Episode 1 - Stalker [Lee Jackson].mid Standard: General MIDI
Images courtesy of: Trixter at Mobygames, Amazon Music/soundtrack belongs to its respective owners and I make no claims of ownership. This upload is a non-profit production.Duke Nukem 3D - Yamaha TG300 (General MIDI) - Main Theme (Grabbag)Banzeken2018-12-29 | Song from Duke Nukem 3D played by a Yamaha TG300 Tone Generator made in November 1993. Recorded directly from a real TG300 without any additional processing. All patches were initialized prior to playback, so all effects are set at default values.
The Yamaha TG300 is the successor to the Yamaha TG100 Tone Generator and is a good alternative to the Sound Canvas (SC-55, SC-88 etc.) modules by Roland. The TG300 was succeeded by the Yamaha MU-series of modules (starting with the MU80) with the new XG standard to expand upon General MIDI.
Game: Duke Nukem 3D (1996, MS-DOS) Song: Grabbag (Title theme) Source file: 01 - Grabbag (Theme from Duke Nukem 3D) [Lee Jackson].mid Standard: General MIDI
Images courtesy of: Trixter at Mobygames, Amazon Music/soundtrack belongs to its respective owners and I make no claims of ownership. This upload is a non-profit production.Doom - Yamaha TG300 (General MIDI) - At Dooms Gate (E1M1)Banzeken2018-12-26 | Song from Doom played by a Yamaha TG300 Tone Generator made in November 1993. Recorded directly from a real TG300 without any additional processing. All patches were initialized prior to playback, so all effects are set at default values.
The Yamaha TG300 is the successor to the Yamaha TG100 Tone Generator and is a good alternative to the Sound Canvas (SC-55, SC-88 etc.) modules by Roland. The TG300 was succeeded by the Yamaha MU-series of modules (starting with the MU80) with the new XG standard to expand upon General MIDI.
Game: Doom (1993, MS-DOS) Song: At Doom's Gate Source file: Hangar.mid Standard: General MIDI
Images courtesy of: Benjamin Wimmer at Mobygames, Amazon Music/soundtrack belongs to its respective owners and I make no claims of ownership. This upload is a non-profit production.Doom - Yamaha TG300 (General MIDI) - The Imps Song (E1M2)Banzeken2018-12-26 | Song from Doom played by a Yamaha TG300 Tone Generator made in November 1993. Recorded directly from a real TG300 without any additional processing. All patches were initialized prior to playback, so all effects are set at default values.
The Yamaha TG300 is the successor to the Yamaha TG100 Tone Generator and is a good alternative to the Sound Canvas (SC-55, SC-88 etc.) modules by Roland. The TG300 was succeeded by the Yamaha MU-series of modules (starting with the MU80) with the new XG standard to expand upon General MIDI.
Game: Doom (1993, MS-DOS) Song: The Imp's Song Source file: nuclear plant.mid Standard: General MIDI
Images courtesy of: Benjamin Wimmer at Mobygames, Amazon Music/soundtrack belongs to its respective owners and I make no claims of ownership. This upload is a non-profit production.Doom - Yamaha TG300 (General MIDI) - Intermission From DoomBanzeken2018-12-26 | Song from Doom played by a Yamaha TG300 Tone Generator made in November 1993. Recorded directly from a real TG300 without any additional processing. All patches were initialized prior to playback, so all effects are set at default values.
The Yamaha TG300 is the successor to the Yamaha TG100 Tone Generator and is a good alternative to the Sound Canvas (SC-55, SC-88 etc.) modules by Roland. The TG300 was succeeded by the Yamaha MU-series of modules (starting with the MU80) with the new XG standard to expand upon General MIDI.
Game: Doom (1993, MS-DOS) Song: Intermission From Doom Source file: Inter.mid Standard: General MIDI
Images courtesy of: Benjamin Wimmer at Mobygames, Amazon Music/soundtrack belongs to its respective owners and I make no claims of ownership. This upload is a non-profit production.F.E.A.R. (2005) - How to skip cutscene at Flight (Interval 07)Banzeken2018-12-21 | A step by step demonstration of how (what I'm now dubbing) the Flight cutscene skip can be performed normally. Has the potentional to save up to 25-30 seconds and skip a checkpoint pause if you can pull it off fast enough. Beats doing nothing when attempting to get a world record speedrun, am I right?
The glitch was accidentally discovered by me about a year back when modding the game and getting bored during the cutscene one day. Didn't think it was anything new back then so I assumed speedrunners around the world knew of its existence. It only occured to me recently that no one was using the glitch (as of this date) so I decided to record it to help people smash the 50 minute bar down even lower.Half-Life mod - Firearms 2.4 & 2.5 - Gameplay CompilationBanzeken2017-07-07 | Welcome to the Firearms 2.4 and 2.5 gameplay mix compilation special! Sorry about the aspect ratio (my editor is terrible at dealing with 16:10 clips)! Introduced in April of 2000, Firearms is one of the classic mods for Half-Life (1998) that demands team play and a somewhat tactical approach in running and gunning. Instead of a currency system like that of Counter-Strike, Firearms gives each player a set amount of credits to spend on armor, equipment and weapons. The amount of credits you spend on the former two categories determine what guns you can afford and how many you can carry (only limited by credits). Of course, you can also choose from pre-determined classes or even to not spend anything if you so desire! Even before Battlefield 1942 popularized its conquest-style multiplayer game-mechanics in 2002, Firearms used a reinforcement system for tracking which team is winning or losing a match since the beginning. Starting from version 2.1 (summer of 2000), a skill system was added to the mod for added depth and class customization. This not only extended on the offensive options, but also expanded the reinforcement system to accommodate gaining back lost reinforcements via means of evacuating fallen soldiers (MEDIVAC) as a medic, incentivizing more aggressive teamwork to keep your numbers higher.Daggerfall - Roland JV-1080 (General MIDI) - Tavern Theme (SQUARE_2.MID)Banzeken2017-07-05 | The store theme in The Elder Scrolls Chapter II: Daggerfall as played in General MIDI mode on a Roland (Super JV) JV-1080 synthesizer module from late 1994. No external effects or signal processing was used in the capturing of this track.
This particular track is either the store theme or one of several bar themes depending on which sound card you are playing with. In General MIDI mode, it is one of the bar themes you will hear during certain days in the game.
- - - Edit 2018-09-09: Changed video title from "Daggerfall - Roland JV-1080 (General MIDI) - Bar / Store Theme" to "Daggerfall - Roland JV-1080 (General MIDI) - Tavern Theme (SQUARE_2.MID)" to better describe the material in the upload.Daggerfall - Roland JV-1080 (General MIDI) - Store ThemeBanzeken2017-07-05 | The store theme in The Elder Scrolls Chapter II: Daggerfall as played in General MIDI mode on a Roland (Super JV) JV-1080 synthesizer module from late 1994. No external effects or signal processing was used in the capturing of this track.
- - - EDIT (2017-07-05, afternoon): Get your own mp3 copy of this recording in the link below: drive.google.com/file/d/0ByFHkYe7ySmWTVRTSEZMXzloTDg/view?usp=sharing - - - GSHOP.MIDDoom 2 - Roland JV-1080 (General MIDI) - Title + Entryway themesBanzeken2017-05-28 | The title and Map01 Entryway theme (Running From Evil) from Doom 2 as played on a Roland (Super JV) JV-1080 64 Voice Synthesizer Module in General MIDI mode. This is only a snippet of the true capabilities of this workhorse synth!
Other Roland synths that will work with Doom 2 in General MIDI includes the older Sound Canvas modules as well as the JV-1010, JV-2080, XP-50, XP-80, XV5050 and XV5080 to name a few.
The game version is 1.666 from September 1994, and the JV-1080 you hear in this presentation has a manufacturing period of September 1994. Could you say these two were made for each other? Regardless, here is a raw audio capture from real hardware using no external effects or sound processors. Doom 2 ran using DOSBox 0.74.
The Doom 2 soundtrack belongs to its respective owners. This content is strictly intended as non-profit entertainment/infotainment with the intent of educating people about old software and hardware.
- - - EDIT (2017-06-02): Fixed grammatical error ('ran', not 'was ran')! - - - EDIT (2017-07-05): Changed title from 'Doom 2: Hell On Earth - Roland JV-1080 - Title + Entryway themes' to 'Doom 2 - Roland JV-1080 (General MIDI) - Title + Entryway themes' to better reflect the intent of this video - - -F.E.A.R. (PC, 2005) - D.I.L.L.icious Mod - Fighting farting ghost ninjasBanzeken2016-11-27 | During a nigh shift, our company's local computer technician happens upon a group of vicious flatulent cyber ghost ninjas. There is no escape from these relentless abominations!