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Videos uploaded by user “I AM IRONCLAW!”
Kung Fu (NES animation)(Kung Fu)
 
01:49
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) Made sometime in 2001, my very earlier days of using Flash. Always wanted to know how to make games, but found it too intimidating so learned how to some simple animations instead (but could do games later). Man I sucked back then :P - bad spelling/grammar, badly animated (the sprites jerking around when animating as Flash uses subpixels and I didn't know how to fix it back then), the graphics were not clean (lossless), the sound sucks as it's low quality wavs I found on the internet somewhere, the music isn't played right as the person who ripped it didn't do it properly and it was the only one I could find (didn't care to rip it myself). Also, was wasn't as picky back then as I am now :) I so badly wanted to animate something when I finally knew how to, but had no ideas, so I just improvised as I went along, and at the boss at the end I just did a punch here and there and let it turn out however it did. I wasn't sure if I would be doing more parts, but added the "to be continued" text anyway, so I would get more motivated to do one as I felt like I might disappoint viewers if I didn't. I made more and will post soon. Edit: whoops, forgot to change a thingy in the program I recorded this with, so there's gfx glitches (horizontal lines), meh. Oh well.
Views: 4832 I AM IRONCLAW!
Overwatch - Duke Nukem soundboard #2 | Hits jackpot with a girl!
 
07:22
♦ Twitter: https://twitter.com/IronclawFTW/ ♦ Q&A: https://www.iamironclaw.com/healeronly Not a big compilation like my last Duke Nukem soundboard video. This time it's Duke flirting with a chick. Too bad she's the only one talking. There are more players in voice chat, but as always, they prefer to listen. Went with the Christmas music again, could't find anything better :)
Views: 4354 I AM IRONCLAW!
Amiga Longplay [011] Hugo (Swedish)
 
10:43
I've recorded all the different language versions I could get my hands on and will use the same comment for all these longplays: The original version is Danish and is the best one in my opinion as it has all the things some of the other versions don't. Like the forest panel, it has some plants/bushes/trees/whatever on it, the kids at the end talk, and birds fly in the love animation. These 3 things are only in the Danish version for some reason. The only version that doesn't have speech during the first part of the animation when climbing the mountain is the Finnish. All versions have one damaged frame in the mountain climbing animation, except the Swedish one, it's flawless. Other differences are for example: When he jumps in the forest: in Danish he says "yahoo!", in Finnish it's "hipaaay" (or however it might be spelled), he says nothing in the German and Swedish versions. When jumping over the holes on the mountain level, he says the same thing as he does in the forest in the Danish version. The Finnish and Swedish versions uses the same Danish voice (weird they didn't use them in the forest level as well then, where he said nothing in Swedish and something different in Finnish). In German he says "yippie!" in a very unenthusiastic way (so it's the same here, why not also use this for the forest jumping where he said nothing?). The amount of ropes are not always the same either. The Danish version has 4, the German, Finnish, Swedish, and Spanish versions have only 3. Another weird thing is the Spanish version have its 3 ropes labeled "3", "6", "9", lol, wtf? The part in the forest where the witch presses a button... in the Danish version, they have labels under them, saying "DRILLE" on all 3, but in the other versions, there are no labels under them, instead there are icons/symbols above the buttons. The picture before the menu looks different in all versions, except German and Swedish, they are exactly the same. There are probably more differences, but enough with that. The next thing I noticed was some hidden-in-plain-sight messages, sort of. One is a name ("NICHOLA") on the boulder animation's first frame, so very hard to notice unless you record and advance frame by frame (saw a similar thing in Stardust). The other one is a two letter word in the bottom left corner ("HUGO POWER"). The third one is on the wooden part to the right ("Nölb was here too!"). www.iamironclaw.com/ups/files/pictures/HugoA.png www.iamironclaw.com/ups/files/pictures/HugoB.png www.iamironclaw.com/ups/files/pictures/HugoC.png The SEXY witch (especially when she lies on the catapult-thingy) can become either a big bird, an ugly old hag, or tied up to be shot out of the mountain. I wonder if the second part of the game exist for the Spanish version, as I could only find the first part (train+plane). Only the Swedish and German versions came with both sets as one, while all other versions have two separate sets. One thing that is kinda unfair is the game decides if you will win or lose when it loads the Witch part. All ropes can either be win or fail, not both. In Wiki it says 2 ropes saves the family, the other one shoots you out of the mountain, but that's not true (I used save-states). I had to reload the witch part several times in some of the longplays before the game would let me win - again, if one rope defeated the witch, the rest of them would as well, and vice versa. Edit: One of the programmers' name is on Hugo's toe: http://imgur.com/a/JfDHG (screenshot taken from one of the other Hugo videos).
Views: 38218 I AM IRONCLAW!
Amiga Misc [013] Beneath a Steel Sky (Deaths & Extras)
 
09:25
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) These are the deaths and extras excluded from the longplay. You can find the longplay of this game here: https://youtu.be/39TAb3fHYOw
Views: 2156 I AM IRONCLAW!
Amiga Longplay [158] Heart of the Alien (deaths included)
 
19:10
►Subscribe: http://tinyurl.com/iamironclawsub ►Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) Heart of the Alien is the sequel to Another World/Out of This World. Added the deaths at the end (17:54). This game was ported to Amiga from the Sega CD version by Dalibor Javorcek (D.J.M.). Minimal system requirements: An Amiga with 030 processor / 50MHz, some Fast RAM and CD-ROM or HDD. Downloads: HDF for WinUAE: http://tinyurl.com/z4k9thq Lha for real Amiga: http://tinyurl.com/jpb6yk9
Views: 6785 I AM IRONCLAW!
Amiga Misc [020] Predator (Extras)
 
01:50
This is an "extras" video I sometimes make when I want to show stuff I couldn't in the longplay. Sometimes I add stuff to the end of the longplay instead, but depends on what it is. The title music was OK, but I especially liked the two patterns in the end (8 sec each... one Wild West-ish, and the other drum stuff). So took those two and mixed them a bit to lengthen them for this video. Yeah, blurry font, I know. It wasn't made for this video resolution, so the upscaling made it like that. Should have used a pixel font, I know, but meh... lazy. Here's the longplay https://www.youtube.com/watch?v=uI4sThNI48Q
Views: 616 I AM IRONCLAW!
Overwatch - Duke Nukem soundboard #1 | Trolling players in voice chat!
 
22:07
Twitter: https://twitter.com/IronclawFTW/ Me in Overwatch Q&A: www.iamironclaw.com/healeronly If you like this video, please hit that like button, share, comment, etc. It helps motivate me to make more DN videos :) About the choice of music - I was listening through Duke Nukem music from the various DN games. When I came to "Duke: Nuclear Winter", which has Christmas tunes, I felt they sort of fit, so went with them, as it makes it more silly :P It was early days of the soundboard and I didn't have that many sound files to choose from. Expect a lot of repetition. The sound levels varies in both in game sound effects, player voices and Duke's voice between the different recordings. I've tried to balance them all out a bit so some stuff is not crazy loud, while others are too low. I've in many places lowered the ingame volume of sound effects and upped the volume when we talk. Sometimes we talk during explosions and stuff, during those parts I've done my best to separate the voices a bit so they can be heard more clearly. In the newer recordings the ingame volume is lowered in game, so I won't have that trouble during editing when I get to those clips later. Also sorted out and use better quality sounding voices, more of them, and adjusted their volume (they had different volumes). As I've mentioned above, I plan on doing more videos (hence the "#1" in the title). Got so much more recording material to go through. Should be plenty for several more videos, depending on what lengths I go with. Was planning on only doing a 10 min of this video as I was so drained when I got to that point. Added text to some of the talk. The reason could be it might be hard for some people to hear that part, or it's something I like and wanted to "highlight", or some other reason I just felt at the time.
Views: 20339 I AM IRONCLAW!
Amiga Longplay [070] Dragon's Lair II - Time Warp
 
03:34
Subscribe: http://tinyurl.com/iamironclawsub Twitter: https://twitter.com/IronclawFTW My website: http://www.iamironclaw.com (longplay recorded Oct 25, 2009) Rate, comment, and subscribe!
Views: 5627 I AM IRONCLAW!
Amiga Longplay [034] Roger Rabbit in Hare Raising Havoc
 
14:45
Questions?: http://youtu.be/aZ1bcsIgwWM I know I don't have to fill all the bottle holders, I can just climb up as soon as the fourth holder appears, still wanted to fill all of them first anyway :) There are some sound glitches. Happens mainly with the repeating sounds, like the clock ticking (in game, not while loading during black screen). I played better and had no sound glitches in my first previous longplay of this game (watch?v=_Pqp1_yPG5o).
Views: 76718 I AM IRONCLAW!
Stargate Network - v4.0 Alpha (2 new worlds)
 
06:07
Was first gonna reupload the other video with these two new worlds, but changed my mind and just made this separate video instead. Stargate Network - v4.0 Alpha: https://www.youtube.com/watch?v=pDJrbACtSpo
Views: 792 I AM IRONCLAW!
Amiga Longplay [069] Dragon's Lair
 
03:46
Subscribe: http://tinyurl.com/iamironclawsub Twitter: https://twitter.com/IronclawFTW My website: http://www.iamironclaw.com Whoops on the resolution :P, entered the wrong number and didn't check the video until now. (longplay recorded Oct 25, 2009)
Views: 3388 I AM IRONCLAW!
Amiga Longplay [024] Apidya
 
42:21
Questions?: http://youtu.be/aZ1bcsIgwWM Played on hardest difficulty & all 4 bonus levels found. No autofire used even if it looks like it. All the annoying clicking sounds are from when charging up the weapon, which I don't do that often, but you hear the clicking sound anyway as I press fast. Bit annoying to hear them. Wonder what the numbers at 36:04 mean. Edit: Turns out a 5th bonus level existed, it's inside the mouth of the fish boss. Oh well, too late now :) Also, quote from HoL: "All versions of Apidya contain the numeral 'II', but it is not a sequel to any game. The four japanese katakana characters アビヂヤ in the title screen spell out 'A-BI-DYA'."
Views: 17860 I AM IRONCLAW!
Amiga Longplay [087] Total Eclipse
 
13:34
Subscribe: http://tinyurl.com/iamironclawsub Twitter: https://twitter.com/IronclawFTW My website: http://www.iamironclaw.com This game runs soooooo slow on a normal Amiga 500 (and on all other systems I saw the game running on), so I gave the computer a bit more speed. The outside is too fast, but the inside is more OK. -Messy text- I followed the longplay called "Enterprise 128 - Total Eclipse walkthrough" (never heard of this system before) on YouTube and saw several differences. The EP128 (seems like that's what some people call it) has no flash light, so there are no dark rooms. It also has an arrow pointing up at 02:23 whereas the Amiga version has a beetle/bug/scarab/whatever. This dude is moving and shooting at 02:48, but in the EP128 version it just starts out as an open sarcophagus which can be closed with a shot. So, the Amiga version has it harder as the baddie there just moves and shoots and takes SOOO many shots before it dies, so I don't shoot it as I will take more damage during the time it takes to kill it than to just ignore it. At 03:19 the EP128 version has an arrow here instead. There is no eyeball at 04:40 in the EP128 version (can't be because of not enough colors). Don't know if the EP128 version has no ending, but the video didn't show one. And more... -End of messy text- The heart beats faster when I take damage. Pressing the "R" key or clicking on the watch = resting, to lower the heart rate. Don't think I showed that, so telling it here instead. Something that annoys me a bit is after I look down/up, I reset the camera ("F" key be default, but I remapped all keys to my own liking), which could maybe cause confusion for some viewers, like a bad edit or losing the sense of where I am. I should instead have moved the camera back up/down gradually, would look better, but not as fast/convenient then to go back to looking straight forward. I didn't visit all rooms in this video, but checked them out beforehand. Didn't include them as they were nothing special + I didn't need to go there anyway. The flashlight could be turned on all the time, so I didn't have to when I get to a dark room, but in the beginning I turned it off now and then to pretend I needed to preserve battery :P 00:00 - Waiting a bit till the animation starts to loop before continuing. 00:12 - Showing/setting the speed of running/turning. Everything can be controlled from the keyboard, but I use the on-screen buttons instead for some things. 00:32 - Found this hidden thing where the eye sheds a tear when clicked on, so showed that as well of course. 03:17 - Turned off the annoying crosshair. Left mouse shoots shoots where the cursor is, the right mouse button shoots in the center where the crosshair is/was. 09:04 - Turning on the music. The reason I didn't do it until now was to show all the sound effects first + I don't really like this tune. 12:09 - Before I get to the boss, I show the tilting function, as it's cool to have such nice camera control. 12:36 - Doesn't seem like the boss' shots can be avoided, so you better get there with enough health. Luckily they didn't do much damage. The guy in the video I followed stood on the side of the boss, but still got hit. 12:47 - Ended the music because just sound effects suits better at the end here IMO. 13:07 - This might seem to go too fast, but I changed the speed to normal A500 here, as it was much faster before. 13:22 - The game over sequence after you've taken too much damage or the time has run out.
Views: 6060 I AM IRONCLAW!
Amiga Longplay [018] Moonstone
 
01:05:59
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) Best Amiga game EVAR! (especially if you play with 3 friends) This is the third time I longplay this game. First time I found the 4 keys too early and completed the game in just 15 minutes. Second time I wanted to do a more complete longplay so I didn't end the game until I've defeated all the lairs/houses, killed the dragon, all the black knights, visited all the places, etc. But what I didn't do was play hardcore, by that I mean, I didn't equip rings or better armor until later in the game as more health (rings) and protection makes you fight more enemies, either one by one at a time, or many at the same time. So I went all out on distributing my points, equipping rings and a better armor as soon as I got my hands on them. Like I mentioned in my previous Moonstone longplay (http://youtu.be/KJ4uyD6yVdw), this game is too easy for me, so I might goof around a bit and stuff to make it more entertaining. I did however just go straight for the kill against the dragon, and not killing it the way you are supposed to, which is a variation between you standing to the far right, hitting its nose when it goes down to breathe fire on you (most common way, unless you glitch it like I did), or you could get to under his head/neck like I did and hit it upwards, but usually ends in disaster if you don't stand in the right spot as he'll just hit you with his claws and you fly back and usually gets eaten. I could have gotten higher stats as I had a lot of points left to spend (could also get some more from Mythral the Mystic), I even have it in my previous Moonstone longplay, but forgot to spend them :P All the nice and bloody deaths added to the end.
Views: 45865 I AM IRONCLAW!
Amiga Longplay [005] Weird Dreams
 
16:09
Questions?: http://youtu.be/aZ1bcsIgwWM I had a dream EXACTLY like this once! Should not have emulated a stock A500, doesn't run as smooth as I would like, same with my previous longplay - Golden Axe. At 12:05 you can't walk further than like a third of the screen because the ball needs to clear a path first, BUT, I noticed if I hold down both right and left directions at the same time, I walk normally to the right, skipping the need for the ball; bad coding, but they didn't need to test this as the game is usually played on a gamepad or joystick, not a keyboard like I did. If you wanna see the different ways to die, watch this: http://youtu.be/z1rhvFW3Lbo?t=15m17s
Views: 3155 I AM IRONCLAW!
Overwatch - Saw my first GOLDEN BORDER today! (on the opposing team)
 
06:55
►Subscribe: http://tinyurl.com/iamironclawsub ►Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) Not seen one before, only silver ones. So, it was special enough to upload :) Most of them were hiiigh levels, and some were cocky. I play with random people as always - level/skill, winning/losing doesn't matter, it's fun for me regardless :) www.iamironclaw.com/healeronly
Views: 39716 I AM IRONCLAW!
World of Warcraft - The Vortex Pinnacle mount run (MOUNT DROPPED!)
 
04:01
Just TODAY (during a Stonecore mount run) I remembered this place had a chance of a mount drop. Didn't drop during my Dungeon Finder days, and I'm sure if it did I wouldn't have won the roll anyway. So... the mount dropped in, I think, 10-15 (feels like... 10-ish, more close to 10 than 15, meh) runs! :P I didn't bother with avoiding most enemies, but if a non-stealther/hider wants to, they can pass maybe half of them by running on the side of stuff.
Views: 3856 I AM IRONCLAW!
Amiga Longplay [092] Personal Nightmare
 
41:06
►Subscribe: http://tinyurl.com/iamironclawsub ►Twitter: https://twitter.com/IronclawFTW ►My website: http://www.iamironclaw.com Whew, what a hassle to get through this game. Donno how anyone can do it without the help of some sort of walkthrough, or it would at least take a looong time. Could either type or use the mouse. Very few things required me to type, as most things could have been done with just the mouse. More convenient to type the stuff, but did both anyway. A quote from the manual: "The object of the game is to defeat the power of the devil that has taken over the lives of some of the residents of the village. You will need to identify who these characters are and then, by presenting the village policeman with the evidence of their horrific crimes, have them arrested. You will also meet and have to deal with one or two little pets belonging to the devil and in case you get bored there are one or two people who need rescuing before they are used to make up the numbers at some rather unpleasant rituals." If you are interested more stuff, like the story - you can find it here http://tinyurl.com/n6d95z4 I started out by downloading a walkthrough in text form, it was one of those shortened ones only containing "W, N, TALK TO COP, PICK UP KEY, USE KEY ON DOOR, WEAR ROBE" etc. I got stuck at one point and couldn't figure out what to do. Maybe I'm stupid and didn't understand the instructions, but what I read didn't work for me. So, I looked for another one and found a much better one. It did the stuff in a completely different order, and made me show more of the game; like reading the safe number on the painting, which is not needed if you already know it, which I did, but read it anyway now when I knew where it was found so the viewer will know as well. Even with the new walkthrough I struggled here and there, but made it to the end. Several times in the game you have to "WAIT" a lot. So I sped those parts up by showing the first 2 WAITs in normal speed, and speed up the rest, but later I just sped up all the remaining ones instead. So much waiting and I was sure there had to be a way to make it faster, like typing "wait 10 minutes" or "wait 1 hour", even "sleep xx minutes/hours" (could only sleep if I was in my bedroom), but nothing worked. Each WAIT skips about 14 mins ahead. I could maybe go to the bed and sleep, but didn't wanna go there every time I needed to wait. I couldn't sleep whenever I wanted anyway, he always complained about it still being too early. I think each sleep is about 6 hours... still, nothing I could use instead of the waits IMO. I had to throw the wool to the cat so it would stop following me. If I didn't, it would follow me into my room and take the cork from the gun after I've used it, and didn't seem like I could get a new one. Had to do some inventory management quite often. Not enough room for items in the main (saying "main" as smaller items can be put in the suit) inventory. Whenever I needed to use a key, I had to remove it from my suit and place it in my inventory. But I think at least one time, the game was OK with an item I used being in the suit anyway, so, donno what's up with that. If I didn't find enough evidence to convict Susan Blandford, she would recognize me later when I get to the first 2 cultists guarding the entrance, and it would be game over. Only REAL problem I had was I couldn't kill the devil. I kept being dragged into the sacrificial fire by the cultists. I typed the supposedly correct thing (had plenty of time to finish whatever I wanted to type), and many other combinations, like "throw bottle at devil", "hit devil with bottle", "pour water on devil", "pour bottle on devil", all those with the bottle corked and uncorked. I tried putting the tear in the bottle as the very last thing I did before entering the sacrificial room in case it goes bad over time. I tried having the crucifix in the main inventory when reading the prayers book, and when using it on the devil. I tried so many other things. Nothing worked. I then tried to get the ending by locating the ending files and replace them with the intro or other early content, but never got it to work. There's a Let's Play of someone playing the PC version who got stuck on the same place, but later sort of showed the ending (just a picture) and said that's pretty much all there is to the ending. I then checked Hall of Light (Amiga game database), saw they had screenshots from throughout the game, last 2 being the ending texts, so I assume there is nothing else at the end, so simply added those screenshots to the end of this video. Probably no music during them if I would have gotten the ending to work anyway. Added some of the deaths at the end. EDIT (16th Feb. 2018): White Heart commented and said the PC and Amiga versions are bugged, hence not beatable. GOG.com apparently has a fixed DOS/PC version. More info in his comment.
Views: 11258 I AM IRONCLAW!
WoW, now even BIGGER portal! (World of Warcraft)
 
02:13
'Just another quick crap video' So, you thought my Ethereal Portal was big before? (in my other video) Well, now it becomes even BIGGER, yay! Small "hiccups" during flight as the new content was loading (ye, suck playing from and recording to the same harddrive). I will try to remember to visit the places first next time so it doesn't have to load during recording. edit: damn! forgot one step, could have been 20% bigger. Can't be bothered recording it again.
Views: 2836 I AM IRONCLAW!
Amiga Longplay [162] Mickey's 123's: The BIG Surprise Party
 
18:23
►Subscribe: http://tinyurl.com/iamironclawsub ►Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) Release year: 1993 What the hell? EGA graphics in 1993? The PC version has way more colors. No reason the Amiga couldn't have a lot more. Well, maybe they wanted to cut down the loading. The first thing you get to do is to press the number of the amount of sheep you want him to dream about (you can press 0 and he won't dream and instead just gets up). Then he says a random name he's going to throw a birthday party for. I wanted it to be Donald so redid the part till I got his name. You need to make a toy for Donald (you can't go home until you make one), and I chose the Mickey Mouse one. I could re-enter and make one of each, but it's slow, so one toy will have to do. If I do re-enter, the toy I made won't have a box next to it so can't make the same one again (he doesn't say anything this time, like he does when I try to invite the same person more than once). I made one of each outside the longplay to see if something special would happen, but nope... didn't think it would anyway, but I wanna try everything. I added the toys at the end of the video. Then you need to (well, you don't HAVE to, but you DO need to enter the food store for the Party sight to appear) buy food for the people/characters you want to invite. You can decide to buy 0 food, but then we won't get to see the part when he puts it in the fridge or distributes it to the guests. I chose to buy 9 out of all the things to give the guests as much as possible. Should maybe have randomized the number a bit so it wasn't always 9, but ye, I wanted everyone to get as much as possible to be a really good host :). However, I chose to give Chip 'n' Dale 2 burgers and fries instead of 1, as they are 2, but Gus Goose just an apple and a milk as he needs to lose some weight :P If I don't invite anyone and just go home, everything will play out the same, but he's the only one in the room, until Donald comes in of course. He still says "Quiet. Donald is coming!" even though he's the only one in the room. Guess we can pretend he's talking to the player :). I chose to first invite Minnie as she's his girlfriend. Also, if you try to invite the same person twice, he says he's already invited them, like you saw at 10:07 - "I already invited... Donald" (ye, left in the pause :P). At the end when he goes to sleep, I play the game again by clicking a number of how many sheep I want in his dream, then he wakes up and says a random person he's gonna throws a surprise birthday party for and it's on again. I read a review in an old magazine complaining about the loading, that it would scare of kids, "which we all know has like an attention span of half a second". I agree, because it does stop and load quite a bit when running from floppy, and it does so in some bad places that should have been preloaded. He then says it's too bad it can't be installed to hard drive. Well, I found no problem installing it on a HD. It was as simple as copying all the files from the 2 floppy disks to the HD, and then run the "MA" file. So, if played from a hard drive, it's a really good 1-9 number learning game for kids... and maybe some adults, who knows ;). I liked playing it :)
Views: 10474 I AM IRONCLAW!
Amiga Misc [016] Dyna Blaster (Extras)(UNLIMITED BOMBS and more)
 
02:43
This is an "extras" video I sometimes make when I want to show stuff I couldn't in the longplay. Sometimes I add stuff to the end of the longplay instead, but depends on what it is. Watch the longplay here: https://www.youtube.com/watch?v=d_pVOtvl54o As with a lot of WHDLoad enabled games, cheats can be used, which I didn't of course. But after I've finished the game, I tried the bomb cheat, which gives me 26 total bombs (had 10 myself). According to the WHDLoad text "F2 : Toggle on/off max bombs/flames, speed walking/through the walls", 26 should be max allowed bombs. I thought if passing that number, the game might bug out or something. Anyway, I was curious so memory hacked and gave me infinite bombs, and it worked :P. I'm sure I could also increase the speed thingy too. Guess the items in the games are random. From start to finish I only got 10 bombs, and if I played through it again, maybe I would get more, and getting more than 26 won't let me place more than 26, maybe that's what the WHDLoad text meant.
Views: 511 I AM IRONCLAW!
Killer Instinct (Xbox One) - Black Orchid is super HOT!
 
05:39
Subscribe: http://tinyurl.com/iamironclawsub Twitter: https://twitter.com/IronclawFTW My website: http://www.iamironclaw.com Just CPU vs CPU. Was just gonna record one match, but as the first one didn't have anything special, or a ultra, I went with one more. Second match wasn't much either. I wanted to select a nicer stage, but got nothing unlocked. Need to play more. Only played like 3 hours since I got my Xbox, and that was like a year ago :P
Views: 29494 I AM IRONCLAW!
Kung Fu 4 (NES animation)(Mega Man) ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥
 
08:16
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) I can't believe after all these years, I finally upload it. Been in the back of my mind all this time. Wasn't even uploaded to Newgrounds which I used back then (it has my other animations). A special thanks to MortalMaxx for helping me with ideas and some sprites. Don't know if Ninja Dude was involved in this one as well (got some help with custom sprites from him in my Kung Fu - Remix game, if I recall correctly). Anyway, from what I remember, I was pretty much this far in the animation (well, hadn't done the Batman part yet I think) when I showed it to MortalMaxx and told him how excited I was about my latest Kung Fu animation. I wanted some suggestions and ideas from him as I always have a hard time deciding what to do next (usually make the stuff up as I go), and he gave me some suggestions. I'll look through the video now and type down the things I remembered to timestamps, and some random comments. 00:08 - This tune is from some Amiga thingy. 00:38 - Music from Bill's Tomato Game (Amiga). 00:54 - Yup, he's watching porn! 01:00 - Music from Lost Vikings (Amiga) 01:09 - I think MortalMaxx provided me with these dialogue avatars (I made the one for the machine I guess, and the gradient behind them too probably). Before that I just used temporary ugly ones. Still, in the final version if this was ever finished, the dialogue windows would look better (better framing and stuff). 02:39 - At first, I had no dialogue text here for the machine, so added it as MortalMaxx suggested it, and I agree, might be hard to hear what the machine is saying. Also, I wanted a scrolling background and looked around in games like Wolfchild where I remember seeing stuff like that, just checked and this is not from Wolfchild, so don't know where I ended up getting this one from. Maybe some SNES game thingy, as I looked at them too. 02:44 - This 3D stuff was made in Swift3D. 03:26 - Eew, look at this ugly visible masking. Yeah, would have been gone in the final product. 03:34 - He the machine says "And the most destructive Martial Art in the world". 03:39 - Yeah, my name is Kent :P I still say that sometimes, that I know Kent Fu, my own martial art style thingy. 04:11 - This might be my favorite part (same thing when it entered the screen). I love how I came up with this idea with the head. Just exported it from Swift3D with a normal rotation, but in Flash in scaled it up and down with some smooth tweening so it appears it moves outwards/inwards. Looks so good. 04:49 - Heh, same humor back then as now :P (just like with the Mario part). I've not changed a bit. 05:06 - As this is a Flash animation, the arrow is for the viewer to click on when they've done reading. So, I'm clicking them when recording this, but with the mouse invisible. I got help/suggestions from MortalMaxx with these texts (I think) as I wasn't too sure what to type here yet. 05:30 - One thing I like to do to get ideas and be creative and stuff is to listen to music from various places (like cartoons etc, not "normal" music, as I don't like that). One of my favorite cartoon shows is Samurai Jack, and this music part was in one of the episodes, and when watching and hearing that part of the episode, I was inspired to make this part, as stuff happens to the music. I was proud of myself :) The part ends at 06:26. 06:34 - This running animation and the fly-kick sprite was provided by either MortalMaxx or Ninja Dude, or maybe both. Hard to remember. Maybe I was working on Kung Fu - Remix already back then and that running part was the first prototype for the running but was never used, so I used it in this animation instead? Probably had no idea about KFR back then, and maybe Ninja Dude DID make this running animation for THIS movie? Yeah, can't remember. If they watch this video, maybe they could refresh my memory, but big chance that happens. Lost contact with them many years ago when they went over to Messenger and I stayed with ICQ (still do), and they didn't wanna keep using ICQ and I didn't wanna start using Messenger :) 06:36 - Might be my favorite part, as I was so happy about this blurry, scrolling background idea. The crease between the different images is very visible... would of course be gone in final as I obviously knew about it, but weird I didn't fix it in the first place, as it would just be like a 10 second job. Lazy as always I guess... "meh, this will do for now" mindset. 06:50 - Yeah, I went for accuracy with this one. The slide and stuff too. This part was made during my "thinking" process, before I knew what to do next with the "main" movie. I found a use for the bomb(?) Thomas kicked away :D 07:20 - This Bat-car was taken from the driving part in Batman the Movie on Amiga. 07:36 - Batman is from Batman Returns on the Amiga. Out of description space! Meh!
Views: 4298 I AM IRONCLAW!
Amiga Longplay [008] Hugo Skærmtrolden
 
04:22
Questions?: http://youtu.be/aZ1bcsIgwWM In a former longplay of this game, by Hipoonios, I saw the reward at the end was crystals... I myself got gold. Wonder if there are more different rewards. One thing I don't like about this game is the 3 doors at the end are all the same. If one door has the dude in it, he will be in the other 2 doors as well, same goes for the gold. I know because I used save states. When I first got there and it was fail in all 3 doors, I loaded an earlier save state and went back in to try again (did this many times), every time it was 3 fails, so the game decides from the very moment you start playing if you will win or lose. I know checking the map deduct points, but I don't care about points. It would even be enough to just check the map once, but I was too lazy to use my brain. According to info online, there should exist a Finnish version as well, but couldn't find it.
Views: 38972 I AM IRONCLAW!
Bot Noir (Oculus Rift (DK2) & Leap Motion)
 
04:03
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) Nice hands, decent tracking. What sucks though is the game seems to be hard-coded for a certain distance from the camera. I didn't wanna stand that close, so had to stand behind the chair. No reorient button either. This seems to be just a relaxation thing, not much that can be done... boring. I think if I waited a bit longer, he would either loop what he'd already said, or say new stuff, as I did try it one time before this recording to figure out some stuff. I covered the glare better with my right hand in VR, but I guess most of it was from my left eye's view, whereas this video only seems to show my right eye. Or it's the other way around. Edit: OK, apparently, if I had waited a bit longer, a robot would have entered the room, placed a tiny, white cube on the desk, and a teddy bear would spawn on top of it... still meh and nothing special. Edit2: OK, seems like it's triggered if I do the right things (by following the narrator's "instructions", I guess), cuz I saw someone else's video and he was only at two and a half minute in when the robot came... but... whateveeeer :)
Views: 30065 I AM IRONCLAW!
Amiga Longplay [080] SuperTed: The Search for Spot (PD)
 
06:01
Subscribe: http://tinyurl.com/iamironclawsub Twitter: https://twitter.com/IronclawFTW My website: http://www.iamironclaw.com SUPERTED ON AMIGA! :D I watched this cartoon when I was a kid, and a buddy of mine just finished making this game in Backbone. Backbone is not really good, it's very limited and riddled with bugs. He couldn't do all the things he wanted, so, don't expect too much. It's his very first game too, and after this one he will make more. Focusing on games not already on the Amiga. The C64 have loads of titles not existing on the Amiga. One he mentioned he might do is a Zorro game. There's so many to choose from :) I usually don't record cracktros (or whatever they are called), but did an exception this time (not that the cracktro is anything special, just wanted to include the info). The game is filled with sound and graphics from other Amiga games. The music: Intro: some demo tune Level 1: another demo tune Level 2: Lemmings (remix) Level 3: yet another demo tune Level 4: Catch 'Em Level 5: Kid Gloves II Outro: Risky Woods Normally, a Backbone game like this runs very slow, like 12fps, which this does on a stock Amiga 500 (I think). It's not that fast/smooth on a A1200 either, but I fiddled with the settings (in WinUAE) and could have any frame rate I wanted. It's not the way I want it to be, ie 50fps and normal game speed, as the frame rate IS the game speed. So, if it runs in 12fps for you and I play it in 50fps, it runs 4 times faster for me. So... I went with 25fps, smoother than 12fps and not TOO fast. One downside with my settings is that the game didn't run at a constant 25fps, it sometimes sped up and slowed down. Not even the cracktro was scrolling smooth with these settings, low fps it seems for some reason, but... whateeeeva :P... just wanted the game to run faster and it had its cost, which could have been fixed if I spent more time on adjusting my settings. I found some bugs while playing, which I reported to Hipoonios and he has fixed. One is I suddenly on the last stage got like +300 score all of a sudden. Another one crashed the game if I was in the top left corner when the game reached a certain part of a certain level... etc. Some things can't be fixed as Backbone is very limited, like I noticed if pressing Escape so you die and can restart over, the score is not reset. There's some pink pixels on the bee boss he forgot to remove. Might be fixed in the latest version.
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Kung Fu 2 (NES animation)(Castlevania)
 
04:08
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) Made sometime in 2001, my very earlier days of using Flash. Always wanted to know how to make games, but found it too intimidating so learned how to some simple animations instead (but could do games later). Ahhh, still remember animating this, where I got some of the sound effects from, etc. Man I sucked back then :P - bad spelling/grammar. This animation was made to be viewed in 512x446, but recorded it in 720p anyway (for a couple of reasons I care not to mention). Some details are drawn as 1x1 sized pixel lines, like the frame around the dialogue boxes and the spinning yellow effect on the weapon before the lightning hits it... these effects are thick and clear when viewing it in 512x446, but in higher res, they can become too thin as they are vectors and keep their 1x1 pixel size. So, I rescaled the video with a bit of Bilinear so these lines wouldn't disappear completely. I contemplated whether I should animate score and health as well, but had enough work with the rest anyway so skipped it.
Views: 2486 I AM IRONCLAW!
Bitching Heads !  (Commodore Amiga)
 
02:55
Errrr, something I recorded from an Amiga demo called: Rebels Megademo 2
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Amiga Longplay [197] Who framed Roger Rabbit
 
16:10
The plot: "Cartoon star, Roger Rabbit, has been framed for the murder of Marvin Acme. With the help of detective Eddie Valiant, they set out to prove Roger's innocence. However, the evil Judge Doom and his gang of nasty weasels are out to stop them! With the help of Benny the Cab, Eddie and Roger whiz through the streets of L.A. and Toon Town and finally, a showdown with Doom." Finally a proper longplay of the Amiga version. The old one (10 years old, not by me) didn't have an outro, wasn't cropped right, had sound pitch errors because of wrong emulator settings, missed the voice part at 08:38, didn't use Cycle-exact so the game ran a bit too fast, didn't pick up a single glove or diamond on the driving levels (optional, I know) - only wheels (which looked like by accident), didn't show all the different gags in the Gag Factory, had 100% stereo separation which makes 2 audio channels play in the left speaker/ear, and 2 in the right (super annoying if wearing headphones, like I always do). Should be 0% separation IMO as it's much easier on the ears, thus sounds better. It also had unnecessary long loading times. The manual says: "Use Benny's accordion suspension system to rise above the cars and the Toon Patrol wagon", but I can't see what the point of this is. I first thought this meant I could drive past cars by driving over/through them, but that didn't work on any car (or the Toon Patrol wagon), not over the DIP puddles either. This written manual was found on Amiga Lemon. Maybe it's for another version of the game, or might work in 1.0 (I used 1.1), or I just did it wrong somehow? The manual also says: "Complete the road as quickly as possible. The faster you finish, the more of a lead you will have on JUDGE DOOM in a race to race to the Gag Factory", I hope this is true, otherwise I could have played around a bit showing when I land on a red buss - which the manual says this about: "Try landing on top of a RED CAR 'THE BUSSES' AND SEE WHAT HAPPENS!", but nothing happens (even waited a while). It's easy to land on them, but if you want to STAY on them without driving off, you have to jump up on a building first and hit an edge/wall up there so you stop, then drop down on the buss. Once again, maybe works for another version of this game? Some other things the manual says about the driving parts are: "Watch out for bridges", what bridges? It explains the rubber gloves, wheels and diamonds (yes, plural of diamond, but I only saw one, unless I missed one, but don't think I did) and THEN tells us to keep an eye out for OTHER helpful items too. I never saw any other items. Instead of doing an extras video this time, I included the different ways to fail, and driving into cars and stuff. This cut it close on the last level as I wanted to show all gags and kill all bad guys first. I didn't include what happens when the music is over in the club, which is just the baby expression at 01:07 where he says "Jeez, Rog -- that was pitiful. If you expect to save Toontown, you'd better get your act together and get to the Gag factory pronto!". All that happens when the music is over is the game continues, no lives lost. So guess finishing this level as fast as possible (just like the driving one) gives you more of a lead on the final level. Which also explains why you don't lose lives when he drinks either, it's just something that takes up time. Whenever I crash into a car, I move up or down instead of jumping over it, as it's faster. At 07:06 there was a puddle above so had to jump this time. Good, so I could show that off as well. The file-structure between 1.0 and 1.1 is quite different. The 1.1 takes about 35kb more and might contain more sound effects. What I noticed 1.0 has that 1.1 is missing is a loading screen between the levels/zones. The loading screen is the wall of bricks background in the beginning with huge white letters in the middle saying "LOADING ZONE". Another difference is slow walking/running over the glue/paint on the last level (in 1.1). There were a couple more minor ones, but whatever. Maybe the reason the old longplay lacked the outro was 1.0 didn't have it or didn't work, thus why 1.1 was released. Or maybe it was just a bad crack, or caused by not using Cycle-exact. Don't know. It's good to have a car behind you, that means no other car will come from the right (in the same lane), just some puddles. 08:02 - I had no way of getting this wheel. Wherever I jumped from to get it would just make me die when I land from either an impact or in the green stuff. I could have gone up on the roof dropped down that way, but that would just have wasted a bunch of time. Diamonds = "removes a bucket of DIP from your tally" (extra life, sort of). Wheels = speed boost. Rubber gloves = can drive over the puddles/goo/sludge thingies. Added the game over part at the end.
Views: 3432 I AM IRONCLAW!
Amiga Longplay [031] Extase
 
26:38
Questions?: http://youtu.be/aZ1bcsIgwWM What a great game :) I wonder what the different things (innocent/latin lover/young cannibal) are for. Probably difficulty levels, but I'm not sure. "Innocent" could sound like a difficulty, like the easiest one, but "latin lover" sounds like it would change how the music sound/plays. I did a quick test on the first level with the different settings, didn't notice much difference. Should maybe have played the whole first stage, as I only quickly had a look/listen. So, maybe they DO alter the music? Or... maybe it is just difficulty (probably), donno. Couldn't find the manual for the game :( No real ending/outro to the game, it just resets back to the menu, so I was told to add something in the end so it didn't just go from displaying the score to nothing. Weird how there is a code system (for levels), but I was only given a code ONCE, it was on level 4 (Cry of Love), that goes to level 5. Wonder why the other levels doesn't give a code. I don't even get one if I lose on a level. So, it seems like only one code is obtainable in the game. I find this female android hot :P Some comments: Trenton Webb (Amiga Format 15 (Oct 1990)): Extase is a deactivated android that's been discovered in an alien system. To reactivate the droid various mental conditions must be repaired individually, starting with her Dream State. Each revived by rebuilding a circuit before the other player. arne - 2007-04-20 (Lemon Amiga) A timeless classic, an absolute masterpiece! One of the most original games and one of the best games of all time. It will have its shrine one day in the museums. This game is unique so far in that it really perfected interactive soundscapes, creating a synergistic experience that's just indescribable. Every action you take in the game has a sound effect that is rendered in such a way as to perfectly match the background music in tempo and style, off-beat, on-beat, everything! On top, each level has its own completely unique sound fx and music, getting wilder and faster as you progress to get the android closer to consciousness. And what kind of futuristic and awesome avant-garde new wave sound this game delivers. The player creates his own soundscapes, dragging himself further and further into this games "noir" ambience. bVork - 2007-03-16 (Lemon Amiga) Unique, beautiful, and enthralling. The interactive music is fantastic, and one of the many reasons I think Stéphane Picq is the greatest game music composer ever. The graphics are beautifully minimalist. The android somehow manages to blur the line between pretty and creepy. The gameplay itself is a lot of fun. The computer AI is very good and even reacts to what you do. If you leave it alone, it'll leave you alone. But if you start causing sparks and stealing parts, it'll do the same to you. Two-player mode is a lot of fun too, because of the sheer chaos that can ensue (and the wonderful music caused by that chaos). 10/10. Absolutely perfect in everything it does. Dirk_the_Daring - 2005-08-07 (Lemon Amiga) Forget Rez, Extase is the first game with real interactive music. Every sound in Extase (all of them with explendid quality) are desingned to create the background music for each level (and they change on every level), u have to see it to believe. The game is based on the great puzzle game of Purple Saturn Day, but more advanced and complex http://en.wikipedia.org/wiki/Extase_(video_game)
Views: 9712 I AM IRONCLAW!
Amiga Longplay [072] Dragon's Lair III - The Curse of Mordread
 
03:34
Subscribe: http://tinyurl.com/iamironclawsub Twitter: https://twitter.com/IronclawFTW My website: http://www.iamironclaw.com (longplay recorded Oct 25, 2009) Rate, comment, and subscribe!
Views: 8252 I AM IRONCLAW!
Quest for the Holy Grail - The Bridge of Death (Ultima Online animation)
 
03:24
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) This animation was made sometime in 2001.
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Amiga Longplay [104] Lorna
 
17:05
►Subscribe: http://tinyurl.com/iamironclawsub ►Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) Based on the comic book by Alfonso Azpiri. (the box art http://tinyurl.com/oj85s67) Impossible game I've heard/read, and I would agree. You only have 3 lives and 12 bullets. Losing a life or completing a level won't give you new/more bullets. There's no bullet pickups either. Completing a level will not even refill your energy. Don't think anyone has ever completed this game without cheat codes or trainers. As I wouldn't get more bullets later, I didn't want to waste them. So I tried hard to figure out if there were ways to defeat these monsters without using bullets and without dying. I noticed that if I get in the middle of them, they can't hit me, but I can hit them. So that's my main tactic on level 1. Second way would be to jump over those platforms so they fall down when following me. Without these two ways, you most of the time can't avoid getting hit when you try to hit them. Checked videos on YouTube from people who've recorded a bit from this game. None of them made it past level one (should be relatively easy with the 12 bullets), and I'm sure if they DID, they would NOT make it past level 2. 02:01 - The intro music is over, time to play. 03:45 - These dudes one-shot you if you get hit by a bullet. They shoot at you as soon as you can see them. I bet most people lose 1-2 lives there (if you got to him with all 3 lives and die twice, he will be gone as you spawn further ahead), but one more will come later on anyway. Like with the monsters, I jump in to get as close as possible, which makes this dude use a melee attack instead. They die from one bullet themselves, but needs 4 hits from my normal attacks. 05:49 - RETARDED difficulty! This level is SO hard. You will die very quickly on this level. Usually when hitting something (not the enemies, though) you lose a bit of energy, but quite often ALL your energy will be taken away instead from a hit. And there's TWO of these flying levels! 07:52 - I'm jealous of these lucky bastards who gets to hug her, and while they do, she can't do anything about it :P Wanted to see if I could kill him after he finished hugging me, as they otherwise just turn around when getting hit if they come at you. But nope... think more hits wouldn't have made a difference. 08:14 - Jumping is done by pressing up, and while jumping she makes a sound. BUT, I can also jump by pressing up-right, and for some reason when right is included, she doesn't make the sound. That's what I'm showing here, and maybe have a few times already, but wasn't sure. (I like to show and tell about weird stuff I find :P). 08:54 - Have to move slowly forward so I don't trigger too many enemies at the same time. First time I walked there I got 4 of them spawning, all within just a few steps. But thanks to savestates, I could redo it and be more careful. There are a few places where spawn points are too close to each other and you get easily more than you can handle without avoiding getting hit. This is the reason why you sometimes see me go a little at a time. 10:12 - This dude almost one shots you if you are unlucky. I use the same "jump in" tactic here as well. He's made up of two green dudes, and one dies when he's defeated. The one running couldn't be killed, not even from my bullets. 12:30 - Took a lot of running around before I knew where to go so I could collect all the armor parts. Took notes on where to go before recording, like usual. Couldn't find a manual so don't know the story and stuff. Like, why did she need the armor parts? (building a robot? Looked like one lying down in the thingy at the end) Why was an alien guarding the thingy?... As it's based on a comic book, I guess I could find a lot of answers if I found and read some of them. I usually include special things like deaths and stuff that wasn't shown during the recording, but only things this time would have been when she dies on the flying level, and showing the weapon shoot as I never used it (last chance was at the alien at the end, but was cooler hitting him than shooting). I upped these things in another video instead http://youtu.be/rQtyLqI_DDc The intro music has an instrument/sample that sounds broken, but I guess it should be like that. Checked someone else's recording of the intro on YouTube and it has the same "broken" sound. So, either the musician wanted it like that, or maybe it's a bad disk dump. Don't think it's an emulation problem. EDIT: downloaded the music module and the sample that sounds broken has an extra part in the beginning of the sample. Cutting that extra part would fix the music. Wonder if this .mod was ripped from the same dump I used, or it actually is like that on the original disk. Damn these sound clicks/pops. They are caused by loading/saving states. Too lazy to edit them out like I usually do.
Views: 9438 I AM IRONCLAW!
Old Friend (VR) - An AWESOME interactive MUSIC VIDEO!
 
03:44
I like this thingy, it has great music and visuals. Took me like 2 hours to record because I had to re-record it many times as I noticed new things to show. Then some more times to get the best possible quality (it's around 720p natively, rescaled to 1080 to keep quality). Even checked the registry to see if I could change the resolution to a higher one. Can record from the "game's" own window or Oculus Mirror. One shows from the left eye, the other from the right eye (could use "-LeftEyeOnly" though), so can't record where it's in center (but that's how I view it in the headset because of both are coming together). So, I recorded it from the right eye, kept my left closed so I could center as much as possible, mostly distant stuff looks center, close up like my own feet and arms are not so much. Waited at a certain part as I knew one of the guy would eventually hump the air :) If I put down the Touch controllers, the hands starts to dance on their own. Couldn't find a decent recording of this "game", they either- or all had; low frame rate, low res, low quality, wrong aspect, bad sound quality, 4:3 and not widescreen, from a bad angle cuz they didn't reset view, didn't show everything (hopefully I did), etc. This video was the best result I could create. Edit: OK, found a recording on YT where the user was CENTERED, turns out he used the Steam version. So we can be displayed on the desktop from center view with Steam? That's something Oculus should add IMO. I don't buy or play VR stuff on Steam, only via Oculus' own store. "With the award winning, critically acclaimed experience Old Friend, visionary VR creator Tyler Hurd delivers a fun animated reactive VR music video for the track “Old Friend” by the band Future Islands. Lose yourself in an overwhelmingly joyful world where only dance matters. Gaze upon the elegant dance routines and enjoy the blissful absurdity with your jiggling cartoon body. Unhinge yourself, feel the ridiculousness, and dance like everyone is watching."
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Amiga Longplay [053] Banshee (AGA)
 
51:45
Questions?: http://youtu.be/aZ1bcsIgwWM Release year: 1994 Great game, awesome graphics, weather effects, good sound, nice animations etc, just too bad it had no in-game music. No lives lost, even defeated the last boss without losing any energy :P, yay for me! It was hard to maneuver because the plane doesn't immediately turn when you hit left or right, it has to play the turning frames first, which made it hard to dodge things. Most shooters don't have a delay in turning, but guess they wanted more "realism". I first view the highscores so you can see the names, then activate a fun code to make killing of polar bears and people possible (you'll see a flash, and the code only worked if typed very slowly), then I let it run so you can hear the entire tune, which will also show the new stuff in the highscores. The picture in the very beginning of the movie didn't show in either the floppy or CD32 version. It would only show if the game was installed. So if I installed the floppy version to a hard drive, then I got to see the picture. The weird thing is, it's the same for CD32. I mean, it's a CD, why couldn't they show it without having to install the game first? According to this review http://i.imgur.com/GAZWpxj.jpg (bottom right under "differences"), the CD32 version should have an animated intro which I was gonna include in this A1200 version, but there were no intro in the CD32 version I had, nor could I find any evidence online of such intro. I don't like they named the hero "Sven", it's such a lame name. Probably because those who made it were mainly Danish it seems. Sure, I'm Swedish and we have that name here as well, but I would never use it for a hero, I would pick a cooler name. Them naming the hero "Sven" for a game like this is like naming Neo in The Matrix "Bob", or something. Sven's second name is also retarded ("svardensvart") :P, roughly translated it means "Blackblack", but "Svardensvart" are Norwegian words, no? Meh, whatever, stupid names for a hero in a game like this, imo :) On level 1 when the smart bomb appeared (a skull), I first had the idea to "juggle" it to the boss and use it there, don't know if it would have worked because these things blows up after maybe 20 hits or something (didn't count). I couldn't shoot down the front thingy on the crane at 25:07, but I could on all the previous ones. Maybe because there were no dude standing under it. When I first got to the end of the boss at 36:41 and was moved back to the beginning of it, I thought I missed something and reloaded to an earlier save state and retried it. I shot everything, yet they move me back to the beginning of that boss, so I let it do so and noticed that it HAS to be done twice as some things doesn't show the first time. 00:00 - intro 04:01 - level 1 08:11 - boss 15:08 - boss 15:41 - level 2 19:40 - boss 23:01 - boss 25:52 - boss 26:27 - level 3 35:40 - long & boring boss 38:07 - level 4 42:16 - boss 48:58 - ... last boss
Views: 8731 I AM IRONCLAW!
Amiga Longplay [085] Mega lo Mania
 
02:48:33
Subscribe: http://tinyurl.com/iamironclawsub Twitter: https://twitter.com/IronclawFTW My website: http://www.iamironclaw.com I spent days on this longplay (a few hours each day). I wanted to use as few men as possible on the different islands to have as many as possible at the end, but it would take too many tries so I just started out pretty low and then went with a standard 20 or so instead. Could have used less but took too much time. I knew the basics of how the game worked, only tried it a little bit on my Amiga when I was a kid. So, I start out pretty much a noob (not pro at the end either, hehe). There's so much speech in this game! I love it! Too bad you never got to hear the female (as I played her). It has sound effects too, but as usual (in a lot of Amiga games), having sound effects ON = music OFF. At least with music ON they also talked. I later noticed I could move my men by simply clicking from and to on the minimap, whereas I've always first right clicked on the big right screen and THEN on the minimap. Also that I didn't need to enter the different things all the time to change the numbers, could do it from the outside. I spent WAY too much time on like 3 islands. Had too much fun gathering all minerals and build as many units as I could before attacking. Those islands could have been finished in like 5 mins or so, but I went on for 20 mins or more. Sorry :P (extra boring to watch, I mean) At the island before the last one, the game automatically selected ALL men. Then when I finished the island I got a message saying: "....................................WHAT IS THIS................................... YOU ARE ABOUT TO ENTER THE MOTHER OF ALL BATTLES ...BUT WITH NO MEN STORED IN SUSPENDED ANIMATION.... ...............YOU HAVE NO ARMY TO FIGHT FOR YOU............... ...............YOU HAVE FALLEN AT THE FINAL BATTLE..............." I had no idea what they were talking about so I guessed I needed to win while having my base intact (got nuked, but I defeated the enemy with flying units), so I tried it again and still got this message. Read the manual, saw they mentioned something about shutting down people on earlier islands to have them fight at the end. I still didn't know what to do, so I checked YouTube videos. No video had the ending, everyone got the same message I did, so no help there. I Googled and found the answer. To "freeze" men so they can fight in the final battle - I have to reach maximum tech level of at least 2001 AD, and I need to have enough men inside and outside, then a new icon will appear among the shields, I select this icon and then click on my main base (can't select the other 3 houses I get from teching up). So, I replayed the island again, didn't bother saving many as the last island was no challenge at all. I've never heard any other version of the tune after the game is beaten than a broken one (http://youtu.be/0ks3W3w_1A0?t=2h36m47s), and even though I ran this game (emulated) on a stock Amiga 500 (as I didn't wanna risk glitches with faster settings, which the game needed as it ran quite slow sometimes), I still got the broken version, and I used IPF disks (also tried some other versions), they were all sounding the same. So, either this tune is broken in all versions or it's an emulation issue (couldn't get anyone to try it on a real Amiga). I did have this tune in a torrent I got long ago and it should be the right one, so I replaced the broken one with this (hopefully it IS the right one). If it is, then this will be the first video EVER that has this tune playing correctly (AFAIK). I always try to go for the right title when naming my longplays, but this time it's always "MEGA lo MANIA" everywhere in the game AND manual, even in the middle of a sentence, so I think that's maybe how they want it spelled. But, kept it like everyone else do it: "Mega lo Mania".
Views: 17095 I AM IRONCLAW!
Amiga Longplay [121] Last Ninja 3 (special music+sfx version)
 
30:27
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) *This version has both music AND sound effects, which is normally not possible. But as I like to show as much as possible from each game I longplay, and no one else has shown the sfx on YouTube, here ya go.* Game release year: 1991 Much better controls than the previous 2 Ninja games. I always play these games on my keyboard, and one thing that annoyed me was if I held down up/right (to walk in that direction of course) and then wanted to change the direction to maybe up/left, but didn't release the right key first (thus holding down left+up+right), he would stop and do this arm movement (which is like half of one of the attacks when using a weapon). So, when you see me do this, it's unintentional. I replayed to remove most of them. Speaking of using a keyboard and the above... bug/glitch? I noticed more stuff that could be done with certain directions held down at the same time. I show them + some other things, like - Level 3's end boss full attack animation, blocking pwns, me walking in areas I shouldn't be able to, etc in the EXTRAS video (link at the bottom). I know this game was not intended to be played on a keyboard, thus these glitches would not be possible for the common player using a gamepad/joystick. To be on the safe side, I always use IPF/SPS version of the game so I won't run into a badly cracked version which sometimes has graphic errors, missing things, crashes, etc. This time however the last boss on the last level wouldn't attack or move. This was probably due to the scroll missing from my inventory. The piece of wood, ink and pen should have turned into a scroll (each level needs a scroll or they can't be completed, according to the manual), but they didn't. I replayed the level to see if it was just a temporary glitch, I even went to the boss with full Bushido meter (the green stuff) as I've read it needs to be full in order to complete the game, but nothing worked. I also ran it on a stock Amiga 500 (thus it will run slow sometimes) with some extra memory (as the game said it would have shorter loading times). Anyway, I used a trained version instead and jumped to level 6 and recorded the end stuff there and added it. This caused the score to change right as I enter boss' room. I did enter it with the same Bushido stuff and health (was hard getting them to the same levels). The score could have been fixed as well, but couldn't bother doing the work needed, so I just explain why it changed here instead. Could this problem be caused by some sort of copy protection and the game needs to be cracked? I thought I was safe using IPF/SPS. It also had a GFX glitch on the health bar at the same place every now and then. I saw other recorders' longplay of this game on YouTube with the same GFX glitch. There's a CD32 version, but it's just the floppy disks on a CD, so the exact same game. I could choose between music or sound effects, but not both. 11:46 - To me, the Bushido meter is useless and I didn't care how much green it had. Here I show a bit of how it fills up depending on what weapon you use. Some enemies gives Bushido stuff with the staff, others... not. Also, killing an enemy twice makes them perma-dead. Sometimes this glitched and after killing them once, their health wouldn't refill until I exited and re-entered the screen. Sometimes the refill stopped in the middle and I had to re-enter again to restart it. 12:18 - I couldn't show his attack animation as it one-shots me, so had to kill him immediately. But now as I type this, I realize I could perhaps just stand in the right spot and his balls will miss me, and once they've passed, I move in for the kill. Anyway, I included his attack animation in the EXTRAS video. 14:16 - This dude's fireballs just passes through you if you block. I didn't know about that at the time. 28:18 - Random score as I just killed myself at some random place. As I couldn't get a proper score due to the problem, I didn't bother killing me at the last second boss (yup, "last second") or before the last boss. 00:00 - Intro 02:17 - Level 1 06:00 - Level 2 09:27 - Level 3 12:26 - Level 4 17:21 - Level 5 20:15 - Level 6 23:01 - Outro 27:51 - Game Over The EXTRAS video https://youtu.be/U_prcmm_oG8
Views: 332 I AM IRONCLAW!
Amiga Longplay [115] B.C. Kid
 
56:50
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) Release year: 1992 Great platformer on just one floppy disk (the 880k type) I accidentally noticed the only Amiga walkthrough of this game and how terrible it was. It left out the outro, had gfx errors, didn't show secrets, not cropped, only 25 fps when the game actually is 56fps, etc. I just HAD to do a new version. Last time I played this game was back in 2006. It was just a speedrun of level 1 https://www.youtube.com/watch?v=DY6okRg0AzA I spent over 6 hours on this game. Tried to find a lot of secrets and pull off stuff. I show some extensive juggling and "flying" on the first level so people see what's possible (and I don't have to think about doing it later). Auto-fire in this game help with the flying a lot, but I don't want to use it and rather do it manually. It's only on the first level I use it to show some stuff, and then again on a bonus level where I need to stay in the air for as long as possible, so I used it just to see how many seconds and how much score I could get. I don't really care about score and the extra lives I get from reaching certain amounts. Some levels have doors with bonus levels. I only showed each bonus level once, then skipped the rest. The ones I showed again was only the bonus levels hidden in other places than doors. I pretty much just waited for the time to end when I went into them as I've already done them once before and was too lazy to play them again. On level 2 I show how the shooting lava pieces can be headbutted and didn't know there was going to be a volcano bonus level later where this is how you get points. I can't die or get hurt on the volcano bonus levels, in case you wondered why I didn't lose any health when I got hit. On the boxing dino boss, I waited a bit until he showed his shooting move before I killed him. And now for some technical problems I had that no one is interested in, but I write it here anyway (for myself) so I remember. The entire game runs in 56fps, but not the intro/presentation animations in the very beginning, they are 50fps. So, when recording with WinUAE version 3.1.0 or newer (which finally has the sound sync problem fixed when recording by forcing 50fps), the game speed and sound changes when it switches between these parts. This is only noticeable in the AVI recording. This also happens even if I record the parts that are 56fps only. One way to 'sort of' fix this (causes sound clicks and sync problems, and I can only manually fix the sync problem) is to change the "FPS adj" to 56 and record those parts alone, and the intro with 50 (and convert later to 56 while keeping animation/sound speed), BUT - WinUAE 3.1.0 and later crashes 3/10 times when using save states (for me anyway), so I had to resort to an older version - 2.8.1, which doesn't force the fps to 50, thus doesn't change the speed of sound and animation when the game goes from 50 to 56fps, but instead requires me to manually fix the sound sync problem and other things. Anyway, I had to edit the SHIT out of this video to get it "perfect". This video will probably not run silk smooth as most people either have 50 or 60Hz monitors and this video is 56fps. I wanted to make it 50, but then there would be jumps in the motions as 5fps would be cut. For example, when the kid jumps up, the spacing between each sprite position increases at an even rate, but with 5fps cut, the spacing will become uneven. Every frame per second is still unique between the updates, but it skips 1 frame now and then making it... "laggy". Not enough description space left for all the timestamps.
Views: 4177 I AM IRONCLAW!
Amiga Longplay [012] Hugo (Finnish, part 2)
 
05:43
I've recorded all the different language versions I could get my hands on and will use the same comment for all these longplays: The original version is Danish and is the best one in my opinion as it has all the things some of the other versions don't. Like the forest panel, it has some plants/bushes/trees/whatever on it, the kids at the end talk, and birds fly in the love animation. These 3 things are only in the Danish version for some reason. The only version that doesn't have speech during the first part of the animation when climbing the mountain is the Finnish. All versions have one damaged frame in the mountain climbing animation, except the Swedish one, it's flawless. Other differences are for example: When he jumps in the forest: in Danish he says "yahoo!", in Finnish it's "hipaaay" (or however it might be spelled), he says nothing in the German and Swedish versions. When jumping over the holes on the mountain level, he says the same thing as he does in the forest in the Danish version. The Finnish and Swedish versions uses the same Danish voice (weird they didn't use them in the forest level as well then, where he said nothing in Swedish and something different in Finnish). In German he says "yippie!" in a very unenthusiastic way (so it's the same here, why not also use this for the forest jumping where he said nothing?). The amount of ropes are not always the same either. The Danish version has 4, the German, Finnish, Swedish, and Spanish versions have only 3. Another weird thing is the Spanish version have its 3 ropes labeled "3", "6", "9", lol, wtf? The part in the forest where the witch presses a button... in the Danish version, they have labels under them, saying "DRILLE" on all 3, but in the other versions, there are no labels under them, instead there are icons/symbols above the buttons. The picture before the menu looks different in all versions, except German and Swedish, they are exactly the same. There are probably more differences, but enough with that. The next thing I noticed was some hidden-in-plain-sight messages, sort of. One is a name ("NICHOLA") on the boulder animation's first frame, so very hard to notice unless you record and advance frame by frame (saw a similar thing in Stardust). The other one is a two letter word in the bottom left corner ("HUGO POWER"). The third one is on the wooden part to the right ("Nölb was here too!"). www.iamironclaw.com/ups/files/pictures/HugoA.png www.iamironclaw.com/ups/files/pictures/HugoB.png www.iamironclaw.com/ups/files/pictures/HugoC.png The SEXY witch (especially when she lies on the catapult-thingy) can become either a big bird, an ugly old hag, or tied up to be shot out of the mountain. I wonder if the second part of the game exist for the Spanish version, as I could only find the first part (train+plane). Only the Swedish and German versions came with both sets as one, while all other versions have two separate sets. One thing that is kinda unfair is the game decides if you will win or lose when it loads the Witch part. All ropes can either be win or fail, not both. In Wiki it says 2 ropes saves the family, the other one shoots you out of the mountain, but that's not true (I used save-states). I had to reload the witch part several times in some of the longplays before the game would let me win - again, if one rope defeated the witch, the rest of them would as well, and vice versa. Edit: One of the programmers' name is on Hugo's toe: http://imgur.com/a/JfDHG (screenshot taken from one of the other Hugo videos).
Views: 32243 I AM IRONCLAW!
Amiga Longplay [155] Pac-Land
 
13:02
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) Could easily have been a 1:1 arcade conversion. Too bad they didn't do it. The thing that's the worst about this port is the frame rate; it's soooo low. On a standard Amiga 500, it runs at 12.5fps, which is a 4th of the standard 50fps. So, it runs slow and very choppy/jerky. On an Amiga 1200 it runs much faster, too fast; no extra frames added though, just sped up, which makes the choppy/jerky scrolling smoother, but not OK when the game runs too fast. Thanks to the power of WinUAE I made it run somewhere in between. He runs a bit faster than the arcade version, but it's a bit smoother and not as slow as on a A500. 00:46 - Moved the 3rd hydrant and got the blue hat, which makes me immune to the tiny ghosts that drop/falls from the planes. 01:18 - Moved the third cactus and got a pill that makes me invincible for the rest of the level. 02:35 - Moved the second cactus and got an extra life after I captured the thingy. 12:20 - I killed myself on the last level to show what that looks like. The game has no ending and just restarts from level 1, so I killed myself and added the high-score there instead.
Views: 2660 I AM IRONCLAW!
Amiga Longplay [054] Silkworm
 
26:22
Questions?: http://youtu.be/aZ1bcsIgwWM At the first big bird-robot thingy (02:35) I didn't remember at first that I needed to move up and down while shooting to best hit it. Not played it in years and no practice rounds before recording, so this is all a first time go (like most longplays I've done). At 13:17, I stop shooting so you get to see the balls. Couldn't speed up or skip the score-count thingy. Usually in games, pressing the fire button or space will do, nothing worked here. It takes boringly long for it to get to 0 later on. There are names on chips on the last boss.
Views: 14524 I AM IRONCLAW!
Overwatch - The 6 support meta! (got lvl 4 endorsement)
 
08:10
Got lvl 4 three days ago. Could be 5 any moment now. I read it should take long to get to these levels (max is only 5 though), but seems really quick IMO. In just 3 days from when the patch hit I was level 4. The group finder is my friend now. Normally I queue solo, don't care for the extra XP, but since these endorsements levels is supposedly quite important, I don't wanna lose them, which I might when I have to leave ongoing games where someone else have already picked Mercy. But now with this group finder, I can make that not happen. Threw some random clips in at the end. FAQ - http://www.iamironclaw.com
Views: 3189 I AM IRONCLAW!
Amiga Longplay [036] Pang
 
32:25
Questions?: http://youtu.be/aZ1bcsIgwWM One life, hardest difficulty. Such a great game! I've played it before, but only on the easiest difficulty :P, but now on the hardest, I saw stuff I've never seen before - bonus items falling, CREATURES, more music (as I usually finish a level on the easiest with plenty of time left, I never heard the other two versions of the timer music, or at least don't remember hearing them before). I never even noticed the intro music, maybe because I don't wait and just hit fire to start the game, but I can't recall EVER hearing or seeing the intro part (blue text flying around etc), so maybe it was cut away from the cracked version(s)? Don't know. Anyway, it was fun to play and VERY hard :) 14:36 - full version of the tune (I press fire on the others to get to the action quicker) 19:02 - LOL, so close!
Views: 6531 I AM IRONCLAW!
Amiga Longplay [082] Smurf Rescue (PD)
 
09:27
Subscribe: http://tinyurl.com/iamironclawsub Twitter: https://twitter.com/IronclawFTW My website: http://www.iamironclaw.com Yet another Amiga game by Hipoonos. His previous one (and his very first game ever) was "SuperTed: The Search for Spot"; this time it's Smurf Rescue. Expect low frame rate, bad collision detecton, etc, as it IS made in Backbone after all. Overall, I think this game is a step-up from SuperTed in several ways. Good work, Hipoonios! I had a hard time jumping high enough (always released fire a millisecond too soon) to land on platforms, and even LANDING on them. I either kept missing or gliding off them. I personally would not have used Backbone's "acceleration", which is used for making the player slide on the ground. I missed the second smurf in the beginning on level 1 and had to go all the way back :P It was supposed to be a practice run so didn't pay attention. I found some things that bothered me (as I'm a nitpicker), which I've told him about, but he feels the game is good enough and he will probably not fix them. I will mentioned them anyway in case he ever feels like doing it, so he will have a handy list ;) 1. The images in the game is 320x240, but the game itself (when playing) is 320x256, so the game will have black space above and below. He said he first planned on having the game in 320x240, but later forgot to change the pictures when he made the game taller. 2. Some of the pictures (like the 2 after the floppy disk loading screen) doesn't have pure black in them (not talking about the text), it's instead dark-grey. He should have made the image darker or just changed the dark-grey to black. (also green pixels around the S and F that should have been removed). 3. Smurfette on the "GET READY TO SMURF!" picture is WAY too dark. 4. The color area behind the 3rd smurf to the right in the panel has blue, it should be green. 5. The squirrel is missing his top part of the tail. Maybe the game it's from doesn't have anything there, but I would have drawn the missing piece, or at least drawn a rounded black line to top it off. 6. I killed the cat boss first before taking the smurf, or you would not get to hear sound he makes when he's defeated as the game just skips to the next level immediately. I could have gotten the present if I jumped on the bird to get over the cage (but would just have lost a heart anyway, which I then would have regained, so didn't matter), or skipped an earlier smurf. He could have fixed this sound issue if he had placed the same death frame several times in the animation for as long as the sound lasts, as the game doesn't go to the next stage until all frames has been played. 7. Smurfette's crawling animation is a SWIMMING animation :P Yeah, she didn't have a crawling animation so he went with the swimming one instead, which he told me he should just have left out instead, as crawling/crouching is not really needed in this game anyway. 8. Minnie Mouse has just one frame for crawling, so it doesn't animate. Wouldn't have taken many minutes to make a second frame, just move the arms and legs a bit ;) That's enough :) You can get the game here: http://www.hipooniosamigasite.org/smurf/
Views: 3754 I AM IRONCLAW!
Amiga Longplay [142] Shinobi
 
25:55
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) Two versions exist; one published by Sega, and one by Virgin. All Shinobi (Amiga) videos I looked through on YouTube (two of them were longplays) were the Virgin version, so I decided to do the Sega one to see if there were any differences. I noticed the Sega version is the US version, and Virgin is the Europe version. As I did the US version, the game and music ran slowly as I always play on a PAL Amiga (50Hz/fps), so I played it in NTSC to get the proper speeds. Although not a smooth frame rate in either version, the Sega version ran much smoother than the Virgin version. Doesn't seem like it can be solely to the extra 10fps. Just look at any of the Amiga Shinobi videos and compare it to this one. The text in the beginning is different between the versions. This Sega version starts off by saying: S H I N O B I (TM) INTERNATIONAL VERSION While the Virgin version says: THE SALES CURVE PRESENTS ..... S H I N O B I The last boss needs to be defeated 3 times in the Virgin version, but only once in the Sega one. Which makes the Sega (US) version easier. Man that bonus music is LOUD. Yup, I don't do volume control as I keep it original, was tempted though. I usually center the screens in my longplays if it's a game that has them all over the place, didn't bother this time. Besides, they are not centered on a real Amiga anyway, but would look better. 05:23 - Showing how I can't hit enemies if I'm not on their floor/plane. 20:50 - This is the last bonus level, so failed on purpose to show what happens. 24:45 - Last time I can die, so did that to show what happens (you know, like the sound effect and death sprite stuff).
Views: 588 I AM IRONCLAW!
Dead and Buried (Rift/CV1) - Tried some multiplayer Quickdraw, and it was so cool!
 
26:51
►Subscribe: http://tinyurl.com/iamironclawsub ►Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) My best VR experience so far. I thought I was entering another practice place, but to my surprise, I was up against other players in Quickdraw. I wasn't ready to duel other players yet and wanted to practice some more, but eh, I did kill some of them at least :) Had problem with the thumb trigger, it didn't register properly, so kept fiddling with that a bit here and there, in case you wonder what was doing. I'm sooo gonna practice and then return to defeat a bunch of people! :D My setup is about 2x2 meters with 3 sensors.
Views: 2523 I AM IRONCLAW!
The Death of a Game Master (Ultima Online animation)
 
03:40
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) Made loooooooooooooooong ago, and back then my grammar and spelling were TERRIBLE (still is, but not as much). I used to play Ultima Online a lot. Think I played it for 7 years or something. This video makes more sense of you know stuff about Ultima Online. The hiccups in the sound is because I didn't know how to sync the sound with the video back then, and it kept going out of sync, so my only solution I could come up with was to split the music every now and then, as that would resync it all. I think I probably used "event" sound when I actually should have used "stream". Today I know all this of course, and wouldn't have those problems. Couldn't even make the parts of the music play exactly from where the previous parts ended. No need to try the email or website address, it's dead long ago.
Views: 466 I AM IRONCLAW!
Amiga Longplay [100] Inherit the Earth - Quest for the Orb (Eng/AGA)
 
03:34:54
►Subscribe: http://tinyurl.com/iamironclawsub ►Twitter: https://twitter.com/IronclawFTW ►My website: http://www.iamironclaw.com ►Please thumbs up if you liked this video Awesome game with great graphics, music and voice talents (IMO). The intro voice reminds me of the one in the intro of Hammer of the Gods. Didn't look up the names if they were the same person or not. Spent over a week on recording this game. Mainly because I get bored so easily when there's a lot of talking (almost died once when trying to play through FFVII on PS1). So only did 20-30 mins at a time whenever I felt like playing. I'm not a fan of talking in games. Usually when I record adventure games like these, I talk as little as possible. For example, I only talk to the ones needed to complete the game. This time, as I felt the game deserved it, I talked to everyone and showed every dialogue I could. So, much more lore/info/stuff than I usually care to show. I also don't like to waste time on looking at useless objects, but did that as well as it "brings" more to the game. But, not all of them of course - I played ahead first and looked at everything so I would know which ones I wanted to include when I recorded. To me, a longplay of an adventure game like this gets REALLY boring if the player looks at everything - "It's a lamp", "it's a chair", "it's a carrot", nice window"... ZzzZz This game came on a CD32... CD. I could select between CD32, AGA and ECS. I chose AGA. I'm sure there's no difference between the CD32 and AGA versions. 00:09:24 - Started using the 1, 2, 3... keys instead of pressing the text in the "conversation screen" (as the manual calls it) with the mouse. Much more convenient for me as my mouse suck + after I've selected a text and then returned to the conversation screen, I have to move my mouse to highlight the text every time if I want to say something new that has appeared in the same place. Maybe not so good if you wanted to read the text first, as I tend to do it quite fast most of the time. You still get the gist of what it's about when you hear him talk, and if you want to use this video as a walkthough in case you play it yourself, np, as you can just select any text option till all of them has been used and you will have done right. 00:22:39 - Been using the default interpolation in WinUAE since, forever. It makes the sound... sound clear and OK enough, but for some games (depending on instruments used and stuff) there's sometimes constant beeps/tones with the instruments in the music. I've never wanted to change this setting as I already have enough trouble with clicks, sound delay and other things, so didn't wanna make it worse... so never tried recording with higher. But did some quick tests and will from now on use the higher setting (default is ANTI, new setting is RH). Not as sharp and clear now, but at least no "beeps", or whatever to call them. 00:32:25 - BOOBIES joke! 00:37:36 - Didn't have to talk to her again before I have the item she wants, but did it to piss her off a bit :P (and to show "more" of the game)... fun when she sort of scuff (or whatever to call it) me out. 00:33:50 - Noticed a cup, so checked the walkthrough and there's no mention of it. As a girl in the beginning of this place was looking for a cup, I figured it had to be hers (I'm SO clever!). Not needed to complete the game of course, and no reward, except a thanks, which is OK I guess. 00:39:55 - Showing the Game Options screen, dialogues on and off... 00:40:34 - There's a little bit of gfx error on this screen. Wouldn't go away no matter what I did. I tried restarting the game and even other settings in the emulator. 00:43:55 - Hovering the cursor over the elks just to show their names. Can't talk to any of them except the King. If I try, the conversation only starts with the king. Meh, wanted to talk to the lady in blue. 00:55:22 - I can either trick or bribe the guards to get them to open the gate and let me in. BUT, after doing one of them and they open the gate, the option to do the second thing to make them open the gate is still there (probably not intended), so I made them open the gate again, while it was still opened, this glitched the gate a bit (00:58:05). 01:05:10 - There are key shortcuts for moving the text up and down, but they don't work properly. The arrow lights up, but it doesn't scroll. 01:08:53 - Waiting a bit till they've said everything and it starts over. 01:36:37 - I like part with the talking orb. Also, I love the ferret lady's voice :) 01:50:53 - According to the walkthough, this is the time I should use the second option to make them open the gate, but as I could use both before, I didn't have to use any this time. And, as usual, "Your description is too long". Will write some more in a comment under the video...
Views: 5007 I AM IRONCLAW!
Amiga Longplay [123] Batman: The Caped Crusader
 
59:45
► Subscribe: http://tinyurl.com/iamironclawsub ► Twitter: https://twitter.com/IronclawFTW ♥ Please comment, rate, share, subscribe... ;) I much more prefer the C64 version - it has better, longer and more music. More effects and stuff going on. The Amiga version only has one tune that loops forever, and it's only 80 secs long. I found no use for the magnet or the elephant. I decided to at least pick up the elephant for a more detailed icon... should have done the same with the magnet, but no biggie. At Joker's level I needed to low kick rats, but could only do it to the left as my keyboard didn't like the down/right+fire combo, so I remapped them a bit later. For some reason, lollipops stopped dropping from the clowns. Good thing I had enough of the other food. Meh, I so badly wanted to kill the damn birds at the end of the Joker level, but they can't be hurt/killed... dammit! I end the longplay with the game over screens for when dying on the Penguin and Joker levels, and then with the restart option. Special music+sfx version https://youtu.be/Y2iDyYSvSws
Views: 5113 I AM IRONCLAW!
Amiga Longplay [030] Terminator 2: Judgment Day
 
12:28
Questions?: http://youtu.be/aZ1bcsIgwWM Meeeh, had two versions to choose from, picked the wrong one. The difference between the versions are some art in a couple (or maybe more) places. One is the head sliding part, the other is Sarah's face. I prefer the other version (not this recorded one) because the art for the head doesn't fit with the sliding blocks. Sure, this version's head looks better, so does Sarah, but they do not match with the rest of the art style. Some screenshots so you can see the differences: This longplay's version: Scrambled: http://postimg.org/image/iu8byg9yl/ Completed: http://postimg.org/image/jv8knkqy5/ Sarah: http://postimg.org/image/6939hajxp/ The other version (the one I prefer): Scrambled: http://postimg.org/image/smb043kvh/ Completed: http://postimg.org/image/oshjuy3jh/ Sarah: http://postimg.org/image/ze1f6y9v1/ Weird they went with a photo version of Arnold, but the other ones are drawn.
Views: 2260 I AM IRONCLAW!

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