PribalwayThis is a, no commentary, Longplay of Bubble Bobble for Game Boy, playing on Normal Mode. One of the most iconic games released by Taito. In the Game Boy version you must help your brother who is ill by collecting the Moon Water. To achieve this, the hero needs to beat Superdrunk Jr. along with his friends (the bosses in levels 25, 50 and 75), and get all collectables by freeing the spirits (Cup, Jewel and Crown). Note that in the final boss, you get Moon Water even if you don't enter the door (see 1:01:02 and 1:03:45 fights which lead to exactly the same ending).
The game has the 'password' option for each stage (and for each difficulty) and 'start' which is the story mode consisting of 100 stages (screens). There are numerous pickups which I won't mention all of them, I will however describe the main categories: A/ Vital pickups: These are the shoes (moving faster) and the 2 kind of bubblegums (throw bubbles at higher rate and longer distance). They are absolutely critical especially if you plan to complete the game with no loses. B/ Point pickups: If you go for high score, they give points. They mainly consists of fruits and spawn randomly in each stage (the points vary from 20 pts to 9000 pts). Also, when you pop a bubble with an enemy inside you get a point-pickup. Popping many enemy bubbles simultaneously grants you pickups gradually worth more and more points (grape - 500 pts, quince - 1000 pts, ice cream - 2000 pts, sweet - 3000 pts, drink - 4000 pts, jar - 5000 pts, cake - 6000 pts). There is also the rod / treasure chest pickups that drop a huge item upon completing the stage (worth up to 60k). C/ EXTEND pickups: Collect the E-X-T-E-N-D letter bubbles to skip the level and get an 1UP as well. D/ Skip pickups: Umbrella (skips some of the following stages, can't skip boss stages). Vase (clears the screen and fills it with pickups to collect for points). E/ Assistance pickups: Anything that assists the hero: Star (1UP), dark-ball (throw fireballs), white-ball (creates huge thunders that kill enemies), blue-ball (floods screen killing all enemies), skull heart (stun enemies), clock (freeze enemies), thunder bubbles (shot horizontal thunder), necklace (creates fire ball that bounces on blocks), bomb (bombs all enemies), fork (rain quince which kill enemies on touch), lute (summons an orbiting fairy killing everything she touches). F/ Boss pickups: Statue (allows the hero to shot fireballs), thunder flask (the hero shots thunder bubbles).
Regarding the game itself, graphics are quite good for a 1991 handheld game and music is also decent. There are 2 main tracks (for Normal and Hard difficulties), different boss / ending music and a plethora of sound effects. The controls are generally responsive, but with a major flaw: You can't change direction of jump midair; if you make a jump and want to undo it, you can't. Most of times you will die due to jumps you can't control them. The difficulty is quite high due to small GB screen (can't see entire area, making hard to evade enemies) and no health bar (1 hit KO). The stages get progressively harder with one very discouraging difficulty spike: level 48. I really don't understand the point of this level, an empty screen where you keep falling trying to evade and kill enemies. Even if you make a strategy it is very hard to be consistent. This was the biggest obstacle for me trying to do a no death run. Having password in each stage make the game a lot easier, but still. There is also a typo at the end (helth instead of health).
Where the game shines is its replay-ability. Even though the stages / enemies are the same, the pickups are random making each stage unique. Going for high-score is classic in this game and really addictive gathering as many points as possible. The 2 modes (normal and hard, via VLT1 code) also add up to its replay value. Pitty there is no 2P mode.
In short, Bubble Bobble is a pretty solid game with nice graphics/music and great gameplay. After many many tries I'm really happy I managed to do a no death run. Level 48 will haunt me forever.
Bubble Bobble (Normal, Bad & Good End) [GB] - Real Time Longplay (No death)Pribalway2023-11-06 | This is a, no commentary, Longplay of Bubble Bobble for Game Boy, playing on Normal Mode. One of the most iconic games released by Taito. In the Game Boy version you must help your brother who is ill by collecting the Moon Water. To achieve this, the hero needs to beat Superdrunk Jr. along with his friends (the bosses in levels 25, 50 and 75), and get all collectables by freeing the spirits (Cup, Jewel and Crown). Note that in the final boss, you get Moon Water even if you don't enter the door (see 1:01:02 and 1:03:45 fights which lead to exactly the same ending).
The game has the 'password' option for each stage (and for each difficulty) and 'start' which is the story mode consisting of 100 stages (screens). There are numerous pickups which I won't mention all of them, I will however describe the main categories: A/ Vital pickups: These are the shoes (moving faster) and the 2 kind of bubblegums (throw bubbles at higher rate and longer distance). They are absolutely critical especially if you plan to complete the game with no loses. B/ Point pickups: If you go for high score, they give points. They mainly consists of fruits and spawn randomly in each stage (the points vary from 20 pts to 9000 pts). Also, when you pop a bubble with an enemy inside you get a point-pickup. Popping many enemy bubbles simultaneously grants you pickups gradually worth more and more points (grape - 500 pts, quince - 1000 pts, ice cream - 2000 pts, sweet - 3000 pts, drink - 4000 pts, jar - 5000 pts, cake - 6000 pts). There is also the rod / treasure chest pickups that drop a huge item upon completing the stage (worth up to 60k). C/ EXTEND pickups: Collect the E-X-T-E-N-D letter bubbles to skip the level and get an 1UP as well. D/ Skip pickups: Umbrella (skips some of the following stages, can't skip boss stages). Vase (clears the screen and fills it with pickups to collect for points). E/ Assistance pickups: Anything that assists the hero: Star (1UP), dark-ball (throw fireballs), white-ball (creates huge thunders that kill enemies), blue-ball (floods screen killing all enemies), skull heart (stun enemies), clock (freeze enemies), thunder bubbles (shot horizontal thunder), necklace (creates fire ball that bounces on blocks), bomb (bombs all enemies), fork (rain quince which kill enemies on touch), lute (summons an orbiting fairy killing everything she touches). F/ Boss pickups: Statue (allows the hero to shot fireballs), thunder flask (the hero shots thunder bubbles).
Regarding the game itself, graphics are quite good for a 1991 handheld game and music is also decent. There are 2 main tracks (for Normal and Hard difficulties), different boss / ending music and a plethora of sound effects. The controls are generally responsive, but with a major flaw: You can't change direction of jump midair; if you make a jump and want to undo it, you can't. Most of times you will die due to jumps you can't control them. The difficulty is quite high due to small GB screen (can't see entire area, making hard to evade enemies) and no health bar (1 hit KO). The stages get progressively harder with one very discouraging difficulty spike: level 48. I really don't understand the point of this level, an empty screen where you keep falling trying to evade and kill enemies. Even if you make a strategy it is very hard to be consistent. This was the biggest obstacle for me trying to do a no death run. Having password in each stage make the game a lot easier, but still. There is also a typo at the end (helth instead of health).
Where the game shines is its replay-ability. Even though the stages / enemies are the same, the pickups are random making each stage unique. Going for high-score is classic in this game and really addictive gathering as many points as possible. The 2 modes (normal and hard, via VLT1 code) also add up to its replay value. Pitty there is no 2P mode.
In short, Bubble Bobble is a pretty solid game with nice graphics/music and great gameplay. After many many tries I'm really happy I managed to do a no death run. Level 48 will haunt me forever.
Below are the time stamps every 5 levels (if skipped with umbrella, get to closest one) including bosses and endings. Level 05: 3:02 Level 10: 6:37 Level 15: 10:23 Level 20: 13:53 Level 25: 17:24 (boss #1) Level 32: 19:39 Level 35: 22:35 Level 40: 26:05 Level 45: 28:45 Level 50: 32:05 (boss #2) Level 55: 34:57 Level 60: 37:27 Level 65: 39:52 Level 70: 42:53 Level 75: 45:05 (boss #3) Level 80: 48:04 Level 85: 51:48 Level 90: 54:48 Level 95: 57:34 Level 100: 1:01:00 (final boss, bad end) boss #1: 1:06:39 (Cup for good end) boss #2: 1:07:48 (Jewel for good end) boss #3: 1:08:50 (Crown for good end) final boss: 1:09:40 (good end)
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Konami GB Collection Vol. 3 - Mystical Ninja (both endings) [GBC] - Real Time Longplay (No death)Pribalway2025-05-15 | This is a, no commentary, Longplay of Mystical Ninja Starring Goemon (aka Ganbare Goemon - Sarawareta Ebisumaru!, 1991) for Game Boy Color. The game is part of Konami GB Collection Vol. 3, released in 1998. Goemon receives a letter that his friend Ebisumaru is kidnapped, so he has to rescue him. There are 9 towns in total with some bosses scattered in them. Main screen has the password and start options (no settings or other tweaks). In-game the bottom part of screen shows the powerups, health bar, lives, coins and armor/food. Each town has armor stores where you can buy rice balls, armor and helmet, food stores to replenish health, hotel to stay overnight (fully restores health), and game stores to earn coins (archery, odd/even, turtle race and kabu). Jumping on bushes/urns Goemon can earn coins, move faster or fire coins at enemies. There is also an inventory screen showing all the artifacts Goemon earns through his adventure, but you can't interact with them.
Apart from foes, each town has townspeople to chat and learn gossips. There are also hidden stairs you can reveal by jumping at specific locations. Apart from coins and powerups, some hidden areas have diamonds which can unlock the Good end if you collect all of them (8 in total). In this playthrough I collect all gems and show the extended end. If you miss at least one gem, you get the 'Bad' ending which I show at 1:40:25.
Regarding the game itself, graphics are acceptable for a GBC game with a variety of colors and sprites. Music is enjoyable and with a plethora of tracks for each stage. Controls are responsive and straightforward to learn, keep in mind you can't change direction upon jumping. There are no secret stages or NG+ mode, so replayability is low, note however that gameplay is fun even though stages are linear. Difficulty is very low, and even an amateur should be able complete it. The only hard part is the sea area on level 8 which requires precise jumps. In this area you have to collect at least 4 pearls before reaching the sea Lord (there are 8 hidden pearls I've found).
In short, Mystical Ninja Starring Goemon is a simple and enjoyable action platformer which I recommend to give it a try. No death run.
Below are timestamps for each town: Suruga: 2:40 Izumi: 5:26 Hizen: 15:34 Nagato: 26:15 Yamasiro: 35:23 Echigo: 45:59 Dewa: 53:09 Michinoku: 1:01:52 Edo: 1:21:15 Bad end: 1:40:25 --------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Konami GB Collection Vol. 3 - Popn TwinBee [GBC] - Real Time Longplay (No death)Pribalway2025-04-29 | This is a, no commentary, Longplay of Pop'n TwinBee (aka TwinBee Da!, 1994) for Game Boy Color. The game is part of Konami GB Collection Vol. 3, released in 1998. You control a ship (the Twinbee) which fires bullets at aerial enemies and drop bombs at enemies on the ground. There are 5 stages in total (plus the final boss), with the first 4 available from start. The main screen has the '1 Player' mode and the 'Set up' option in which you can alter the trigger speed, the A/B controls and select one of the first 4 stages. There are no difficulty settings. In-game you can see the score meter and number of lives (max 9, they stack up though).
Powerups consist of different bell color types: The blue bell increases speed (up to x3), grey bell upgrades aerial gun into a double-shot, red bell creates a barrier around Twinbee that soaks up some enemy damage, and green bell gives two phantom duplicates of your ship that fires aerial bullets, tripling firepower (but not bombs). Note that you can have either red or green bell powerup, not both.
Apart from bells, there are also ground powerups: Fruits give points, star destroys all aerial enemies and gives double score points, milk bottle gives 1UP, mask transforms all aerial enemies on screen into bells, and candy gives TwinBee a three-way shot. Picking a second candy a Miracle Ball appears bouncing around the screen, destroying any aerial (but not ground) enemies.
Regarding the game itself, graphics are acceptable for a GBC game with a variety of colors and sprites. Music is good and each stage has its own track. Controls are responsive and straightforward to learn. There are no secret stages or NG+ mode, so replayability is low, note however that gameplay is enjoyable. Difficulty is very low, and even an amateur should be able complete it.
In short, Pop'n TwinBee is a simple and enjoyable vertical shoot 'em up game which I recommend to give it a try. No death run.
Below are timestamps for each stage: Stage 1: 1:14 Stage 2: 4:30 Stage 3: 8:33 Stage 4: 11:59 Stage 5: 15:42 Final Boss: 22:26 --------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Konami GB Collection Vol. 3 - Bikers (Solo, Level C) [GBC] - Real Time Longplay (No death)Pribalway2025-04-05 | This is a, no commentary, Longplay of Bikers (aka Motocross Maniacs, 1990) for Game Boy Color, playing Solo mode on Level C difficulty. The game is part of Konami GB Collection Vol. 3, released in 1998. It's one of the most famous sports titles of the early years of GB. Levels A through C are identical apart from time limit. There are 8 courses in total, upon completing 8A you shift to 1B and then after 8B you start 1C. There is no ending, only a Game Over screen when finishing 8C. There is also no high score board. Solo and vs computer are basically the same with only a ghost biker (com) that doesn't affect gameplay (no point playing vs com mode). Motocross maniacs for GB also had a 2-player mode which is missing in the GBC version. During game, speed meter is shown, along with time, nitros and powerups.
There are 4+2 pickup types: Nitros (N) that boost biker's moto, speed (S) that increases top speed, time (T) which extents time limit and Tire (R) which helps moving on sand. There are also 2 secret pickups when the biker does 360 stunts (back or front flips), the jet (J) that allows biker to Nos mid-air multiple times (very handy) and the biker icon that adds up to 3 mini bikers who follow you (not sure what they do). The jet is very important as it allows to skip portions of the course and to reach inaccessible areas. Keep in mind that if you fall from the bike, you lose all powerups.
Regarding the game itself, graphics are basic and music is quite fun with 3-4 tracks looping through stages. Controls are generally responsive but there are some jump/boost locations where they do not respond well. There are no secret stages or NG+ mode, so replayability is low, note however that gameplay is very satisfying. Nitros with mid-air stunts are very enjoyable to perform. As for difficulty I would say easy for courses A and B, and medium for course C due to very strict time limit (you must collect all time pickups to survive and avoid falling from bike).
In short, Bikers is a simple and enjoyable sports game which I recommend to give it a try. No death run (death = time's up).
Below are timestamps for each stage and the number of secrets icons that I have found: Course 1C: 1:00 (5 Bikers and 2 Jet) Course 2C: 3:34 (3 Bikers and 1 Jet) Course 3C: 6:14 (3 Bikers and 1 Jet) Course 4C: 8:53 (2 Bikers and 2 Jet) Course 5C: 11:31 (2 Bikers and 2 Jet) Course 6C: 14:11 (4 Bikers and 1 Jet) Course 7C: 17:12 (2 Bikers and 2 Jet) Course 8C: 20:15 (2 Bikers and 1 Jet) --------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Konami GB Collection Vol. 3 - Guttang Gottong (Level 2) [GBC] - Real Time Longplay (No death)Pribalway2025-03-27 | This is a, no commentary, Longplay of Guttang Gottong for Game Boy Color, played on Level 2 difficulty. The game is part of Konami GB Collection Vol. 3, released in 1998. It is a simple puzzle game where you have to move tiles in order to align the rails for the train to collect all passengers from stations. There are 16 stages in total, however the stage design and size repeats every 4 stages. The player can choose between Level 1 (slow train speed) and Level 2 (faster). There are no other settings on main screen. During game, score is shown, along with the difficulty, stage number and lives. The ending is the same for both difficulties. The player can move tiles with arrow keys, and by pressing A button, the speed of train is greatly increased. This is especially handy when you have made the path and wait for the train to reach destination. From time to time a time counter will start at a station meaning the train has to reach the station otherwise the passengers will leave (station closes) or a UFO(!) will appear demolishing train upon contact.
Regarding the game itself, graphics are minimal but for a puzzle game I would say ok. Music is also minimal since there is only 1 track playing throughout the stages. Controls are responsive and tiles move the instant the arrow keys are pushed. There are no secrets endings or extra stages so replayability is low, however if you like puzzles keep in mind that each stage have different tile setups, which add some replaying value. As for difficulty I would say medium. It might seem confusing at first to solve the puzzle in you mind and quickly made the appropriate movements, but you will see that patterns repeat themselves so if you make a plan you can stick to it with small alterations for each iteration (that's what I did in this walkthrough).
In short, Guttang Gottong is a mediocre puzzle title suitable only for the fans. No death run. --------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Raging Fighter (Tournament, Hardest) [GB] - Real Time Longplay (No death)Pribalway2024-11-06 | This is a, no commentary, Longplay of Raging Fighter for Game Boy, released in 1993. This walkthrough shows the Tournament mode played with Shades on max difficulty (level 4). it's a beat'em up title with 7 fighters battling each other to determine the champion.
The playable characters are Tao, vandal, Aska, Bulk, Miyabi, Ruoh and Shades. The final battle is always with Guilga who can take the form of the current fighter. There are many similarities (and even moves) with Street Fighter, Ruoh has similar abilities to Ruy/Ken, Shades to Guile, Miyabi to Chun-Li etc. Pitty there are no unlockable characters or different endings to enhance replayability. Main screen has 4 options, 1Player, versus, Story and Option. 1Player mode allows for Practice and Tournament modes, Versus mode to play with a friend and Story to battle through a series of fighters without regaining health. Option has Trigger Type for controls, difficulty, Timer on/off and Sound Test. It also stores the score point, floor and rank, but is erased after switching off the game.
Regarding the game itself, graphics are well made with characters performing their moves quite smoothly. Music and sound effects are also nice, definitely above average. Controls are generally responsive but fighters seem to move a little slow, probably due to game boy limitations. Hit detection is acceptable, although sometimes kick and punches touch fighters without damaging them. On max difficulty the game becomes quite challenging, since opponents have very fast defense and attack mechanisms and the player you control is very easy to fall down (a single puch is enough). This creates an unfair disadvantage that might break your nerves. Of course there are some cheap strategies to beat some enemies, which I show in this video.
In short, Raging Fighter is a decent fighting title worth spending some time. The 7 fighters might not be a lot, but each has its own moves and styles. No death run (death = lose a fight).
Below are the time stamps at the start of each battle: Shades vs Bulk: 1:18 Shades vs Miyabi: 4:19 Shades vs Vandal: 6:35 Shades vs Ruoh: 8:30 Shades vs Aska: 11:11 Shades vs Tao: 13:43 Shades vs Guilga: 15:57 --------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Raging Fighter (Story, Hardest) [GB] - Real Time Longplay (No death)Pribalway2024-11-02 | This is a, no commentary, Longplay of Raging Fighter for Game Boy, released in 1993. This walkthrough shows the Story mode played with Ruoh on max difficulty (level 4). Note that in Story mode you don't choose the fighter, but instead you start with Tao, then Aska and finally Ruoh. So I let Tao and Aska lose the battle, to start story mode with Ruoh. Of course there is no story, you just have to defend yourself through a series of fights (5 in total). Note that you can't regain health during battles, which makes Story mode more challenging.
The playable characters are Tao, vandal, Aska, Bulk, Miyabi, Ruoh and Shades. The final battle is always with Guilga who can take the form of the current fighter. There are many similarities (and even moves) with Street Fighter, Ruoh has similar abilities to Ruy/Ken, Shades to Guile, Miyabi to Chun-Li etc. Pitty there are no unlockable characters or different endings to enhance replayability. Main screen has 4 options, 1Player, versus, Story and Option. 1Player mode allows for Practice and Tournament modes, Versus mode to play with a friend and Story to battle through a series of fighters without regaining health. Option has Trigger Type for controls, difficulty, Timer on/off and Sound Test. It also stores the score point, floor and rank, but is erased after switching off the game.
Regarding the game itself, graphics are well made with characters performing their moves quite smoothly. Music and sound effects are also nice, definitely above average. Controls are generally responsive but fighters seem to move a little slow, probably due to game boy limitations. Hit detection is acceptable, although sometimes kick and punches touch fighters without damaging them. On max difficulty the game becomes quite challenging, since opponents have very fast defense and attack mechanisms and the player you control is very easy to fall down (a single puch is enough). This creates an unfair disadvantage that might break your nerves. Of course there are some cheap strategies to beat some enemies, which I show in this video.
In short, Raging Fighter is a decent fighting title worth spending some time. The 7 fighters might not be a lot, but each has its own moves and styles. No death run (death = lose a fight with Ruoh).
Below are the time stamps at the start of each battle: Ruoh vs vandal: 2:45 Ruoh vs Bulk: 3:43 Ruoh vs Miyabi: 5:26 Ruoh vs Shades: 6:35 Ruoh vs Guilga: 8:01
--------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.The Amazing Spider Man 3: Invasion of the Spider Slayers [GB] - Real Time Longplay (No death)Pribalway2024-09-24 | This is a, no commentary, Longplay of The Amazing Spider Man 3: Invasion of the Spider Slayers for Game Boy, released in 1993. Smythe escaped from asylum and created robots to take over the city. It's up to Spider-Man to stop him.
The game consists of 5 areas, separated in stages. Stages are rather short and linear and game itself needs around 20 min to complete (if you know what to do). In most cases there is a boss battle at the end of each area (damage boost is the best way to defeat them). There are no secrets, hidden levels or NG+ mode (no replayability). Main screen allows you to start a new game and that's all, no settings, password etc. Enemies appear randomly from both sides of screen, creating some brutal rng's at some levels. There is a score point system but does not really offer anything. Spidy has a health bar and there is also time limit for each stage. In most levels, time is more than enough though. Pickups are orbs and there are 4 types, life refill (very handy), increase power/damage,increase life (take more hits for each health bar to empty) and temporary invincibility.
Regarding the game itself, graphics are acceptable for Game Boy and each area has its own music. Sound effects are basic. As for controls, LJN did its miracle again. These are probably the worst controls I have experienced for Game Boy, and I have played many... Unresponsive controls (there is 50-50 chance for a successful double jump), jump/land animations take lot of time to complete which is fatal as enemies spawn indefinitely and poor hit detection system. Add the unfair rng to terrible controls and you get a difficult game for all the bad reasons. Developers tried to add button combinations for web-throw at different angles, wall climbing, web shooting and swinging, but failed considerably.
In short, The Amazing Spider Man 3: Invasion of the Spider Slayers is a difficult and frustrating title due to unresponsive and complex controls. Most gamers will get discouraged within the first minutes, but if you are patient enough it is possible to master it. All orbs collected. No death run.
Below are the time stamps at the start of each stage: 1-1: 0:50 1-2: 3:14 1-3: 4:18 2-1: 6:45 2-2: 7:45 3-1: 10:07 3-2: 10:44 3-3: 11:45 3-4: 12:53 3-5: 14:44 4-1: 15:13 4-2: 17:42 5-1: 18:14 5-2: 19:24 5-3: 20:19
--------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Spider-Man and the X-Men in Arcades Revenge [GB] - Real Time Longplay (No death)Pribalway2024-08-28 | This is a, no commentary, Longplay of Spider-Man and the X-Men in Arcade's Revenge for Game Boy, released in 1993. Spider-Man and his X-Men friends need to stop Arcade's diabolical amusement park.
The game consists of 6 levels plus the final battle. In 2 levels you play as spidy and there is one level for Wolverine, Gambit, Storm and Cyclops. There are no secrets, hidden levels or NG+ mode (no replayability). Main screen allows you to start a new game and that's all, no settings, password, 2P mode etc. Levels are very linear and pickups are easy to collect. At the end of each stage there is a boss battle. Note that enemies re-spawn allowing to get infinite points, however they are only for score and are erased after switching off the game. There are various pickups, spidy collects hearts to replenish life and spider tokens worth 100 points, Gambit collects diamonds for worth 250 points, cards to refill card meter and star token (50 tokens grant 1UP), Storm can collect whirlwind and lighting special attacks and Cyclops can collect life refill pills. Wolverine has no pickups.
Regarding the game itself, graphics acceptable for Game Boy and each hero has its own music. Sound effects are also decent. Controls are quite responsive, only with spidy I had some difficulties due to weird jump and web swings. Difficulty is not that high, I would categorize it as easy/average.
In short, Spider-Man and the X-Men in Arcade's Revenge is a mediocre platformer, quite short in length but fun for what it offers (it's LJN so don't expect much). All pickups collected. No death run.
Below are the time stamps at the start of each stage: Spidy 1: 0:23 Gambit: 3:47 Storm: 9:05 Cyclops: 13:53 Spidy 2: 17:07 Wolverine: 19:24 Final Boss: 22:03 --------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Pac-in-Time [GB] - Real Time Longplay (No death)Pribalway2024-08-12 | This is a, no commentary, Longplay of Pac-in-Time for Game Boy, released in 1994. The evil Ghost Witch has cast a vicious spell on Pac-Man and thrown him back in time to when he was a Pac-Boy. Separated from his family, he must undo the spell and reunite with them.
The game consists of 7 worlds and each one has 10 levels, there are no secret levels even though I have found a secret exit on stage 1-9. Main screen allows you to start a new game and set a password to transport to the desired stage. No difficulty settings or any other tweaks. Replayability is minimal, after completing the game you go back to main screen, no reward or NG+ mode. There are no bosses apart from last stage which you fight the evil ghost (looks like a canon ball). There are only 3 pickups, the dots which give you an extra life after collecting 100, 1UPs in the shape of an egg, and clocks that give you extra time. The hero starts each level with some special abilities like throwing flame balls, destroying blocks with his mouth, throwing a rope and swing like tarzan (very handy), and ability to swim underwater. There is a time limit in each level, but time in most of them is more than enough.
Regarding the game itself, graphics are very well made (almost look like GBC) and there is a variety of music tracks for each world (track on world 6 rocks!), sound effects are minimal though. Controls are a little hard to familiarize at start, but get easier with practice. Pac is difficult to control but he's a ball so... As for difficulty, I would categorize it as average/high. There are many traps and enemies to evade, some levels are difficult to master, pac only needs 1 hit to die and there is time limit. Tried to collect all dots but some are impossible to collect (troll dots?), for example the dots at 15:22, 17:49, 28:31, 44:44, 45:38, 54:38, 1:03:12, 1:05:52, 1:08:51, 1:10:14 and 1:21:11.
In short, Pac-in-Time is a very enjoyable but quite challenging Game Boy title. I'm quite happy that I managed to do a no death run.
Below are the time stamps at the start of each world: 1-1: 2:47 2-1: 11:10 3-1: 24:34 4-1: 34:36 5-1: 49:54 6-1: 1:01:08 7-1: 1:10:40 ---------------------------------------------------------------------
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Star Trek Generations: Beyond the Nexus [GB] - Real Time Longplay (No death)Pribalway2024-05-19 | This is a, no commentary, Longplay of Star Trek Generations: Beyond the Nexus for Game Boy, released in 1994. It is based on homonym movie, so I'm not going into detail regarding the plot.
The game consists of a series of mini-games that repeat each other. There are 5 in total, the part where you control a spacecraft trying to annihilate the opponents, the mini-game where you have to match the frequency by placing the correct items at the appropriate locations, the part where you have to navigate the spaceship through a series of squares, the mini-game where you have to fix the electric circuit by joining the appropriate parts, and a top-bottom mini-game where you control Kirk trying to accomplish an objective. There are no difficulty settings, only a password screen to resume the game. There are no health pickups or 1UPs, once you lose it's game over sending you to start screen. There is also no score table for points. Note that to see the real ending you have to input Farragut in password, to defeat Soren by...matching the frequency!
Regarding the game itself, graphics are very basic even for Game Boy standards. Music is absent during some missions and only a few tracks play for the rest. Sound effects are poor as well. There are no pickups to collect. Replayability is minimal, after completing the game you go back to main screen, no reward or NG+ mode. Gameplay is very boring, the spaceship missions take a lot of time to complete (health of alien spaceships is quite high) and you lost yourself trying to find the opponents, mini-map is also rubbish. The rest of mini-games are also very repetitive and boring. What disturbed me the most is the walking/running speed of Kirk, it moves like a turtle, making these mini-games very difficult. As for difficulty, I would say it's average/high, but for all the wrong reasons; unresponsive controls, slow movement and some weird bugs.
In short, Star Trek Generations: Beyond the Nexus is a poor game, rashly made to accompany the theater release, very repetitive and quite short in length. Quite happy I managed to do a no death run.
Below are the time stamps for each level: Ship 1: 0:45 Frequency 1: 5:45 Squares 1: 6:22 Circuit 1: 6:58 Frequency 2: 9:25 Circuit 2: 10:03 Squares 2: 12:57 Kirk 1: 13:31 Ship 2: 14:57 Frequency 3: 18:38 Kirk 2: 20:19 Ship 3: 21:49 Circuit 3: 24:35 Squares 3: 26:53 Kirk 3: 27:41 Ship 3: 28:24 Circuit 4: 30:58 Frequency 4: 34:30
---------------------------------------------------------------------
ame is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.T2: The Arcade Game [GB] - Real Time LongplayPribalway2024-03-29 | This is a, no commentary, Longplay of T2: The Arcade Game for Game Boy, one of the few fps titles for this handheld. It is based on the iconic Terminator 2 movie, so I'm pretty sure we are all familiar with the plot.
There are 6 missions in total, where you have to kill everything that moves, well... apart humans. In some missions there is a boss battle at the end. There are no difficulty settings or password screen, it is however possible to continue after game over screen, but with zero points. There is a score table for comparison, but your score is erased after switching off. In this playthrough I try to destroy as much of the environment as possible (destroyed all devices in cyberdyne) and kill as many enemies as I can. Most of pickups are collected and show where to get all 1UPs.
Regarding the game itself, the graphics are good for Game Boy standards with various objects and scenes. Music is absent during missions(!) only existing in score screen. I assume they didn't add music to avoid distraction? Sound effects are apparent though. There some pickups to assist the hero; shells: refill part of ammo, gun: fully fills ammo + infinite ammo for few seconds, missile: gives missiles, terminator: 1UP (they are located at fixed locations), Big missile: destroys everything on screen and damages boss, shield: invincible for 4-5 sec. Note that there are no health pickups. Gameplay is ok, I mean you can easily move the cursor and hit enemies. Noticed there are no frame drops even when many enemies are on screen but the hit boxes of cursor can become tricky some times. Replayability is minimal, after completing the game you go back to main screen, no reward or NG+ mode. As for difficulty, I would say it's average/high. Enemies spawn randomly, there are no health pickups. The bosses hit you no matter what, only shield can help IF it gets dropped by enemies. Also life does not get replenished after completing a mission, so a no death run seems impossible to me (had 4 deaths in total).
In short, T2: The Arcade Game is a quite enjoyable Game Boy game and one of the few fps for the device.
Below are the time stamps for each level: Battlefield: 1:15 Human Hideout: 6:38 Skynet Area 1: 9:54 Skynet Area 2: 12:45 Cyberdyne: 17:31 Destroy T-1000: 21:56 ---------------------------------------------------------------------
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.The Adventures of Rocky and Bullwinkle [GB] - Real Time Longplay (No death)Pribalway2024-03-11 | This is a, no commentary, Longplay of The Adventures of Rocky and Bullwinkle for Game Boy. It is based on homonym cartoon series. The two heroes are about to inaugurate the Rocky & Bullwinkle museum at Frostbite Falls. However the main villain, Fearless Leader, sent his fellows, Boris Badenov and Natasha Fatale, to steal 3 priceless objects from the museum. Rocky and Bullwinkle need to recover them and so the game begins.
There are 3 levels separated in parts. They consist of various enemies, including Boris and Natasha, where you have to avoid or kill (some can't be killed), and a lot of platform jumping. The Fearless Leader is at the end of each level guarding the trophy. You don't actually fight him, but rather try to save your friend from a deadly trap before time expires. There are no settings or password screen, if you die it's game over.
Regarding the game itself, it's quite short in length (should have more stages) but with many background scenes (loved the Joconda at 2:05). Graphics are good with various objects and scenes. Music is acceptable having different songs for each level. Pitty that sound effects are poor (especially the jump sound effect from Bullwinkle is so annoying to hear it all time). There are 2 health pickups, acorn for Rocky and moose berries for Bullwinkle. Their life meter can have no more that 4 acorns/moose berries. 1UPs are rare and have the face of the hero. There are also many R coins scattered in each level. You can use them to play the Fortune teller mini game in her booth. Matching 3 or more cards grants you temporal invincibility (if you match all 5 cards you are invincible for longer time). There is also a football mini game before each boss, where Bullwinkle throws Rocky and has to catch him before touching the ground to get an 1UP. There is also a score meter but doesn't do anything (it is possible to keep killing respawing enemies to max it out). As for difficulty, it looks quite hard when you start playing it (easy to die, many pit holes, respawing enemies, no save or password etc.), but gets easier as you learn it. For a kids game is surely hard. What I didn't like are the frame drops when many moving objects are on screen (poor optimization).
In short, The Adventures of Rocky and Bullwinkle is a poor/mediocre video game with significant frame drops and is quite challenging for kids. All pickups collected. No death run.
Below are the time stamps for each level: Frostbite Falls: 3:12 Boss 1: 11:30 The Moon: 12:05 Boss 2: 19:45 Creepy Manor: 20:30 Boss 3: 32:24 Easter Egg: 35:34 (who is Kevin? Doesn't appear in credits...)
---------------------------------------------------------------------
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Toxic Crusaders [GB] - Real Time Longplay (No death)Pribalway2023-12-10 | This is a, no commentary, Longplay of Toxic Crusaders for Game Boy. It is based on the Toxic Avenger black comedy movie released in 1984. You can play as Toxie but also control his allies Nozone, Major Disaster, Headbanger and Junkyard trying to stop the bad guys and their leader. The game has the start option and a 5-digit password system to resume the game in one of the episodes it consists of.
There are 6 episodes, each one has some stages to beat (vary between 3 and 5) and an boss fight at the end. The goal is simply to reach the end of each level at one piece and defeat the bosses at the end of each episode. There is no score point system or time limit to complete the stages.
Regarding the game itself, it's mediocre in length with many repetitive enemies and background scenes. Graphics are decent but nothing memorable. Music is acceptable having a variety of songs since each hero has its own music. There are 2 health pickups, the atom which heals half heart and tank which heals 3 hearts. There is one more pickup, the spring which allows to jump higher reaching secrets areas (it can be used only once though). Each hero starts with 5 hearts and there are no lives, so if hearts are depleted you can't revive the character. When all heroes are gone it is game over. As for difficulty, it looks quite hard when you start playing it (easy to die, many pit holes, moving platforms, respawing enemies, secret health pickups etc.), but when you learn the patterns of each enemy and the surroundings, it get easier. What I didn't like are the frame drops when many enemies are on screen (poor optimization). Also Headbanger throws microscopes wtf?
In short, Toxic Crusaders is a poorly rashly made video game with significant frame drops and very repetitive levels. I'm surprised it is licensed by Nintendo. All pickups collected (including secret ones I have found). No death run (death = one of the heroes is killed).
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Cool World [GB] - Real Time Longplay (No death)Pribalway2023-11-17 | This is a, no commentary, Longplay of Cool World for Game Boy. It is based on the homonym movie released in 1992 starring Kim Basinger and Brad Pit. You play as Jack a cartoonist who transports between real and cartoon world (Cool World) exterminating the doodles with his ballpoint pen. The game has no options (new game, password, difficulty etc.), after a short intro with a cheek dancing, you start the game.
There are 5 worlds, each one consisting of 2 waves (apart from world 5 which has the final boss). The goal is to trap all doodles with your magic pen by hitting them with a dark ball (ink?, tap B) and absorbing (hold B or press select). It is also possible to jump on the blob until it explodes. Furthermore, Jack also needs to collect items that are hovering in mid-air to complete the level (failing to do so on time results in game over). Items that are static in place can only picked up by enemies (I guess they belong to the Cool World and only doodles can interact with them). Each wave has 2 sections, using the black vortex (down + A) the hero can transport between them. Notice that each time Jack used the vortex, is fully healed making a no death run a lot easier. There is time limit, but is enough to complete each level.
Regarding the game itself, it is fairly short, poorly made and very repetitive (waves 1 and 2 in each world are almost identical). The game has no different endings or extra difficulties and is linear, meaning there is no replay value. There were only 3 persons involved in this title (look the ending) and seem they rushed to finish it. Graphics are very basic even for a 1992 handheld game and music is quite boring as there is only 1 track for all stages. Sound effects are mediocre too. The controls are not very responsive. As for difficulty, the first 3 worlds are easy, but world 4 is quite a trouble (using the 'cheap' vortex-heal makes it bearable though). The final - and only - boss is a giant cartoon girl that jumps like a rabbit and throws hearts to hurt you. What is silly end boss.
In short, Cool World is a poorly rashly made video game which is very short and repetitive. I'm surprised it is licensed by Nintendo.
Below are the time stamps for each stage: W1W1: 1:00 W1W2: 3:12 W2W1: 5:20 W2W2: 8:05 W3W1: 10:48 W3W2: 13:19 W4W1: 15:47 W4W2: 19:53 W5W1: 22:51
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2. Please note I uploaded it just for fun, no intention to compete anyone.Popeye [GB] (Course C) - Real Time Longplay (No death)Pribalway2023-11-15 | This is a, no commentary, Longplay of Popeye for Game Boy, playing Course C. Popeye released only in Japan but no translation needed since there is not a single Japanese word. The story is rather simple; you need to reunite with your family (Olive and Swee'Pea) in maze-like levels, avoiding Brutus and his foes. Apart from 1P mode, there is also 2P mode where another person can control Brutus. Each maze has time limit which is quite strict as Popeye needs to fulfill various tasks to end each level. There are 3 Courses (A, B and C), each one consists of 5 stages. Course A is easier than B or C. You get points by collecting pickups or punching Brutus; there is no high-score table though. There are no difficulty settings.
To complete a level, Popeye needs to collect all hearts and find Olive as well (Brutus can also collect hearts). After all hearts are collected, Swee'Pea appears and you have to bring Olive to her son to end the level. If you meet Brutus a fight begins where you have to spam punch button to stun him (or he stuns you). There is no real death, but you lose 10 or so seconds. If Popeye has Olive during fight, she flees and you have to find her again. Having spinach make fight easier. Brutus also summons foes that stun the hero upon touch (with spinach, foes are automatically beaten on touch). To make things even harder, Wimpy also blocks some routes with burgers which can only picked up when Popeye eats spinach or Wimpy decides to eat them. I noticed that when Popeye is with Olive, he moves slower (does he carry her?). There are no secret levels or sidequests (zero replayability). Note also that courses A and B has no end (you get back to initial screen), while course C has.
Regarding the game itself, graphics are very basic even for a 1990 handheld game and music is quite boring as there is only 1 track for all stages. Sound effects are mediocre too. The controls are generally responsive. As for difficulty, the hero can't die but time limit is quite strict to complete all tasks even if you know each maze very well. What I disliked is the randomness of spinach and Wimpy's burgers. It's possible to get stuck in an area because a burger blocks your way and there is no spinach summoned near you. This leads to time running out having to retry the level (for a no death run that's very annoying).
In short, Popeye is a poor/mediocre game in pretty much all aspects. No death run (death = time's up).
Below are the time stamps for each stage: Stage 1: 0:41 Stage 2: 1:36 Stage 3: 2:47 Stage 4: 4:13 Stage 5: 5:45
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Popeye [GB] (Course B) - Real Time Longplay (No death)Pribalway2023-11-15 | This is a, no commentary, Longplay of Popeye for Game Boy, playing Course B. Popeye released only in Japan but no translation needed since there is not a single Japanese word. The story is rather simple; you need to reunite with your family (Olive and Swee'Pea) in maze-like levels, avoiding Brutus and his foes. Apart from 1P mode, there is also 2P mode where another person can control Brutus. Each maze has time limit which is quite strict as Popeye needs to fulfill various tasks to end each level. There are 3 Courses (A, B and C), each one consists of 5 stages. Course A is easier than B or C. You get points by collecting pickups or punching Brutus; there is no high-score table though. There are no difficulty settings.
To complete a level, Popeye needs to collect all hearts and find Olive as well (Brutus can also collect hearts). After all hearts are collected, Swee'Pea appears and you have to bring Olive to her son to end the level. If you meet Brutus a fight begins where you have to spam punch button to stun him (or he stuns you). There is no real death, but you lose 10 or so seconds. If Popeye has Olive during fight, she flees and you have to find her again. Having spinach make fight easier. Brutus also summons foes that stun the hero upon touch (with spinach, foes are automatically beaten on touch). To make things even harder, Wimpy also blocks some routes with burgers which can only picked up when Popeye eats spinach or Wimpy decides to eat them. I noticed that when Popeye is with Olive, he moves slower (does he carry her?). There are no secret levels or sidequests (zero replayability). Note also that courses A and B has no end (you get back to initial screen), while course C has.
Regarding the game itself, graphics are very basic even for a 1990 handheld game and music is quite boring as there is only 1 track for all stages. Sound effects are mediocre too. The controls are generally responsive. As for difficulty, the hero can't die but time limit is quite strict to complete all tasks even if you know each maze very well. What I disliked is the randomness of spinach and Wimpy's burgers. It's possible to get stuck in an area because a burger blocks your way and there is no spinach summoned near you. This leads to time running out having to retry the level (for a no death run that's very annoying).
In short, Popeye is a poor/mediocre game in pretty much all aspects. No death run (death = time's up).
Below are the time stamps for each stage: Stage 1: 0:36 Stage 2: 1:31 Stage 3: 2:19 Stage 4: 3:41 Stage 5: 5:28
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Popeye [GB] (Course A) - Real Time Longplay (No death)Pribalway2023-11-15 | This is a, no commentary, Longplay of Popeye for Game Boy, playing Course A. Popeye released only in Japan but no translation needed since there is not a single Japanese word. The story is rather simple; you need to reunite with your family (Olive and Swee'Pea) in maze-like levels, avoiding Brutus and his foes. Apart from 1P mode, there is also 2P mode where another person can control Brutus. Each maze has time limit which is quite strict as Popeye needs to fulfill various tasks to end each level. There are 3 Courses (A, B and C), each one consists of 5 stages. Course A is easier than B or C. You get points by collecting pickups or punching Brutus; there is no high-score table though. There are no difficulty settings.
To complete a level, Popeye needs to collect all hearts and find Olive as well (Brutus can also collect hearts). After all hearts are collected, Swee'Pea appears and you have to bring Olive to her son to end the level. If you meet Brutus a fight begins where you have to spam punch button to stun him (or he stuns you). There is no real death, but you lose 10 or so seconds. If Popeye has Olive during fight, she flees and you have to find her again. Having spinach make fight easier. Brutus also summons foes that stun the hero upon touch (with spinach, foes are automatically beaten on touch). To make things even harder, Wimpy also blocks some routes with burgers which can only picked up when Popeye eats spinach or Wimpy decides to eat them. I noticed that when Popeye is with Olive, he moves slower (does he carry her?). There are no secret levels or sidequests (zero replayability). Note also that courses A and B has no end (you get back to initial screen), while course C has.
Regarding the game itself, graphics are very basic even for a 1990 handheld game and music is quite boring as there is only 1 track for all stages. Sound effects are mediocre too. The controls are generally responsive. As for difficulty, the hero can't die but time limit is quite strict to complete all tasks even if you know each maze very well. What I disliked is the randomness of spinach and Wimpy's burgers. It's possible to get stuck in an area because a burger blocks your way and there is no spinach summoned near you. This leads to time running out having to retry the level (for a no death run that's very annoying).
In short, Popeye is a poor/mediocre game in pretty much all aspects. No death run (death = time's up).
Below are the time stamps for each stage: Stage 1: 0:47 Stage 2: 2:30 Stage 3: 3:25 Stage 4: 4:27 Stage 5: 5:23
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Bubble Bobble (Hard, Good+ End) [GB] - Real Time LongplayPribalway2023-11-07 | This is a, no commentary, Longplay of Bubble Bobble for Game Boy, playing on Hard Mode (this mode has harder enemies and bosses have more health). In the Game Boy version you must help your brother who is ill by collecting the Moon Water. To achieve this, the hero needs to beat Superdrunk Jr. along with his friends (the bosses in levels 25, 50 and 75), and get all collectables by freeing the spirits (Cup, Jewel and Crown).
The game has the 'password' option for each stage (and for each difficulty) and 'start' which is the story mode consisting of 100 stages (screens). There are numerous pickups which I won't mention all of them, I will however describe the main categories: A/ Vital pickups: These are the shoes (moving faster) and the 2 kind of bubblegums (throw bubbles at higher rate and longer distance). They are absolutely critical especially if you plan to complete the game with no loses. B/ Point pickups: If you go for high score, they give points. They mainly consists of fruits and spawn randomly in each stage (the points vary from 20 pts to 9000 pts). Also, when you pop a bubble with an enemy inside you get a point-pickup. Popping many enemy bubbles simultaneously grants you pickups gradually worth more and more points (grape - 500 pts, quince - 1000 pts, ice cream - 2000 pts, sweet - 3000 pts, drink - 4000 pts, jar - 5000 pts, cake - 6000 pts). There is also the rod / treasure chest pickups that drop a huge item upon completing the stage (worth up to 60k). C/ EXTEND pickups: Collect the E-X-T-E-N-D letter bubbles to skip the level and get an 1UP as well. D/ Skip pickups: Umbrella (skips some of the following stages, can't skip boss stages). Vase (clears the screen and fills it with pickups to collect for points). E/ Assistance pickups: Anything that assists the hero: Star (1UP), dark-ball (throw fireballs), white-ball (creates huge thunders that kill enemies), blue-ball (floods screen killing all enemies), skull heart (stun enemies), clock (freeze enemies), thunder bubbles (shot horizontal thunder), necklace (creates fire ball that bounces on blocks), bomb (bombs all enemies), fork (rain quince which kill enemies on touch), lute (summons an orbiting fairy killing everything she touches). F/ Boss pickups: Statue (allows the hero to shot fireballs), thunder flask (the hero shots thunder bubbles).
Regarding the game itself, graphics are quite good for a 1991 handheld game and music is also decent. There are 2 main tracks (for Normal and Hard difficulties), different boss / ending music and a plethora of sound effects. The controls are generally responsive, but with a major flaw: You can't change direction of jump midair; if you make a jump and want to undo it, you can't. Most of times you will die due to jumps you can't control them. The difficulty is quite high due to small GB screen (can't see entire area, making hard to evade enemies) and no health bar (1 hit KO). The stages get progressively harder with one very discouraging difficulty spike: level 48. I really don't understand the point of this level, an empty screen where you keep falling trying to evade and kill enemies. Even if you make a strategy it is very hard to be consistent.
Where the game shines is its replay-ability. Even though the stages / enemies are the same, the pickups are random making each stage unique. Going for high-score is classic in this game and really addictive gathering as many points as possible. The 2 modes (normal and hard, via VLT1 code) also add up to its replay value. Pitty there is no 2P mode.
In short, Bubble Bobble is a pretty solid game with nice graphics/music and great gameplay. In this playthrough I had 26 deaths (after losing the powerups it very easy to die).
Below are the time stamps every 5 levels (if skipped with umbrella, get to closest one) including bosses and ending. Level 05: 2:33 Level 10: 5:16 Level 15: 8:50 Level 20: 11:53 Level 25: 14:52 (boss #1) Level 30: 18:36 Level 35: 22:14 Level 40: 24:59 Level 45: 28:00 Level 50: 31:08 (boss #2) Level 55: 36:05 Level 60: 40:27 Level 65: 43:49 Level 70: 46:02 Level 75: 50:01 (boss #3) Level 80: 55:01 Level 85: 59:13 Level 90: 1:04:22 Level 95: 1:10:20 Level 100: 1:14:31 (final boss, good+ end)
Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Riddick Bowe Boxing [GB] - Real Time Longplay (No death)Pribalway2023-01-08 | This is a, no commentary, Longplay of Riddick Bowe Boxing for Game Boy, playing Career Mode. It's style is similar to Mike's Tyson Punch Out. There is no actual story in the game, you start from scratch and ascend as you battle through, increasing difficulty, opponents until you fight for the title against Riddick Bowe. There is a password screen to resume career after each fight.
There are 3 modes, '1 Player Match' in which players can play as any boxer and put them in matches against any boxer in the game, '2 Player Match' to play against a friend and 'Career Mode' where you start as a new boxer and try to win the champion belt. During career mode, the player creates his own boxer, options to edit include name, hair color, skin color. Each boxer in the game had three attributes: power, speed and stamina. After wining a fight, all of the attributes are increased by allotted training bonuses (there are various types of training that increase a specific attribute or more balanced ones). The Mega Gym is the best one by far but doesn't appear often. As the boxer progresses from match to match, his statistics start to fade.
During a fight, each boxer has a health-meter that decreases whenever the player is hit. When the health meter becomes white, and the player is punched, he suffers a knockdown. The uppercut is the best way to KO an opponent. If a boxer is knocked down three times in a single round, the fight ends in a TKO. Unlike in real-life boxing matches, a fight never stops for other reasons; a boxer can be pummeled for an entire fight without throwing one punch in return, but unless he is knocked down three times, or he fails to get up in ten seconds after being knocked down, the fight is allowed to continue until the round ends or fight scheduled goes the distance. There are 12 rounds of 3 min each, as in real life matches.
Regarding the game itself, graphics are acceptable for Game Boy standards (nothing spectacular but ok). The characters have good animations (like the sweat getting thrown out of player when punched). On the negatives, music is absent during fights (why?) which make fights very monotonous. Sound effects are ok though. As for controls, they are quite responsive although I would prefer more fast paced fights. Replayability is high as you can make various types of boxes (powerful, quick, endurant or balanced) and try to find which suits you best. Keep in mind that even after you win the belt, the game doesn't end as you start having challenge matches. After wining the champion at 1:12:44, I show some challenges, in which, I intentionally lose the matches to show the response of Riddick.
In short, Riddick Bowe Boxing is an average game recommended only for the retro fans of the sport. All opponents KO'd. No death run.
Below are the video times for each match. Match 01: 1:22 Match 02: 5:16 Match 03: 13:02 Match 04: 14:50 Match 05: 18:53 Match 06: 22:44 Match 07: 24:24 Match 08: 28:23 Match 09: 44:47 Match 10: 48:27 Match 11: 49:37 Match 12: 1:01:00
--------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Master Karateka (Hard/Level 3) [GB] - Real Time Longplay (No death)Pribalway2022-06-08 | This is a, no commentary, Longplay of Master Karateka for Game Boy, playing on Hard/Level 3. One of the shortest games for Game Boy, with poor quality standards; surprised it's licensed by Nintendo. Story is the same old recipe, a bad guy (Master Karateka Akuma) who kidnaps the chick (Princess Mariko) and it's up to the hero (you) to rescue her. There are no lifes or continues so you need to finish the game in one sitting (no big deal since it's so short). There is also a score meter but gets reset after switching off Game Boy.
There are 2 modes; VS to play against another person and the story (play mode) for solo play. At the start of each level the hero can increase some of his abilities (Power, Life, Speed). There are 3 difficulties but haven't observed significant differences (maybe a little harder-to-kill enemies). Pickups are rare; at the start of each stage the first opponent throws a shuriken to you which you can kick to pick it up (handy for bosses as it deals a free damage). At the start of second stage you pick up something that looks like a cylinder (not sure what it does) and at start of stage 3 you pick up a potion which restores some of your health. There are only 3 stages with a boss at the end of each; after beating Akuma in stage 3 you free the Princess.
Regarding the game itself, graphics are very mediocre even for Game Boy standards. The characters have poor animations and background is almost absent. Music is also below average; there is one (annoying) track playing throughout the game with another track for intro and ending. As for controls, what can I say? Very unresponsive that makes the game unplayable. The only way to complete the game is via kicks, don't try to use punches as they have very short hit range. Just kick, kick, kick into oblivion, that's the way of karateka. And the eagle, for God shake, such an annoying enemy. Replayability is zero as there is nothing to do after finishing the game (no secrets, extra levels etc.). The game is quite difficult but for all the wrong reasons.
In short, Master Karateka is a very poor quality game in pretty much all aspects (bad programming, poor graphics/sound, unresponsive gameplay, dull story...); I surely don't recommend it. No death run (show a funny death animation at 6:40).
Below are the video times for each stage. Stage 1: 0:38 Stage 2: 2:45 Stage 3: 4:43
--------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Rockn! Monster!! (ろっくん! もんすた!!) [GB] (Story mode, Warrior) - Real Time Longplay (No death)Pribalway2022-05-06 | This is a, no commentary, Longplay of Rock'n! Monster!! for Game Boy, playing story mode with Warrior. Another game with no complete walkthrough on YouTube. It's a Japanese only puzlle game, known as ろっくん! もんすた!!, very similar to Dr. Mario and equally addictive. The game has a story but I don't know Japanese so can't really tell...
There are 3 modes; VS mode where you play against a real player, 1P mode where you try getting a high score (keep in mind the max level is 99, but the game inwardly loops and it is shown in high score table). And of course, the story mode, where you play against 6 opponents with various abilities. The main goal is to match 4 or more same-color-tiles to erase them. Some tiles have ckeckered colors that allow you to make combos decreasing enemy's life meter fast (combo's are crucial). Winning an opponent advances the hero to next stage.
Regarding the game itself, graphics are quite good for a 1994 handheld game. The characters are well-made and face-animations are pretty funny. Music is fantastic and its fast-paced songs fit well with the style of the game. The controls are somewhat unresponsive but not in an unplayable level. Replayability is also high since each hero has its own ending, thus you need to play with all of them.
In short, Rock'n! Monster!! is a pretty nice hidden gem, very addictive and well-made, if only story mode was a little longer. It seems hard at first glance (especially the ending battle), but gets easier with practice (make sure to use combo's). No death run.
Below are the video times for each stage. Battle 1: 1:25 Battle 2: 4:44 Battle 3: 6:43 Battle 4: 9:05 Battle 5: 11:52 Battle 6: 16:19
--------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Rockn! Monster!! (ろっくん! もんすた!!) [GB] (Story mode, Princess) - Real Time Longplay (No death)Pribalway2022-05-06 | This is a, no commentary, Longplay of Rock'n! Monster!! for Game Boy, playing story mode with Princess. Another game with no complete walkthrough on YouTube. It's a Japanese only puzlle game, known as ろっくん! もんすた!!, very similar to Dr. Mario and equally addictive. The game has a story but I don't know Japanese so can't really tell...
There are 3 modes; VS mode where you play against a real player, 1P mode where you try getting a high score (keep in mind the max level is 99, but the game inwardly loops and it is shown in high score table). And of course, the story mode, where you play against 6 opponents with various abilities. The main goal is to match 4 or more same-color-tiles to erase them. Some tiles have ckeckered colors that allow you to make combos decreasing enemy's life meter fast (combo's are crucial). Winning an opponent advances the hero to next stage.
Regarding the game itself, graphics are quite good for a 1994 handheld game. The characters are well-made and face-animations are pretty funny. Music is fantastic and its fast-paced songs fit well with the style of the game. The controls are somewhat unresponsive but not in an unplayable level. Replayability is also high since each hero has its own ending, thus you need to play with all of them.
In short, Rock'n! Monster!! is a pretty nice hidden gem, very addictive and well-made, if only story mode was a little longer. It seems hard at first glance (especially the ending battle), but gets easier with practice (make sure to use combo's). No death run.
Below are the video times for each stage. Battle 1: 1:22 Battle 2: 4:52 Battle 3: 6:58 Battle 4: 9:59 Battle 5: 12:21 Battle 6: 17:05
--------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Rockn! Monster!! (ろっくん! もんすた!!) [GB] (Story mode, Monkey) - Real Time Longplay (No death)Pribalway2022-05-06 | This is a, no commentary, Longplay of Rock'n! Monster!! for Game Boy, playing story mode with Monkey. Another game with no complete walkthrough on YouTube. It's a Japanese only puzlle game, known as ろっくん! もんすた!!, very similar to Dr. Mario and equally addictive. The game has a story but I don't know Japanese so can't really tell...
There are 3 modes; VS mode where you play against a real player, 1P mode where you try getting a high score (keep in mind the max level is 99, but the game inwardly loops and it is shown in high score table). And of course, the story mode, where you play against 6 opponents with various abilities. The main goal is to match 4 or more same-color-tiles to erase them. Some tiles have ckeckered colors that allow you to make combos decreasing enemy's life meter fast (combo's are crucial). Winning an opponent advances the hero to next stage.
Regarding the game itself, graphics are quite good for a 1994 handheld game. The characters are well-made and face-animations are pretty funny. Music is fantastic and its fast-paced songs fit well with the style of the game. The controls are somewhat unresponsive but not in an unplayable level. Replayability is also high since each hero has its own ending, thus you need to play with all of them.
In short, Rock'n! Monster!! is a pretty nice hidden gem, very addictive and well-made, if only story mode was a little longer. It seems hard at first glance (especially the ending battle), but gets easier with practice (make sure to use combo's). No death run.
Below are the video times for each stage. Battle 1: 1:23 Battle 2: 4:00 Battle 3: 6:52 Battle 4: 9:06 Battle 5: 12:06 Battle 6: 15:36
--------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Rockn! Monster!! (ろっくん! もんすた!!) [GB] (Story mode, Magician) - Real Time Longplay (No death)Pribalway2022-05-06 | This is a, no commentary, Longplay of Rock'n! Monster!! for Game Boy, playing story mode with Magician. Another game with no complete walkthrough on YouTube. It's a Japanese only puzlle game, known as ろっくん! もんすた!!, very similar to Dr. Mario and equally addictive. The game has a story but I don't know Japanese so can't really tell...
There are 3 modes; VS mode where you play against a real player, 1P mode where you try getting a high score (keep in mind the max level is 99, but the game inwardly loops and it is shown in high score table). And of course, the story mode, where you play against 6 opponents with various abilities. The main goal is to match 4 or more same-color-tiles to erase them. Some tiles have ckeckered colors that allow you to make combos decreasing enemy's life meter fast (combo's are crucial). Winning an opponent advances the hero to next stage.
Regarding the game itself, graphics are quite good for a 1994 handheld game. The characters are well-made and face-animations are pretty funny. Music is fantastic and its fast-paced songs fit well with the style of the game. The controls are somewhat unresponsive but not in an unplayable level. Replayability is also high since each hero has its own ending, thus you need to play with all of them.
In short, Rock'n! Monster!! is a pretty nice hidden gem, very addictive and well-made, if only story mode was a little longer. It seems hard at first glance (especially the ending battle), but gets easier with practice (make sure to use combo's). No death run.
Below are the video times for each stage. Battle 1: 1:27 Battle 2: 4:17 Battle 3: 6:27 Battle 4: 9:17 Battle 5: 11:17 Battle 6: 15:23
--------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.The Hunt For Red October [GB] - Real Time Longplay (No death)Pribalway2021-06-21 | This is a, no commentary, Longplay of The Hunt For Red October for Game Boy. The game follows the homonym movie where you play as Red October, a high-tech nuclear missile submarine with stealth technology.
There are 8 levels with a boss fight at the end of each one. No difficulty or option settings. The are 4 powerups, the heart that gives an extra life, the M-symbol that gives you 3 homing missiles, the wrench that completely repairs submarine and the five prong star symbol that gives you one caterpillar drive (stealthy submarine, pretty handy). The bosses in levels 4-6 are harder versions of bosses in levels 1-3 (luck of innovation I guess). There are 3 kinds of enemies, the submarines that are quite easy to destroy, the ships that shots homing missiles and also a jamming device of the caterpillar drive that halts stealth making them very lethal enemies, and finally the military planes/helicopters that are quite hard to destroy and also shot homing missiles. There is no time limit. The max number of each powerup is 99, getting one more resets to 0 which is pitty (one time I died due to luck of homing missiles by getting more than 99). There is a VERY handy radar-map at the bottom of the screen that shows the forthcoming enemies, you have to keep your eyes in this map to stand a chance.
Regarding the game itself, graphics are ok for a 1991 handheld game but nothing exceptional. My main concern is the boring and repetitive design of levels. Music is quite good with a variety of tracks (each level has its own music), definitely above average.
Controls are, unfortunately, not responsive. The submarine moves very slowly (that's understandble for a huge machine) but the response time is poor. Also the movement is very annoying, especially when trying to turn the submarine: You need to tap the directional-pad fast otherwise the submarine will move to this direction without turning (needed a lot of practice to master it). As for difficulty, the game is hard and average in length, you need to plan every movement beforehand, a simple mistake could ruin everything (especially for a no death run). Levels are linear as the only objective is to reach the end. There is no replayability since there is no reward or something to unlock after completing the game.
In short, The Hunt For Red October is a mediocre title with some nice mechanics (using the radar to plan your actions), but with slow-pace and difficult gameplay. The graphics and music are acceptable but the very linear gameplay with zero replayability, cannot hold the gamer for long. Most pickups collected (enemy missiles can destroy pickups). No death run.
Below are the video times for each stage.
Level 1: 2:30 Boss 1: 10:17 Level 2: 11:13 Boss 2: 19:36 Level 3: 20:37 Boss 3: 28:46 Level 4: 30:08 Boss 4: 39:05 Level 5: 40:18 Boss 5: 47:20 Level 6: 48:26 Boss 6: 56:54 Level 7: 58:22 Boss 7: 1:06:54 Level 8: 1:10:30 Boss 8: 1:19:36
--------------------------------------------------------------------- Game is played by me in one go. No save states/cheats have been used. Recorded in VBA23.2.
Please note I uploaded it just for fun, no intention to compete anyone.Ghostbusters II [GB] - Real Time Longplay (No death)Pribalway2020-10-11 | This is a, no commentary, Longplay of Ghostbusters II for Game Boy. The game follows the homonym movie where you play as one of the 4 ghostbusters (Peter, Ray, Egon and Winston) and once more try to save the planet from the evil plans of the 'bad' guy (Vigo).
There are 3 worlds (stages) in total and each one is divided in floors. There are 3 floors for 1st stage, 4 for the 2nd and 6 for the 3rd one. There is a short introduction at the beginning of each stage and a boss fight at the end of it. No difficulty or option settings. Throughout the levels there are people that give you powerups and it is also possible to change the playing characters, so you can play with all of them in a single playthrough (they have no special abilities though). The powerups is a heart that gives you an extra life, a spray gun that kills any enemy with one hit, A trap that stuns all enemies for a short time allowing you to instantly trap them, a pickaxe that allows you to break walls, a vest that make the heroes invulnerable for a short period and invincibility that allows you to pass though walls for a short time. In boss fights there is also the W powerup which allows the second hero to fire as well and the B powerup that gives you an extra hit before dying (very handy). In all floors there is a time limit, after reaching 0, all enemies become coins and can move very fast which makes it difficult to catch them; fortunately time limit is enough to trap all enemies. The max number of lifes shown is 5 for each hero but they do stack up and can actually have many more.
Regarding the game itself, graphics are quite good for a 1990 handheld game and design is simple but above average in quality (really liked the futuristic building at 5:29). Music is nothing spectacular but enjoyable overall with a pretty nice Ghostbusters intro music. Each stage has its own music and same goes with boss fights.
Controls are generally responsive and the mechanic to play with 2 characters simultaneously (one stuns, the other traps ghosts) is pretty good idea. Only drawback here is that the 'trap guy' gets stuck easily at objects which makes it hard to follow you. As for difficulty, the game is quite easy and average in length, however you only need 1 hit to die so this makes it a little harder (especially if you trying a no death run). Levels are linear as the only objective is to catch all ghosts, they should have added a few different quests at least. Also there is no replayability since there is no reward or something to unlock after completing the game.
In short, Ghostbusters II is mediocre title with some nice gameplay mechanics which get boring after a while. The graphics and music are acceptable but the very linear gameplay with zero replayability, cannot hold the gamer for long. All pickups collected. No death run.
Below are the video times for each stage.
Level 1-1: 1:14 Level 1-2: 1:41 Level 1-3: 2:51 Boss 1: 4:44 Level 2-1: 5:39 Level 2-2: 7:12 Level 2-3: 9:33 Level 2-4: 11:22 Boss 2: 13:33 Level 3-1: 15:57 Level 3-2: 17:36 Level 3-3: 21:19 Level 3-4: 24:42 Level 3-5: 26:20 Level 3-6: 29:54 Boss 3: 32:42ROTT User Levels: 12th (Crezzy Man, All secrets, No death)Pribalway2020-10-02 | This is a, no commentary, Longplay of Rise Of The Triad User Level called 12th for PC, played on Crezzy Man difficulty. Pretty simple and short level. The room at 2:54 leads to a secret exit (E2A6) but I take the normal exit to show E2A5 as well.
Author: Martin Scherer, Sean Lehan, and Britt “Breetai” Bottoms Crezzy Man Difficulty: 3/10 (Easy) Enjoyment: 5/10 Bugs: No # of stages: 45 Secrets Found: 3/3
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: 11th (Crezzy Man, All secrets, No death)Pribalway2020-10-02 | This is a, no commentary, Longplay of Rise Of The Triad User Level called 11th for PC, played on Crezzy Man difficulty. Pretty simple and short level.
Author: Martin Scherer, Sean Lehan, and Britt “Breetai” Bottoms Crezzy Man Difficulty: 4/10 (Easy/Medium) Enjoyment: 5/10 Bugs: No # of stages: 45 Secrets Found: 2/2
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: 10th (Crezzy Man, All secrets, No death)Pribalway2020-10-02 | This is a, no commentary, Longplay of Rise Of The Triad User Level called 10th for PC, played on Crezzy Man difficulty. Pretty simple and short level.
Author: Martin Scherer, Sean Lehan, and Britt “Breetai” Bottoms Crezzy Man Difficulty: 2/10 (V. Easy/Easy) Enjoyment: 5/10 Bugs: No # of stages: 45 Secrets Found: 0/0
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: 9th (Crezzy Man, All secrets, No death)Pribalway2020-10-02 | This is a, no commentary, Longplay of Rise Of The Triad User Level called 9th for PC, played on Crezzy Man difficulty. Pretty simple and short level.
Author: Martin Scherer, Sean Lehan, and Britt “Breetai” Bottoms Crezzy Man Difficulty: 1/10 (V. Easy) Enjoyment: 4/10 Bugs: No # of stages: 45 Secrets Found: 2/2
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: 8th (Crezzy Man, All secrets, No death)Pribalway2020-10-02 | This is a, no commentary, Longplay of Rise Of The Triad User Level called 8th for PC, played on Crezzy Man difficulty. Pretty simple and short level. The area at 1:42 leads to the 10th level (E2A2) but I take the normal exit in order to show E2A1 as well.
Author: Martin Scherer, Sean Lehan, and Britt “Breetai” Bottoms Crezzy Man Difficulty: 4/10 (Easy/Medium) Enjoyment: 4/10 Bugs: No # of stages: 45 Secrets Found: 4/4
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: 7th (Crezzy Man, All secrets, No death)Pribalway2020-10-02 | This is a, no commentary, Longplay of Rise Of The Triad User Level called 7th for PC, played on Crezzy Man difficulty. Pretty simple and short level.
Author: Martin Scherer, Sean Lehan, and Britt “Breetai” Bottoms Crezzy Man Difficulty: 3/10 (V. Easy) Enjoyment: 4/10 Bugs: No # of stages: 45 Secrets Found: 5/5
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: 6th (Crezzy Man, All secrets, No death)Pribalway2020-10-02 | This is a, no commentary, Longplay of Rise Of The Triad User Level called 6th for PC, played on Crezzy Man difficulty. Pretty simple and short level.
Author: Martin Scherer, Sean Lehan, and Britt “Breetai” Bottoms Crezzy Man Difficulty: 2/10 (V. Easy) Enjoyment: 5/10 Bugs: No # of stages: 45 Secrets Found: 2/2
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: 5th (Crezzy Man, All secrets, No death)Pribalway2020-10-02 | This is a, no commentary, Longplay of Rise Of The Triad User Level called 5th for PC, played on Crezzy Man difficulty. Pretty simple and short level. Both exits lead to same level.
Author: Martin Scherer, Sean Lehan, and Britt “Breetai” Bottoms Crezzy Man Difficulty: 2/10 (V. Easy) Enjoyment: 5/10 Bugs: No # of stages: 45 Secrets Found: 1/1
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: 4th (Crezzy Man, All secrets, No death)Pribalway2020-10-02 | This is a, no commentary, Longplay of Rise Of The Triad User Level called 4th for PC, played on Crezzy Man difficulty. Pretty simple and short level.
Author: Martin Scherer, Sean Lehan, and Britt “Breetai” Bottoms Crezzy Man Difficulty: 3/10 (Easy) Enjoyment: 5/10 Bugs: No # of stages: 45 Secrets Found: 0/0
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: 3rd (Crezzy Man, All secrets, No death)Pribalway2020-10-02 | This is a, no commentary, Longplay of Rise Of The Triad User Level called 3rd for PC, played on Crezzy Man difficulty. Pretty simple and short level.
Author: Martin Scherer, Sean Lehan, and Britt “Breetai” Bottoms Crezzy Man Difficulty: 3/10 (Easy) Enjoyment: 5/10 Bugs: No # of stages: 45 Secrets Found: 0/0
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: 2nd (Crezzy Man, All secrets, No death)Pribalway2020-09-14 | This is a, no commentary, Longplay of Rise Of The Triad User Level called 2nd for PC, played on Crezzy Man difficulty. Pretty simple and short level.
Author: Martin Scherer, Sean Lehan, and Britt “Breetai” Bottoms Crezzy Man Difficulty: 3/10 (Easy) Enjoyment: 5/10 Bugs: No # of stages: 45 Secrets Found: 0/0
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: 1st (Crezzy Man, All secrets, No death)Pribalway2020-09-14 | This is a, no commentary, Longplay of Rise Of The Triad User Level called 1st for PC, played on Crezzy Man difficulty. Pretty simple and short level.
Author: Martin Scherer, Sean Lehan, and Britt “Breetai” Bottoms Crezzy Man Difficulty: 2/10 (V. Easy) Enjoyment: 5/10 Bugs: No # of stages: 45 Secrets Found: 1/1
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: Margot In BadTown (Crezzy Man, All secrets, No death)Pribalway2020-09-14 | This is a, no commentary, Longplay of Rise Of The Triad User Level called Margot In BadTown for PC, played on Crezzy Man difficulty. The final level of the episode; after completing it, it transfers you to War Cries Over Avenue C.
Author: Noar Crezzy Man Difficulty: 3/10 (Easy) Enjoyment: 6/10 Bugs: Yes (invisible enemies/blocks) # of stages: 9 Secrets Found: 34/34
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: Secret Isaac (Crezzy Man, All secrets, No death)Pribalway2020-09-11 | This is a, no commentary, Longplay of Rise Of The Triad User Level called Secret Isaac for PC, played on Crezzy Man difficulty. This is the hidden level of the episode.
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: The Franklin Scare (Crezzy Man, No death)Pribalway2020-09-11 | This is a, no commentary, Longplay of Rise Of The Triad User Level called The Franklin Scare for PC, played on Crezzy Man difficulty. This level has a secret exit which I take but I also show where the normal exit is. At the start of level there is a Oscuro door but there is no key to open it. Unfortunately, this is a very buggy level that makes it impossible to get all secrets. The area at 6:30 is fully bugged; when the lava blocks pass through the normal movable blocks they make them transparent making it impossible to move them. That is why I save and load at 1:50 to restore them to their default state. There are also 21 movable blocks on the other side of this area but it is not possible to exit as the lava pillars block the way (go to 6:32 for details).
Author: Noar Crezzy Man Difficulty: 3/10 (Easy) Enjoyment: 5/10 Bugs: Yes, many # of stages: 9 Secrets Found: 81/102
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: Blue Eyes (Crezzy Man, All secrets, No death)Pribalway2020-09-11 | This is a, no commentary, Longplay of Rise Of The Triad User Level called Blue Eyes for PC, played on Crezzy Man difficulty. This level has a secret exit (5:41) but for some reason it transfers you back to this level (bug I guess?). Thus, I show how to reach the secret exit and then I go back and take the normal one. Note also that there are 2 Oscuro keys, you don't need to pick both of them, but it is possible if you use the dog mode to jump above the fence.
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: Panna Maria (Crezzy Man, All secrets, No death)Pribalway2020-09-11 | This is a, no commentary, Longplay of Rise Of The Triad User Level called Panna Maria for PC, played on Crezzy Man difficulty.
Author: Noar Crezzy Man Difficulty: 3/10 (Easy) Enjoyment: 6/10 Bugs: Yes (invisible enemies/blocks) # of stages: 9 Secrets Found: 12/12
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: Pinoccios Nose (Crezzy Man, All secrets, No death)Pribalway2020-08-19 | This is a, no commentary, Longplay of Rise Of The Triad User Level called Pinoccio's Nose for PC, played on Crezzy Man difficulty. The map itself is a picture of Pinoccio. At 1:42 I show that it is possible to go through fire pillars and finish the level quickly, I do, however, show the normal route. Also at 8:04 I double-click the pillar to register the movement twice in order to get all secrets (not sure if I missed any movable block but I searched everywhere.
Author: Noar Crezzy Man Difficulty: 3/10 (Easy) Enjoyment: 6/10 Bugs: No # of stages: 9 Secrets Found: 47/47
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: Little Angel Street (Crezzy Man, All secrets, No death)Pribalway2020-08-19 | This is a, no commentary, Longplay of Rise Of The Triad User Level called Little Angel Street for PC, played on Crezzy Man difficulty. Enjoyable level.
Author: Noar Crezzy Man Difficulty: 3/10 (Easy) Enjoyment: 7/10 Bugs: No # of stages: 9 Secrets Found: 10/10
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: War Cries Over Avenue C (Crezzy Man, All secrets, No death)Pribalway2020-08-19 | This is a, no commentary, Longplay of Rise Of The Triad User Level called War Cries Over Avenue C for PC, played on Crezzy Man difficulty.
Author: Noar Crezzy Man Difficulty: 3/10 (Easy) Enjoyment: 6/10 Bugs: No # of stages: 9 Secrets Found: 17/17
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: Montezumas Man (Crezzy Man, All secrets, No death)Pribalway2020-08-19 | This is a, no commentary, Longplay of Rise Of The Triad User Level called Montezuma's Man for PC, played on Crezzy Man difficulty. The Oscuro key near the end does nothing and even if you manage to get it (via rocket-jump), when you use the elevator you are transported outside boundaries and the game exits.
Author: Noar Crezzy Man Difficulty: 2/10 (V. Easy) Enjoyment: 7/10 Bugs: No # of stages: 9 Secrets Found: 10/10
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: Deadly Limbo (Crezzy Man, All secrets, No death)Pribalway2020-08-19 | This is a, no commentary, Longplay of Rise Of The Triad User Level called Deadly Limbo for PC, played on Crezzy Man difficulty. Another very challenging level (if I had more health at the beginning it would be easier).
Author: Unknown Crezzy Man Difficulty: 8/10 (Hard/V. Hard) Enjoyment: 6/10 Bugs: No # of stages: 4 Secrets Found: 3/3
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.ROTT User Levels: Ludicrus Gibs (Crezzy Man, All secrets, No death)Pribalway2020-08-18 | This is a, no commentary, Longplay of Rise Of The Triad User Level called Ludicrus Gibs for PC, played on Crezzy Man difficulty. Very challenging level.
Author: Unknown Crezzy Man Difficulty: 8/10 (Hard/V. Hard) Enjoyment: 5/10 Bugs: No # of stages: 4 Secrets Found: 12/12
--------------------------------------------------------------------- Game is played by me in one go. No in-level save states/cheats have been used. Recorded and played with DosBox.
Please note I uploaded it just for fun, no intention to compete anyone.