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The Only Zelda Game Without A Hero

October 20, 2019 | Articles, Blog | 100 Comments

The Only Zelda Game Without A Hero

Ever since playing it for the first time nearly
20 years ago, I’ve been trying to come to terms with the ending of Link’s Awakening. There are a lot of things about this title
that make it a unique entry to the Zelda series, but, to me at least, the biggest is that it’s
the only Zelda game where Link doesn’t really feel like a hero. By and large the inhabitants of Koholint island
seem happy. Sometimes the residents fall victim to raids
from moblins or curses from the lost woods, but there isn’t a clear impending danger
that threatens their way of life. They don’t really need saving. A wizard doesn’t usurp the throne, the moon
isn’t about to crash into the village, a princess, friend, or sister has not been kidnapped. The conflict is that Link needs to get off
of the island and the only way to do so is by waking the Wind Fish, so that is what he
sets off to do. In Awakening, Link is trying to save himself. It is his way of life that is in jeopardy. This is a pretty interesting departure from
the typical Zelda formula. Any help he does give those on the island
is secondary and really just a means to an end. At first, at least. Really, it is the inhabitants of the island
who help Link more than the other way around. Without them, he would never be able to leave. This setup in and of itself is intriguing
because the frame is so different than any of the games that came before or after it. But it manages to push things even further
as it goes. What begins as a simple enough story about
getting off of an island in the middle of nowhere becomes a lot more complicated once
the truth of the Wind Fish’s nature is revealed.. Through warnings from the various bosses he
defeats and the information shown on the mural in the ancient ruins, Link learns that the
island is just a dream of the Wind Fish, and awakening it will end that dream. For Link to return to his way of life, he
needs to sacrifice the way of life for every character he’s met—for all of those people
who have helped in some way, big or small. In Link’s Awakening, Link is the threat. And this is where stuff gets a little muddy. The game asks the question: are lives that
come from dreams as valuable as ones that don’t? While in a real world context, the obvious
answer would be no, they’re not, it is far more complex in Link’s Awakening. The Wind Fish’s dream is not a normal one. Real dreams are fluid, shifting from one scene
to the next with little rhyme or reason. If this were a normal dream, Marin would turn
into Link’s math professor halfway through the game and tell him that he missed his final
exam. And, yes, I’ve been out of school for years
now, and I still get this kind of nightmare. It never ends. In the Wind Fish’s dream though, everything
stays consistent. There are certainly oddities, but things mostly
make sense and feel like life. At least, like life in a video game. The specifics of how the dream works are never
solidified, but it is clearly more real than the dreams of a typical person. The mere fact that, Link, an outside force,
is able to enter the dream and interact with it, shows there is deeper magic to it all. The Wind Fish almost seems to be a deity. He has the power to create worlds and people
that feel real. Of the first four Zelda games, the cast of
Awakening is more distinct and memorable than those of any of the other titles, and even
Link’s relationship with Marin is stronger than the one he shares with Zelda. A Link To The Past ushered in characters with
more depth, but Awakening took things a step further and focused even more on Link building
relationships with them. Marin is really the first character in the
series to have this level of depth. She is not only lovable and endearing, but
she has dreams of her own—dreams of getting off the island and singing for everyone in
the world. This is a trend that the series has built
upon and expanded greatly because it makes players feel far more connected to the people
and the world they are trying to save. In Awakening one of Link’s quests involves
meeting the various inhabitants of the island and trading items with them in order to progress,
giving Link and the player the chance to meet with the interesting cast of characters. There is also a section where Link and Marin
travel together, and if the player decides to explore the island with her, they are rewarded
with a handful of charming moments between the two, solidifying their relationship. By structuring the game in this way, it gets
players to better understand what will be lost if they continue. These aren’t just characters in the background,
they are ones that Link and the player have gotten to know. This chips away at the notion that the player
is doing the right thing. Link’s motivation to leave is not the only
thing driving the story forward. Although it isn’t clear until the end, the
Wind Fish is actively trying to be awoken. The Owl who constantly stops by to ask Link
if he would kindly wake the Wind Fish, is acting on the orders of the Wind Fish. What’s even more interesting is that he
does so by deceiving Link. It is hard to know where the Owl begins and
the Wind Fish ends, so it is impossible to say whether or not the Owl knew everything
about the nature of the dream. However, given that he doesn’t mention the
existence of nightmares within the dream until after Link defeats them, along with saying
he is the guardian of the dream world, it isn’t a massive leap to assume that he probably
knew what would happen. So, when the Owl tells Link that, yes, it
is a dream, but no one knows whether or not the island will disappear this seems like
a lie told to convince Link to keep going. Link spends a lot of time becoming a part
of the island, and if he knew for sure that waking the Wind Fish would cause everything
to disappear, to cause Marin to disappear, he might not want to wake the Wind Fish. He might rather stay. Of course, the player can technically choose
to do this by just turning off the game before beating the final boss, but that isn’t really
satisfying because it doesn’t lead to an actual resolution they get to see. For the game to truly end, Link needs to awaken
the Wind Fish and let Koholint Island vanish. Certainly there is a moral argument that the
Wind Fish’s life is more valuable than the lives of those within the dream, but regardless
of that, the Wind Fish is not the one Link spends time with throughout the adventure. The Wind Fish is not the one whose wishes
Link hears. The Wind Fish is not the one players care
about. So whether or not it is the right thing to
do, it’s upsetting. For the longest time though, I felt that I
must be missing something, that I must not have understood the story entirely, and this
disconnect stems from the final cutscene. Link, stranded in the middle of the ocean,
looks up to see the Wind Fish flying overhead and he smiles, as a triumphant rendition of
the Ballad of the Wind Fish plays. Link’s reaction in those final moments differed
so greatly from mine when I first saw, and I always questioned why the developers chose
to end the game on that note. It could be as simple as him feeling relieved
that the Wind Fish may be able to save him from his current predicament of floating in
the middle of the ocean; it could be him being happy to know that the dream of Koholint Island
wasn’t his own but rather one shared with someone else, making everything from the dream
live on through the Wind Fish; it could be him accepting that all things end, and the
only thing one can really do is remember the past with love and move forward. It could be a lot of things. It could also be nothing. Link’s Awakening is one of those games that
I have played during various stages of my life and gotten something new from it each
time. When I was 8, I thought it was sad that Link
had to leave his friends—that no matter what, he’d only ever be left with the memory
of them. Today though, I see Link as someone who needed
to make a nearly impossible choice where no matter what, other people, people who didn’t
deserve it, would lose, and even though the choice benefits him in some ways, it hurts
him in a thousand others. Every time I’ve finished Link’s Awakening,
I’ve left feeling a little empty. Like, despite trying my best I only ended
up making things worse. And personally, that is what I love about
Awakening. I adore games that have the ability to elicit
this kind of an emotional response. In general, Zelda games do a good job of creating
stories that resonate with players, and it has long been one that explores meaningful
themes that extend far beyond the games themselves. Majora’s Mask explores grief and legacy,
Ocarina of Time looks at innocence and the loss of it, Breath of the Wild tackles failure
and acceptance. Nearly every Zelda game has a core theme it
examines, and the way that theme is typically addressed involves Link conquering his obstacles
and becoming a hero who saves the day. Awakening does things a little differently
though. Link’s problems aren’t solved by simply
turning into a hero. It asks more from players than that. It asks them to make a choice with greater
complexity than right versus wrong; it asks them to learn to leave things behind; it asks
them to sometimes be the bad guy; in a weird way that wasn’t clear to me until I became
one myself, it asks them to be an adult. And sometimes that means accepting that everything
ends and still being able to look up, and smile at the dreams of days past. Ey. Thank you for watching. Since the last video, the channel has grown
beyond any reasonable expectation, and I just wanted to say thank you. After 6 years of doing this YouTube thing,
it means the world to have people still wanting to watch. I look forward to sharing more things with
you all. If you have the means and want to further
support the channel, consider supporting me on Patreon. For just 2 dollars, you can get videos a day
early and have access to behind the scenes content, like a monthly Q+A podcast. Supporting the patreon will help ensure more
consistent uploads and allow for more ambitious projects in the future. If you’d like more information, all of the
details are on my page on patreon. Anyway, thank you again for supporting the
channel, and I hope you have a great day and/or night, and I will see you in the next one.

Games Within Games – Emulated Classics, Enhanced Ports, and Bonus Discs / MY LIFE IN GAMING

[ TRY ] Everyone loves a good deal. That’s why game companies have been bundling
popular titles together since decades ago. Today, compilations of classic games have
become some of the most reliable and accessible methods of exploring the history of various
series and publishers. But sometimes you’ll find a classic game
included with a brand-new game a bonus. These extras may be listed as a bullet point
on the back of the box, but are generally not presented as a selling point that overshadows
the main game. Let’s take a closer look at some of these
“games within games” because it’s easy to forget that some of these were even there
in the first place. Heck, you never know, maybe we’ll discover
some of the best ways to play some of the most significant games in history… or maybe…
the worst. [ MUSIC: “Principle” by Matt McCheskey
] [ Turbo Out Run Music ] [ COURY ] Developers have been sneaking in
extra games for a long time. In an age where most games can be downloaded
in seconds to play on real hardware or emulators, it can be easy to forget that it used to be
pretty novel when an extra game was included as a bonus. Afterall, most were once full priced games
themselves, so it felt like a huge deal to get them for “free.” We’re gonna be looking a whole bunch of
these types of in this episode, but what exactly is our criteria that justifies a “Game within
a game?” I’m guessing that many people thought of
Super Mario Bros. and Duck Hunt when they first saw the title of this episode… but
both games are given equal billing on the package. We aren’t counting any games that are specifically
labeled as collections or compilations. Others may have thought of the “Battle Game”
in Super Mario 3., which can be directly accessed from the Mario 3 title screen in Super Mario
All-Stars. This may look like the Mario Bros. arcade
game, but in practice, it’s too different to truly consider it the same game – it’s
just a mini-game… a pretty fun one, though. The same can be said with the Gradius game
in Mystical Ninja… or Fantasy Zone in Arnold Palmer Golf. At a glance, these look like the originals,
but they’re radically reduced – only one tiny level each – so they’re just fun easter
eggs. Super Mario Bros. Deluxe for the Game Boy
Color gets close with its “Super Mario Bros. for Super Players,” which is essentially
Super Mario Bros. 2, A.K.A. The Lost levels… but it’s incomplete – graphical
and mechanical alterations aside, worlds 9 and A through D are not present, so we wouldn’t
consider it a suitable replacement for the real thing. That said, the kind of examples we’ll be
looking at can be summed up nicely by Pitfall: The Mayan Adventure. This 1994 sequel slash revival features incredible
animation and was released on just about every console at the time. [ Pitfall! Game Audio ] By entering a button code on the title screen,
you can relive the influential Atari 2600 Pitfall! adventure, which is visually faithful
– that shouldn’t be hard – but the sound isn’t exactly the greatest. Unfortunately, the original Pitfall seems
to have been omitted from the 2001 Game Boy Advance release. [ Pitfall! Game Audio ] Hidden games are good and all, but probably
the most common occurance of games within games is as a reward for beating a game’s
story mode, or overcoming certain challenges along the way. One of my favorite examples of this is in
the Ninja Gaiden reboot on the Xbox. Hidden throughout the game are the original
trilogy of games. Except, these aren’t the NES versions as
you’d expect – for some reason, Team Ninja decided to include the Super NES remakes that
were part of Ninja Gaiden Trilogy. [ Ninja Gaiden Trilogy Game Audio ] This was maybe not the greatest choice, but
it’s certainly an interesting one and I can appreciate that. These games are definitely inferior to the
NES entries in just about every aspect, most notably in the sound department. The melodies just didn’t jive with the SNES’s
sample based sound. [ Ninja Gaiden Trilogy Game Audio ] Despite that, the game supports 480p and so
do these versions. Everything appears to be scaled correctly,
with no scrolling shimmer that I noticed. Although they each game does appear to be
slightly desaturated, it works with in their favor, giving them a sort of look akin to
an original non 1CHIP SNES console. The presence of passwords were a nice quality
of life addition to the SNES game and by extension here as well. These games are of decent length, so having
them incorporated here is quite welcome. [ Ninja Gaiden Trilogy Game Audio ] These games were removed from the release
of Ninja Gaiden Black, and replaced with the vastly inferior arcade game… I’d love to show that to you as well, but
I don’t have a save with it unlocked. Regardless, the arcade game is a step down
from the NES trilogy in every respect, making this a compelling reason to own both Ninja
Gaiden Black AND the original release. Not to mention, none of these bonus games
make an appearance in the PlayStation 3 Sigma release. [ Ninja Gaiden Trilogy Game Audio ] Not all of these are within the game itself. There’s several instances where the developer
has bundled a bonus disc with an additional game on it in the package. The US release of Strider 2 on the PlayStation
1 included the arcade game on it’s own disc. [ Strider – Level 2 Arranged Music ] When most people address this release, it’s
always all about how the disc art was reversed – Strider 2 was on the disc labelled Strider
and vice-versa. While this is a fun anecdote, what they should
really be talking about is how this is essentially the best version of the first Strider to ever
be released on the home market. [ Strider Game Audio ] Built from the ground up, it’s supposedly
an arcade perfect port with all of the animation and music intact. The only real downfall being a loading screen
between each level… which isn’t even that disruptive in the first place. After you beat the game, you gain access to
a number of bonus options such as remixed music and the ability to customize Strider
Hiryu with different colored outfits. It seems like there was a lot of love put
into this port and the additions make it more than just a simple arcade conversion. [ Strider Game Audio ] Now that you have a better understanding of
what we’re looking for, let’s look at how Nintendo’s taken advantage of their
classic titles over the years. [ DK64 Rap ] [ TRY ] By the late 90s, game consoles had
become capable enough to emulate classic games, so it wasn’t uncommon to see developers
dig into their back catalogs to include nice little bonuses without having to fully port
their older games to new hardware. With a rich history of releases to draw from,
Nintendo began to dabble in including some of their older games with new releases. Donkey Kong 64 is one of the N64’s most
massive games. Rare’s attempt to convert Donkey Kong Country
into a 3D platformer pushed the limits of attention spans by packing the world full
of so many collectibles that finishing the game can take more time than an RPG. Among the game’s many bonuses are two important
titles from both the histories of Rare and Nintendo. Ever the vocal advocate for the earliest generations
of gaming, Cranky Kong will begin to challenge the player to beat his high score in Jetpac
after a certain point in the game – in fact, doing so is required to even finish the main
game. Jetpac was developed for the ZX Spectrum by
brothers and Rare co-founders Tim and Chris Stamper, their first game released under their
previous company name “Ultimate Play the Game.” The game is represented quite cleanly in DK64,
especially with the Ultra HDMI mod, as shown here. Jetpac has been remade and emulated on Xbox
platforms as well, but this remains the game’s only official appearance on Nintendo hardware. [ Jetpac Game Audio ] The original Donkey Kong can also be found
in DK64’s Frantic Factory level. As with Cranky Kong’s Jetpac challenge,
the rewards for finishing Donkey Kong must be collected to beat DK64. [ Donkey Kong Arcade Jingle ] This version is notable for actually being
based on the original arcade release, which Nintendo has only sparsely republished over
the years, instead favoring the NES port, which is lacking the arcade game’s second
level – the cement factory. The vertical scaling is a bit off here compared
to Jetpac, which is most apparent when Mario is riding an elevator in stage 3. The sound is also a bit muffled and distorted,
but I like to think that’s a conscious artistic choice. [ Donkey Kong Game Audio ] So with the N64, it was starting to become
viable for Nintendo to use emulation commercially. A number of these early emulation experiments
would continue to appear over the course of the early 2000s. Now, a few of these, like Ocarina of Time
and Master Quest, and the Zelda Collector’s Edition, were given away in separate packages
as pre-order and registration incentives, so those don’t really count, but other examples
of emulation did appear as bonuses in the games themselves. [ Animal Crossing Music ] Dobutsu no Mori or “Animal Forest” was
one of the last games released for the N64 in Japan – a strange new concept of a “communication
game” that at the time seemed like a gamble. Of note, a handful of Famicom games could
be acquired for play in the player’s house. The GameCube port, titled Dobutsu no Mori
Plus, was localized as “Animal Crossing” for western markets and includes several more
Famicom games. These appear as NES consoles in the overseas
versions and can be obtained through various means. Unfortunately, most of these don’t represent
the NES’s finest work, consisting primarily of the very early “black box” titles. But you know, even if these aren’t my favorite
NES games, they were absolutely the most exciting items to find in the game, at least to me. [ Wario’s Wood Game Audio ] One outlier to the early NES theme is Wario’s
Woods (possibly my favorite puzzle game of all time) which can only be found on the Game
Boy Advance link cable island. The GBA connection could also be used with
the eReader to acquire a couple of other games, but sadly it looks like I never ended up with
those in my card packs. You could even load the games up for play
on your GBA independent of your GameCube, years before the Classic NES Series cartridges
hit the system! A handful of more exciting games are hidden
in Animal Crossing’s code, including Punch-Out, Super Mario Bros., and The Legend of Zelda,
which were reserved for Nintendo giveaways, although we’ve struggled to find concrete
info on this, and internet hearsay suggests the Zelda giveaway never happened. I haven’t tried it myself, but it seems
like all games can be obtained through the use of a cheat device like an Action Replay. Now, speaking of playing NES games on the
GameCube and Game Boy Advance, Nintendo made sure that no one with these systems was lacking
for options to play the original Metroid. [ Metroid Prime Music ] After being missing in action for a generation,
Samus made her triumphant return in November 2002 with two new games: the daring first-person
Metroid Prime on GameCube and the sprite-based Metroid Fusion on Game Boy Advance. Ironically, it was Metroid Prime that more
closely adhered to the series formula, but after beating Metroid Fusion it’s possible
to unlock the original Metroid on GameCube by connecting Fusion to Prime via the link
cable. Unfortunately, this version puts jump on B
and shoot on A, and that just ain’t right. I get why they did it, since those are the
controls in Metroid Prime, but it feels real bad for an NES game. Metroid is playable on the GBA system itself
with Fusion’s followup, Metroid Zero Mission, which is itself a reimagining of the NES original. Metroid is unlocked by simply beating Zero
Mission. Of course, compromises are inevitable whenever
shrinking down 240p games to the 160p GBA resolution, but no matter how you play it,
the original Metroid is still fun if you get your head in a place where you can enjoy the
challenge of an open world with no in-game map. [ Metroid Game Audio ] [ Super Punch-Out Music ] Another classic Nintendo game is included
with a rather unlikely title… Fight Night Round 2 by EA Sports. To be honest, I could not figure out how to
play this game at all… it just feels unresponsive to me… but you know what boxing game does
feel great to play? How about we switch over to Super Punch-Out
instead? Now this is more like it! But unfortunately, the sound emulation is
some of the worst I’ve ever heard. [ Super Punch-Out Audio Comparison ] Still, the game is playable enough. Super Punch-Out may not be as popular as Mike
Tyson’s Punch-Out among the general populace, but it’s an excellent sequel that should
be played any way you can get your hands on it. [ Super Punch-Out Game Audio ] [ Sonic Adventure Music ] [ COURY ] When Sega went third party in the
early 2000s, they had a whole new audience for that had never played some of their games. However, they knew they had to have some sort
of hook to ease older fans into this brave new reality. In a show of good faith, Sega added new content
to many of their ports. On the GameCube, Skies of Arcadia Legends
added new story content while Sonic Adventure 2 supplemented the lengthy campaign with a
new 2-player battle mode. When they finally got around to the first
Sonic Adventure, Sonic Team dropped in a slew of Game Gear Sonic games for players to toy
with. Getting most of these unlockables is pretty
easy if you just play through the main adventure normally, triggering as you hit certain Emblem
milestones. There’s 12 games total here, giving you
a complete list of portable Sonic games in one fell swoop. Sonic Adventure supports 480p, and these games
tend to look pretty good. Since Game Gear games are natively 160 x 144,
it would look a bit too narrow on a TV, so Sonic Team decided to stretch these a bit
wider horizontally. Because of this, you get a bit of shimmer
on the horizontal axis, but it’s not too bad. Most Sonic games are so fast that this will
go unnoticed – it’s only when you slow down that it becomes apparent. Outside of that, these games are generally
emulated well. The enormous borders have been cropped out,
and the PSG sound is fairly accurately reproduced. [ Game Gear vs GameCube Comparison ] The only egregious issue that really stuck
out to me was that Tails Adventure was insanely dark for some reason. If you go to the main Option Menu, and switch
the language to Japanese, the Game Gear ROMs will also switch over to their Japanese counterpart. That’s a neat little bonus, and a cool subversion
of my expectations. [ Sonic Game Gear Game Audio ] Sonic games felt right at home on a console
like the GameCube, but over on the Xbox, Sega was delivering some graphically intense sequels
in the form of Jet Set Radio Future and more importantly Panzer Dragoon Orta, which… I’m just sayin’… is my favorite game
on the system. [ Panzer Dragoon Orta Game Audio ] This is a game that is absolutely packed with
bonus features, like artwork, mini games, and an entirely separate extra campaign. But if that wasn’t enough, when you finish
the main game you can open up the entire original Panzer Dragoon, which is kind of insane considering
that only just came out during the previous generation. [ Panzer Dragoon Title Screen Music ] The version included here is a port of the
PC version instead of the Saturn original, which makes sense considering the Xbox hardware’s
closer relation to that environment. Whether or not this is a good thing depends
on what you’re looking for. A number of graphical flourishes, such as
the water in the first stage has been altered. Like the main game, it’ll run at 480p if
you’re playing on an Xbox that supports it for this game, although keep in mind that
it’s a strictly 4:3 game, while the main Orta game supports 16:9, so don’t forget
to set your TV to the correct aspect ratio. But perhaps most obvious hit against this
version is the heavy filtering of the entire game, making it look soft and blurry compared
to the original. [ Panzer Dragoon Game Audio ] Of course in 2002, this sort of approach was
commonplace when it came to emulating or porting older games to newer hardware. The anti-dithering crowd won’t mind at all
because this helps to smooth out the heavy dithering present – most apparent in the view
cone in HUD. Being an exclusive S-Tier game on the system,
it’s no shock that Panzer Dragoon Orta was selected to be among the games that were made
backwards compatible on not only the Xbox360, but in spectacular 4K60 on the Xbox One X. [ Panzer Dragoon Orta Game Audio ] Playing Orta in 4K really drives home just
how timeless of a game it is. The art direction holds up extremely well,
and it just about every frame looks like a painting. But how does well does the unlockable original
game make the jump to this new version? Well, for a PC port running on an Xbox, which
is in turn running on an Xbox One… it’s not bad at all. [ Panzer Dragoon Level 1 Music ] It’s basically what you’d expect: a 4K scaled
version of the Xbox game – heavy filtering and all. No increased frame rate here, but it’s not
glitchy or anything either – at least that I’ve seen. The only real catch here is that it’s forced
to 16:9 due to the 4K upscale. Now, to be fair, this doesn’t exactly destroy
the integrity of the look, but considering the stellar work of Microsoft’s backwards
compatibility team, part of me was hoping for the proper aspect ratio to be retained. [ Panzer Dragoon Game Audio ] Alright, so how about Sega’s arcade games? Prolific game designer Yu Suzuki included
a number of his super scaler arcade games in Shenmue that not only aided with the mid-80’s
immersion, but also gathered some of the most influential games of all time under one roof. Sit down and give ‘em a shot… for one
hundred yen per play. [ Shenmue Game Audio: “Guess I’ll try
it…”] Hang-On was the first Super Scaler game released,
and while it’s often overlooked in favor of it’s sequel, Super Hang-On, it’s influence
cannot be denied. Being present in Shenmue makes sense because
Suzuki directed the first game while he only served as producer for the follow up. Also, this is one of, if not the only, officially
released arcade accurate port of the original game. The other three games that appear across both
games, Space Harrier, Out Run and After Burner 2 are cornerstones of Sega’s arcade history
that have been re-released and ported all over the place. On the Dreamcast, I was pleasantly surprised
to see that Space Harrier, Out Run and After Burner 2 all output at 240p, although they
do seem to be a touch darker and desaturated than I’d like. Still, this is great if you’re after something
a bit more authentic. Unfortunately Hang-On seems to be 480i and
I’m not quite sure why. [ Hang-On Game Audio ] However, all four games do support progressive
scan through a VGA box or 480p capable cable. This will help a lot with HDTVs, but if you
have a DCHDMI mod installed in your Dreamcast? Dang, these games look razor sharp. [ After Burner II Game Audio ] Shenmue 2 was later ported to the original
Xbox in 2002, with the same game in tow. Since the Xbox doesn’t officially support
240p, all these are forced to either 480i or 480p depending on your video output settings. The overall image has been brightened up a
bit, and the audio has been tweaked a bit to sound fuller. Everything remains pretty sharp, with Hang-On
being a touch softer than the others. [ Out Run Game Audio ] But, how about the recent Shenmue 1 & 2 HD
re-release? D3t handled these remasters to to decent results
overall… after a healthy dose of patches. I was curious to see how the arcade games
would be emulated here… I’m assuming that both games use the same
emulation, because they generally look the same, however there are certain aspects that
makes me unsure if that’s the case. The first game puts some reverb on certain
sound effects to make them sound like they’re inside of a real arcade [ Space Harrier Game Audio ] While these are appreciated, they don’t
seem to be present in the second game. [ Space Harrier Game Audio ] Hang on looks to be a 4X scale of the original
and is ultra sharp. Space Harrier and Out Run look as though they’re
4.5X scales, which isn’t as pixel perfect, but it doesn’t cause any major shimmering
issues due to the Z-Axis perspective. Unfortunately none of these are going to be
playable in Shenmue 3, which is understandable, but a bummer nonetheless.Still, chances are
if you’re a big fan of Shenmue, then you’re most likely familiar with the series that
picked up and carried it’s torch in more ways than one. [ Space Harrier Game Audio ] [ Yakuza Music ] [ TRY ] The Yakuza series has resonated with
gamers of all types ever since the original entry on PS2 – and Sega has been more than
happy to provide hungry fans with more. I have to admit, the grand scale of the ongoing
story has intimidated me for years – that is a lot of game to get through – so I took
the 1980s prequel – Yakuza 0 – as my way to give the series a taste test. While Yakuza is considered by many to be a
spiritual successor to Shemue, I prefer to liken it to River City Ransom – an open world
that is equal parts serious and goofy where you beat up punks, money flows, and fast food
is your source of never-ending strength. But one cue it most certainly takes from Shenmue
are its Sega arcades. Famed emulation developer M2 has long handled
the series’ arcade titles – I had a great time playing Space Harrier and Out Run in
Yakuza 0… but other entries in the series even include Puyo Puyo and some of the Virtua
Fighter games. The Yakuza team has a habit of sneaking classics
into other games they’ve developed, such as Judgment and First of the North Star: Lost
Paradise, in which you can find many arcade games scattered across the wasteland. [ Fist of the North Star Lost Paradise Game
Audio ] You can even use a Sega Master System in Kenshiro’s
apartment that plays one of the very earliest Fist of the North Star video games – this
is the first time that this version has been released outside Japan with the Fist of the
North Star license. It was previously localized as “Black Belt”
and was quite a different game. I just love how the enemies explode. [ Hokuto no Ken Game Audio ] The technical wizards from German-American
development studio Factor 5 built their brand on the Turrican franchise, but rose to higher
prominence with their technically impressive and critically acclaimed Star Wars titles
for Nintendo 64, PC, and GameCube. Rogue Squadron II: Rogue Leader was a miracle
of a third-party launch title for the GameCube – including both the battles of Yavin and
Endor, leaving few ideas for a potential sequel. [ Rebel Strike Title Screen Music ] As such, Rogue Squadron III: Rebel Strike
released in 2003 to a tepid reception that was further marred by unimpressive on-foot
gameplay. Nonetheless, Rebel Strike offers a trio of
enticing bonuses – emulations of the classic Star Wars arcade games. Star Wars Arcade and The Empire Strikes Back
Arcade are unlocked through normal progression through the main missions. [ Star Wars Arcade Audio ] Both were originally designed for vector monitors,
so 480p on the GameCube really can’t replicate the true look – it’s a bit dark, but still,
this is a convenient way to play these impressive early 3D titles. [ The Empire Strikes Back Arcade Audio ] Return of the Jedi Arcade is unlocked by entering
a password. [ Return of the Jedi Arcade Audio ] [ Rampage Total Destruction Music ] Rampage: Total Destruction was developed by
Foundation 9 and released for the PlayStation 2, GameCube, and Wii in 2006. This is a polygon-based interpretation of
Midway’s classic Rampage series, and like its predecessors, there’s not much to it,
but if you’re looking to shut off your brain and indulge in some mindless mayhem, you could
certainly do worse. [ Rampage Total Destruction Game Audio ] But if you prefer the older titles, Total
Destruction also offers emulations the original Rampage and Rampage: World Tour – fittingly,
the emulation is handled by Digital Eclipse, which at the time was part of Foundation 9. The first game is a slow-paced 1986 arcade
title… while the World Tour is a much faster game, which I definitely prefer. The scaling is far from perfect, although
the softness of World Tour’s graphics seem to prevent visible shimmering. Certain elements of the graphics of both games
appear to be drawn at a higher resolution, so I wanted to see what would happen if I
forced 480p using the GameCube homebrew utility Swiss. Interestingly, booting each game from the
title menu after forcing 480p resets the output to 480i, but Swiss can also directly access
two other boot launchers on the disc – both of which display an extremely interesting
list of games. Unfortunately, none of them load aside from
the Rampage titles, but booting from this menu was the only way I was able to use 480p
with the arcade titles, at least on the GameCube. [ Ramage World Tour Game Audio ] Contra 4 by WayForward is perhaps the best
action game for the Nintendo DS – a supremely satisfying run & gun from a team that simply
knows how to make a game that looks, sounds, and plays as Contra should. [Contra 4 Level 1 Music ] Fittingly, two of the NES classics that inspired
Contra 4 are included as unlockables for clearing missions in the game’s Challenge Mode. The NES version of Contra is one of the best
8-bit games ever made. While there are noticeable audio hiccups and
neither of the scaling options available can really make up for the DS’s screen being
a bit too low res for NES games, the fact that this game was included at all ended up
being quite significant. That’s because, following Contra 4, Konami
failed to re-release NES Contra on any of Nintendo’s Virtual Console platforms, or
even the NES Classic Edition. And its scarcity on modern platforms has been
a real shame. It wasn’t until the Contra Anniversary Collection
that the game finally reemerged. [ Contra Game Audio ] Contra 4 also includes the NES version of
Super C – a solid sequel that’s just a bit less classic. This is the game that Konami has consistently
used to represent the series’ NES era on Virtual Console and on the NES Classic Edition
in lieu of Contra 1, which has probably made some fans a bit bitter. But in spite of imperfect emulation, NES games
being playable on the DS was a nice novelty in 2007. [ Super C Game Audio ] When it comes to packing games full of extras,
the one developer that immediately comes to mind is Namco. Especially during the PlayStation 1 and 2
eras, they really set a standard for unlockables that has perhaps never quite been matched
since. [Ridge Racer Type 4 Intro Audio ] [ COURY ]I already mentioned Panzer Dragoon
Orta’s crazy list of unlockable content earlier in the episode. But when it comes to sheer amount of bonus
material, no developer delivered more consistently than Namco on the PlayStation 1 and 2. [Ridge Racer Type 4 Intro Audio ] Ridge Racer was the first game that gave Sega
a real challenger when it came to racing game dominance. In a sign of things to come, the PS1 port
featured a mini version of Namco’s arcade classic Galaxian as a way to help players
pass the time during load screens. Before development of Ridge Racer Type 4,
the team behind it did extensive research on just how viable 480i, 60 frames per second
would be for the new game. Although the PS1 version of Tekken 3 was able
to achieve this, R4 was just going to be too much for the hardware. Instead of letting this research to waste,
they put the tech to good use in an enhanced version of the first game called Ridge Racer
Turbo Mode. With R4 being the final entry one the PlayStation
one, Namco included Turbo mode on a bonus disc in the same package, putting a bow on
the first generation of Ridge Racer. [ Ridge Racer Music ] The higher res makes it look especially crisp
on a CRT and the higher framerate is immediately apparent. What’s cool is that they also included a
pared down version of the original, NON Turbo Ridge Racer on the same disc so you can observe
just how far development improved over the systems lifespan. [ Ridge Racer Music ] Tekken 5 arrived on the PlayStation 2 in 2005,
just in time to celebrate the series tenth anniversary. In order to put a cap on a series that was
always pushing the PlayStation hardware, Namco went all out with the bonus content here. Taking a cue from the PS1 release of Ridge
Racer, you can play an arcade during the loading screen.This time it’s the 1991 first person
rail shooter Star Blade. While the loading screen just gives you a
taste of battle, the entire game can be unlocked and is playable in the Arcade History section. [ Star Blade Game Audio ] Believe it or not, this was the first time
that an arcade accurate version of Star Blade made it’s way to home consoles. There were versions on the Sega CD and other
disc based consoles, but nothing remotely as close as this. [ Star Blade Game Audio ] Filling out the rest of Tekken 5’s Arcade
History is not only the arcade version of Tekken 1, but Tekken 2 AND Tekken 3. [ Tekken 3 Intro Music ] Although I’m sure some fans were sad that
they’re the arcade versions and no the PS1 ports, but c’mon – this is an insane lineup
here. [ Tekken 2 Game Audio ] The first two games even display at an accurate
240p, while Tekken 3 is obviously at 480i like it should be. [ Tekken 3 Game Audio ] Although I am not super experienced with all
of these games, I feel like they run exceptionally well here. [ Tekken Game Audio ] The
level of care that went into representing and preserving these versions is admirable,
and fills out a great package, both when it was released… and now. But on the other side of the coin, you’ve
got something like this… Back in 1989, Konami struck gold with their
4 player Teenage Mutant Ninja Turtles arcade game. So when Konami got the license back in 2003
to make games based around the recent cartoon reboot, I was excited to see what they’d
do with it even though I had no interest in the new show. [ TMNT Show Theme ] Three new games followed… and to say these
didn’t live up to expectations would be an understatement. [ TMNT 3 Game Audio ] But there was a silver lining. Teenage Mutant Ninja Turtles 2: Battle Nexus
had the original 1989 arcade game as an unlockable – hopefully giving me an arcade perfect version
at home that I’d always dreamed of. While this version look and plays about how
I’d expect for 2004, the real problem lays in the audio. Due to licensing issues, all of the voices
have been removed – which I suppose does make sense… but the music is all gone too – replaced
by a single music track that is used on every single level. [ TMNT “Arcade “ Game Audio ] And it’s horrible. It just doesn’t work at all for this version
of the game. The combination of the removed voices and
replaced music absolutely decimates the experience of the game – making it feel oddly empty and
lifeless. [ TMNT “Arcade “ Game Audio ] The following year, Konami bundled Turtles
2: Turtles in Time as a bonus with TMNT 3: Mutant Nightmare, which fares significantly
better. But, because the Super NES version of Turtles
in Time is so good, if not better than the arcade, the allure of owning this version
isn’t quite a strong. It doesn’t have the original soundtrack,
but at least each stage has different, more appropriate, music. [ TMNT 2 “Arcade “ Game Audio ] Voices are also changed, but it seems to be
a re-recording of the same lines… although the acting quality is exceptionally bad. [ TMNT 2 VO Comparison ] Both Turtles games are, disappointingly, 480i
only – even on the Xbox. Forcing to 480p using GSM on the PlayStation
2 does work and naturally looks much better. I didn’t have the Cube version on hand to
test with Swiss. [ TMNT 2 “Arcade “ Game Audio ] When I graduated high school, I spent a few
years working for Electronics Boutique. While I was busy enjoying Castlevania Symphony
of the Night and Final Fantasy 7, a co-worker was obsessed with getting the most of his
PC and 3D Accelerator cards to get the best possible experience playing Quake 2. His enthusiasm eventually rubbed off on me
and suddenly I was spending too much money upgrading my computer with a Voodoo 3 so that
I could play… you guessed it. Quake 2. [ Quake 2 Music ] Years later, I had an itch to revisit Quake
2 and after searching for ways to play it on newer hardware I discovered that there
was a little known Xbox 360 port bundled with the special edition of Quake 4 from around
when the console launched in 2005. As it turns out that this is a pretty amazing
version of the game, and is self contained on it’s own DVD to boot – in a paper sleeve,
sure, but I’ll take it. And get this, not only is this version in
1080p, but it also runs at 60 frames per second… which isn’t even something that Xbox360
really had the ability to do until years after release. [ Quake 2 Game Audio ] It’s gorgeous, silky smooth and never seems
to drop frames or slow down at all. These days, it’s refreshing to play a first
person shooter driven by simplicity. No melee attacks, kill streaks or even having
to reload. Revisiting Quake 2 has been a complete joy. [ Quake 2 Game Audio ] Of course, some people will find the idea
of playing Quake 2 with a controller absolutely blasphemous. There was a time when I’d be right there
along with them – but the fact is, I don’t have the patience or the desire to sit at
my PC and play games with a mouse and keyboard these days. And get this: There’s also an option for networking
and split screen deathmatch for up to 8 players! I don’t have anyone to play with, but it’s
cool that it’s there. So sure, Quake 2 was around 8 years old by
the time this version was released, but to think that this optimized console version
has been available for almost 15 years now makes me feel silly for not finding it sooner. [ Quake 2 Game Audio ] So while a classic game being included with
another doesn’t always guarantee a home run, it’s always interesting to see the adjustments
or concessions the developers had to make. While this is just a small sampling of games
within games that have been released over the years, there’s a ton of notable ones
we’d feel silly for not mentioning. So, maybe we need to return to this subject
in the future. [ Ending Theme ] This episode of My Life in Gaming is sponsored
by Audible. Signing up is completely effortless and uses
your Amazon account – we’ve got a custom URL to help you get started – go to audible
dot com slash M-L-I-G or text M-L-I-G to five hundred five hundred to start your 30-day
free trial, which gets you one audiobook and two Audible Originals of your choosing. Coury helped me swap the batteries in all
of my Phantasy Star cartridges back when he was working on the save file preservation
episode, but I was still kind of nervous about diving into Phantasy Star II because people
say that is one of the grindiest RPGs, and you know me, I’m being stubborn about playing
my real cartridge. Well, years ago I got through the original
Dragon Warrior on NES with the help of audiobooks to keep me engaged during its aimless grinding
but I hadn’t really done anything like that since. So I decided to see if Audible could help
me get going in Phantasy Star II. I thought it might be fun to check out the
old Star Wars expanded universe to fit the sci-fi theme – Heir to the Empire has honestly
been really entertaining and has helped so much in getting me through Phantasy Star II’s
early game grind. One of Audible’s best features is that you
retain access to all audiobooks in your collection even if you end your subscription. You get new credits for audiobooks and Audible
Originals every month, and unused credits roll over to the next month… and as long
as you’re a subscriber, you can even exchange audiobooks you didn’t like for another. You can also find our URL in the video description
– audible dot com slash MLiG or text MLiG to five hundred five hundred. And while you go do that, I’ll be getting
on with the good parts of Phantasy Star II.

2020 Will Be The NEW BEST Year For Nintendo Switch Games

Product Provided by Nintendo Every year on this channel we like to take
a moment to sit and reflect on the current status of Nintendo Switch and the games that
are available on the platform to discuss the direction we think it’s headed in as we
enter a new year. Specifically, around this time of the current
year because it’s right before holiday season really gets kicking and that’s the time
period that sets the tempo and I think it’s fun to get in ahead of that so we can try
to predict it’s impact. With all that being said, let’s talk about
it. Ok, so I get it, these videos have a real
risk of becoming a meme if they haven’t already, but, it’s true. I think it’s pretty easy to argue that Nintendo
Switch has gotten better and better every year in regards to its releases. Year 1 was a year of quality. Mario Odyssey and Breath of the Wild were
unmatched across all video game platforms in 2017 and it’d be hard to argue against
that claim when you look to their critical and commercial success. & even beyond those games, Splatoon 2, Mario
+ Rabbids, & Mario Kart 8 Deluxe all contributed to that amongst other games. 2018 was a more controversial year, but, I
honestly believe it bested 2017 because of the increased variety we got with more 3rd
parties joining the fray, & the fact that we got the 1st entries of several major Nintendo
franchises for Switch including Donkey Kong (some may say the best game in the series,)
Kirby (some – meaning me – may say is the worst in the series,) & obviously, Super Smash
Bros Ultimate, which speaks for itself and is currently still my favorite game on Switch
by a MILE! Pokemon Let’s Go was also great. THEN we have this year which started pretty
slow but around the mid point the game releases really picked up in quality and quantity with
highlights being Fire Emblem Three Houses, Super Mario Maker 2, Astral Chain, amongst
others with games like Luigi’s Mansion 3 & Pokemon Sword and Shield still to come and
that speaks nothing to the third party releases (many of which people swore up and down were
impossible like Overwatch and The Witcher 3.) EVEN STILL I think we have plenty of room
for improvement and that’s because what every year has had in common is that they’ve
all had a pretty well defined lull in major releases. For the last 2 years the lull was in the beginning
of the year. 2017 was a more rounded year but I’d say
the middle of the year was pretty light. In contrast with this, though – 2020 is coming
out swinging with Animal Crossing New Horizons, which, may not be the 1st game some think
of as a major release, but, it is easily a top 5 current Nintendo franchise as far as
sales go. This game will sell INCREDIBLY well likely
beating out Pokemon Let’s Go by the end of the year – possibly even Breath of the
Wild – in lifetime sales if the past mainline titles are any indication as well as the current
trend of Switch game releases setting franchise records left and right. & rightfully so because this game will be
something that lasts the life of the Switch as it’s an evergreen title that doesn’t
end. Fans of this franchise will play this game
for years to come in the same way that Smash Bros Ultimate is my most played game on a
monthly basis despite enjoying a lot of newer 2019 Switch games as well. I’m sure New Horizons will dominate other’s
playtime in the same way. If you’re one of those people, maybe leave
in the comments what you love about Animal Crossing, you could win someone over, you
never know – I digress. New Horizons specifically is making use of
the more capable hardware in the Switch as well as its improved online infrastructure
to improve on the already well known and beloved formula of Animal Crossing with the twist
of deserted island life. That’ll be March and there’s still more
to say about March in particular, but 1st, I’d be doing Nintendo Switch’s 2020 release
schedule an injustice if I didn’t mention the fact that the major releases ACTUALLY
start in January with the port of Tokyo Mirage Sessions Sharp FE Encore, which if you were
unaware and the title didn’t spell it out is a VERY Japanese game & since Atlus is dumb
is the closest thing you’ll get to a Persona game on Switch until Shin Megami Tensei 5
comes out, which, I’ll get to toward the end of the video. Despite its distinction of being a Wii U port,
Sharp FE is a game that is a great get for JRPG fans because no one who didn’t run
a Nintendo YouTube channel owned Wii U and the people that did said this game was pretty
solid judging by the 80 it scored on Metacritic. I’m sure it’ll benefit from the increased
hype for the Fire Emblem series garnered by Three Houses as well as the hype surrounding
the Persona series as that’s also receiving a new release in 2020, albeit, not on Switch…
really…. Yet…. Circling back to March (or likely a bit after
that since the Switch version apparently got pushed back,) though, we also now know we
can expect to be playing DOOM Eternal, which, is a promising game considering the reception
of its predecessor DOOM 2016. I could talk about why DOOM Eternal is exciting
apart from that, but, my friend Dan Cybert already did a way better job than I could
in his video about it so if you want to hear more about it, check that video out next. That said, moving on to the next major releases
that we know of so far is when we move into unknown territory as far as release dates
go starting with Xenoblade Chronicles Definitive Edition. This may be the 3rd time this game was released
(4th if you count the Wii U eShop) but it’s notable for a few reasons. 1. It sports models that are significantly improved
upon from the original Wii version, 2. It seems as if we’ll be seeing some cut
content being brought over to this version of the game so that’s a fun time & 3. It’s on a modern platform that everyone’s
playing during its prime. Wii was dying when it initially came to the
West in addition to the fact that the Wii wasn’t exactly the console people bought
to play sprawling JRPGs on in the 1st place, the 3DS port was only playable on New 3DS
& New 2DS models, which, are less prevalent by virtue of the fact that they came halfway
through that platform’s life, & like I mentioned before, no one owned Wii U… so yeah, basically
new game as far as most people are concerned. Xenoblade Chronicles is a high tier cult classic
so it’s sure to perform well and it could be elevated even more by the success of Switch. That brings me to No More Heroes 3, another
2020 Switch title – one that people have been waiting for – for nearly a decade. We don’t know too much about this one as
we only got a brief announcement trailer, but, we do know that it follows up Travis
Strikes Again. Finally we have a game that I KNOW people
are excited for because I’ve been told to play it’s predecessor for a long time now…. Unfortunately, I haven’t had the time BUT
PARKER – fellow Fanatix Four host – has so I forced him to come here and tell you why
Hollow Knight Silksong is an exciting addition to the 2020 lineup. & that’s just the games we know for sure
already, most years in gaming come into their own as we move through them. Many game of the year level games weren’t
revealed until we were already pretty far into the year they released in. So I wanna get into a bit of tinfoil hat territory. WHAT IF, The Pokemon Company continues with
the trend of releasing annual Pokemon titles and the NEXT ONE ends up being the Sinnoh
remakes that people want so bad in the Pokemon Sword & Shield engine. & to take things even FURTHER in tinfoil hat
territory, WHAT IF for these remakes they add another region to tie into the Pokemon
anime’s direction of traveling the Pokemon world. Geographically, the 1st 4 regions are relatively
close to one another so any of those could be fair game but we also know that planes
exist so they could even just opt to go with the All region since it’s likely they have
work done on HD models of that region. As many of you know, I could make a whole
video about JUST this, but, I’ll spare you the nitty gritty until that day comes – onto
the rest of 2020. There are quite a few pre announced games
that COULDD VERY WELL come out in 2020 – Shin Megami Tensei V is one of the last games announced
during the Switch reveal event that STILL has yet to come and I’m thinking more than
enough time has passed for a full dev cycle even if we assume they got ZERO work done
on the game before they announced it. Bayonetta 3 seems like a shoe in to me, I
feel like Platinum Games mostly avoided talking about it up until now to give Astral Chain
room to breathe. It’s had plenty of time by now so I’d
expect to see more about Bayo 3 in 2020 and I wouldn’t be surprised to see it released
then too. As for games we know about that I think will
be talked about in the 2021 video we’ll undoubtedly do, I could see the Breath of
the Wild sequel releasing in late 2020 if I’m being honest but it would be a major
surprise so I’ll go out on a limb and say that won’t end up happening and we’ll
get that game in 2021 or even 2021 because although it’s possible that having the original
Breath of the Wild as a foundation could mean the sequel will take less time to release
– we’re still talking about a Zelda game here. It would most likely get announced and later
delayed. If it weren’t for Mario Maker 2 I’d be
confident that we’d see a Mario Odyssey followup, but, I think next year would be
too soon considering that game’s release. MAYBE we’ll get a 3D World port, though. There’s NO way that Metroid Prime 4 will
see the light of day in 2020 – hell, I wouldn’t be surprised if we didn’t even see it in
2021 and that’s ok. Retro should take their time. Speaking of Retro, at this point I’m not
too sure we’ll see whatever they were working on in 2020 either UNLESS they were working
on a Prime Trilogy… that could potentially happen. Pikmin 4 is the white whale title that I don’t
know WHAT to think about. Miyamoto has said on several occasions that
it’s done or close to done but we have seen nothing from it and the timing of these statements
would suggest that he’s NOT talking about Hey Pikmin either. That said, I’m 50/50 on this showing up
in 2020 or not. Pikmin 4 will come like a thief in the night
for SURE. & now, on a related note, I wanna talk a bit about what I HOPE we see in 2020. I want this to be a year where Nintendo digs
even deeper into their pool of IP. Give me a new Ice Climber game. Give me a Kid Icarus Uprising sequel, give
me a Star Fox game that people don’t hate. I think Switch is in the perfect position
to elevate titles that underperformed in the past and I think 2020 would be a cool time
to find that out for sure with a lot of the tried and true franchises already being present
and accounted for. Regardless, 2020 already looks promising and
we’re going in relatively blind in comparison to these past few years of Switch’s existence. After all, it sort of has to be if they want
to keep their momentum going in the face of 2 new consoles being released. What games are you MOST exciting to play on
your Switch in 2020? & do you think it’ll become the best year for Switch releases? If not, which one is to you and why? As thanks for watching this full video I want
to announce that we’ll be holding a giveaway for a copy of the winner’s choice between
Pokemon Sword or Shield. Check the link in the description for details
on how to enter. If you enjoyed this video, don’t forget
to click like and share it with a friend that you also think may enjoy it and if your new
here, maybe check out one of our other videos that you haven’t seen before! We have tons and most importantly – if you
haven’t already – subscribe and ring the bell for more videos like this every Tuesday
and Thursday at 4pm eastern time. Ok, that’s it for me. See you next week.

TOP 30 Games für das Nintendo Classic Mini: N64

The Nintendo Classic Mini: NES will be released worldwide on November 11. 30 games are already preinstalled. If this is going to be a financial success for Nintendo, you can easily imagine that they will release additional consoles as Classic Mini Editions. So I thought, how would a Nintendo 64 in a Nintendo Classic Mini Edition look and which 30 games would definitely be included? You can tell me in the comments what your 30 games would be or if my list is missing a game.

Modern Accessories for Retro Gaming vol 4 – Game Sack

(Game Sack Theme) (glass shattering) – Hello and welcome to Game Sack. Are you ready for more modern accessories for your retro gaming needs? Well, good, because first up is a modern accessory for modern gaming. That’s right, I’m all about
clickbait here at Game Sack, but you still might be interested and I do find a few retro
games to use with it. Check it out. (3DO Street Fighter music) First up is the mClassic game
console graphics processor from Marseille. This device was crowdfunded on Indiegogo, and at the time I’m making this video, it’s not even done yet and it’s made way more
than its initial goal. It cost $99 at retail. But if you pledged to the
Indiegogo, you got it for $79. So, what is this? Well, it’s a plug-and-play HDMI dongle that you can plug into
the back of your console and it supposedly improves the
graphics and upscales them. It requires that you hook
up a USB cable to power it. Inside the box, you get the
dongle itself, a red USB cable, as well as a little HDMI
extension cable if you need it. There are no operating
instructions anywhere. The front of the box here
makes three pretty big claims: better graphic, better
pixels, better gameplay. Let’s put each of these
claims to the test. First up is better graphic. There’s a three-position switch
on the side of the dongle. When there’s no light on, it’s passing the HDMI
signal straight through without messing with it. The middle selection lights up green and is called ‘full processing’
and it turns the scaling on. The final position, it lights up blue and it outputs a 4:3 image
with processing applied, but only if you input a 4:3 resolution. First, let’s try the Gamecube with the Insurrection
Industries CARBY HDMI adapter. Here’s what F-Zero GX
looks like on its own without the mClassic running in 480p. And here’s what it looks like with the mClassic upscaled to 1080p. There’s no magic happening here, folks, but it does a decent job of upscaling. And it should also be
known that the mClassic will not upscale your image
if it’s running in 480i. It must be in progressive mode. Let’s try the PlayStation 3. First up, Soul Calibur IV. This fighting game normally runs at 720p and 60 frames per second, and
normally it looks pretty good. Running it with the mClassic
upscaling it to 1080p, I was actually kind of surprised
at how decent it looks. Freezing the image, zooming way in, and splitting the screen, I can
indeed see that the mClassic really isn’t as bad as
I thought it might be, at least for a 720p PS3 game. The smoothing that it does
is actually kind of nice. It doesn’t even screw up
text like you think it might. Now for Resident Evil:
Revelations, another 720p game. This one doesn’t seem to improve as much, plus there’s a gamma shift. The mClassic is slightly
darker than the game should be. The mClassic can also upscale to 1440p, but when connected to my 4K TV, it only goes as high as 1080p, so you’re gonna need a
computer monitor for that. It can also upscale Blu-rays
to a full 4K, but keep in mind that this can’t add any
detail that’s not on the disc. Now, let’s try Wii games
running on the Wii U using its HDMI output. It literally makes zero difference in Super Mario Galaxy here. Same with Castlevania:
The Adventure ReBirth, and that’s too bad because
this game looks way too soft. How about some Legend of
Zelda: Breath of the Wild on the Wii U? It actually does smooth out
some of the jaggies on this one, but it also adds a bit of
sharpening artifacts to the edges. Okay, how about PlayStation 4 games that already run in 1080p? I know this isn’t exactly retro gaming like the name of the episode implies, but, hey, I’ve gotta try it. Not much of a difference in Spider-Man, other than a very slight gamma shift. Night Trap seems to look
identical either way, like crap. 1080p resolutions don’t seem to benefit. So, better graphic? Eh, maybe in some 720p games, but… Well, how about better pixels? Well, in Sonic Mania, it literally makes no
difference in the pixels at all. They’re the same. Okay, so the pixels aren’t really better, but how about that last
claim, better gameplay? What better game to test this on than Bebe’s Kids on the Super Nintendo? For this, I’m using a
disassembled EON Super 64 plugged into the mClassic. (funky Bebe music) Well, the mClassic certainly
doesn’t improve gameplay! This last claim is false! Okay, just for fun, let’s
try it on the Genesis Mini, which outputs 720p. (groaning) Yeah, I’m not liking the
so-called enhancements here. Oh, and the mClassic hates
the 960p output from the OSSC. It practically breaks it. The output from the Framemeister is fine, though it doesn’t change
any of the graphics at all. The mClassic basically
puts shadows and halos around the edges of an image to give the illusion of it being sharper. But doing that also results
in a slight loss of detail. To accomplish the anti-aliasing effects, it basically applies a
smudge filter to the edges, similar to many emulation filters, and then applies the sharpening filter. And it does this all very, very fast because there is really
no appreciable lag at all. Overall, I’d say that the
mClassic is a good device to improve your native 720p
games from the last generation and it’s not horrible with 480p games. But honestly, it’s really not something that I’d personally use. (awesome 3D Dot Game Heroes music) So, keep in mind that the mClassic just can’t add detail that’s not there. A 720p game will never
have the amount of detail that a native 1080p game will. You might also get similar results to cranking up the sharpness
and contrast on your TV, but I really don’t recommend doing that. Anyway, I’m not done
talking about the mClassic, but in the meantime, here’s something that
I really think is cool. (thumping Super Monkey Ball 3D music) Here is the GBA Consolizer
from Woozle and Game-Tech. This is exactly what it sounds like, a console that plays
Game Boy Advance games without having to fuss with a GameCube or anything like that. In fact, the hardware inside
is a real Game Boy Advance, and Woozle has created the
necessary implementations so you can play it on your HDTV using a Super Nintendo controller. And I’ve gotta say, it’s pretty awesome. You buy this as a kit for around $170 and mod your own original
Game Boy Advance. I’ve also heard that you can buy the entire thing preassembled,
but at a much higher cost; and no, I don’t have a number on that. You’ll need a standard
Super NES controller and a mini-to-regular HDMI cable. It’s powered by USB, just like everything
seems to be these days. On the top, you plug in your
Game Boy Advance cartridge, flip the switch, and you’re
pretty much good to go. The GBA Consolizer outputs 720p video and it looks really, really good. During gameplay, if you press ‘Down’ and
‘Select’ simultaneously, you access the GBA Consolizer menu. Under the ‘Video’ category,
you can enable smoothness for emulator-like smoothing
options if that’s what you like. There’s also some zoom options. 4x is the default and is integer-scaled. 4.5x will fill the 720p screen completely, but it isn’t a perfect integer scale. It looks fine though, as there’s some good
interpolation provided. 5x zooms it in even more,
just in case you wanna cut off the top and the bottom of the screen. I mean, who wants to look at that anyway? The shader option allows you
to approximate different looks of running Game Boy Advance
games on different hardware, including the PSP, for some reason. I mean, if you’re gonna do
that, where are the Game Gear, Nomad, and TurboExpress options? Personally, I’ve been happy
leaving the shader on GBA. I also leave the gamma at 2.2. The scanline options are cool, as they give you varying levels of LCD grid scanlines and
even horizontal CRT scanlines, if that’s what you want. In the ‘Wizard’ category, you can adjust your own custom palette. Under the ‘System’ category, you’ll find some important options. The DVI+ mode can be enabled or disabled. When it’s off, you need
to run analog audio out of the Game Boy
Advance headphone jack, as it’s not sent over the HDMI. With the DVI+ mode enabled,
audio is routed over HDMI, but your TV may not like it. I know a couple of my capture
devices don’t like it, but another one really does. One of my TVs gets weird
glitchy graphics on the sides if I enable the DVI+ mode, but otherwise it displays
everything perfectly. I’m not sure why sending
audio over the HDMI screws things up, but it can. I’m guessing that this is just not a proper HDMI implementation. Also, in some games, when
DVI+ mode is enabled, there’s lots of audio distortion
present which isn’t there if you just send the audio
out the headphone jack. Check out this example
from Smashing Drive. (video game music and sound effects) (video game music and sound
effects with distortion) ‘A-and-B swap’ lets you
use the Y and B buttons on your Super NES pad as the Game Bay Advance B and A buttons, and I much prefer this on. ‘Audio LPF’ means low pass filter, and enabling it can make the
audio slightly less shrill, though you’ll still get a lot of that typical Game
Boy Advance fuzziness. Also, the low pass filter
only affects the audio that’s going over the HDMI. Lastly, don’t forget to save your settings if you’ve changed anything. As far as the gameplay goes, everything is perfect, obviously, because this is a real Game Boy Advance. That means everything is compatible, even regular Game Boy games
and Game Boy Color games, though you will get the
default color screen that the Game Boy Advance
gives Game Boy games, which is pretty ugly. You can change this by
holding certain buttons and directions as you boot, if
you can remember which ones. I never can. Fortunately, the ‘Palette’ option allows you to set the default color for when you insert a
normal Game Boy game. Set it to C2 if you prefer
black-and-white like me. There’s even a $140 version
of the GBA Consolizer that replaces the screen and you hold it like a normal system. So, that means games like Kirby
Tilt ‘n’ Tumble and whatnot work just fine. I knew that I would like
this device, but honestly, I didn’t know that I’d
like it as much as I do. And it worked really well for the Metroidvania
episode that I just did. While the Game Boy Interface for the GameCube is still awesome, this is another amazing option if you don’t wanna go that route or just want a standalone device. (awesome game music and sound effects) I really liked the Game
Boy Advance back in the day and I’m glad it’s getting
some HD attention these days. I wish they could build a
similar device for the DS and, hell, even the 3DS,
if that’s even possible. Anyway, let’s take a look at some cables that are new to the market. Or are they? (Magician Lord music) Here are the LevelHike series
of HDMI upscaling cables for various retro consoles,
which cost around $40 each. They sent me cables for consoles
that don’t get enough love, like the NeoGeo, the TurboGrafx-16,
and even the Sony PSP. Included with each is an HDMI cable, as well as a USB cable to provide power. However, try it without the
included USB cable first, as it may not need it to power up. Definitely don’t plug it
in unless you need it. Anyway, let’s try the NeoGeo cable first. And don’t try to plug this
into a Genesis Model 1. Right away, you see that
the video signal defaults to stretching the image across the screen. Fortunately, there’s
a switch on the device which lets you choose
between 16:9 and 4:3. There, much better. The video signal is tapped
from the console’s RGB source and is scaled up to 720p. The quality is identical
to the Pound HDMI cables and other devices from China which are usually sold on Amazon. In fact, the insides are exactly the same as the Pound cables, as well as other cables that
have that same box shape. The result is kind of dark,
soft, with oversaturated colors with a sharpening filter
applied on top of it all. Also, like the Pound cables, this interprets the 240p signal as 480i and it tries to deinterlace it when it doesn’t need to be deinterlaced. As a result, the flashing
shadows underneath the characters in almost every single
NeoGeo fighting game will have interlacing combing artifacts that shouldn’t be there. As for lag, well, it’s definitely here. According to Bob at Retro RGB and his 960-frames-per-second nonsense, the average is about 2.5 frames. It’s not unplayable, at least when you suck at games
like I do, but it’s there. Also, you only get mono sound since it takes all of its
audio from the rear AV output, though you can still plug in
stereo headphones, I guess. (Neo Turf Masters music and sound) – [Game] On the gweeeeen!!! – [Joe] Next up the TurboGrafx-16 cable, which plugs into the rear
expansion slot of the system. This means you can’t use it with CD games or peripherals like the Super SD System 3. It’s molded to the shape of
the TurboGrafx expansion slot, so that means you can’t plug it into any of the Japanese consoles like the PC Engine or the SuperGrafx. The video quality here is
the same as the NeoGeo cable: a bit dark, soft, and oversaturated. You don’t need to use the USB
cable to power this one either and, no, it won’t make things
look any better if you do. Unfortunately, I can see some noise in the plain colors here, like in the green background
on Bonk’s Revenge. The good news is is that at
least the games are in stereo and they sound great. (R-Type music and sounds in stereo) Last is the PSP cable, and I was really looking
forward to trying these. I’ve always had issues recorded PSP games with the component video
output, as it sucks and there’s really no
good way to scale it well, at least not that I know of. You’ll need a PSP that can accept the analog component cables to use this. One thing that’s really nice is that the cable is about 10 feet long, so you don’t need to be
inches away from your TV. And you’ll definitely need to plug in that USB cable to power it. Then, on your PSP, you’ll need to navigate to the ‘Connected Display Settings,’ ‘Switch Video Output,’ and turn it on. And it works! Instead of a 16:9 and a 4:3 switch, this one has a ‘Menu’ and ‘Game’ switch. This is because games take up far less resolution than the menu and moving the switch over to game mode zooms it in to make it
take up more of the screen. And yes, it’s still a
lot softer than I’d like, but I was still kind of excited because it doesn’t look too
horrible and it’s a lot easier than the other solutions that I’ve tried. Sadly, there is some noise in the image. It was actually much worse for me when I tried this cable on
this very game yesterday. But now that I’m capturing video, it’s not quite as bad,
for whatever reason. And also, the shape of the
image isn’t quite right. They stretched the image too wide. Okay, just for a goof,
let’s see what it looks like when we hook up the mClassic
to the LevelHike PSP cable. I hope I have enough open
USB ports for this setup. The menu screen looks fine, though certainly not
significantly improved. Castlevania Dracula X
Chronicles looks the same, maybe a bit more contrasty. Keep in mind that the LevelHike cables upscale the 480p video to 720p and the mClassic is
scaling the 720p to 1080p. A split-screen of Ys Seven here reveals that there is
next to no difference when adding the mClassic to the mix. Oh well, I had to try. Anyway, here’s the best
I can get with PSP video using the OSSC, which costs around $150, and that’s without a remote
or even a power supply, not to mention the cost of
Sony’s PSP component cables. It’s definitely sharper
and the colors are better, but the OSSC is kind
of a pain to deal with. Look at this line here in the image. No matter what I do, I
can’t get rid of that. And the image is shifted downwards towards the bottom of the screen. The LevelHike cable is around $40. And while it certainly
doesn’t look as nice, there are no settings that need to be dialed in by an expert. However, I still wish there were a truly awesome video
solution for the PSP. Overall, these cables
give you what you pay for. They don’t cost much,
so don’t expect much. (Ys Seven music and sound effects) The LevelHike cables are good for people who just wanna hook
up their consoles to their TV and quality really isn’t an issue, and there are people like that out there. But I do give them props
for supporting the PSP; that’s kinda cool actually. But what if you just wanna
use your existing cables and you don’t wanna have
to buy something expensive like the Framemeister or the OSSC? Well, there’s a solution for that too. This is the RetroTINK 2X video
line doubler from Mike Chi. Basically, this $100 device is
something that helps you play pretty much any analog
video source on your HDTV. It has inputs for composite,
S-Video, and even component. It outputs this via mini-HDMI, and of course it’s powered
by a five-volt USB source. This device is really simple, and that’s what I like about it. In fact, there are only two buttons on it. This one lets you cycle
through each input. You really should only have one input hooked up at a time though. And you’ll know when you’ve
selected the correct input when your image appears in color. It’ll take your image to make
this (pausing) look like this! I’m just kidding. This is actually the PS2 game
called Assault Suits Valken, which is a port of
Cybernator on the Super NES, but I know some of you fell for that! This device doesn’t upscale images. It line doubles them very quickly, which means there’s no lag. The top output resolution here is 480p. For a lot of the game footage, I’m using my handy-dandy
SCART-to-component transcoder. The other button here lets you
select between three modes. First is a direct throughput. So, if you’re playing a 240p game, it sends the 240p over the HDMI, and some TVs don’t like that at all. Press it again for the
line-double mode, which is 480p. Lastly, press it once more for
the exciting ‘smooth mode.’ Personally, I prefer never to enable this, but your taste may vary. Anyway, the RetroTINK 2X does a great job. Everything is very sharp, though your TV still
needs to scale the 480p to its own native resolution, which may or may not
add a little fuzziness. What’s more is that it can
seamlessly handle the interlacing in Sonic 2’s two-player mode. It doesn’t lose any sync
when the game switches to it or back to 240p. And yes, that means
all of the 32-bit games that constantly switch back and forth between 240p and 480i
are virtually seamless and you’ll never lose picture. This is refreshing compared to something
like the Framemeister, which takes a few weeks before it decides to
display a picture again. Does it make games like Dirt Trax FX on the Super Nintendo A-list material? No, but at least you can
play your favorite games on your HDTV easily and affordably without having to mod your consoles. Here’s the PlayStation 2 using HD Retrovision component
cables playing games in 480i. As you can see, it looks pretty good, as it uses a bob deinterlace function, which basically acts like
a real interlace signal except that it’s actually progressive. It’s great for people like me who wanna capture some
footage and edit it. Even on games like Dead
or Alive 2: Hardcore, which run at 60 frames per second, it looks really solid in this mode. If you wanna have the RetroTINK just pass through the signal
as 480i like I’m doing here, your TV will deinterlace it and it might even look better that way. But it’s not good for
capturing and editing, as you see tons of
interlacing combing artifacts in the motion. Unfortunately, you can’t play games that run in 480p through this, not even in pass-through mode, or else you’ll get this result. I’d like to see 480p be
supported as a pass-through. Let’s try hooking the mClassic up to the RetroTINK 2X’s output. For 16-bit games, it
honestly looks pretty bad. Everything is very smeary. But if you enable the ‘smooth
mode’ on the RetroTINK, it gets even more smeary. It’s kind of hard to believe that this mess is a real
Super NES, isn’t it? It’s fun to experiment with for a goof, but I wouldn’t play games
seriously like this. The results are slightly
better on consoles like the Nintendo 64
which have 3-D graphics, though it’s still a touch smeary. Once again, enabling the ‘smooth mode’ doubles the smeary-ness. The RetroTINK 2X even works well to watch old analog formats
like VHS and LaserDisc on your HDMI-only display. – [Announcer] FOX Holiday House Party was brought to you by Sega. Married with Children is next. – [Joe] I like it because I can capture without any interlacing artifacts, yet still preserve that
60-frames-per-second look. So, how would a LaserDisc movie look going through the RetroTINK
2X and the mClassic? Is it Blu-ray quality? Well, here’s the LaserDisc
just with the RetroTINK. And here it is with the mClassic added. Now, with the mClassic, but
with the ‘smooth mode’ engaged on the RetroTINK 2X. Not a giant difference, though be sure to watch this
video at 60 frames per second, otherwise, you’re only seeing half of the temporal resolution. If we zoom way in, we see that upscalers can only
make so much of a difference and, like I said earlier, they can’t add detail that’s not there. Even zooming in on IMAX
footage from LaserDisc reveals the same exact thing. Freezing on a frame, we see that the mClassic
actually makes the image look even more blocky than
the RetroTINK on its own. But engaged the ‘smooth
mode’ on the RetroTINK almost makes it look more acceptable. In motion though, at 60 frames per second, it can be very difficult to tell. All said and done, the RetroTINK
2X is a cool little device that’s great for getting any
of your ancient video formats on your HDTV with ease. – Make up your mind. – Why? – [Game] Get ready, fight! (video game music and sound effects) Man, I cannot even begin to tell you how much I would’ve loved
to have the RetroTINK 2X back in 2011, when Game Sack started. It would’ve made it a lot easier to capture quality gameplay footage. There weren’t a whole
lot of options back then, but what can you do? Anyway, now, for the big one. This one I’ve been looking forward to ever since I heard that it even existed. And, wow, let’s just get to it. This is the MegaSD from Terraonion. You may remember them
from back when I covered the Super SD System 3 for the
PC Engine and the TurboGrafx back in Volume Two of Modern
Accessories for Retro Gaming. Well, this is essentially a similar device for the Genesis and Mega Drive, and it’s really, really cool. So, most of us are familiar with the EverDrive line of
flash cartridges, right? Well, this is the same
thing, only different. It’s a flash cart where you store all of your favorite
Genesis and Mega Drive games that you provide on a microSD card. The cartridge itself is shaped like the Virtua
Racing Genesis cart, which I always kinda liked. It’s powered by a Xilinx Spartan-6 FPGA and an Arm Cortex-M4. So far, every single game
I’ve tried works perfectly, and I’ve tried quite a lot of ’em. Yes, it works with the 40-meg
Super Street Fighter II, which is the only commercial Genesis game that uses bank switching. And yes, it works with Virtua
Racing just fine as well, which originally used the special SVP chip inside the cartridge. It supports a lot more mappers than any other Genesis flash cart. And of course, it plays
Master System games as well, since the Genesis is
backwards-compatible with that console. There’s a button on the cartridge which acts as the Master
System’s pause button if you need it. Does it play 32X games? Of course it does, provided you have a 32X hooked up to your Genesis. And it plays them well. Oh yeah, I almost forgot,
it even plays Sega CD games and you don’t need to
own a Sega CD system! I’ve always wanted an optical
disc emulator for the Sega CD and wondered how it could even be done, especially since the Sega CD has lots of its own special hardware. It never even occurred to me that they could just make it a cartridge, and that is exactly what Terraonion did. At around $260 US, it
certainly isn’t cheap. But at the same time, it feels worth it, especially after my Model 1
CD unit died a few years ago. So, how does it all work? For all intents and
purposes, extremely well. The menu is clean and easy to navigate. You can even rip your CDs and
listen to them if you want, and even CD+G is supported. There’s also some settings
you can make in the menu that are worth noting. ‘Auto region fix’ helps you
bypass games with region lockout like Thunder Force IV,
which normally wouldn’t run on a US Sega Genesis on its own. Definitely leave this enabled. ‘In-Game Reset’ allows you
to hold ‘up’ and ‘start’ to reset back to the main menu. ‘In-Game Menu’ allows you
to tap ‘up’ and ‘start,’ which gives you five options. The first two are for loading
and saving game states. You can save up to eight states for each game to be resumed later. Unfortunately, like the Mega EverDrive, this can also mess up
the sounds in some games. (video game music and sound effects) That’s because of the
way the different CPUs in the Genesis are saved, and I’m not sure that anything can really
even be done about this. However, many games will
actually fix themselves once a new level loads or if you die and the level starts over or even if you just pause and unpause. You may not even have any issues at all; it just depends on the game. Also, only Genesis and MegaDrive games allow for save states. Master System, 32X, Virtua Racing, and CD games do not offer save states. ‘Edit Cheats’ allows you to put in Game Genie-like cheat codes and whatnot. ‘Reboot Game’ is essentially
like pressing the reset button from your controller. And yes, it even works
at that one spot on X-Men so you don’t have to get up and actually go press
‘reset’ on your console. It also means that you can
complete the game on a Nomad, which doesn’t have a reset button. ‘Return to Menu’ takes you
back to the MegaSD menu screen. It should be noted that
a few games like Mercs, Moonwalker, Thunder Force III,
and maybe a couple of others can’t access the in-game menu since these games disable
the v-blank interrupt. ‘Game load reset’ can be
changed between hard and soft. Basically, hard is the most compatible, but you’ll see the license screen each time you reset your Genesis unless your system is
really old, like mine. Just leave it on hard. ‘Per game CD backup’ means
you never have to worry about running out of save
space for CD games again. It’ll store the save files in
the BUP folder on the SD card. Hey baby, let me store
my saves in your BUP. ‘Select CD BIOS’ allows
you to assign a BIOS for each CD region, and you’ll need to do this
before you can run CD games. ‘Emulate seek time’ is
kind of interesting. Basically, when it’s checked, it acts as if the laser
has to physically move from one part of the CD to the other. With it unchecked, loading
times are slightly faster and other cool things might happen. For example, getting invincibility in Sonic CD now changes
the music immediately without the typical
silence as the laser seeks, in the Japanese version anyway. (video game music and sound effects) ‘Enable Master System FM’ basically lets you listen
to the FM soundtrack of the Master System
games that support it. The quality of the FM sound itself is very good and fairly
accurate to the real deal. (SMS FM game music and sound effects) ‘Graphics scaler speedup’
is really interesting. With this enabled, it makes
some games like Batman Returns with scaling and rotating
graphics have a bit more CPU help. But this can also make the
game run faster as well. Compare the game running on a real Sega CD and the MegaSD here. The Sega CD is playing back these scenes at 12 frames per second, whereas the MegaSD displays them at 20. Quite a difference, as you can see. Even the gameplay is affected. They’re both running at
20 frames per second, but look at the timers. They were perfectly synced
when I started this comparison, but notice how the MegaSD
version’s clock is moving ahead. And as a result, the
game can be much tougher. The gameplay itself runs faster in The Adventures of
Batman and Robin though. It runs at 16 frames per
second on a real Sega CD and tops out at 20 on the MegaSD. The gameplay on the MegaSD
version is smoother and faster. However, what I find really interesting is that their timers stay
virtually in perfect sync. And since the gameplay is faster, your reflexes are gonna
need to be that much better. Games like Soulstar have
the same exact frame rate between the MegaSD and a real Sega CD regardless of if the
graphic scaler speedup is enabled or not. And the gameplay speed
is the same as well, so it really must all depend on the individual game’s programming. But go ahead and disable this if you wanna have regular Sega
CD frame rates and timing. (Soulstar music and sound effects) So, are the load times
faster than a real disc? Yeah, a little. You’ll save nearly a second on most loads. If you tap ‘up’ and
‘start’ during a CD game, you can adjust the audio levels, and 80% for both of them are pretty good, so just leave it at that. Back in the main menu, I recommend enabling the
‘treble boost’ for CD games, especially if you have a Model 1 Genesis. Oh, and you can’t run CD
games using the MegaSD if your Genesis is currently
attached to a real SegaCD. Same if it’s attached to a 32X. Nor can you run Master System games or the Genesis version of Virtua Racing with the 32X attached. Unfortunately, that’s just the way the console itself is designed. There’s literally no way around it other than just removing the 32X. The MegaSD also won’t work on a CDX or all-in-one systems like
the Wondermega or JVC X’Eye. It’ll work on a Nomad, but
you’ll have to have it modded to allow audio from the cartridge input. The MegaSD will work fine
with the MegaSg, however. Just don’t get the suffixes
for your Megas confused. Oh, and you remember the MSU-1 capability that the SD2SNES offered which allowed for better music in games? Well, the MegaSD has that
too, and here it’s called MD+. Here’s some examples of what
Streets of Rage II sounds like. (hella-improved game music) I’ve even helped make
a few MD+ conversions, like Strider here. (hella-imrpoved game music) Or Ys III, which even
fades the audio in and out when you change scenes. (hella-improved game
music, now with fades) I’m sure many more games
will get this treatment. And you know what, I’ll play and listen to
each and every one of them. Overall, I’m loving the MegaSD. And like I said, it’s not cheap, but this is absolutely a premium device when it comes to features. You can’t disagree with that. – [Benson Cunningham] In
an effort to determine where Gibson had been investigating, you analyzed his stomach
contents, found buffalo meat, and headed to the only place
in the city that serves it: Outer Heaven. Isabella Velvet, a dancer at this place, gives you a description, which allows you to put together a montage of the man Gibson was
trying to track down. You then ran this montage
through the city’s data bank using Jordan, and that
gave you two suspects: Ivan Rodriguez and Freddie Nielsen. But from the condition of Ivan’s skin, you determine that
there was no possibility he could be a snatcher. – Well, those are some
more modern accessories for retro gaming, mostly. And I’ve gotta say, the
MegaSD makes me feel like maybe the Sega consoles are getting a little bit of the respect that Nintendo consoles often enjoy. That’s a good thing for everybody. Anyway, what kind of accessories would you like to see me
cover in the next one? Let me know. In the meantime, thank you
for watching Game Sack. (Game Sack Credits Theme) Galaxy Force on the Sega Master System?! Four mega power?! Graphics that will kill you! Caution: Four mega power! Oh no! But the mClassic has better graphic. Graphics that will kill you. Better graphic. Well, I think graphics that let you live are probably gonna be a little better. Maybe if I combine these, I’ll
be able to play Galaxy Force on the Sega Master System and survive. Let’s try it out. It’s only my life. (sweet Galaxy Force music) Well, the results are in. The graphics, they still kill ya.

Video Game Dive Bar MASHUP | Funny Game Animation

(high energy rock music) (chugging) (glass breaking) (clanking) (high energy rock music) (liquid pouring) – [Bartender] What’ll it be? – Anything that’ll help a man forget. – A man, you say? (laughs loudly) (electric sparks) – Easy partner, didn’t mean to offend. – This one’s on the house. (slurps) – Pace yourself, little fella. – If you’d have seen half the (bleep) that I’ve seen on the
beat every day, cowboy, you’d be knocking them back too. – How bad can it possibly
be for a Pokémon? – Awe, did little baby Pikachu faint? (laughing) – I didn’t faint when I walked in on a perp skull (beeping) a Cubone or when I found a Mr. Mime
buried alive up in Lavender town. – Geez, pal, We’re just messing around. – (slurps) I worked this
sting a few years back. Underground Ditto trade. Some psychos were
incinerating those poor blobs. (Ditto wails) Selling the ashes as
a goddamn aphrodisiac. I remember this one Ditto, couldn’t have been older than a level six, she hasn’t left her
Pokéball since the rescue. – Okay, okay, stop! Jesus, man! – We once found a
Farfetch’d dumped to hell by a herd of illegally imported Rhydon. By the time we found him, all that was left was blood and feathers. And this, a souvenir to remind you how fragile this life is. (high energy rock music) – I.D.? (young gorilla screeches) (footsteps approaching) (young gorilla yelps) (knuckles cracking) (young gorilla gulps) (bubble popping) (zipper unfastening) (young gorilla screeches) (door shuts) (suspenseful music) (young gorilla screams) (high energy rock music) (glass clinks) – (Bartender) Put her on your tab, snake. (Kirby babbles) – Time and time again, I’ve proven I don’t need Mario. If anything he needs me, Luigi. Let’s not forget that time
he disappeared in the 90’s and I had to find his sorry ass. – (grumbles) At least
you have your own game. You, Wario, Yoshi, Donkey Kong. Everyone gets their own
games except me, Waluigi. – But the internet loves Waluigi. The only thing they want from old Luigi is to make him suffer through
another haunted house. I haven’t had a good night’s sleep in ten years because of the severe PTSD. – What do we have to do to have the good life
handed to us like Mario? – Sell out and gain 50 pounds? (Laughs loudly) (cheerful music tones scaling) – You don’t have it so bad, you know? – I am a lanky, awkward, career sidekick who was replaced by a magic talking hat. – (slurps) Aaagh. That is nothing. Despite the people clamoring for me, my rightful place in Super Smash Bros. was taken by a fucking house plant. – There’s still hope for DLC. – Well, I guess Ridley,
King K. Rool, and I will just have to wait for our time. Wait, they aren’t? Oh, come the fuck on! (bar pounding) (Waluigi wails) – Hey, good lookin’, how about buying a lady a drink? (gasps) I thought you were Captain Falcon. Hard Pass. (Waluigi wails) (high energy rock music)

The Story of Zelda: Link’s Awakening | Gaming Historian

– [Narrator] This episode
of The Gaming Historian is sponsored by ExpressVPN. Stay tuned until the end of the video for more information. On November 21st, 1991, exactly one year after the launch of their Super Famicom system, Nintendo released one of their
most ambitious games to date: The Legend of Zelda: A Link to the Past. Zelda creator Shigeru
Miyamoto wanted to return to the series’ roots and
incorporate ideas that weren’t possible in the first game. What resulted was the biggest
Legend of Zelda game yet. It also established several series norms. The Master Sword, spin attacks,
multiple worlds to explore. By all accounts, A Link to
the Past was a resounding success for the developers,
for Nintendo, and for players. But one man wasn’t satisfied:
Director Takashi Tezuka. A graduate of The Osaka
University of Arts, Tezuka had been at Nintendo since 1984, working right alongside Shigeru Miyamoto on Super Mario Brothers
and The Legend of Zelda. He joined the Link to the Past team at Nintendo’s Entertainment
Analysis & Development division halfway through development, and was brought on as the game’s director. Tezuka and his team wanted
to try some new ideas, such as the ability to
unequip the master sword. This would allow players
to combine two items for new effects. But producer Shigeru
Miyamoto shot down the idea. He wanted the hero, Link, to
always have his sword equipped. But Takashi Tezuka hated
to leave great ideas on the cutting room floor. After the Legend of Zelda: A
Link to the Past was complete, Tezuka had a strong desire to do more. One day, after hours, Tezuka noticed programmer Kazuaki Morita messing around with a
Game Boy Development Kit. Along with the new 16-bit Super Famicom, Nintendo had also recently
introduced the Game Boy, an 8-bit handheld system. Morita was experimenting
with what could be done on the new handheld. To Tezuka’s surprise, Morita was trying to recreate
something like a Zelda game. There were no official plans
to bring the Zelda series to the Game Boy. Morita was simply having fun with it. But Tezuka was intrigued, and decided to join in on
the unofficial project. If nothing else, it
was a chance to fulfill his desire to do more with Zelda. Soon, other members of Nintendo’s Entertainment
Analysis & Development division joined in. Together, they formed an
unofficial after school club for the passion project. Members of the club did regular
work during normal hours, then worked on the secret
Zelda game after hours. It was the first time
any of them had tried to make a Game Boy game. Despite their lack of
experience, the black and white Zelda adventure began to look impressive. In fact, it was so impressive
that Takashi Tezuka formally pitched The Legend of Zelda for the Game Boy to upper management. The executives approved,
and gave the dev team another Game Boy development
kit to help make the game. At that time, the plan was to simply port A Link to the Past to the Game Boy. But over time, Tezuka and the
team saw it as an opportunity to try something new, and
revive some of the ideas that got nixxed when they
were making Link to the Past. Their game quickly formed
its own, new identity, thanks largely to the fact that the game was a passion project. And it was a passion
project that the higher ups at Nintendo didn’t scrutinize. Zelda on the Game Boy was
the first game in the series where Zelda creator Shigeru
Miyamoto didn’t have input. According to Tezuka, Miyamoto was quote “busy with something and
didn’t pay us much mind.” With fresh ideas and the freedom
to go off the beaten path, Tezuka and his team created
a new land to explore. One without the usual suspects: There would be no
Princess Zelda, no Ganon, no Hyrule, or Triforce. At the time, Tezuka was
a huge fan of Twin Peaks, a popular TV show. Twin Peaks was notable
for its unique characters and supernatural elements, including a heavy emphasis on dreams. Tezuka requested his staff
come up with something equally off-beat for their new game: The Legend of Zelda: Link’s Awakening. That responsibility fell
into the hands of two men: Kensuke Tanabe & Yoshiaki Koizumi. Tanabe had previously worked
on Super Mario Brothers 2, Super Mario Brothers 3,
and A Link to the Past. He always had the idea of a
story where an egg hatches on a mountaintop, ending the world. With Link’s Awakening, he was finally able to use his unique idea. Yoshiaki Koizumi was
relatively new to Nintendo, and originally wanted
to be a film director. But after college, he
took a job at Nintendo, hoping to bring his passion
of filmmaking to video games. Koizumi’s first job was
to do the art, layout, and writing for the
Link to the Past manual. Link’s Awakening was his first
experience with story design. His film background came in handy. Koizumi took his own ideas, drew inspiration from Twin Peaks, and ultimately created a unique main story that was more detailed
than previous Zelda games. Koizumi’s story picks up where
A Link to the Past left off. After defeating Ganon,
Link sets off for new lands to continue training, in
case evil returns to Hyrule. But on his way back home,
his small ship encounters a massive storm. Link washes ashore on
Koholint Island, where a local named Marin takes him to
her village to recover. While trying to retrieve his sword, Link meets a mysterious owl, who informs him that the only
way to leave Koholint Island is to wake the Wind Fish,
who sleeps in a giant egg on the top of a mountain. Link must explore the island and retrieve eight musical instruments
that are required to wake the Wind Fish. But along the way, he
discovers a shocking prophecy: Koholint Island is simply
a dream of the Wind Fish. If the Wind Fish is awakened, the island and all of its inhabitants will disappear. Unsure if the prophecy is true, Link continues his journey
to wake the Wind Fish and return to Hyrule. Link’s Awakening was
the first story-driven game in the Zelda series. Previous games in the
series did have stories, but felt more shallow, and
not as important or original. Link’s Awakening featured
several characters with their own unique
personalities and story arch. The reveal that Koholint
Island is just part of the Wind Fishes dream was a huge twist, and completely changed
the tone of the game. Not only was the story new and different, so were some gameplay elements. Tezuka and his team at Nintendo’s Entertainment Analysis
& Development division were able to get creative. Some became staples in the Zelda series. Programmer Kazuaki Morita loved fishing, and added a fishing mini-game
in the island village. It was a first for the Zelda series, and has reappeared in just
about every subsequent game. Writer Kensuke Tanabe came up with idea of a trading sequence side quest. Link would find items on Koholint Island and trade them with villagers, eventually being rewarded
with a powerful item. The team also implemented
the ability to combine items, an idea that was abandoned
from Link to the Past. Link could unequip his sword
and use a bomb with a bow and arrow, allowing him
to shoot bomb arrows. The creativity didn’t stop there. With a completely new story and world, Tezuka and his staff saw
an opportunity to sneak some of their favorite Nintendo
characters into the game: Chain chomps, goombas,
Mr. Wright from SimCity, Luigi, Yoshi, Pirahna plants,
princess peach, shy guys, Wart from Super Mario Brothers 2, Richard from The Frog
for Whom the Bell Tolls, and even Kirby. Said Takashi Tezuka “It
was like we were making “a parody of Zelda.” Some dungeons even contain
side scrolling areas, similar to a Super Mario Bros game. Director Takashi Tezuka
admits that he can’t remember if they ever got permission
to use these easter eggs. He said it was for the Game Boy system, so we thought oh, it’ll be fine. While these new gameplay
elements were exciting, the dev team also stayed
true to the Zelda formula. Players had to explore
eight dungeons and collect items to finish the game. Backing the game was a
beautiful soundtrack composed by two women, Kozue
Ishikawa and Minako Hamano. It was the first game
they had ever worked on. Many of the tracks, like
The Ballad of the Wind Fish, became classic Zelda tunes. Additional sound effects were
provided by Kazumi Totaka, famous for the secret song
he likes to hide in games. Of course, he found a way to hide the tune in Link’s Awakening as well. (bouncy electronic music) The result of so much
freedom and creativity was a Zelda game unlike any other. The development team loved
what they were doing, and it showed. They also weren’t afraid
to try new things. That showed as well. Koholint Island was a mysterious
land filled with secrets, characters, and plenty of
caves and dungeons to explore. The intriguing storyline
motivated the player to unravel the mystery of the Wind
Fish and Koholint Island. Ultimately, even Shigeru
Miyamoto was impressed with the game. He joined the team at the
end of development as a game tester and provided feedback
for the final touches. (dramatic bouncy music) “So, how good is the The Legend
of Zelda: Link’s Awakening? “As good as a Game Boy program gets.” Dennis Lynch, Chicago Tribune. The Legend of Zelda: Link’s
Awakening was released on June 6, 1993 in Japan,
August 1993 in North America, and December 1993 in Europe. It received rave reviews. Players loved that a full-blown Zelda game was on the Game Boy and it
didn’t feel like Nintendo made any sacrifices to make it happen. Nintendo Magazine System raved, “Link’s Awakening sets a new
standard for the Game Boy.” To promote the release in North America, Nintendo of America put on
the Zelda Whistle-Stop Tour. 18 participants, divided into professional and amateur categories,
boarded a train in New York, heading toward Seattle. The person to beat Link’s
Awakening the fastest would win $1,000 for the
charity of their choice. Nintendo also featured the
game in their 50th issue of Nintendo Power. The iconic cover featured
the mysterious owl of Koholint Island,
along with Link’s sword. In 1998, Nintendo released
the Game Boy Color, a smaller, colorful
update to the Game Boy. For that system, Nintendo
revisited the game and released The Legend of
Zelda: Link’s Awakening DX. The updated game added
color to Koholint Island and an exclusive dungeon. Nintendo also added compatibility
with another new device, the Game Boy Printer. For 20 years, Link’s Awakening
was fondly remembered, but never fully revisited. But in 2019, Nintendo surprised
everyone by announcing that the The Legend of
Zelda: Link’s Awakening was being remade for the Nintendo Switch. In total, The Legend of
Zelda: Link’s Awakening and Link’s Awakening DX sold
more than 3.5 million copies, making it the 15th best selling
Game Boy game of all time. For those who played Link’s Awakening, it’s easy to understand
why the game is so special. The Legend of Zelda games
tend to stick to a specific formula: Go through dungeons,
collect items, defeat Ganon, and save Princess Zelda. But Nintendo created something
special by mixing things up. Eiji Aonuma, current series producer for The Legend of Zelda, has
said that Link’s Awakening is “the quintessential
isometric Zelda game.” Link’s Awakening is considered
one of the best games in the series. An impressive feat,
considering it was the first Zelda game for a handheld system. In their article on Zelda
games ranked worst to best, Kotaku listed Link’s
Awakening at number three. Games Radar has it at number four. And Nintendo Life lists it at number six. The Legend of Zelda: Link’s
Awakening un-shackled the developers at Nintendo
and allowed them to try new things with the series. This influenced future Zelda titles. Aonuma said “I’m certain it
was a breakthrough element “in the series. “If we had proceeded from
A Link to the Past straight “to Ocarina of Time without
Link’s Awakening in between, “Ocarina would have been different.” But the biggest reason
people like the game is that it was clearly a labor of love. Said Takashi Tezuka “I
remember it was fun working “on it and when it was over,
I remember us talking to “each other about how fun it was.” That’s all for this episode
of The Gaming Historian, thanks for watching. A big thank you to our sponsor
for this video, ExpressVPN. Listen I find a lot of top
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MO Game Con 2018 – Retro Games Haul, Fortnite Cosplay, and more!

Now you want to do your *claps* What do you want me to say? Let’s get it started *claps* let’s get it started! Let’s get into it. Let’s get into it. So what do you want to start with? *super adventure family intro music plays* So today we went to MO Game Con 3 You might have seen our MO Game Con 2 video Ummm.. This one’s for three It was a lot of fun this year I got to pick up a lot of stuff that I was looking for I got to get rid of a lot of stuff that I wanted to get rid of and Mandee got to try out new cosplay and be in her first like real cosplay competition so they nailed the size of the space this year like the first year it was kind of in a smaller space and it Was so crowded in there and it was kind of crazy and then the next year was a really big space So there was a lot of, I mean it was nice because there was a lot of extra room and stuff like that But it just looked like a little like spread out. But this year it was like right in the middle and It didn’t feel too crowded or anything like that the way it was laid out They had the main floor and they had like a little lounge area and then upstairs Was where all the panels were man, though If you would have been to this convention when you first started like there’s so much stuff at this con Yeah and it’s easy to just get like “oh my gosh! Do I need that?” Like “that’s really cool! Do i have that?!” And they had so many boxes. Yeah, they had like council boxes – every booth I saw had it. I was like, WHAT?! I’ve never seen this many!! And there was a lot of people just selling like boxes which you don’t see a whole lot I’m gonna go through some of the stuff that I picked up at the show Yeah, I’m ready. Okay I’ve already seen this stuff like 100 times. I actually tried to get like a list of these are the specific things I’m looking for. So that I’m not like just looking for everything. So the things that were on my list…the big things on my list were a box for my killer instinct game and I was also looking for a box Yoshi’s Island, too I didn’t find the Yoshi’s Island, too But I did find a box For my killer instinct and I was excited to find this because I had the cartridge already had a manual already But I even had the CD that came with it — like a music CD so the only thing I was looking for is the box and I managed to find a vendor that had a fairly nice box and Got to just trade a game that I had for it. That’s gonna be a theme of it. So I traded a lot So another thing I got is Crazy Taxi on Dreamcast again traded for this Do you want me to hold some stuff? No Another theme of this game con was that I got a lot of GameCube stuff So I ended up trading some games to get Mario Golf and Mario Kart Double Dash and then I also got Pikmin 2 on GameCube This is one of the few games that I actually had to pay for So umm… the guy gave me a pretty good deal on it, and it looks really nice So last night I was watching a Kinda Funny Party Mode video and they were playing a game called Fusion Frenzy And I ended up finding it out of the con and it was only like 10 bucks So I picked that up – I’m really excited to play this one. It’s kind of like Like a bunch of little party game kind of or like little mini games And I thought it would be awesome to play with Elliott. I think he’ll have a lot of fun with this So another box that I got is a Gameboy original Gameboy box Doesn’t it look so cool? Yeah, it looks awesome! It’s like glowy! It’s just gonna look cool sitting on my shelf. Maybe we’ll put it back here. So you can see it in the videos Hi! This is gonna be fun to edit out Well you’re gonna miss some awesome footage of me dancing! dancing?! *upbeat music plays* I also got this it’s a Game & Watch Gallery 4 I have one two and three so completed the set! that was four. I think that’s the last one. I don’t there’s a five Whew, I was worried we’re only gonna have one and two Check it off. Yeah One thing I was kind of bummed about is they had a Goldeneye tournament and I kind of entered it But then like the next round they had during the Metal Jesus panel And I was like do I wanna play Goldeneye, or do I want to see Metal Jesus? So I decided to go to the panel and I’m glad I did and it was really cool to hear some of the stories about Like how he came up with this name? Like how they all met each other and all that kind of stuff and then I also had to play I think was a Vectrex Which I’ve never played one of those before Was that the one with the joystick? Yeah, the little joystick it was actually kind of like impressed me for a how old it was that like it looked really cool like that kind of like 3D graphics that it had well I decided to cosplay as Penny the constructor from Fortnight and to complete the look. I colored the bottoms of the hair pink. I Love it! So MUCH! I handmade a leather jacket with the shearling cuff and made all of the attachments for like penny has like this leg thing…..and this arm band Well and also this is the first year that you did like a real cosplay contest They all lined up and you had to go up there and like talk about your costume and stuff Like yeah and let me tell you it was kind of nerve- wracking! It’s one thing to walk around with all people dressed in normal clothes on like the convention floor and It’s another thing to have to be like in front of other cosplayers that are like really good Yeah. I think you did really good I think it was cool and you got to show off your costume to everybody Yeah it was kind of cool I told everybody that I made the jacket and they were like, oh my gosh I thought you bought that which was really amazing it really Made me feel really good because I wasn’t really sure if it looked good or not There wasn’t really a whole lot of toys This year but Elliott came and he was on the hunt they had this great table that had a wheel that you could spin and He loved it. It was to benefit Extra Life and so we let him spin I think twice and he… they were really sweet and they let him take out the toy that he wanted rather than whatever the wheel landed on and he found out a couple of their little toys at the show, but But yeah, definitely not as many toys as last year Elliot really liked they had this game system I don’t even remember what it was but it had like a mirror on the front and he was like OHHHHH, shiny! All in all it was a great con! And I can’t wait for next year. Yeah every year I feel like they’ve been improving The con and getting better and better spaces and more and more vendors. So I’m excited to see what they have next year Yeah! Me too!! *Laughing*

How Four Friends Made Untitled Goose Game by Accident

What in the world is Untitled Goose Game? Where did it come from? Who made such a bizarre game, and how did
it explode in popularity seemingly overnight? If you’ve been following Untitled Goose
Game’s development for a while, it might not surprise you that such a charming title
has gained such widespread acclaim so quickly. What’s really fascinating about the game,
though, is just how relaxed and downright unprofessional its developers are. We mean that in a good way. For the team at House House (yes, that really
is the studio’s name), Untitled Goose Game was a joke that went too far, and its sudden
popularity has come as a complete surprise. House House are not what you’d call professional. They’re not what they would call professional,
either. In the words of one member of the studio,
Jacob Strasser, “We’re three years more professional than we were three years ago”. That is, apparently, all they can commit to. The four fledgling members of House House,
Jacob, Michael McMaster, Stuart Gillespie-Cook, and Nico Disseldorp, made their first game
entirely for fun. Push Me Pull You was a summer hobby project
that got out of hand. The team worked on their game in their time
off, building it after work or during study breaks. Without really knowing how it happened, the
team eventually submitted the game to Sony and managed to get it released on the PlayStation
store, but it was hardly a deliberate attempt to make a commercial game. Nor was the game in any way financially lucrative. House House managed to get some funding from
the Australian government for advertising the game, but beyond that, their budget came
entirely from their own pocket. Push Me Pull You brought in some revenue,
but it was so negligible that it wasn’t even worth dividing between the four of them. Nevertheless, they’d made a game that they
were pleased with, and they were eager to find a new project to work on. They just had no idea what it should be. Sharing ideas together in a group chat, the
members of House House started throwing up some random, silly suggestions. Eventually, Stuart posted a simple picture
of a goose. No context. No explanation. This picture of a goose should be their new
game. The rest of the group laughed at this ridiculous
idea…before thinking that, sure, why not? They didn’t have any better ideas, and it
would be fun to mess around with a goose game for a while before making something more serious. The team were all interested to develop their
skills and learn new things. Push Me Pull You had been a graphically simple
2D game, so they really wanted to make something three-dimensional, like Mario 64. To help them learn, they made a simple goose
model and a little garden area, and let chaos reign. While House House are all Australian, they
felt that the perfect setting for this game was a quaint English village – somewhere
quiet and peaceful, where a naughty goose would be the worst thing any local resident
could possibly imagine. To this end, the game’s art style drew significant
inspiration from British children’s television: programmes such as Fireman Sam or Postman
Pat. The blank faces of the humans were deliberately
modelled after background characters in Thomas the Tank Engine. This was fun, but it was time to move on to
something less inherently silly. Nobody at House House really expected anyone
else to get much from their goose game; it was simply their own little in-joke. They wrapped up their training exercise by
making a trailer from the limited gameplay footage they could get from their garden,
and they released it online. They didn’t even bother giving this pretend
game a title. They figured that if people liked it, great,
but otherwise, they could release what they’d already done as a small game, put it to one
side, and try at finding an actual new idea for a bigger project. Except, to their surprise, a lot of people
actually really liked Untitled Goose Game. They really liked it. 10
It turned out that, as Australians, House House had underestimated the notoriety of
the humble goose. What they had thought was an in-joke amongst
themselves tapped into a shared – but unspoken – anxiety that plagued many people across
the Northen Hemisphere. Everyone agreed: geese are terrifying. Met with an astonishing early wave of enthusiasm
and attention, House House accepted that there was clearly more to be done with Untitled
Goose Game. They would need to expand the scope of their
initial demo, they’d need to actually come up with a name for their project, and, it
seemed, they’d need to explore their options for the game’s music. While the initial plan was to leave Untitled
Goose Game without a soundtrack, the team had roped in Dan Golding for the game’s
trailer. Dan had previously provided music for Push
Me Pull You, so he was an obvious choice. Dan had reached for the simplest, easiest
grab: Claude Debussy’s Prelude Number 12, which is out of copyright, and therefore free
to reuse, even commercially, as it’s within the public domain. Scoring the trailer was quick, easy, and didn’t
take any extra thought. It was clear from reactions to the trailer,
though, that people really liked how well the eclectic piano music fit with the gameplay,
with commenters expressing their hope that this music was present in the game. So, Dan began building a dynamic soundtrack
out of Debussy’s work. He recorded himself playing each piece of
music twice: once slow and calmly, and once fast and energetically. He then sliced these recording into tiny bitesize
chunks, so that the game’s soundtrack could switch effortlessly between fast-paced chaos
and casual nonsense. As work progressed on the still Untitled Goose
Game, the team at House House attempted to keep things as casual as possible. They weren’t interested in becoming serious
professional developers, whatever that might mean. Where necessary, they roped in other developers
to help with things they couldn’t do alone, and worked with publisher Panic Inc to get
the game more traction. Otherwise, they did their best not to take
their work too seriously, which is why the game eventually shipped still without a name. In fact, on launch day, after a hectic few
initial hours of dealing with the game, House House packed everything up and headed into
downtown Melbourne to join a protest against the ongoing climate crisis. Sure, their goose game was important, but
it wasn’t the most important thing they could be doing. Speaking to Kotaku, Nico said:
“If striking for you means that you can’t play our video game on launch day, that’s
OK. People can play our game, or another game,
some other time. The climate emergency is urgent, and needs
us to drop what we are doing and demand that governments act immediately.” (We look forward to the healthy discussion
that will arise from including this quote in the video.) Environment protests notwithstanding, Untitled
Goose Game became an instant hit upon release. Players couldn’t get enough of the antics
of an adorable yet very unruly goose. The only major complaint among many players
was that there simply wasn’t enough of this game! Well done, House House – you’ve left people
wanting more. A dumb joke has turned into one of the most
notorious indie games of the year. The moral of the story is that you shouldn’t
take yourself too seriously. Have fun, be creative, and feel free to explore
the weirdest, wackiest ideas you can think of. You never know what little nuggets of gold
you might find along the way. Relax. Have a good time. Everything’s going to be okay. Everything except the climate, of course. If we don’t do something soon, we are all
going to die.

Top 15 SCARIEST Gaming Theories (Scary Video Game Theory Analysis)

Before we get started I wanted to give a quick
warning for spoilers, and to let you know about my gaming countdown channel, GamerBrain. If you’re into gaming and these kinds of
list videos, I think you’ll ready like it. The channel is practically brand new and any
support is greatly appreciated. The link is at the very top of the description. Number 15. The Mysterious Stranger: Red Dead Redemption
has been described as an atmospheric and beautifully written game, with strong characters, engaging
storyline and addicting gameplay. During the game, players can find countless
Mysterious Strangers, for which they can do missions for. These usually range from running errands for
them, intimidating others, and just simply talking with people. However, one of these characters stands out
among all others. A nameless, well dressed man can be found
in all three regions of the game, and he speaks to John Marston in a somewhat condescending
tone. He reminds John of his previous criminal life
and that of his gang, before asking John to conduct missions of morality. Whether or not John completes the mission
in a good way or bad way is up to the player, which the man seems to not care either way. In the final encounter, John becomes enraged
and attempts to shoot the man, but apparently misses before the gun jams and the man vanishes
without a trace. Later, this becomes the site where John, his
wife Abigail and the ranch hand Uncle are buried after the game’s final mission. There are many theories as to who the man
is, but three appear to be the most popular. People have suggested the man is God or some
sort of angel, while others say he’s the Devil. However, the most credible answer seems to
be the man is Death; evidence to support this is the man is neutral to John’s actions, since
he will collect his soul either way, he calls himself an accountant “of sorts”. Rockstar have not commented on the man, leaving
it entirely up to players to analyze and interpret. Before we go any further, do you think video
game theories could be true? Let me know in the comments with a simple
yes or no. My answer would for sure be yes, there’s
just too much evidence to support these theories. If you’re feeling generous, please leave
a like as it really helps out. Number 14. The Pokemon War: Since its introduction in
1996, Pokemon has become an entertainment phenomenon, with a successful anime series
and trading card franchise. While heavily targeted towards kids, there
have been subject matter in the games seemingly targeted to an adult audience. The most famous is Lavender Towns original
purpose of hosting the graveyard of deceased pokemon. However, there is a major theory which brings
the entire game into a different light. Fans have pointed out how the main character
has no father, how his neighbour is an orphan, and how there are not a lot of adults found
throughout the game, and those who you do encounter are either rather old, or act aggressive
to the player. With the scarcity of people in the Kanto region,
and an abundance of younger generations, fans have speculated there was a devastating war,
leaving many people dead. One of the gym leaders, Lieutenant Surge,
is regarded as a respected soldier, and is even quoted saying “I tell you, kid, electric
Pokemon saved me during the war!” This certainly puts a lot of backing behind
this theory, and many people take is as credible. This even puts further explanation of the
generations the video game titles have used, since Red and Blue is Generation I, as in
the first generation after the war. Whether it is meant to represent a devastated
post-war society or present a hopeful future is up for players to decide, but it certainly
puts a dark spin on the most beloved children’s franchises in history. Number 13. Glados: The Portal games gained unexpected
popularity upon the release of the first game in 2007. Players found the unique puzzle mechanics
and comedic narration enjoyable, leading to a massive fan following. Hardcore players have analyzed to storyline
and the layout of the maps, and various theories have arose as to the backstory. The most popular ideas is Aperture Science
is a rival company of the Black Mesa facility in the Half-Life franchise, and that both
games take place in the same universe. The big focus of analysis has been the antagonist
Glados, a large super computer which, at first, guides the player through the various puzzles,
but then turns on you after she attempts to kill you and as you attempt to escape. When players find Glados at the end of the
game, she is revealed to be hanging from the ceiling during the boss battle. In Portal 2, Glados’s backstory is revealed;
she was Aperture founder’s, Cave Johnson, personal secretary Caroline, and she had her
mind placed inside the computer. This has led to disturbing revelations about
Glados’s design, as she appears to resemble a women in bondage hanging upside down. Furthermore, unreleased audio from the game
shows Caroline was forced into undergoing the procedure. This has fueled credibility that Glados’s
design was made to purposefully resemble a woman in bondage, as Caroline was an unwilling
participant in the dark happenings at Aperture Science. While the game is overall a comedy, this does
shed a dark tone on a beloved game. Number 12. The Madden Curse: Sometimes, it’s not the
games themselves which inspire theories. The Madden NFL games have been widely popular
since the first game was released in 1988. With every new game, a new NFL player from
a different team is featured on the box cover. A series of coincidences have led people to
believe the Madden games are cursed, and will go after anyone featured on the cover. Initially, the idea started as a joke, but
as strange things kept happening to the people on the cover, it ballooned into an entire
superstition. The first instance occurred in 1998, when
Garrison Hearst was on the cover and later broke his ankle. Out of the 19 players to be featured on the
cover since then, 17 have experienced personal, physical and career trouble, and several have
had injuries which prevented them from completing the season. This has led many to attest the Madden Curse
is real, and players should decline to be on the cover. However, both the NFL and EA Games have dismissed
the idea as mass hysteria and imagination run wild. This hasn’t deterred fans from attempting
to figure out a way to break the curse, and allow players to safely pose for the cover
of future Madden games. Number 11. Limbo, Purgatory or Hell?: Limbo was a puzzle
game released in 2010. It was praised for its simplistic, but beautiful
artwork and immersive gameplay. The entire game contains no dialogue and minimal
sounds, depending on ambient music and background noises to create the atmosphere of the game. While the story is largely left to speculation,
it is believed the player is travelling to find his sister, but for reasons unknown. There are subtle clues in the game which hint
at the background story, and many theories have appeared since its release. The most popular explanation is the entire
game takes place in either Purgatory or Hell, with the title being used as the main hint. Limbo is the first circle of Hell in Dante’s
Inferno, and is a place for those who were unbaptized reside, though not necessarily
being punished. Limbo is also a word used to describe being
in between one plain of existence and another, which makes the idea it takes place in Purgatory
as likely. Once the player completes the game, he walks
slowly towards his sister, before the game abruptly ends. The main menu screen shows the area the game
ends, but with a broken ladder and two groups of flies in separate areas. It is believed the main character died along
with his sister, and he was somehow responsible for their deaths. Therefore, he was sent to Purgatory, and must
now navigate through the world to redeem himself. Another theory is the main character is on
a mission to kill his sister, with the AI characters encountered along the way tasked
with stopping you. Whichever the real meaning is is left up for
speculation, but it certainly makes the simplistic storyline much more in depth and complex. Number 10. Luigi’s Dead: Players of Luigi’s Mansion will
note that while the game is still very family friendly, it still has a darker tone than
the rest of the Mario series. The game was a quick fan favourite, with the
new game mechanics and with players controlling Luigi for a change. Ever sine its release, people have tried to
analyze the game and it’s strange storyline, leading some to believe Luigi is actually
dead throughout the game. Interestingly enough, this theory began as
a result of a glitch found in the attic. Whenever lightning flashes, Luigi’s shadow
is cast several feet in the air and in the AI’s default pose, not matching Luigi’s stance
at all. People thought it was meant to represent Luigi
had hung himself in the mansion’s attic, and now he is in some sort of Hell and attempting
to escape. Developers dismissed this claim, stating it
was a glitch not caught during development and was too late to fix by the time of its
discovery post-release. This has not dissuaded fans from adding to
the theory, coming up with reasons why Luigi might be dead or have committed suicide. A common theory is Luigi was tired of being
in the background of his brother, so he took his own life. It is much too dark for a game meant to be
child friendly, but it be the first time developers have added adult themes into video games. To this day, gamers continue to speculate
about Luigi’s Mansion, while the developers have stood their ground with the official
explanation. Number 9. Satanic World of Warcraft: With a world as
vast as World of Warcraft, it’s no surprise various bizarre encounters occur. In the region of Goldshire, players have found
a group of six children, who move together throughout the Elwynn Forest. The children seem to reside in a cottage,
which they always stay near. The children spawn from the house at 7am server
time, run to the Valley of Heros, then to Mirror Lake, and then right back to the cottage,
where they stand in a distinct pattern before despawning. Those who have explored the house have reported
to hear unsettling music when in the house, and the children will sometimes stand in a
pentagram pattern. Sounds heard in the cottage have also been
a banshee scream, a ghoul call, growling, a woman crying, and a dark voice saying “You…will…die”
and “Death is close.” This has caused speculation that the children
are worshipers of some sort of Satanic entity in the World of Warcraft lore. One of the children has been rumoured to say
“Remember C’Thun? Good ol’ C’Thun.” So far, no official explanation has been given
about the children by Blizzard, but the community accepts them to be an easter egg meant to
make players feel creeped out and speculate. There has also been comparisons to Children
of the Corn and Village of the Damned, since both also contain creepy children conducting
malevolent actions. However, the children appear to have no in
game and real life consequences to players, but it surprising no creepypasta story has
taken advantage of this to date. Number 8. Death and Majora’s Mask: The Legend of Zelda
series has a huge nostalgia factor on people today, and with each new game a new generation
to admire its beauty. Back in 2000, Nintendo released Majora’s Mask,
a direct sequel to the critically acclaimed Ocarina of Time. Both games have similar themes in terms of
time, but it is what aspect of time that have intrigued players. There is a huge theory about Majora’s Mask
that the entire theme is Death, and how people deal with the inevitability of death. The five areas in the game is said to represent
the five stages of grief: Clocktown is denial, with the citizens ignoring the falling moon
in order to celebrate the carnival, the Swamp is anger, with the habitants blaming others
for their despair, the Goron Village is bargaining, with the habitants begging Link to save them,
the Great Bay is depression, with the people saddened by the circumstances befalling them,
and finally the Ikana Valley is acceptance, with the spirits of the dead there accepting
they are dead, and mainly keeping to themselves. This has caused wide spread debate amongst
the online community, and there is so much to discuss that it can’t all be detailed here. There is so much speculation and analysis
to give great credibility to this theory, and it makes for an interesting topic of analysis
and discussion. Number 7. Braid and the Destroyer of Worlds: Back in
2008, Number None, Inc. developed the puzzle game Braid, and it quickly rose to the top
of the Xbox Arcade charts. Game reviewers from Metacritic to Gamespot
gave it overwhelming praise, furthering the games popularity. The game has you play as Tim, who is searching
for a princess who was kidnapped by a monster. As the game goes on, it becomes more evident
Tim is in fact the monster, which is revealed at the very end of the game. Those who have analyzed the game have discovered
links between the game’s themes to that of the creation of the nuclear bomb. This has led people to theorize the game is
an allegory of the guilt the scientists felt upon the bomb’s creation. The evidence to suggest this are hidden messages
players can find in the game, including the famous quote “Now we are al sons of bitches,”
which was uttered by Kenneth Bainbridge after he witnessed the first nuclear test in New
Mexico. Furthermore, Tim is a scientist, and the main
mechanic of the game is Tim’s ability to alter the flow of time; it is speculated this is
Tim’s desire to reverse time so he would have nothing to do with the bomb’s creation. While without this revelation, Tim appears
to be the true antagonist, but now knowing what he wants to do and what the princess
possibly represents, he becomes more of a sympathetic anti-hero rather than full blown
villain. With the amount of hype and speculation surrounding
this game, it is a further example of video games being an art form. Number 6. The Weighted Companion Corpse: Besides the
non-existent cake which took fans by storm, Portal players also took a liking to the Weighted
Companion Cube. It looks no different than the other cubes
used for puzzle solving throughout the game, but this one has a heart on the sides, and
is used in more than one of the rooms in the game. However, once its purpose is complete, Glados
asks you to dispose of the cube into an incinerator. Disturbingly enough, Glados warns the player
not to listen to the cube should it begin to talk, even though it’s an inanimate object. This has caused players to speculate there’s
more than meets the eye. The way Glados speaks about the cube almost
makes it seem it has some sort of sentient being. This evolved into people theorizing the Weighted
Companion Cube is infused with the corpse of a previous test subject. The popularity the cube has taken outside
of gaming has taken on a scary twist, since the real world literally grew attached to
a fictional object, much like how Glados warns not to become too attached to the object in
the game. In the graphic novel Lab Rat, the story follows
Dough Rattman, who has a Weighted Companion Cube with him wherever he goes, which talks
to him unless he takes psychiatric medication. There is discussion in the book about the
other subjects lost during testing, which have led people to believe the cubes and the
dead subjects are related. In one of Rattman’s hideouts, the companion
cube is taped over the faces of people. The most compelling evidence is the achievement
for incinerating the cube is called Fratricide, possibly hinting you have just incinerated
a fellow test subject without hesitation. Number 5. Squall’s Dying Dream: Final Fantasy has certainly
redefined the RPG genre since the first game was released back in 1987. People have become engulfed in the Final Fantasy
world, and its numerous cast of characters. The storylines have also been known to be
complex and well written, even to the point where symbolism has been discovered within. By far the most popular symbolism discussion
concerning the games is during the events of Final Fantasy 8. The main character, Squall, suffers a grave
wound during a fight, when he’s impaled by an ice shard. However, in the next scene, Squall appears
in good health and unphased, despite the severitiy of his inflicted injuries. Fans have wondered why this is, and have theorized
Squall is in fact dead, with the remainder of the game being his dying dream before slipping
into the afterlife. The dream is similar to the life flashing
before ones eyes, but is instead representing Squall’s regret of not living to his full
potential, and him witnessing where he could have gone and what he could have been. There are several points of dialogue which
seem to support this theory, with Squall even acting surprised when he sees his wound is
gone upon awakening.Also, during the ending, Squall is seated under a starry sky, as memories
flash through his mind. This is believed to be Squall reliving his
happiest moments before moving into the afterlife. As the Final Fantasy series continues, there
is bound to be further deep meanings behind them, and the fans will certainly jump to
analyze every bit and piece. Number 4. The Hell Valley Mystery: Mario Galaxy is a
family friendly game, using the familiar Mario mechanics and implementing them in a space
environment. However, one area has become a hotbed of discussion
amongst players. In the Shiverburn Galaxy, the player must
navigate over pools of lava, avoid fireballs and defeat enemies in order to progress. Players began to notice strange figures on
the cliff faces looking down towards the player, and once viewed in first person, they appeared
to be misshapen humanoid figures observing the player. When checking the game files, someone discovered
the name of the texture for the background above the cliffs is called “Beyond Hell
Valley,” and the figures are labelled as “Hell Valley Sky Trees.” After this discovery, people began to dismiss
the creepy figures, believing them to simply be bizarre trees, but their humanoid shapes
still have provoked theories. The most common of the theories is these “trees”
are actually aliens which inhabit the planet, and choose to study Mario from a distance
rather than make direct contact. Nintendo developers have never made a statement
about the Hell Valley Sky Trees, leaving the actual explanation hidden in the dark. Number 3. San Andreas’s Mythical Creatures: With a game
map as large as the ones in Grand Theft Auto, it is no surprise the developers have included
hundreds of easter eggs. However, it is sometimes the fan speculation
which becomes more intriguing than the actual content. When Rockstar released San Andreas back in
2004, it didn’t take long for players to start writing about mysterious sightings in the
game’s vast backcountry. Several mythical creatures were rumoured to
be in the game, most famous of which was Bigfoot. People swore they had seen an humanoid ape
creature in the region Back-o-Beyond, which is a rather bizarre and creepy area on its
own. Photos were uploaded to the internet claiming
to be evidence of Bigfoot, but they were either to pixelated to be confirmed, or were proven
to be a hoax, either through mods or a glitch. Rockstar issued a statement that Bigfoot was
not present in the game, but this did not deter gamers from searching frantically for
the beast. Several mods were made to include Bigfoot,
and other mythical beasts. The hype also led to speculation that there
were Megaladon sharks, a lock ness monster, giant squids and even aliens somewhere in
the game, but none were ever confirmed. Rockstar seemed to enjoy the publicity the
mythical creatures were bringing, and even provided fan service years later. In the Red Dead Redemption DLC Undead Nightmare,
players can find not only several Bigfoot in Tall Trees, but also hunt down the Chupacobra. Achievements await those who kill a Bigfoot,
titled Seven Years in the Making in reference to the time between the release of San Andreas
and Undead Nightmare. Number 2. The Tetraforce: The Triforce is a major plot
element in the Legend of Zelda series. It is the most divine object in the game’s
universe, holding the abilities of wisdom, courage and power. Zelda holds the triforce of Wisdom, and Link
holds the Triforce of Courage, while Ganondorf usually takes possession of the triforce of
Power in order to achieve his malevolent goals. However, fans have found hints of a possible
fourth missing piece of the triforce, leading to the Tetraforce theory. In several games, the number Four has a significance
to the plot. Majora’s Mask has four temples, Four Swords
has you play as four different Links, there are four light guardians in Twilight Princess,
and there is also a lot of discussion about Light and Shadow in the games. The Triforce itself has a blank space in the
middle, which is also a triangle, though darkened. This is believed to represent the Triforce
of Shadow, explaining all the evil in the world of Hyrule; evidence for this is the
Shadow Medallion has an upside down triangle in Ocarina of Time. In the Japanese language, the word for Four
sounds similar for the word for Death, and so it is believed the fourth Triforce could
in fact be the Triforce of Death. On a more positive level, there have also
been references and use in the games mechanics of Time manipulation, leading many to believe
the fourth piece is related to Time. This theory has gathered a lot of support
simply because there are so many different theories behind what the fourth piece could
be, and it could possibly be explained in future games. Number 1. The Earthbound Abortion: For the most part,
Earthbound is a family friendly game. But once the game progresses, the story gets
noticeably darker in tone. In the final level of the game, the main character,
Ness and his companions travel back in time to fight the final boss, Giygas. Essentially the embodiment of evil, Giygas
is a truly terrifying form, resembling a grotesque screaming face in its first form. As the boss battle goes on, it becomes more
and more terrifying and surreal. People analyzing the game noticed Giygas’s
final form seems to be the outline of a fetus, and people have speculated the final boss
battle is representing an abortion. People have observed the Devil Machine, where
Giygas dwells, resembles a cervix, with Giygas in an egg shaped vessel in the centre. As the story goes, Earthbound creator Shigesato
Itoi had a traumatic experience in childhood, when he accidentally walked into a showing
of “The Japanese Policeman and the Dismembered Beauty.” The scene playing was disturbing, and Itoi
believed he was witnessing a rape on screen. This has led some people to believe Itoi is
using the game as a way to cope with the memory, and is literally having an a fetus aborted
due to it being a production of rape. None of the theories have been confirmed,
but it continues to lead to speculation to this day.