AmigaOmegaPlease make use of the Play/Pause button to view pages as they go by fairly quickly. There is no audio in this video.
Short feature taken from the Rise of the Robots Directors cut PC Dos game by Ciaran Brennan
It explains a little about the setting up of the development house that created the game and also a little about the developers and reactons to the game.
Forward 00:46 Chapter 1 - Three Men in a Jacuzzi (Las Vegas, January 1991) 02:00 Chapter 2 - Fondue Memories (Zurich, December 1991) 02:55 Chapter 3 - Sackcloth and Ashes (Market Bosworth, March 1992) 04:09 Chapter 4 - Human Nature (Islington, April 1992) 05:08 Chapter 5 - Basic Instinct (Alsager, October 1992) 06:22 Chapter 5 - Smells like Team Spirit (Congleton, March 1993 07:31 Chapter 7 - Waiting for the Hammer to Fall (Brixton, June 1993) 08:21 Chapter 8 - Going Public (Congleton, August 1993) 09:15 Chapter 9 - The Penny Drops (Kingston, December 1993) 10:00 Chapter 10 - A Stitch in Time (London, April 1994) 11:04 Chapter 11 May Day (Congleton, May 1994) 11:59 Epilogue 11:53 About the Author
The Making of Rise of the Robots by Ciaran BrennanAmigaOmega2012-05-21 | Please make use of the Play/Pause button to view pages as they go by fairly quickly. There is no audio in this video.
Short feature taken from the Rise of the Robots Directors cut PC Dos game by Ciaran Brennan
It explains a little about the setting up of the development house that created the game and also a little about the developers and reactons to the game.
Forward 00:46 Chapter 1 - Three Men in a Jacuzzi (Las Vegas, January 1991) 02:00 Chapter 2 - Fondue Memories (Zurich, December 1991) 02:55 Chapter 3 - Sackcloth and Ashes (Market Bosworth, March 1992) 04:09 Chapter 4 - Human Nature (Islington, April 1992) 05:08 Chapter 5 - Basic Instinct (Alsager, October 1992) 06:22 Chapter 5 - Smells like Team Spirit (Congleton, March 1993 07:31 Chapter 7 - Waiting for the Hammer to Fall (Brixton, June 1993) 08:21 Chapter 8 - Going Public (Congleton, August 1993) 09:15 Chapter 9 - The Penny Drops (Kingston, December 1993) 10:00 Chapter 10 - A Stitch in Time (London, April 1994) 11:04 Chapter 11 May Day (Congleton, May 1994) 11:59 Epilogue 11:53 About the AuthorNintendo 3DS Longplay - 3D Classics: Urban Champion (Crosseye3D)AmigaOmega2024-08-13 | 3D Classics Urban Challenge Original Arcade/Nes game by Nintendo 1984. 3DS remake by Arika and published by Nintendo in 2011. Exclusive to the Nintendo eShop.
"In 3D Classics Urban Champion, prove you're the toughest guy on the streets. Block, punch and dodge your way through opponents to force them back - and down the open manholes! Plus you'll have to contend with angry neighbours dropping flower pots and avoid the attentions of the police, too. Battle solo against computer-controlled foes or face off against a friend via Nintendo 3DS Local Play."
Arika seems to be picking some really early stuff that hasn't aged too well yet probably the easiest to make stereoscopic. Not remotely on the level of M2's Sega conversions. This one is just three screens and two figures and dragged out for 150 rounds to become the Urban Champion. The 3D works well enough but hardly a showcase title for the technology.
The game is a one on one fighting game in its simplest form. simple walk left/right whilst punching your opponent off the screen and down the manhole on the third screen to complete the level. You get three lives and it's game over if you get pushed down the manhole on the third screen. You can lean back to block or lean in to punch high or low with a quick hit or a slow hard hit to knock the opponent back. Watch out for falling plants and note that you are constantly losing stamina based on how you are knocked back and how hard you swing.
Their is not a lot to the game and its quite a mind numbing grind to become the urban champion. Their is no ending and the game will happily keep on going until you eventually succumb to fatigue and either lose or turn off the game. That said the game has a save function to continue the pain. The game starts off easy and gets progressively more difficult and really ramps up after round fifty.Nintendo 3DS Longplay - 3D Classics: Excitebike (Crosseye3D )AmigaOmega2024-08-11 | 3D Classics Excitebike, Original Nes game by Nintendo 1984. 3DS conversion by Arika and published by Nintendo in 2011. Exclusive to the Nintendo eShop and an initial free launch game for the store.
"3D Classics Excitebike brings the original NES wheelie-poppin’ motocross masterpiece to Nintendo 3DS. Roar across the dirt and take down rival riders to claim victory in the main event, or design your own levels in the track editor! Play solo and practise your techniques, or race against computer-controlled rivals in a thrilling Challenge Race to qualify for the prestigious Excitebike Championship! Excitebike’s high-octane racing and high-flying hurdles make it an enduring, crowd-pleasing classic."
It's just like the original Nes game but now it's in 3D!! Not a particularly exciting game as it is pretty much just a time attack but I guess expectations were different in 1984. What am I saying, I was enjoying Kickstart back in 1984 and find it quite annoying to play now. The 3D is quite strong and really pops and whilst it looks nice it can mess with your perception of where the barriers are.
There are two modes of play. Solo or against competing racers. Both are time attacks and the opponents are just there to get in your way. Their is a qualifying round followed by five races. The fifth race plays over and over until you get a game over. Progression is achieved by getting at least third place on each track, anything less is a game over. There is no ending.
The controls can be cumbersome and I never really fully get the hand of it. You get two speeds, normal and boost which overheats your engine if used to long, Speed pads reset the overheat. whilst in the air you can lift or lower the front wheel which will decide how far you travel and go well you land. Landing flat seems to be the safe option but landing with front wheel low may give a boost on the way down but on the other hand it may flip the bike.Amiga DoomAttack 68040/25 (Shareware Demo 19S)(Timedemo demo3)AmigaOmega2024-07-06 | DoomAttack running on Amiga1200 Blizzard PPC 68040/25 256mb ram Voodoo3 RTG gfx via Mediator PCI. Maybe now I finally really have something comparable to other benchmark runs on different platforms.
Window set 1 notches down from full window with Hud, High detail 320x200x8 . Shareware Doom 19S.
All three built in demos are show whilst running the FPS meter. I follow it up at the end with a Timedemo run with DEMO3.
00:00:00 DoomAttack --Forcedemo -FPS DEMO1 00:02:48 DoomAttack --Forcedemo -FPS DEMO2 00:04:46 DoomAttack --Forcedemo -FPS DEMO3 00:06:42 DoomAttack -Timedemo Demo3 -Forcedemo -NoMusic -NoSoundDoomAttack Amiga1200 68040/25 Voodoo3 RTG (Timedemo Demo run)AmigaOmega2024-06-26 | DoomAttack running on Amiga1200 Blizzard PPC 68040/25 256mb ram Voodoo3 RTG gfx via Mediator PCI. The first run has no sound which is intended for max framerate during the timedemo.
Window set 2 notches down, High detail 320x200x8 The video shows an initial run of timedemo demo3 with nosound followed by sound and emulated midi music. (Note: an actual 320x200 screenmode is used but I had to frame it in 320x240 (P96Mode) for the capture card to see it.)
Following this I enable frame meter and let the four demos play. I then let them run again while toggling the high/low detail to show effect on fps as well as upping and lowering the window size.
I show the four demos a third time with Amiga music set which should give a slight fps boost especially on AGA. Lastly I show a run of level 1 after trying to gigurout how I left the controls setup, for shame.
00:00:00 DoomAttack _Timedemo Demo3 -Forcedemo -NoMusic -NoSound 00:05:50 DoomAttack -Timedemo Demo3 -Forcedemo 00:11:25 DoomAttack -FPS -Forcedemo (Four demos) 00:16:10 Four demos shown again whilst adjusting window and detail 00:21:30 Four demos shown again with Amiga music set 00:26:13 Level1 played badly (Dont watch!)Amiga 1200 DoomAttack 68040/25 (AGA) Demo MapsAmigaOmega2024-06-25 | Amiga 1200 Blizzard PPC 040/25 DoomAttack AGA 320x200 C2P_040+ MMU Modes 1+2 Emulated Midi playback enabled
Forgive the capture. The scandex scandoubler connected to AGA output is very noisy amongst other issues.
High detail, 2 notches down from full window 00:00:00 Demo 1 00:01:00 Demo 2 00:02:20 Demo 3 00:04:14 Demo 4
00:04:50 Demos again while playing with window size and detail switchCommodore 64 - Psychedelia - A Light Synthesiser (LLamasoft)AmigaOmega2024-05-25 | Psychedelia - a light synthesiser, developed by Jeff Minter and published by Llamasoft in 1984
"PSYCHEDELIA - A STEP BEYOND GAMES YOU CANNOT WIN YOU CANNOT LOSE ONLY ENJOY! PSYCHEDELIA - BEYOND COMPETITIVENESS THERE IS NO FRUSTRATION THERE IS NO KILLING ONLY PLEASURE! PSYCHEDELIA — AN ENTERTAINMENT SWITCH ON TO MUSIC SWITCH ON IN THE DARK ONLY SWITCH ON! PSYCHEDELIA – A DANCE WITH RAINBOWS"
You may have seen music visualisers in the Atari Jaguar and original Xbox but Psychedelia on the 8Bits is where they all started. This is not a game and it does not visualise music to input which is a shame and was surly possible on the C64 and Spectrum if not others. This is entirely manually driven. Put on your favourite tunes and start creating patterns in time with the music.
As a tool, the programme can record your inputs for about 30 mins. you can also create your own patterns and when you are done save them and reload later and have it play back your sequences to your music. There are many variables to play with including symmetry, line mode, pulse width, pulse speed, curser speed, delay, colours amongst others. You can even change parameters while your recorded input sequence plays back.
The video is mostly done by letting the programme run in auto/demo mode. There is no audio and you should have something playing in the background although the visuals will not be timed to it. I change the pattern gfx every minute or so and cycle through them all. Later in the video I take manual control and flick through some of the preset's and gfx options. And that's pretty much it. You really do need to use your imagination to get the most from this software.Commodore 64 Gameplay - Iridis Alpha (EU)AmigaOmega2024-05-11 | Iridis Alpha, developed by Jeff Minter of Llamasoft and published by Hewson in 1986.
"CAN YOU KEEP PACE WITH THE POWER OF IRIDIS ALPHA? Enter into the world of Jeff Minter's IRIDIS ALPHA. Manoeuvre in the bizarre world of high speed surrealism. Bombard your senses with dynamic visual experiences whilst keeping pace with fast and furious bi-directional scrolling. Mega blast your way through 5 planets each with 20 different levels. Get to grips with IRIDIS ALPHA. The key to your survival is-ENERGY!"
Jeff Minter takes on the classic shoot em up and intends to shake up the genre with Iridis Alpha. From what we know of his previous games, it usually about putting the player at as big a disadvantage as possible so is this going to be a play once and be done with it or perhaps the greatest game llamasoft ever put out?. It ultimately comes down to being the kind of player that plays games for fun or have an affinity for score chasing in really challenging games.
The game stands out for having better sprite work than other llamasoft games as well being quite colourful with plenty of rainbow gfx throughout. if you are unfamiliar with the game watching the video for the first time, nothing will make much sense but stick with it. The game is split into two playfields working like a mirror. You only control one side at a time even though you will be moving both screens all the time. Both craft has it's own energy bar. Killing enemies fills the bar. crashing into enemies empties it. The colour of your ship also reflects the energy level. That's a normal way of doing things right? except here if you fill your energy bar, you overload and go boom and equally if you empty it, you go boom. To help managing it, you can land and dump energy into the core whist also balancing the energy reserves of both craft at the same time. In the landed state you can walk across the ground whilst shooting but not that useful. You need to jump of the edge of the land in order to take off. If you managing to fill the core with energy, you will go into a bonus round for more points.
The bonus round requires you to fly to the top of the screen within a time limit. You shoot in the opposite direction to push your craft where you want to go but there is gravity and inertia working against you as well as obstacles blocking your path. IBalls will be attacking you and taking your time away so you shoot shoot at them when possible. Make it to the top and receive a score bonus. Back into the game, the idea is to fly fast but many attack waves wont allow you to do it as many of them home in on you. Flying fast raises your score multiplier and sitting still will score you nothing. Many enemies will drop gates which will jump you between both playfields. This is a key game mechanic as the side you are not playing is degrading and if left to long, you go boom. This can be especially problematic with attack waves that don't drop the warps, but there is a way out. Every level has a warp gate that allows you to move between worlds which will also reset the entropy.
In this longplay, I don't manage to finish the game. I don't know if it even ends and it maybe just a pure score attack endless game. Five worlds each with 20 waves (0-19) equalling 100 levels. You have to do all that on both sides for 200 levels in all. As you complete waves, you are working towards unlocking the other planets. These unlock at a set number of waves completed so you are free to complete these on which ever planets you have access to. Each time you destroy an enemy you will move an arrow at the bottom of the screen which selects the destination of the planet warp.
I'm not sure how realistic it is to expect the player to survive long enough to finish them all. I don't and that's with all the quality of life features modern emulators provide. That said although I have a good idea what I'm supposed to be doing, I may not have the right strategy to tackle it as intended. My initial intention of the longplay was to show one level with all waves completed and a couple of levels on the other planets. But due to how long it takes to unlock the extra planets, the playthrough really dragged on.
Overall then, I don't think this is a fun game. There are too many ideas thrown into the game and many of them are working against the player. As a C64 game though, it looks good, scrolls smoothly and controls reasonably well but there is definitely a difficulty curve to adjust to.
There are extra lives to earn when meeting score milestones and when they run out, it is game over. To close the video I show an extra game (Made in France)that appears when pausing the game. Its a simple game which has you dropping mirrors to direct your worm to the dot. Collect as many as you can before the time runs out. I then show another hidden mode in the pause mode (DNA) which looks to be just an effect generator where you can set some parameters to change the flow of the dna.Atari 2600 - Space Invaders (EU)AmigaOmega2024-03-04 | Space Invaders, developed and published by Atari in 1980.
"Aliens from space are threatening our planet. Your job is to prevent them from landing on earth by destroying each one with your laser cannon. Just when you think you've destroyed them all, more attacking aliens appear. Choose from 112 games."
I've always had a soft spot for this game and have no problem coming back to it all these years later and see it as the best home version of the arcade original and would even choose to play the Atari game over the Arcade game. There is jus something about it, the gfx and especially Atari sfx that comes together to make one of the best, if not the best arcade conversion for the 2600.
I'm playing the pal game with its green/blue colour scheme which matches the game/cartridge I have owned for the last 35+ years. Kind of makes the original first release look like a prototype. What was the pink command ship all about.
I show the game in 2 player mode at the starting level. Player one set to hard mode. Once all lives a lost I have a brief play at mode five which gives the aliens a double fire rate, lets call it extra hard mode! At the back of the box states, there are 112 modes which makes changes to the gameplay to really amp up the difficulty. Moving shields, wobbly lasers, invisible aliens :O. All this is available in 2 player modes as well including co-op play. You can really get a lot of mileage out of this game and certainly one of the best Atari put out.Nintendo 3DS Longplay - 3D Classics: TwinBee (Crosseye3D)AmigaOmega2024-02-22 | 3D Classics - TwinBee, Original Arcade game by Konami 1985. 3DS conversion by Arika and published by Nintendo in 2011. Exclusive to the Nintendo eShop.
"Enjoy classic games in a new dimension with the 3D Classics range, remastered with immersive 3D visuals! 3D Classics TwinBee brings the arcade classic "cute 'em up" bang up to date in 3D! At the helm of the TwinBee fighter craft, you must defend Donburi Island against King Spice’s minions. Take aim at flying foes and drop bombs on enemies below. A clever power-up system grants different bonuses by shooting Bells to change their colour. So tune-up your TwinBee and shoot for a high score!"
The game appears to be a conversion of the Nes game released in 1986. With only five levels, it is quite short but then becomes an endless score attack as the levels loop from the start with slightly higher difficulty resulting in more attack waves.
Overall, its an ok conversion and doesnt really do anything special over the original game. Like Xevious, you get a sense of depth in 3D mode but it doesnt add to the gameplay. I'm not sure if the game wasn't bugging out towards the end as bells would not appear from some clouds. The game uses rapid fire and can be annoying as it makes it difficult to juggle the bells and powerups you want as they get shot up and off the screen and no option for a slower fire rate.
00:00:00 Level 1 00:02:50 Level 2 00:05:45 Level 3 00:08:45 Level 4 00:11:45 Level 5 ---------------------- 00:17:00 Level 1 00:19:45 Level 2 00:22:42 Level 3 00:25:50 Level 4 00:29:05 Level 5 ----------------------- 00:34:12 Level 1 00:37:00 CreditsNintendo 3DS Longplay - Steel Empire (Crosseye 3D)AmigaOmega2024-02-21 | Steel Empire (aka Empire of Steel), original Genesis game developed by Hot-B and published by Flying Edge in 1992. 3DS Remake developed by Mebius and published by Starfish SD exclusively on the Nintendo eShop in 2014.
"Dance with bullets and shoot down the enemy in Steel Empire now on Nintendo 3DS family systems! Steel Empire is a steampunk shooter featuring frantic combat, filled with powerful enemies and insane obstacles. Enjoy a beautiful world and retro gameplay as you dodge and shoot your way through classic stages.
Choose one of four difficulty settings based on your set of skills and fight the evil empire! See how well you did using the Replay Mode and show your worth by getting all of the achievements. Original released on SEGA Mega Drive and Game Boy Advance, Steel Empire is finally available on Nintendo 3DS family systems!"
Another 2D to 3D conversion. As expected, the game takes place in the top layer but the background all have multiple layers and a good sense of depth, probably more than Andro Dunos II. The 3DS remake does look good overall and the gameplay can be really challenging as the screen gets busy with enemies and projectiles coming from both sides at once!
00:00:00 Intro 00:01:20 Level 1 00:08:22 Level 2 00:15:02 Level 3 00:23:22 Level 4 00:30:54 Level 5 00:39:48 Level 6 00:48:03 Level 7 00:59:22 CreditsNintendo 3DS Longplay - Fantasy Zone II W (Crosseye3D)AmigaOmega2024-02-16 | 3D Fantasy Zone II W, developed and published by M2 in 2015. This is the standalone eShop release. The game is also part of the SEGA 3D Classics collection and (セガ3D復刻アーカイブス2, Sega 3D Fukkoku Ākaibusu 2, Sega 3D Reprint Archives 2) in the Japanese region.
"The popular shooter Fantasy Zone is back, and it is bigger than ever! Players can continue the story with Fantasy Zone II: The Tears of Opa-Opa, a remake of the original Master System game, or experience an all-new endless mode, Fantasy Zone II: Link Loop Land!"
Out of all the 3D conversion if currently recorded, this appears to be one of the better one with multiple background layers helping to make this 2d to 3d conversion really pop.
This longplay is a run through tears of Opa-Opa mode leading up to the best ending. This involved fighting each boss in the Night zones and taking the tear drop into the final battle zone. Doing so makes those final levels challenging as you have no weapon 3 super power. There are two other ending that require completing the game in each zone without the tear.
00:00:00 Intro 00:00:30 Pastaria 00:02:41 Sarcard 00:04:38 Hiyarican 00:06:31 Vow Vow 00:08:34 Caprifa 00:11:14 Fuwaread 00:13:23 Sbardius 00:15:47 Volfine 00:20:02 Bright Ending 00:21:58 M2 CreditsNintendo 3DS Longplay - 3D Classic Xevious (Crosseye 3D)AmigaOmega2024-02-13 | 3D Classics - Xevious, Original Arcade game by Namco 1982. 3DS conversion Bandai Namco and published by Nintendo in 2011. Exclusive to the Nintendo eShop.
"Strike deep behind enemy lines in the intense, classic arcade shooter now revamped in 3D!
3D Classics Xevious puts you in the cockpit of a state of the art Solvalou strike fighter on a daring mission to infiltrate hostile airspace. You are humanity's last hope of eradicating the sinister XEVIOUS collective - shoot down wave after wave of enemy fighters, drop your deadly payload of guided bombs and take out the colossal flying fortress to bring the XEVIOUS war machine to its knees! Considered one of the forefathers of the overhead vertical shooter, Xevious can still dazzle yet with new 3D features!"
It's Xevious but on the 3DS! Not much to say about it. It plays as you would expect. An endless score attack consisting of sixteen levels that loop back to level seven. There are four hidden flags to find which act as a score multiplier and can only be collected once (not appearing in later loops if collected already) The flags are always in the same place surrounded by tanks, just bomb the centre. There are silos to find and destroy for a big point bonus but I don't know where they all are in this version of the game.
The longplay goes through all sixteen levels follower by a second loop just to show what the game is doing. I end the game at the start of the third loop by throwing away all lives (not shown). Overall it's a nice yet very challenging conversion and adds clouds to the sides of the screen to fill the game out as well as giving depth in 3d mode. Another feature is the ability to save progress at any point by opening up the main menu.Panzer Dragoon (SEGA Ages Vol 27) - PlayStation 2 LongplayAmigaOmega2024-01-29 | SEGA Ages - Panzer Dragoon (SEGA AGES 2500 しりーず Vol.27 ぱんつぁーどらぐーん) Developed by Land Ho! Co, and published by Sega / 3D Ages in 2006. Exclusive to the Japanese region.
"A century in the twilight of humanity, where "aggressive creatures" born to ancient civilizations writhe. A legendary dragon and a young hunter take to the sky to save a world that is slowly dying! Freely switch the field of view in all 360° directions, lock on to huge enemies, and wipe them out with a homing laser!
Reproduced by original staff In the "Arrangement Mode'' created by the Sega Saturn version director himself, the screen becomes even more beautiful. Of course, the original Sega Saturn version is also reproduced as faithfully as possible.
"Pandora's Box" is full of hidden data that will be revealed the more you play the game. Contains many unreleased illustrations and clear playbacks that allow you to enjoy the ending."
Panzer Dragoon for the PS2! Interesting collection this one. You get the Saturn version of the game which mimics the look an feel of the original game but seems to retain some PS2 enhancements such as the non dithered radar. The Arranged mode (PS2) doubles the resolution giving an overall cleaner look which much more fine details visible. Pandoras box is available right from the start allowing you to change some settings but you do need to complete the game to unlock everything.
In the longplay I show a complete run of arranged mode. I cut the intro animation at the start of episode 1 as it plays initially when the game boots. Hard difficulty is played in order to unlock the hard ending video which exists only to tell you about the cheat mode. Following this, I show the illustrations contained in Pandoras box. In this mode you can zoom in to view the finer details. There are some video and I show the ones we have not seen yet. Videos I don't show are cutscenes from the game. There are also the special videos which show a playthrough of the game with and without commentary with the last one being Japanese game credits. (English are shown at game completion). Finally, I show a quick play with a different player model selected and also a quick go at the Saturn mode for a quick comparison.
Special Note: Uploaded here as it doesnt meet quality requirements for the main longplay site. PCSX2 as of right now (PCSX2 v1.7.5531) does not support video capturing of this game (crashed during fade effects) Playing is fine. This recording was captured with fraps.
00:00:00 Intro 00:08:55 Episode 1 00:14:40 Episode 2 00:20:38 Episode 3 00:27:20 Episode 4 00:33:25 Episode 5 00:40:05 Episode 6 00:44:36 Last Episode 00:51:00 English Credits 00:54:08 Hard Mode Ending ------------------------------ 00:58:00 Illustrations 00:00:00 Film - Japanese Trailer 01:07:53 Film - Japanese Credits 01:10:55 Film - Sega Logo Intros 01:12:33 Quick go with Rolling Mode 01:16:03 Quick go at Saturn ModeDylan Dog: The Murderers - Commodore 64 LongplayAmigaOmega2023-12-30 | Dylan Dog: The Murderess, developed by and published by Simulmondo in 1992. Original Italian release known as Dylan Dog: Gli Uccisori.
Google translation of the Italian box:- "In the midst of a torrid summer, people like you and me become deviennent and become terrifying killers. Dylan Dog will meet you in this absurd blood adventure in a château in London. In a scorching summer, ordinary people go crazy, becoming ferocious murderers... A crescendo of horror begins that will lead to an absurd, bloody adventure in a London castle, and Dylan Dog will be alone against everyone to face the threat of the "killers"!"
Wiki:- "Dylan Dog is an Italian horror comics series created by Tiziano Sclavi and published by Sergio Bonelli Editore since 1986. The series features the eponymous character, a paranormal investigator who takes on cases involving supernatural elements such as ghosts, demons, vampires, undeads, werewolves and other creatures, but also horrifying sociopathic criminals and serial killers. It defies the whole preceding horror tradition with a vein of surrealism and an anti-bourgeois rhetoric."
The Commodore64 version of the game isn't like the Amiga/Dos game although it tries to be. We get a nice intro, and animated ending which wasn't the norm but none of the cutscenes from the 16bit versions. The game is a single load into 64k of memory limiting the number of rooms and many assets are reused, maybe presented in a different colour. The gameplay is a mixed bag, but overall well presented with a smooth running main character which makes you wonder if a flashback/another world game was doable.
You control Dylan in an Action Adventure setting, killing anyone in your way with your fists or any weapons you find around the castle. Enemies get more difficult to defeat as you progress. You do get a gun with limited ammo. There are five enemies that can only be shot and I didn't notice any ammo to collect so don't go shooting everyone as you will not be able to progress as the enemies block your path. There are objects to pickup and clues to find which have been dropped by survivors. Some negative aspects of the gameplay are the combat system and climbing stairs. Combat is done by simply Forward+fire to attack and fire+back to defend. Getting the timing right on those attacks are crucial as once the enemy starts the attack animation, you are locked into the move you pressed and you lose a lot of energy later in the game. To go up stairs you need to be in the exact right spot, pushing up and direction, it can be tricky and when you have spiders nibbling at your toes, it can cost you energy. In the end, the gameplay boils down to use the right object in the right room and make it to the end.
Overall, its not a bad game but seems to be very obscure with very little information on it. No YT videos, and no walkthrough and not many talking about it on forums and admittedly, not a game I even knew about before stumbling on a random video comment asking about it. However this longplay is less than perfect. You need to get the point system down to zero for full completion and I end up with 40 left over. I can not workout where to use any of the items collected but I bring them to the end screen. There is something left to do, but I cant work it out. There is a screen with an animated tv and a door, but I cant seem to do anything there.
Some Notes: I could not find any public available disk or tape images of the original game anywhere so I am having to use one of the many cracked releases (Slakecomp in this case as it looked to be the latest) and can not verify if they are working correctly. There are 20 odd to choose from and no doubt based on the very first cracked release. They way they work is that they are split into three executables, Intro, Game and Ending. They files are not linked so when you finish the game, you just get a black screen and when you load the ending, they assume you got a perfect score.
It troubles me that I could not figure out even one of the collected objects uses. Are they red herrings? The med pack would have been especially useful for healing my wounds, but I could not figure out how and where to use it if that's even possible. When taking the lift at the end of the game, it loops back and puts me back in the cellar, giving me a chance to get those extra 40 points? But going back to the lift also gets me those points for a zero score but does not load the ending, black screen.
00:00:00 Intro 00:02:00 The Game 00:25:10 The EndingZX Spectrum Longplay - Seraphima (Full Version)(2023)AmigaOmega2023-12-01 | Spectrum 128k
This is the full release of the game released in November 2023.
"From time immemorial, there are two castes on Earth, in secret from people: Guardians who live outside time and stand on the defense of life on Earth, and Marauders who follow the Guardians through epochs and unceremoniously take everything they want. They fought a war against each other, ensuring a balance of Good and Evil. But a terrible thing happened: Seraphima remained the last of the Guardians. If she dies, the Marauders will remain locked in their time, but the future of Earth will plunge into obscurity. And Seraphima decides to fight to the last breath to kill her enemies and save Earth."
I previously longplayed the Yandex Retro Games Battle version and as good as it is, it was a rushed release for the competition and missing features intended for the finished game as well as a few buggy issues. Now the full version is out with more screens, more secrets along with some additional items to find and figure out their purpose.
The longplay pretty much plays out the same as the previous recording with adjustment for new positioning of rooms. Once the dragon is defeated , that's when we get to all the new stuff and where I had to start figuring stuff out so it may not be as fluid as the first part of the game. I show a few hidden rooms but was dismayed find I had only found half of em, not without lack of trying.
I manage to have a bundle of coins by the end and there are likely still some to find in the un found hidden areas. However, the oracle doesnt seem to have any messages waiting to spend them on so its really about the completion rating at this point. I do show dying and the save game system at work but I think I could have better placed the save flags to show off different ways to be killed (other than be hit by enemies).
The game has three ending with only one shown here. I'll save those for the 'World of Longplays' video hopefully with all secrets shown.
Overall another great ZOSYA release showing off what can be done within the hardware limits. The only negative thing I can say is not enough music variety with one song pretty much playing throughout.
Since this recording, I have got the two coins that I didn't collect here and also found two more rooms. Just two rooms hidden from me atm.
00:00:00 Title Music 00:01:50 GameC64 Gameplay - Savage (Level 3 + Ending)AmigaOmega2023-09-30 | Savage, developed by Probe Software and published by Firebird in 1988.
The C64 game is possibly the poorest of all the 8Bit versions with the exception of Jeroen Tel's music. The enemies is level three spawn randomly around you and even in you which can quickly drain your energy. Fortunately killing things award some energy with the green/brown guards offering up much more.
The objective of this stage is to collect four treasures to bribe the guard at the end of the stage. However, the game has a game breaking bug that doesn't care to acknowledge your efforts and tells you to do one.
The does actually have an ending but the trigger is broken. (or not as designed when comparing the other versions of the game). The game appears to be tracking number of kills instead of amount of items collected although the items do add to the kill count. I expect the correct behaviour would have been to count the number of objects down from four to zero.
The kill count must be on zero to show the proper ending which means the game needs to acknowledge 256 kills to roll back to zero on the counter. But what counts as kills. The items, randomly spawning bird and bubble things, the monkeys and maybe even there shots? But the green smiley things don't seem to.
Bizhawk was used to capture as it was the easiest way to capture with kill count. Forgive the poor audio rendition but this is why we don't use this emu for full long plays.Nintendo 3DS Gameplay - VectorRacing (Crosseye3D)AmigaOmega2023-09-20 | Vector Racing by Sweet Soft. 3DS conversion by Arc System Works published on the eShop in 2012.
"A brand new, high-speed racing game that brings to mind the retro video games of yore! Use one of the 6 different machines to race across 12 courses, some easy and some insane, in 4 different modes: GRAND PRIX, SINGLE RACE, TIME TRIAL, and VS BATTLE! You can play against a friend using the multiplayer VS BATTLE mode or see where you stand in the world by viewing the online ranking in the RECORDS mode."
Nothing much to the game with the retro complemented by the retro gamplay taken literally with no ending or rewards. Just pure score attack like the good old days. Now in 3D!Nintendo 3DS Longplay - 3D Sonic the hedgehog 2 (Crosseye3D)AmigaOmega2023-08-19 | Sonic 2, 3DS conversion by M2 and published by Sega in 2015.
"Sonic is here to save the day, and this time he’s got help from his friend Tails! Dr. Eggman (AKA Dr. Robotnik) is back and is planning on building his ultimate weapon, the Death Egg. To do so, he’s going to turn the animal inhabitants of Mobius into his own personal army of Badniks. Can Sonic obtain the seven Chaos Emeralds and stop him once and for all?
3D Sonic The Hedgehog 2 is remastered in 3D and full of new features! Is the Chemical Plant Zone your favourite stage? Use “Stage Select” and start running wherever you want! Run fast without worrying about your rings. Cut your losses by choosing Ring Keeper Mode—only half your rings will be lost after taking damage! Keeping your rings and stopping Dr. Eggman’s evil scheme is important, but don’t forget to take some time off from saving the world to play against your friends in the two-player Vs. and Co-op Mode using Local Play!
The longplay makes use of Ring Keeper Mode. Not that I need it but interesting to show this difference in the 3ds release. It makes it so you only lose half your rings when taking damage as well as starting each stage with 10 rings. It takes away some of the frustration for the casual or new player.
I get all seven special stages and emeralds out of the way at the start of the game during Emerald Hill. This unlocks super sonic for the rest of the game and I just aim to get out of the level by whatever means without worrying about collectables or routs although in hindsight this really cheesing the game as you become invulnerable and can make quick work of the bosses. I have consciously tried to not activate it to early so that the stage music gets a chance to play.
00:00:00 Emerald Hill (Unlock Super Sonic with all seven emeralds) 00:21:25 Chemical Plant Zone 00:25:25 Aquatic Ruin Zone 00:28:35 Casino Night Zone 00:34:08 Hill Top Zone 00:39:04 Mystic Cave Zone 00:42:42 Oil Ocean Zone 00:48:05 Metropolis Zone 00:56:30 Sky Chase Zone 01:01:32 Death Egg Zone 01:03:43 Good Ending 01:08:06 Credits 01:11:31 Attract mode with Pull-out 3D.
I've not really shown Pull-Out 3D mode in my string of 3DS videos as I cant tell much of a difference on my N3DS or in this video. The screen floats a little more out of the screen but the depth of the running game doesn't really change.Nintendo 3DS Longplay - Shinobi (Crosseye3D)AmigaOmega2023-08-18 | Shinobi, developed by Griptonite and published by Sega in 2011.
"The Legendary Ninja Warrior Returns. Betrayed by your friend, you must battle an ancient and evil clan in this epic continuation of the acclaimed Shinobi series. Intense ninja combat and magic. Over the top boss encounters."
Shinobi was last seen in 2003s Nightshade. Shinobi returns in the twelfth game in the series and goes back to its side scrolling roots. The style of gameplay is much like 1993s Shinobi III: return of the Ninja Master. Developed by Griptonite Games, Shinobi follows Jiro Musashi, the father of the original Shinobi, Joe Musashi.
The game combines side scrolling levels with 3D action sequences, pitting shinobi against a variety of threats, from henchmen to helicopters. The game also has a combo system merging melee, ranged and acrobatic attacks as well as magic.
Recorded in Citra 3DS emulator. The game is mostly compatible except for the audio using HLE driver. While it is ok, the music seems to be at a different rate to the sfx and results in some odd echoing, ringing or stuttering. The audio does sound 'more' correct yet different with the LLE driver but it is then too slow to play with 3ds surround audio effects.
00:00:00 Intro 00:03:10 Oboro Clan Village 00:18:44 City of Zeed 00:32:47 Hyper Transport MG97 00:40:45 Jungle of Blood 00:54:14 Afterburned 01:10:20 BioShark 01:26:42 Shadow Temple 01:35:35 Secret Mission 01:45:16 CreditsNintendo 3DS Longplay - 3D Sonic the Hedgehog (Crosseye3D)AmigaOmega2023-08-16 | 3D Sonic the Hedgehog, conversion by M2 and published by Sega in 2013.
"The evil scientist, Dr. Eggman (aka Dr. Robotnik), has snatched the animals of South Island, turning them into robot slaves. Only one hero can defeat Dr. Eggman and rescue the animals from his vile clutches – it’s the super-cool hedgehog with the blue spiky hair, Sonic! Race at lightning speeds across seven classic zones as Sonic the Hedgehog. Run and spin through loop-de-loops as you collect rings and defeat enemies on your mission to save the world!
In addition to its all-new 3D presentation, 3D Sonic the Hedgehog now features Zone Select and the classic Spin Dash move to help you zoom through Zones and take down Badniks!"
The standalone eShop downlodable version of the game is being played here. The game is also available as part of the 'Sega Classics Collection' also known as (セガ3D復刻アーカイブス2, Sega 3D Fukkoku Ākaibusu 2, Sega 3D Reprint Archives 2) in the Japanese region. A minor bug in the emulation is a loss of sounds in the M2 wrapper at the start of the video as you move through the menu. The game it self is fine.
00:00:00 Green Hill Zone 00:07:00 Marble Zone 00:17:00 Spring Yard Zone 00:25:05 Labrinth Zone 00:35:55 Star Light Zone 00:41:05 Scrap Brain Zone 00:48:45 Good EndNintendo 3DS Longplay - 3D Streets of Rage (Crosseye3D)AmigaOmega2023-08-09 | Streets of Rage 3DS conversion by M2 and published by Sega in 2013.
"In the grips of a vicious crime syndicate, this once peaceful city has become a centre of violence and mayhem. Amidst this chaos, three young police officers are determined to tackle the problem head-on. Taking control of one of three ex-officers, use their special hand-to-hand combat abilities to take down the syndicate and save the city.
In addition to its all-new 3D presentation, 3D Streets of Rage also features local multiplayer and a Single Hit KO mode to help you power through the city's crime."
00:00:00 Intro 00:01:50 Stage 1 00:06:00 Stage 2 00:11:02 Stage 3 00:15:15 Stage 4 00:20:15 Stage 5 00:26:58 Stage 6 00:33:55 Stage 7 00:38:10 Stage 8 00:50:20 EndingNintendo 3DS Longplay - 3D Gunstar Heroes (Crosseye3D)AmigaOmega2023-08-09 | 3D Gunstar Heroes, 3ds conversion by M2 and published by Sega in 2015.
"Treasure’s visually stunning side-scrolling shooter, Gunstar Heroes is now re-mastered in 3D! Take advantage of Gunslinger Mode by choosing between FREE and FIXED shot modes on the fly and cycling through all your weapons. However, firepower can only take you so far! Go the distance and make it to the long-awaited boss battles with double life with the new Mega Life Mode. Take on the enemies alone or with a friend using two-player co-op via local wireless and save the world from destruction."
I am utilising features specific to the 3DS game to show casual play utilising MegaLife mode for double health and Gunslinger Mode which allows you to switch both weapon orbs at will with the left / right shoulder buttons. I refrain from switching between free and fixed to add a little challenge even if it makes fights take longer than normal. I play on Expert difficulty which isn't so bad with the extras enabled.
Another good use of 3d separating the many graphic layers of the game.
00:00:00 Intro 00:03:20 Dice Palace 00:11:18 Flying Battleship 00:16:40 Ancient Ruins 00:21:00 Underground Mine 00:31:15 Stage 5 00:38:38 Stage 6 00:49:45 Stage 7 01:00:40 Ending 01:03:47 CreditsNintendo 3DS Longplay - 3D Streets of Rage II (Crosseye 3D)AmigaOmega2023-08-05 | 3D Streets of Rage, 3DS conversion by M2 and published by Sega in 2015.
"The sequel to the original rumbler is back and re-mastered in 3D. Slam the asphalt with bigger, better and totally devastating attacks. Ex-wrestler, Max Thunder, joins up with Axel and Blaze to throw earth-shattering body slams and fist attacks. New thrasher, Skate, assaults enemies with high-speed inline attacks, and spinning jump kicks. Use secret weapons to bash your way through gangs of bikers to rescue your friend and defeat Mr. X."
This is a 'No Skillz' run of the game. I am utilising features specific to the 3DS game that allows casual play to one hit combo the bad guys. I generally avoid these type of games as I don't do so well with them but I am able to show the game on 3ds. It should be noted that the music has been authentically reproduced here with perhaps one of the best Mega Drive audio emulations.
00:00:00 Intro 00:02:10 Stage 1 00:06:15 Stage 2 00:09:45 Stage 3 00:14:30 Stage 4 00:19:12 Stage 5 00:22:48 Stage 6 00:26:58 Stage 7 00:31:18 Stage 8 00:34:32 EndingNintendo 3DS Longplay - 3D Ecco the Dolphin (Crosseye 3D)AmigaOmega2023-08-02 | 3D Ecco the Dolphin, Developed by M2 and published by SEGA in 2013.
"After a mysterious storm sweeps your family from the sea, it's up to you to find them and uncover the mystery behind the forces that took them. The search to find them will take you through vast underwater realms of treachery, beauty and adventure. Use your sonar to discover hidden caverns and unlock the secrets of crystal glyphs – but beware of packs of bloodthirsty sharks that search the ocean for unwitting prey! In your quest, you'll discover that more than your family's safety is at stake. The fate of the whole world rests on your wits and fins.
In addition to its all-new 3D presentation, 3D Ecco the Dolphin also features Super Dolphin Mode where your health and breath never deplete!"
This is the Standalone eShop release of the game on Nintendo 3DS. The game was also released as part of the Sega 3D Reprint Archives (セガ3D復刻アーカイブス, Sega 3D Fukkoku Ākaibusu) collection.
For this longplay, I will be utilising the 3DS exclusive feature 'Super Dolphin Mode' as it takes much of the frustration out of the game leaving it more of an experience than a challenge allowing you to actually explore and solve the puzzles without worrying about energy or air.Arcade Gameplay - 3D Thunder Cepter II (Crosseye 3D)AmigaOmega2023-07-29 | 3-D Thunder Ceptor II (3-DサンダーセプターII), developed by Namco in 1986 and presented in Frame Sequential 3D requiring shutter glasses.
The intent was to longplay the game but unless there is a game mechanic I am missing, the game is bloody difficult due to a highly constrained energy meter that barely leaves you enough to finish the level and never replenishes completely. I didn't quite make it to the end and not for lack of trying for a whole afternoon.
There are 6 levels which are fairly short requiring you to blast enemies that are in your way as well as avoid obstacles down the tunnel. You are equipped with a few bombs which do replenish each level. These can be used to do some extra damage, useful for obstacles more than the bosses. To maintain as much energy as possible it is essential to not hit anything while maintaining max speed. The bosses will get in your way and slow you down so need to be destroyed quick.
At the end of each level you get a boost of energy ready for the next level bit its not enough to finish it so you need to ensure you have some left at the end of each stage to carry through. I seemingly didn't kill them fast enough to maintain enough time.
The game reminds my of HyperZone released on the snes which also comes with 3D support.ZX Spectrum Longplay - Seraphima (Zosya 2023)AmigaOmega2023-07-05 | Seraphima developed by ZOSYA entertainment and released at Yandex Retro Games Battle in 2023 as part of a game dev competition.
Spectrum 128k
The authors web store is closed to those outside Russia at this time but this game was made freely available and can be downloaded from alternate spectrum game sites. Strangely it doesn't seem to appear on the official Zosya site (or I couldn't find it at least)
Another very slick spectrum game from Zosya Entertainment, back with there own stylised gfx style to show what a spectrum game can be in the right hands. Large colourful sprites with minimal colour clash. The most striking effect is probably all the multi layer scrolling going on to produce a believable parallax scrolling effect.
The game is an action adventure with slight puzzle element. Figure out where each door takes you, find objects and figure out where to use them.
Whist I have completed the game, it is not clear to me if it is the proper or good ending as I cant see away to unlock another and not for lack of trying different things. The game has far more coins than you apparently need so I don't know what they are all about. There are no more messages at the oracle.
Overall then, a nice game, not overly difficult but somehow feels unfinished. Most of the game is spend getting fully powered up to quickly dispense of one boss that blocks your exit to the top and once there its all taken away.
00:00:00 Title Screen 00:01:10 Game - leading to normal/bad ending ? 00:43:37 Game leading to a not quite as bad ending?Nintendo 3DS Longplay - The AVGN Adventures (Crosseye 3D)[YOLO][All Cameos][All pickles][NO HITS]AmigaOmega2023-06-24 | AVGN Adventures, developed by FreakZone Games. 3DS port by MP2 games and published by Screwattack Games exclusively on the Nintendo eShop in 2015.
I wasn't initially going to show a full run of the game, but different levels have different levels of 3D to show and it didn't take too long. The 3D is pretty basic with two or three layers of 2d gfx at different depths but it is still interestingly used in some levels.
Along the way, I have shown the locations of the pickles and cameo characters.
00:00:00 Konami Code 00:01:12 Tutorial 00:02:43 Future Fuckballs 2010 (Unlock Guitar Guy) 00:07:14 Dungeons and Dickholes (Unlock Mike) 00:11:40 Beat it and Eat It(Unlock B.S Man) 00:14:43 Assholevania 00:18:29 Happy Fun Candy Time 00:21:44 BOO! Haunted House 00:25:16 Blizzard of Balls 00:29:58 Thy Farts Consumed 00:33:03 Backtrack to Future 2010 to show last pickle 00:34:06 Laughin' Jokin' NumbnutsC64 Scene Demo - Next Level by Perfomers (X 2023)AmigaOmega2023-06-05 | Commodore 64 Scenedemo, Next Level by Performers released at X 2023 taking 1st place in the demo compo.
Another huge Mega Demo taking up 4 sides. There is a lot going on in this demo, especially the 2nd side which might have you asking, how did they fit all those in there! A demo surly worthy of its name.
If there is a slight annoyance to be found its that the Flip disk screens either have something going on, or cool music to play out that may leave you wondering why those screens are on for so long.
00:00:00 Side 1 00:06:15 Side 2 00:11:42 Side 3 00:18:00 Side 4 00:23:20 Additional notes (side 1)
https://csdb.dk/release/?id=232976 pouet.net/prod.php?which=94504Commodore 64 Scene demo - Wonderland XIV by Censor Design (X 2023)AmigaOmega2023-06-05 | Wonderland XIV by Censor Design and released at X'2023 claiming 3rd place in the demo compo.
A great release as you would expect in the wonderland series. This is a long 4 sided mega demo
Recorded with latest Winvice build with new 8580sid. I set a bias of +600 to hide some of the clicks and pops but it maybe has a negative affect in other aspects.
00:00:00 Side 1 00:05:05 Side 2 00:10:15 Side 3 00:13:45 Side 4
pouet.net/prod.php?which=94508 https://csdb.dk/release/?id=232980Nintendo 3DS Gameplay - Nano Assault (Crosseye 3D)AmigaOmega2023-06-04 | Nano Assault EX, developed and published by Shin'en Multimedia exclusively on the Nintendo eShop in 2013.
"Stop the deadly Nanostray virus in Nano Assault EX. Experience a fast-paced action shooter, set within a visually stunning cellular system that leaps off the screen in full 3D. Nano Assault EX features online rankings, support for Circle Pad Pro and full stereoscopic 3D graphics."
A great looking game making full use of the the 3D feature. The game is kind or a cross between Super Stardust and Microcosm. The 3D looks good on the ground, but is really put to full use in the tunnel shooter sections.
I have just shown the first cluster here made up of five levels which gives a just a taste of the 3d effects used in later levels.
00:00:00 Title and Intro 00:01:33 Cell 1 00:03:50 Cell 2 (Mid Boss) 00:05:26 Cell 3 00:07:20 Cell 4 (Tunnel section)Nintendo 3DS Gameplay - 3D Super Hang-On (Cross-eye 3D)AmigaOmega2023-05-30 | Super Hang-On 3DS conversion by M2 and published by Sega in 2013.
Another great Sega Arcade conversion to 3d on the 3ds. Its pretty much the original arcade game but with the addition of added 3ds features including difficulty adjustments and bezels which can move left or right as you turn.
In this video I am showing the unlocked Would tour mode which takes you through all tracks in one long run. I adjusted the timer to ensure i make it through but didn't quite realise just how much time the top setting would allow negating the challenge. But, I play these games for fun and it's the experience that matters to me. Not getting frustrated because of tight time limits that doesn't allow for any mistakes begging you to insert another coin and have another crack at it :pNintendo 3DS Longplay - 3D Shinobi III Return of the Ninja Master (Crosseye 3D)AmigaOmega2023-05-29 | Shinobi III, Mega-Drive conversion by M2 and published by Sega in 2013. This is the Standalone eShop release of the game on Nintendo 3DS.
"Joe Musashi's sworn enemies, the Neo Zeed, have returned! Controlled by Shadow Master, a formidable ninja cloned from Joe's own bloodline, the syndicate holds the city captive with its vicious crime ring. Utilise deadly weapons and lethal ninja arts in order to stand against the hordes of bio-ninja and save your city!
In addition to its all-new 3D presentation, 3D Shinobi III features a Round Select Mode and customisable input setting which allows you to assign each action to specific buttons."
One of the best looking Mega Drive games gets a conversion to the 3DS. I don't know how much work this conversion was but I imagine it was one of the quickest to convert as the game already had multiple graphic layers giving a pseudo 3d effect. Either way, the 3D presentation looks great here.
I wasn't sure how I wanted to present the game, changing my mind on what to show and after loosing all video after an emu crash and having to start over, I do get a little lazy near the end of the game. Initially I wanted to show scores when not using knives or ninjutsu but that makes things boring and who cares about scoring anyway.
I left the game on normal difficulty and it isn't too bad. Level 6 gets a bit silly with it's trap rooms and level 7 is damned annoying with its wall jumping and electric traps.Nintendo 3DS Longplay - Andro Dunos II (Crosseye3D) [1go][Maybe-Miss] [Didnt Die][Hardest Mode][4K]AmigaOmega2023-05-20 | Andro Dunos II, developed by Picorinne Soft and published by PixelHeart in 2022.
"In this pure homage to the classic 90s Arcade Shoot 'em up you take control of one of the most technologically advanced space ships ever... Features: Flexible and efficient gameplay. Recover power ups by killing enemies. Music composed by Allister Brimble (Alien Breed, Body Blows, Project-X, Colonization, Driver or Superfrog)."
Sequel to Visco’s Neo-Geo Arcade game Andro Dunos release in 1992. Andro Dunos II was also released on Steam, Playstation4, Xbox, Nintendo switch and even the Dreamcast!. The 3DS game allows you to play in both 2D and 3D modes as you would expect but the resolution has taken a small hit which is clearly visible on the title screens with obvious lines missing. There is also a gfx glitch on the tutorial screen which flashes all the buttons instead of the actions it is trying to show (Confirmed on hardware and emulation). There seems to be a gfx glitch with one of the stage six boss abilities.
00:00:00 Tutorial 00:01:44 Stage 1 - Our Planet 00:05:05 Stage 2 - Space 00:09:00 Stage 3 - Asteroid 00:12:53 Stage 4 - Dead Sea 00:18:26 Stage 5 - Machine City 00:23:04 Stage 6 - Battleship 00:29:17 Stage 7 - Secret BaseNintendo 3DS Gameplay - Steel Diver (Whale) (Crosseye3D)AmigaOmega2023-05-17 | Steel Diver, a 3DS launch title developed by Vitei Inc. and published by Nintendo in 2011.
"Take Submarine Combat To New Visual Depths. Explore undersea volcanoes, ancient ruins, and arctic caverns in Eye-Popping 3D! With the Nintendo 3DS gyro sensor, you can aim your periscope by simply rotating your body! Fight enemy submarines, dodge depth charges, and battle massive sea creatures. Challenge a friend to a strategic battle via Download Play."
A small gameplay clip showing the strong 3d effect used in this launch game to show off the power of the 3DS. The game is also entirely touch controlled with some gyro use for the periscope. I also show off the Whale after collecting 10 whale perk icons during the periscope bonus missions at the end of each level.Nintendo 3DS Gameplay - Lifespeed (Crosseye3D)AmigaOmega2023-05-05 | Lifespeed, developed and published by Wee Man Studios for the New3DS in 2017 on the eShop
"Lifespeed is the ultimate race for survival. Battle your galactic opponents while flying at high speed through exciting tunnels. Your planet needs you! One thousand years ago, a Great War threatened to engulf the galaxy. The United Government was formed to stop the impending Armageddon. Now there is a new threat called Lifespeed. Instead of war, disputes about resources and survival are settled on the track. Each rider is forced to compete for their planet’s survival and for the chance to become Archon. You are Cypher Reid."
This was a good tunnel racer for the then New3DS. The New3DS was (mis)treated to a lot of eshop shovel ware which thankfully this is not and is up there with top five exclusive games for the system.
The 3D effect works really well and I've just shown a few tracks here in the video to try and show it off. For a £5 digital download the game comes with plenty of content shaming many other downloads at this price.
The game does feature a story mode which is well presented with comic book narration between levels. Single and championship modes are also present with multiple choice of characters with slightly different ship stats. There are 8 tracks spread over four world. Similar to games like Wipeout you can pick up weapons to try and slow down or destroy opponents.
What stops the game being 'Great' though is the controls can be frustrating with a slight movement able to through you of course as the track changes in all dimensions. The opponent racers are also fiercely aggressive making every race a fight to the finish and should you get knocked around there is no way you'll be taking 1st place. Sure there are differing difficulty levels but its no fun being forced to play rookie for a chance to win.
Gameplay recorded in Citra. There maybe some audio stutter but other than that it plays like on my actual New3ds.
00:00:00 Titles 00:02:40 Race 1Nintendo 3DS Scenedemo - Skate Station (Crosseye3D) - SVatG at Nordlicht 2019AmigaOmega2023-05-04 | Skate Station by St. Vincent And The Grenadines. Presented at Nordlicht 2019 claiming 2nd place in the Wild Demo compo.
Interesting short demo utilising the 3d feature of the ... 3ds. I do like 3d tunnel vision featured in very few games so the final segment of the demo is the standout bit for me.
Video dumped with Citra 'New3DS' emulator.
pouet.net/prod.php?which=82158Nintendo 3DS Longplay - SpeedX 3D Hyper Edition (Crosseye3D)AmigaOmega2023-05-02 | SpeedX 3D Hyper Edition, developed and published by Gamelion Studios in 2013 on the eShop.
"You won't believe what's possible in a tunnel racing game! Speedx 3D Hyper Edition is the fastest tunnel racer ever! Be amazed by its enhanced visuals, then start your run with just one tap on the screen and experience incredible thrills as you race through the new location. Speedx 3D Hyper Edition offers new music tracks, improved controls and even faster gameplay. Trigger Hyper mode and see how far can you go!"
This is the pseudo sequel to SpeedX 3D. It fixed framerate issues with the original game and adds more music while removing the different game modes leaving just the endless score attack. This makes the game more of an experience than a game as you have no goal other than survive as long as possible while gaining ever more speed. Coloured dots on the track award you with Shields (yellow) and other bonus weapons with the Quake being the only useful one (Red). Going at Hyper speed awards 1.5x score and while you are scoring all the time, you get a good chunk from crashing into things but be mindful of the shields else its game over.
The games runs at a steady pace looking great in 3D but how many times can you return to this. I play long enough to play out most of the music tracks before giving up. It's a nice experience for about £3 but not a lot of longevity unless you really like to revisit the music.
I'm not sure but just maybe the score panel is slightly bugged in that it doesn't pop out, as though its 3d effect has the wrong L/R priority. or maybe its intentional. Not the fault of emulation as it looks odd to me on the actual 3DS as well.Nintendo 3DS Longplay - 3D Altered Beast (Crosseye3D)AmigaOmega2023-05-01 | Altered Beast, 3DS conversion by M2 and published by Sega in 2013
"After being summoned from the dead by Zeus, shape-shift into various beasts and fight off hordes of demons to rescue the captured Athena from the clutches of Neff. Transform into a variety of beasts and fight off throngs of demons sent forth by the evil Neff. The mighty shape-shifting god will challenge you in various hideous forms in each level, but you are armed to the teeth with transformative tricks of your own! In addition to its all-new 3D presentation, 3D Altered Beast also supports local multiplayer, and a Random Transformation Mode."
Classic Mega Drive game brought to the 3Ds in .. 3D! I play through the game twice showing some different modes.
First play is everything on default, International release and original mega Drive audio. The second play is in a kind of crt effect mode, Japan release, mega Drive 2 audio with random transformation enabled. I think I killed the 3d effect in the second play with the pulled out 3d option.Nintendo 3DS Gameplay - 80s Overdrive (Crosseye3D)AmigaOmega2023-04-30 | 80s Overdrive, developed and published by Insane code in 2017. EU eShop release.
"80'S OVERDRIVE is a 2D pixel art racing game, designed to take you back in time to when 8 and 16 bit consoles and arcade games ruled the world. Compete against opponents in career mode to unlock new races, buy new cars, and upgrade them with state-of-the-art technologies! Try your skill in time attack mode and see how far you can get in this race against the clock! Create your own tracks with built-in track generator and easily share them with your friends!"
Not a full longplay this time. It takes to long to record and process the video as Citra doesn't offer the ideal options. 3D Outrun does not work in the emu so the next best classic arcade style racer is 80s Overdrive.
In this gameplay clip I play for a short time in the Time Trial mode with the unlocked '8 Bit' super car. The challenge mode plays like Crazy Cars III, but the Time Trial mode is much closer to outrun in that you have a time limited survival run ahead of you with branching courses. Its a long course and I think a full run would be at the very least 30mins long, maybe even an hour. Extra time is awarded for near misses as you overtake other cars.Nintendo 3DS Longplay - Putty Squad (Crosseye 3D)AmigaOmega2023-04-29 | Putty Squad, developed by System3 and Westcoast Software. Published by System3 Software Ltd. in 2014
"PUTTY IS BACK! - Bounce, squidge and stretch your way to victory as you help Putty save his kidnapped friends from certain death! Over 50 levels of stretchy mayhem to overcome!"
Putty Squad has an interesting history. Originally developed for the Amiga 1200, PC, Snes and megadrive, only the snes version saw a release in 1994. The Megadrive version was never finished and exists today as a protype release. The Amiga version was locked away in a vault for decades and freely released by System3 later in 2013. I guess System3 then had the eureka moment of developing a version of the game for all the current consoles of the time and here we have the 3DS game.
The game has been recorded in Citra and any bugs noticed may be the emulation or could actually be genuine game bugs. There is some strange tearing in the background of some levels and the map screen has some issues. World 7 secret levels seem to be in the wrong place on the map. When using uncle Teds to distract the enemy, the game music no longer plays after teds music runs out.
I play through the main Marathon mode which is the natural progression of the game showing all levels including secret levels to the end of the game. I also collect all stars and stickers along the way. All the remaining stickers require playing through challenge mode which would require multiple plays of each level with the aim of meeting specific requirements. I show those at the end of the video.
After playing earlier releases of the game I find this one quite difficult. Every button has an action assigned and I'm often hitting the wrong function. Also special weapons require using the touch screen to activate them which requires me taking my hand off the main controls which can cause me some problems when the enemies are close by.
00:00:00 Tutorial 00:05:25 World 1 00:20:55 World 2 00:35:33 World 3 00:51:42 World 4 01:07:40 World 5 01:22:32 World 6 01:42:00 World 7 02:08:19 World 8 02:22:11 World 9Nintendo 3DS Longplay - 3D Space Harrier (Crosseye 3D)AmigaOmega2023-04-26 | 3D Space Harrier, 3ds conversion by M2 and published by Sega in 2013.
"As a resourceful extra-terrestrial warrior, your mission is to save the peaceful Land of the Dragons from vicious creatures. Aided by the dragons, you must use every trick in the book and every skill at your command in order to stave off these alien invaders and save the day! In addition to its all-new 3D presentation, 3D Space Harrier also features touch control functionality and an Arcade Cabinet mode!"
A high quality conversion of the original arcade game from Sega and M2. This is the stand alone eShop version. The game was also part of the Japan only Sega 3D RePrint Archives (セガ3D復刻アーカイブス, Sega 3D Fukkoku Ākaibusu).
The 3Ds game plays just like the arcade running at 60fps. It also has some quality of life options to help you enjoy the game such as difficulty, lives and fire speed options as well as being able to continue from any level reached. You also get plenty of continues that doesn't really impact on the score. Special mode is enabled by default but i'm not entirely sure what it means. It could be enabling the final boss battle with 'Haya Oh' without the need of meeting unlock criteria.
I've always had a soft spot for Sega Superscaler games and have a 3ds just to play these 3D conversions and the 3D works really well which makes re playing these old games a fun and nostalgic experience.
The second screen wastes a lot of space but I left it as the games credits go there at the end of the video.Spectrum Longplay - Slap FightAmigaOmega2023-02-02 | Spectrum 48k
Slap Fight arcade conversion by Probe Software and released by Imagine in 1987.
"You are the pilot of the Slapfighter and must destroy the evil alien swarms which confront you, wave after deadly wave on the ever hostile planet of Orac. To aid you in your challenge collect icons and substantially increase your fire power and speed. Superb Graphics and split second timing give this game an addictive edge."
While the instructions acknowledge the Spectrum 128k, the game takes no advantage of the 128k features at all. The game features fairly smooth scrolling and high detailed background and sprite graphics however it is the usual boring monochrome and gameplay uses only half the available screen.
The game features a weapons upgrade system and building up your weapons will absolutely be required in order to clear the screen quickly as the enemies are relentless in this version of the game. Not only do they fire fast and accurately at you, the projectiles are tiny and difficult to see assuming they are being rendered at all. Another problem is that if you have upgraded you wing span, you may not be able to shoot at the right side of the screen making some enemies impossible to hit while they will be making every effort to hit you.
Overall, its a well presented shoot em up on the spectrum, however it is very challenging and overly difficult especially in the second half of the game. Only save state abuse has allowed me to make it through the game unscathed. It's worth noting that the game is quite short and an instant game over is awarded when you complete it. It's a very lazy way to end the game and can only assume the developer didn't think you would live long enough to ever see it. The C64 game is also a difficult game yet also better balanced with projectiles you can see to avoid as well as being a longer game overall which loops back round to the start after completing the game.
Rendered with RF Colour Artifacting via Spectaculator 8.Master System Longplay - Sonic the Hedgehog - (Genesis Mod)AmigaOmega2023-01-15 | "Bust the video game speed barrier wide open with Sonic The Hedgehog. Blaze by in a blur using the Super Sonic Spin Attack. Plummet down tunnels and spin through space. Bounce around 'till your dizzy in a pinball machine. You've never seen anything like it!"
00:00:00 - Green Hill 00:05:40 - Marble 00:10:35 - Spring Yard 00:18:20 - Labyrinth 00:32:05 - Scrap Brain 00:39:02 - Star Light
This longplay of Sonic for the Master System has been modified with a Genesis gfx and music mod by Slogra. The mod has been made freely available at SMSpower (you need to supply an original rom image) smspower.org/Hacks/SonicTheHedgehog-SMS-Genesis-Mod
I thought this was an interesting mod to make a video for which aims to show just how there was untapped graphic potential in the original game. The game plays the same as the original but seems to suffer some slowdown especially in the labyrinth levels. I get a little disorientated in what was previously the Jungle levels as the gfx are so jarringly different.C64 Longplay - MurphyAmigaOmega2023-01-02 | Murphy, developed by Roderick Smith and published by Mogul Communications Ltd. in 1984.
Home conversion of the original arcade game Bagman. The game has only 3 screens of varying difficulty and you can move freely between them. The goal is to collect all the money bags and drop them in your wheel barrow. Once you have them all, the game starts over earning an extra life with the barrow where you left it.
Interestingly, the game was released a year later in the US as Murphy by Mogul in 1984. Its had some sprite tweaks and the palette is more brown and more suited to the early old luma based C64s. It also uses a Turbo loader so the game only takes a minute instead of six to load.C64 Longplay - BagitmanAmigaOmega2023-01-02 | Bagitman, developed by Roderick Smith and published by Aardvark Action Software in1983. Since recording the video and looking at Aardvark Action adverts, I've come to realise that this most likely was only released in the US and I should have recorded this in ntsc as I did with Murphy. To think this thing cost $24.95 on tape. I'm sure it would have been 3.99 from the like of The Power House if released in the UK. We did get Gilligan's Gold though which is a naff version of the game for £5.99! from Ocean.
Home conversion of the original arcade game Bagman. The game has only 3 screens of varying difficulty and you can move freely between them. The goal is to collect all the money bags and drop them in your wheel barrow. Once you have them all, the game starts over earning an extra life with the barrow where you left it.
The game gives the impression of being simple, just run up and down ladders collecting the bags but those two miners are fiendish and constantly chasing you down. You can some what manipulate there route but if you find your self waiting for a life, that's when they can double team you and give you nowhere to run. You get once use hammers to knock em down momentarily and can avoid them by riding the wagons. You can pick up and drop the bags where you like which is useful as you move slower while holding the bag and may need drop it in a safe spot if you know you are gonna get caught.DropZone - C64 LongplayAmigaOmega2022-12-27 | Dropzone for the Commodore 64 developed by Archer Maclean of Arena Graphics and published by US Gold in 1984.
"t's the year 2085. Only a handful of people have survived the robot wars that rocked the Solar System. In a final desperate bid for survival a Tacheon propelled star cruiser has been developed on earth to transport survivors to a new star system. But the cruiser relies on rare lonian crystals for it's power: crystals which are only abundant on Jupiter's second moon Io. A moonbase established on Io is under constant attack by aliens from Jupiter. It is your mission to escort the men and their precious crystals safely from the surface of Io to the Dropzone where the landing pad is located. You are equipped with the latest pulse-laser back-pack system which will make you invisible and indestructible for short periods of time. You must succeed, the future of the human race depends on you alone!"
I've been wanting to longplay this for a while but put it off due to knowing how long it would take and with its being and endless game. With the recent passing of Archer Maclean I felt compelled to give it a go. Spoiler - I failed to complete it as it was really dragging on. I completed 80 of 99 levels but the video had desynced anyway half way through. Maybe one day ill give it another go but it hasn't gone to waste as I have uploaded what I have as a long gameplay video.
The game plays similar to arcade games like defender and is just as frustrating with its fast gameplay. The game has 99 levels and repeats levels 95-99 until all lives are lost. During the game you have a cloak which allows to you to kill enemies without getting hurt for a short time but you are not able to rescue the men running at the bottom of the screen. You also get a limited number of smart bombs to clear the screen. These are awarded after earning enough points during play. Lives are also awarded fairly regularly. Once one million points have been achieved you can no longer earn bonus lives or bombs.
This is the kind of game that in normal play would would probably spend 10 minutes with , get frustrated with it and move onto another game. It's completely bonkers to expect 99 levels to be achievable during normal play. The gameplay here is shown with save state abuse. While jetpack guy has to work against inertia and line up his shots perfectly, you are also contending with random and fast projectiles suddenly coming at you and those trailers are especially annoying. When an alien drops doe to attack one of the men at the bottom of the screen, they sound the whistle alarm to alert you. Annoyingly though, there is very little time to complete the rescue as the aliens are literally on top of them as you get the warning. I find this quite unfair. You can quickly lose control of the rescue centre if flying across the screen and not defending it.
If all the men are killed then the planet erupts and the volcanos start spitting out deadly rocks. I don't show this unfortunately until the end of this video where it desynced and an aspect of the gameplay I would try to show early on if I attempt to longplay in full again. Losing the bonus means more work building up to that one million points goal I was working towards at the time.
Overall its a well made game for the C64 in 1984. it moves and plays fast just like arcade games of the time. I got the C64 around 1990 and this style of gameplay was not fun for me even back then and I don't enjoy it now. Maybe if it had only 15-20 levels and i have the incentive to keep at it but as it stands I don't enjoy games that want to end your run as fast as possible. This might have kept the arcades alive but I don't need this at home.
00:00:00 Tape Loader 00:01:50 Title Screen 00:02:40 GameVanishing Point - Realtime Vehicle Physics at work.AmigaOmega2022-10-12 | Vanishing Point on the PS1 showing off its physics engine. later used in Driver 3 ... MaybePS1 Gameplay - TFX - Tactical Fighter eXperiment (J)AmigaOmega2022-08-31 | TFX, Developed by Digital Image Design, Ocean Software and published by Imagineer in 1996.
I stumbled across this game looking through large collection of disc images. How random to find a Flight Sim published on the PS1 but even stranger is that its published by Ocean and only in the Japanese region. I cant think why it would only get a J release unless that is the only region that would pay for extra expensive controllers to play it.
I'm showing some gameplay even though I don't really know what I'm doing apart from lock on to target and fire! I am familiar with the PC and Amiga conversion and to be honest, this release makes me feel a whole lot better about the port we got on the Amiga.
While the Amiga game does need an accelerated 040/060 Amiga to really get any enjoyment from the game, It's still a little lacking compared to the pc original and not looked upon all that favourably. That is until the PS1 game enters the room. While this game has music and animations for a more complete game, it isn't all that much fun to play. It move really slowly, really chugging if you have many models on screen. It feels like an over ambitious Amiga 500 flight sim.
While the pc and Amiga game has functions all over the keyboard, all those functions have been compressed onto a single PlayStation joypad requiring multiple button combinations for some functions. I don't think i managed to find them all. The original release did have a special flight stick, I don't know if it supported other games.
I start out by showing arcade mode with a single level that requires destroying planes and a refinery. It may have been quicker to ignore planes and just target refinery but with missiles flying all over, it would be a one way trip. I could not figure out a way to quit the game and instead all ow the timer to run out.
I then show the first campaign Mission which doesn't go as planned leaving me flying about aimlessly following a flashing dot which I think just represents the enemy area. I then return home and mess up the landing Completely.
I cant seem me ever trying to longplay the game. The missions go on far to long and its not always clear what the game wants you to do. I'm not sure how to properly end a mission and I did manage to corrupt my save file in the short time i played here. This aint no Ace Combat people!
00:00:00 Arcade level 1 00:28:35 First Campaign MissionZX Spectrum 48k Longplay - Lazer TagAmigaOmega2022-05-31 | Lazer Tag, developed by Probe Software and published by Go Media in 1987.
"Transport yourself to the year 3010 where competition and sport have replaced blood thirsty lust for violence and confrontation. Yes, you’ll experience the danger of combat. Yes, you’ll feel the rush of adrenalin as you face your challenge. But this battlefield does not render injury, it creates a fever pitch atmosphere of nerve jangling exhilaration and pulsating excitement. Sharpen your reflexes and test your energy levels as one round of Lazer Tag makes the ultimate demands of concentration and skill on your mind and body alike."
The game features six levels split into two modes of play. The first is 'Shoot Out' which is pretty much a deathmatch between you and a horde of enemies. Your goal is to make it to the top clearing out the final wave before the time runs out. The second stage 'Target' is a bonus round where you shoot as many targets as possible in as few shots as possable. You cant die in this round and is just a score builder.
You have only one life and it has to last you the whole game. You start with six units of energy which deplete as you get hit. There is usually and energy collectable in each level. Other pickups include extra time and faster fire. You'll notice I miss some of these as they are not easy to see as you run through the level within a time limit. There is no ending and the game just keeps looping level six until you lose all energy and get a game over.
This is another game that benefits from pal rf colour artifacting and is otherwise seen in monochrome with a higher quality connection. The plus3 disk version is being played here which would have been a steep £12.99 on release. I was never fan of plain old single load 48k releases with no 128k enhancements shoved onto a disk. Better of buying the tape and freezing the game to save to a disk yourself.
00:00:00 Level 1 Neophyte 00:02:10 Level 2 Beamer 00:04:35 Level 3 Lance 00:07:17 Level 4 Armsman 00:10:20 Level 5 Professional 00:13:30 Level 6 Duelist 00:16:30 Level 6 Duelist (Again)ZX Spectrum 48k Longplay - HammerfistAmigaOmega2022-05-31 | THE REVOLUTION BEGINS. 2245AD - The people are no longer free. Their lives and destines are controlled by a powerful corporate body, Centro-Holographix, that seizes suitable humans for transformation into holographic images, indistinguishable from their sold counterparts. Their unknowing minds and holographic bodies are programmed to perform any task the Masters should require. Two of the deadliest, Hammerfist and Metalisis were ready for assignment; to dispense death and destruction under the evil instruction of Centro-Holographix. They were political puppets, dangerous and skilled murderers who followed their binary politics to the letter - their masters didn't even consider the possibilities of a malfunction ... especially one that would turn Hammerfist and Metalisis against the hand fed them ... SO BEGINS THE REVOLUTION"
A game with an interesting concept. Controlling two characters with different abilities to make it through each screen, swapping character at anytime depending on the situation. However the controls can be annoying as well as the enemies that are constantly respawning and swarm over you. It may have all been to much for the humble machine as the game is limited to monochrome graphs and absolutely "No Sound". not a single beep! The Amstrad CPC version suffers much the same and it's up to the C64 to make a good showing for the 8 bits.
Hammerfist has a .. Hammerfist and blaster weapon that you can swap between any time depending on the situation. Metalisis can jump and reach high platforms as well as kick ass. Hammerfists abilities need to be charged by collecting the L and P powerups. Powerups are being dropped all the time as well as Energy E and B. Skulls are bad and reduce your energy. However leaving any powerups to disintegrate will give the energy to the Master which make all power up drops into skulls for a duration.
Overall, there is a good game to be had here with great art work but challenging to play made more so by the controls. So easy to accidently swap characters at the worst of times. Not having any sound or even a title tune is really odd for a 1990 release as well as being 48k only.
This longplay has been rendered with PAL RF Colour Artifacting enabled. What would otherwise be a flat monochrome image on our rgb enabled 128k machines would have been specially crafted to include some colour on Spectrums connected by RF.