Indoor, Outdoor & Kids' Trampolines

Games That Push Hardware Limits 5 – Game Sack

(Game Sack Theme) – Hello, and welcome to Game Sack! Today I’m gonna look at some
more games that push consoles to do more than you ever
thought they could do. These games take these
consoles and are like, “yeah, you do this”, “no, no, I can’t” “yes, you can, you do it” “okay”. Anyway, a lot of these games
are suggested by you guys and there were some
pretty good suggestions. Let’s start off with some 8-bit games. (cool music from Legend of Heroes) This is Mitsume go Tooru for the Famicom from Natsume and Tomy. This is an action platformer, and as you can immediately
tell from the character design, it’s based on a manga or an anime. In this case, it’s based
on something called “The Third Eyed One”. It plays kinda sorta like Mega Man, except that you shoot your
shot from your forehead. Even though everything is
in Japanese, it’s pretty self-explanatory and
you won’t have any issue figuring this one out. You just shoot down enemies
while avoiding their attacks and pick up the coins they
drop after you defeat them. There’s a shop girl that
you’ll find around sometimes. Here you can restore your
life, power up your firepower, and even buy extra lives. Your new firepower will last
until you lose your life. As you can see, it looks pretty
good, but not necessarily anything you’d consider
out of the ordinary for the system. Well, check out the second
part of stage one here. Not only does it have
some awesome overlapping parallax scrolling, but the foreground even has a transparent
shadow on the background. You rarely even see that
in Genesis games, much less on the NES or Famicom. So that’s pretty awesome in my opinion. There are some sizeable bosses too. Oh, and the music is great. It’s a challenging game,
though it only has five stages, but at least it’s good while it lasts. How about Sagaia on
the Sega Master System? This is actually a port of
the arcade game Darius 2, but they changed the name
outside of Japan because they wanted to make sure that
it wasn’t very successful at all. Anyway, Sagaia on the Genesis
was actually the first Darius game I ever played. It’s okay, though I’ve
never really been a huge fan of Darius, but I think
Darius Gaiden on the Saturn is pretty cool. Anyway, my first experience
with Sagaia on the Master System was on an emulator in the
mid 90’s since the game was only released in Europe. Right away, I was surprised
that they had the wavy flames in stage one here. – [Past Joe] This is pretty
good for the Master System. – [Joe] In fact, they managed
to keep most of the parallax scrolling in the game. None of it ever overlaps though. NES games were much more
likely to feature parallax scrolling than Master System games were, thanks to the special
chips that often came on the cartridges, so
it’s nice to see here. And yes, the huge
battleships are still HUGE! Fairly impressive for the
Master System which rarely ever had parallax scrolling in shooters. (8-bit PSG music) Another Master System game
that was only released in Europe was Road Rash. Yeah, I know I’ve talked
about this one before, but it deserves to be mentioned in a Pushing Hardware Limits episode. First off, the Master
System doesn’t do hills. Most Master System racing
games were on flat land only. Outrun had hills, but
they were extremely choppy and poorly done. Even in its time, I was
disappointed in Outrun’s hills. But look at Road Rash here,
handling them all over the place like it’s just any other day. This game was done almost
entirely by one programmer named Gary Priest. He did what Yuji Naka
couldn’t do with Outrun. It’s also a fantastic conversion
of the Genesis original. Yes, things are smaller and
overall the speed is slower, but check out the two
versions side by side. They don’t look as different from each other as you’d expect. This was even on the Game
Gear, and it pushed that system the same way as well. The majority of the original game is here and if you can’t play it on
the Genesis yet still have a Master System somehow,
you can’t go wrong here. Cheers to Gary Priest for
an amazing conversion. (8-bit music that’s not too bad) The last Master System game
I’ll look at is Aladdin, developed by SIMS in Japan. This was only released in
Europe, but the Game Gear version got a US release,
and it’s mostly the same. It’s not a port of either
of the 16-bit versions, it’s its own unique game. The main thing that’s
hardware pushing here happens in the first two levels. You start off running as
the evil guards chase you so they can inflict their evil upon you. Not only does it have
some really nice parallax, it even overlaps, which is
unheard of on the Master System. Not only that, but you can
see the sides of the buildings change as they scroll
past, which is really cool. Obviously, these are animated
tiles and not 3D polygons or anything, but it’s
still a great effect. Stage two does the effect
even better anytime you jump over a gap, not to mention the
colorful layers of parallax in the background. Unfortunately, they weren’t
as ambitious with the rest of the game as there’s no
more parallax but it still looks pretty good for the system. Overall, it’s a fun game that’s
not like the other versions. Here’s Contra The Alien
Wars for the Game Boy. That’s right, they ported
Contra 3 for the Super Nintendo all the way down to
Nintendo’s black and white portable system. And considering how much
less power the Game Boy has compared to the Super Nintendo,
Factor 5 did an amazing job. The first thing you’ll notice
is how well the introduction sequence captures the
original, with the wavy lines going up and down as the
city gets demolished. The game itself also looks very
good, but since the Game Boy has fewer buttons, things
have been simplified. For example, you can only
carry one weapon now, and you need to press
Select to use your bomb. Of course, some other things are cut back. The hoverbike stage is
missing, and even a few minor boss fights are missing. But man, the first few
stages are nearly 1:1 in stage design and enemy placement. That’s what impressed the hell out of me. Of course, the parallax
scrolling is mostly gone, and there are fewer colors on screen. In fact, there are no colors on screen. But still, they managed to do
a great job with the visuals, and it all feels about
as close to Contra 3 as it possibly can. Even the overhead stages
are here, though they no longer rotate of course. The music is really faithful, and it sounds great for the
system, a truly excellent port all around. This is Toki Tori for the
Game Boy Color, which was published by Capcom. In the beginning, someone
is stealing all of the eggs! Oh no! But fortunately, you
hatch just in time to see all of your brother and
sister eggs being kidnapped. With complete self
awareness all ready in place only seconds into your new life, you decide to set off to save the eggs. This is a puzzle platformer, a
genre I don’t really care for much at all, so I’m not going
to gush about this game being great or anything. But hey, if you like the
genre, you might like this. You need to rescue the
eggs on each screen. You have different powers to
do this, and you have limited use of them in each stage. And the game gives you exactly
what is needed to complete each stage, no more, no less. And it’s constantly
introducing new powers. But what’s cool about this
one is that it has some overlapping parallax scrolling
which is hardly common for a Game Boy Color game. It’s done really well
though each area generally doesn’t move around a whole lot. It’s likely done via animated
tiles, which means the background tiles are
animated to give the illusion of parallax scrolling, even
though it’s really only a single plane. I love it when developers
take the time to add touches like these to their
games, when they really don’t need to. And the music is really
good too, even though it’s full of arpeggios,
which I’m generally not fond of in my 8-bit game music. Sounds great here though. (arpeggio-laden 8-bit music) If you remember, in the
last episode I talked all about the Game Boy
Advance, well I’ve got more Game Boy Advance game to talk
about, because that system was maybe a bit more powerful
than we were initially led to believe. Gonna get to the bottom of this! (sweet music) This is Crazy Taxi Catch a
Ride for the Game Boy Advance. Interestingly, this system
did have some rudimentary 3D abilities which even
included texture mapping, and Crazy Taxi Catch a
Ride here utilizes this. It’s kinda amazing to be
playing a portable version of the arcade and Dreamcast game. However, not everything here is truly 3D, as the other cars and the
people are actually sprites. Sadly, the game doesn’t
play as well as you’d hope. It feels really slow and there’s
quite a bit of control lag. It also doesn’t offer the
licensed soundtrack that we’re all used to, not really
a big surprise there. However, the crazy box is
still in here, and the events are just as difficult,
if not even more so. I mean, it can be hard to even see what you’re supposed to do. It’s not a game I’d really recommend, but it’s interesting to see it in action. (crappy music) Here’s V-Rally 3 from
Infogrames and Atari, also on the Game Boy Advance. This is a rally racing
game, and it pushes polygons pretty well on the system. Honestly, I’m surprised
at how well it’s done. Yeah, there’s some texture
warping going on here, but don’t be fooled, this
isn’t the PlayStation, this is the Game Boy
Advance, make no mistake. Moreover, the game controls really well, and it’s actually fun. It even feels like
there’s a sense of speed. Basically, you’re just
racing against the clock all by yourself with none
of the evil enemy cars on the track at the same time as you. Before some tracks, you
can change your equipment settings based on the
track you’re about to race, and repair the damaged parts of your car. The game is really easy,
in fact I couldn’t lose no matter what. I always came in first place. It does get a bit tougher
during the snow and ice stages, but you’re still gonna win. Besides the difficulty, the
only other disappointment is the sound. All you hear is your
engine and your backfiring when you switch gears. (tinny car noises) It’d be way more entertaining
with some sort of Euro-techno trance music or something. Because when you think rally
racing, you think Euro. And when you think
Europe, you think techno, at least I do. Otherwise it’s a decently fun
game that’s pretty impressive. (wimpy car noises) – [Game Announcer] Checkpoint! – [Joe] The port of Stuntman
was made by the same team who gave us V-Rally 3. And it has similarly
impressive driving graphics. In this game, you’re a
stunt driver and you need to do stunts things in your
car as the movie director tells you what to do. Yeah, because that’s how
movies are made in real life, with no preplanning
whatsoever, the director just giving you commands on a whim. Oh well, that’s okay, it’s a video game. Sometimes you’ll need to
smash through an item, go over a jump, pass cars
on one side or the other, things like that. Unlike V-Rally 3, this
one feels a bit slower, but it’s not bad. It’s definitely a lot more challenging, especially this ice stage
where you need to keep up with the car in front of you. The voices of the director
aren’t that great, but otherwise this is a
technically impressive game. I definitely admire the concept. – [Director] Hit the object. Narrow passage. Action button. Checkpoint. Jump. Hit the object. Narrow passage. – [Joe] Up next is Smashing Drive, which was published by
Namco, once again for the Game Boy Advance. Of course, this is another
car game, but it’s CrAzY!! Okay, that was dumb I’m sorry. But this one does have
a pretty crazy concept. Basically, you’re a taxi
driver and you have to get your passenger to his
destination before your rival. Because the other passenger
is going to the same place, at least I think that’s what’s going on. The game is kind of a mess. Basically you drive a
mostly predetermined route which has lots of jumps and shortcuts. You use these to grab
orbs which will let you cut through traffic and do crazy things like blow them away with your horn. (car horn) You absolutely need to grab
as many of these as you can, otherwise you stand no
chance of winning the race. And it’s often hard to see
the jumps or otherwise how to get to some of these powerup orbs, mainly due to the low resolution. Still, it controls nicely,
and it moves well enough to be perfectly playable. Not only that, but many
stages have a song that plays in the background with
some dude singing to you. (weird song and car noises) It can be pretty tough
some times, and fortunately there is a password. Check this one out. (another weird song) The Game Boy Advance
had a surprising amount of first person shooters. It has a fairly decent port
of Doom, with bright green blood and some silly music. Doom 2 was pretty much
the same in terms of its technical presentation, and by that I mean not bad at all. Even Duke Nukem made it
to the system in the form of Duke Nukem Advance. This is an exciting new
Duke Nukem adventure and not a port of any of the originals. It’s designed for the
system, and as a result it’s pretty impressive, at least visually. The game runs very fast,
and sometimes even as quick as 60 frames per second
for very quick spurts. And it doesn’t seem like a
lot of detail was sacrificed to achieve this kind of performance. It plays like you’d expect a
90s era first person shooter to play, because that’s
exactly what it is, despite being released in 2002. You run around, shoot aliens,
pick up weapons and ammo, flip switches, go through
doors, and do it all again and again. Aiming is easy, and you don’t
need to worry about looking up or down. You do have a jump button
though, which takes the game to the next dimension and beyond. The only thing that bothered
me is that there’s no music as you play. Instead, you get constant
sirens and klaxons wailing which can be annoying. But at least you get a
lot of Duke’s one liners, which will remind you of
your angst filled years as a 90s teenager. – [Duke] That’s gotta hurt. – [Joe] There are other first
person games on the system, like Ice Nine here, which run nearly as well as Duke Nukem Advance. You even get to go outside
and see plants and water and stuff, which is of
course way better than doing that in real life. There’s also plenty of others,
like James Bond: Nightfire which do not run as well,
though it’s still impressive for the system. It runs slower and at a lower resolution. Out of all the first person shooters here, I’d say that Duke Nukem Advance has the best combination
of impressive graphics and fun gameplay. Okay, for this last
segment, I’m gonna look exclusively at some 32-bit games, even though the Game
Boy Advance is 32-bit. However, I’m gonna focus
mainly on the Sega Saturn, with a dash of PlayStation. My shirt says Sega Saturn
on it, thus the bias. (sweet-ass music) ♪ Everybody’s Super Sonic racing ♪ – [Joe] Sonic R on the
Saturn is a racing game that’s generally pretty
easy to hate at first. I mean it has some of the worst
controls in any racing game, track designs that aren’t really very fun, and a big complaint when it was released was the music with the singing. Honestly, the game can
grow on you somewhat, but I always felt that
the controls and a couple of the track designs
could have been better. Like a lot of games from that generation, it sometimes feels like it’s
hard to move in a straight line because you’re constantly
oversteering and trying to correct yourself. The game takes too long
to respond to your inputs, so you input too much and oversteer, but that’s not why I’m
talking about this game today. I’m here to show you what
these graphics are doing on the Saturn, I mean check it out! We can see right away
in the title screen that we’ve got some fancy stuff going on here in the reflection in the letter R. That’s just crazy! It even does this during
the loading screens, how is this possible?! And as you may recall, pop
up was a pretty big issue in games back in this generation. However, instead of just popping in, the polygons here all gradually fade in. But wait, the Saturn can’t do that. It can’t do transparencies,
remember, especially on the polygons! What kind of black magic is
happening inside of my Saturn?! But here we are, witnessing
it happen in real time, not only that, but there
are instances of lighting here and there on some track,
and it makes things look nice. The final track is completely transparent, and it has a cool moving
Mode 7-like texture gliding over it. This is the only level where the graphics don’t fade in from the distance, and that’s because everything
is already transparent. The programmer who did
all of this, Jon Burton, explains how he was able to
accomplish most of these things over on his YouTube channel, Gamehut, so be sure to check it out. And I can’t imagine anyone complaining about the music anymore. It wasn’t composer Richard Jacques’ idea to include the vocals, but they’re cheesy enough to the point where
they’re almost endearing. However, you can turn the
vocals off if you want as well. ♪ Living in the city, you
know you have to survive ♪ ♪ You got to keep that dream alive ♪ ♪ Where everything is
free, can’t you see ♪ ♪ Living in the city, you
know you have to survive ♪ ♪ You got to keep that dream alive ♪ ♪ Where everything is
free, can’t you see ♪ – [Joe] How about
Powerslave on the Saturn, also know as Exhumed. This first person shooter
really puts the 3D capabilities of the system through its
paces, as it was the first game to use the Enslaved engine,
developed by Lobotomy Software. First of all, it moves fast
and at a very respectable framerate for the time,
certainly more than we were used to seeing in similar
games on the console. The control feels utterly
smooth and precise if you use the Saturn
3D analog controller, and everything is very responsive. I remember back when buying
this game when it was released, I was really surprised
at how well it performed. As a game, it’s unique for
its time as it involved a lot of exploration and even backtracking as you get new abilities. Could it be the first 3D Metroidvania? The answer is no, because
it’s neither Metroid nor Castlevania. Again, except for that part
where you kill Dracula. My point is though, is
that it’s not a basic first person shooter of its
time where you just run around a maze and open doors,
though there is a lot of that here too. The sound is decent, with
loud and clean samples, though the large majority
of the music is in mono. They even got Don LaFontaine
to do some of the voices, and back when this came out,
it was very unusual to hear a familiar voice in a video game. – [Don] Unknown forces
have seized the city, and great turmoil is spreading
into neighboring lands. – [Joe] Oh yeah, and I
almost forgot to mention the cool dynamic lighting
that happens sometimes. It looks really good, and the Saturn isn’t supposed to be able to do this. Well, they did it anyways,
and it’s a great effect. This game was also
ported to the PlayStation and the PC. (game sounds) Next is Duke Nukem 3D,
which was ported by Lobotomy and they used their
Enslaved engine to do it. Once again, it runs really fast and smooth with very few hiccups. Sega’s analog pad works
great, and it helps you to kill the aliens that have
kidnapped Earth’s women. Everything looks amazing
for the system, including the dynamic lighting. Of course, the game can be
pretty crass, and you’ll have to cover your ears
sometimes as there are scary cuss words which will absolutely
destroy children’s lives if they hear them. As a game, well, you run
around a maze killing enemies and grab keys to open
doors so you can move on, pretty basic stuff. I’ll be the first to admit
that I’ve always sucked at this game, and I’m not
really very fond of it. I think the Game Boy Advance
game is actually more fun, but this is pretty
impressive for the Saturn. (synthesized gunfire) If you think Powerslave and
Duke Nukem were impressive, then you definetely need
to see the Saturn port of Quake. Once again, this was
also handled by Lobotomy, and it uses a beefed up
version of the Enslaved engine. It has identical controls to
Powerslave and Duke Nukem, and it feels smooth and
honestly quite wonderful with the Sega 3D analog pad. The levels in Quake are far
more complex than those found in Powerslave and Duke
Nukem, and as a result, it can run at a lower framerate sometimes. But it does its best to keep up, and is still very impressive. There’s plenty of examples
of dynamic lighting again here. In fact, there’s lighting
here that wasn’t even in the fancy-shmancy PC original. It all looks awesome. In Powerslave and Duke Nukem, the enemies were all 2D
sprites, but here they’re all 3D made out of a bunch
of polygons which requires more system resources. I’m amazed that this game
doesn’t bog down a hell of a lot more than it does. The game is quite dark, and
it can be tough to enjoy on a modern display. It’s easier to see on
a CRT, but even there can be pretty dark. Fortunately, I’m looking at
a CRT as I’m recording this, otherwise I might get lost forever. I believe this is an artistic
choice, and of course the designers of Quake
didn’t have flat panels in mind at the time. The music is really eerie and I love it. (eerie music and gunfire) As far as gameplay goes, it’s your typical early first person shooter. You guessed it, you gotta
run around, shoot bad guys, get keys or cards to unlock
doors to precede further, blah, blah, blah. I’m not a huge fan of
first person shooters, but I’m always surprised at how much I’m starting to enjoy
some of these older ones. I think I like Quake on
the Saturn a lot more now than I ever could have
back when it was released. (eerie music and gunfire) Finally, here’s Driver
2 on the PlayStation. Out of all the Driver games
mentioned in the comments on the last video,
Driver 2 came up the most so that’s why I chose this one. And if you don’t like it,
blame yourself, I listen to the comments, it’s your fault. Anyway, wow, this is
basically like a modern Grand Theft Auto on the
friggin’ PlayStation! Now don’t get me wrong, it’s
certainty not as polished, but I’m blown away by what
it’s able to accomplish. You have an open 3D world
to wander around in. The cities certainly feel bigger
than they look on the map. The game consists mostly
of driving missions, hence the title. You have a damage bar
which tells you the state of your vehicle, as well as a felony bar. This is basically your wanted level. And yes, you can even get
out and steal other vehicles on the road. There are multiple cities in the game, and it spans two discs as a result. The controls take a
bit of getting used to. For example, you need
to press up and triangle to enter or exit a car. You can’t run in a straight line, though you can drive in one. Also, the game turned
the analog controller off more than once at the
beginning of a mission, so I’d suggest just
playing it with the d-pad. The game packs a lot of
content that’s really surprising for the system,
and it even manages to have a few nice effects,
like streaking lights during the night. Not really my type of
game, and I much prefer Grand Theft Auto, but it’s
still crazy impressive that they were able to do this
on the original PlayStation. Can you believe it? Well you better, because here it is. (police sirens wailing) And there you go, more
games that defy the physics of reality to blow our minds
into the next dimension. Whatever that means. Anyway, be sure to check
out our other episodes about games that push hardware limits, and let me know if you can think of others that haven’t been covered
that do some crazy things. In the meantime, thank you
for watching Game Sack. (Game Sack Credits Theme) Well, Sonic R, it’s
time for you to go back on the shelf for another 15 years or so. But what game should I
play that truly exploits the magnificence of the Sega Saturn? Ooo, I know. How bout Street Fighter:
The Movie: The Game, let’s do it. (punching sounds) Ah man, screw this, I
don’t want to play alone, who should I play with? – Leave it to me. – Craig Stadler, oh hell yeah!!!!!!! – I can see you’re gonna
be a difficult opponent. – Damn it Craig Stadler, quit cheating. – Don’t be nervous, or you
won’t be able to play your best. – I’m not nervous, you’re just cheating. – I’m pretty strong at crunch time. – Oh yeah, well try this on for size. – You’re playing much better. – Damn straight, I rule
at the Sega Saturn. – Can you take the pressure
of an imminent victory? – You mean glory? Yeah, I think I can. – I’m gonna have to lay up. – Oh, Craig Stadler, I
don’t even want to visualize that, okay? – Think you can get it inside mine? – Ahh, no no, just,
just get ready to lose. – I’m gonna drain this one. – Wait, no, no, no! – Drained it! – Dammit Craig Stadler, I’m done playing Street Fighter: The
Movie: The Game with you. – Don’t give up too early. – Screw you! – Mmmm Think you can get it inside mine?

Reader Comments

  1. What games do you feel that push hardware limits that haven't already been covered in the 5 episodes made about this so far? I'm always looking to be blown away by stuff!

  2. Duke Nukem 3D was the first game I saved up and purchased on my own, my cpu ran it great…except for no sound, because I needed Sound Blaster 16; not pro.

  3. Maybe it's because I played the Sonic R on the on Gamecube via Gems Collection, but I had no problem with the controls. I also noticed that people who complain about the controls seem to use up on the joystick to accelerate and hardly uses the buttons. Do people do that on purpose? Wouldn't it be common sense to use the accelerate button, the drift buttons, AND the jump button to get around the tracks?

  4. Hey, Shenmue 3 is actually pushing hardware limits too. It's not even a AAA title, but PS4 pro can't run it at 60 fps, and on pc, a 2080TI can't consistently achieve 60 fps at 4K =)

  5. The old school FPSs were a lot more fun in my opinion. I stopped playing FPSs after Half Life when they started entering hardcore simulation territory. They should have learned from MS Flight Simulator that it’s not as fun!

  6. 1:34 Ristar and Castlevania on Genesis have a similar transparency effect.

    V-Rally 3 is usually the game I like to mention when people say that the Gameboy Advance was just a portable SNES.

  7. Missed the Chance to show the onboard view on vrally for the advance .. that view is hella impressiv and the best way to Play it ..

  8. Asterix and Obelix was a 3D platformer on the GBA

    Virtua Cop 2 and Sonic Jam come to mind as impressive Saturn games

    I’d say The Italian Job is an even more impressive open world game on the PS1 than Driver 2, Die Hard Trilogy predates them both

    Other impressive PS1 games would include the Crash and Spyro trilogies, Toy Story 2 and Racer, Time Crisis Project Titan, Ape Escape, Croc, Batman and Robin, Tomba 2, Speed Punks, C12 Final Resistance, MediEvil and Vagrant Story

  9. Cool video. Wanted to mention the 3D transitions! Wow! How did you deconstruct the layers of the games like that?

  10. Quake on the Saturn was my 1st ever fps, i never really thought about how impressive the port was at the time but looking back it certainly had some impressive lighting effects and it ran very well considering the amount of polygons it was chucking around, certainly put Rage software & their port of Doom to shame.

  11. SO SUBSCRIBED. I've been looking for someone who can explore, reference, and break down how and when we push these things to their limits. And I appreciate the reference to Jon's YouTube channel GameHut where I'm sure to get more of this goodness. <3

  12. Final Fantasy XII on Playstation 2 has always amazed me with how they render the faces like anime on 3d characters, the lightings, the atmospheric and artistic environments, featuring light work and day/time cycles and the sheer, ridiculous size.

  13. Have you guys covered Ranger-X for Mega Drive/Genesis? It's one of the ONLY games the pushes all the way to the 64 colour limitation of the system; it plays as good as it looks, too!

    Heck, there's a LOT… now I gotta go through a list of your prior episodes so I don't offer already-doneskis.

  14. I like how in your commentary, after you've explained something, you'll always follow with a good amount of no commentary gameplay with its attendant sounds and graphics to play, so that we can process what you just told us. Love this style of production, it's rather zen-like, with the ebs and the flows, the fasts and slows, an arc.

  15. 4:11 that comparison is wayy too close, it's like if Gran Turismo 2 almost looked as good as GT3. That right there is proof that the Genesis released too soon after the Master System. As I've said before, the Gen is a beast, TForce IV, Alien Soldier + plenty others will spell that out for you but I assert that a 1990 release date with a larger palette, a 10mhz cpu and maybe mild scaling capability would have been the ultimate 16-bit machine from Sega, I wish that's what we got.

  16. Game Sack has an official discord so if you are interested in joining or just wanna peek and see how lame it is, you can do so here. ❤️️ This is Joe's Discord. Not fan made.

  17. Trent Reznor made the Quake 1 soundtrack, everyone always forgets to mention that. Makes the game feel like an extension of the video for "Closer" or something.

  18. So when you have both Quake and Duke Nukam saves on your saturns internal storage, there is a bonus game on one of those disks.. Not sure what it was, cant remember, but it was damn addicting..

  19. I always see people complaining about Sonic R's controls, but I don't remember having that many problems with it. Maybe you guys are doing something wrong or just haven't played it enough and need to git gud. I enjoyed the game quite a bit.

  20. 3eyes story is "pretty self-explainatory"?? i spend one year in childhood trying to figure out that you have to press & HOLD B button to conjure this fucking trident to get through the first level! =)

  21. @19:00 I dunno how people can hate the Sonic R sound track, sure it felt odd having these kinda songs in a sonic game but you gotta love the vocal artist~ TJ Davis. Lot of the music sounds so great~ ive had em on my playlist for ages!

  22. Anyone else see the flamethrower flames as shades of orange from around 7:02 ?! Seemingly Konami created colour on the monochrome gameboy, we just had to wait for capture devices before we could see it !

  23. Great ending skit. I would love to see Legend of Legaia for the Sony Playstation mentioned in a future episode of Games That Push Hardware Limits, and if not, any episode that would fit the criteria for said game to be mentioned and shown in it.

  24. The game road rash was in the United States…… I play that game it was really good game…. The second road rash was better…..

  25. Damn Joe, you really don't like Naka san,i know he's mostly more miss than hit but I feel that if you run into him, you'll punch him on the face

  26. The Three-Eyed One (Mitsume ga Tōru ) was a manga in 1974 that ran until '78, in 1985 it became an anime series & a second series was made in 1990.

  27. How about Toy Story on the Megadrive, was that doing anything tricky behind the scenes, seemed like such a big, detailed game when i was young.

  28. i dunno what that effect is you're using between games, where it pauses and turns the layers side on, but damn that's cool, shocked i didn't see any comments about it.

  29. I think Mother 3 is an impressive GBA game on the sound side. Some of the instruments sound real. Sometimes it sounds like your actually at a Jazz concert. However, the hi hats are the weak part.

  30. I can’t believe that Smashing Drive port is actually running on a GBA, that looks and sounds remarkably close to the real thing. I loved the arcade game and, call me crazy, liked it better than Crazy Taxi. The GameCube port was the 2nd or 3rd game I ever got for that system and one of few I still actually return to. So much fun

  31. Thanks. 🌿🌷 From playing quack 2 in PS1 and quack 3 in pc I have a diary and it was interesting in those years… 💖❤🎮 👍😊

  32. i felt every sms game was special back in the day as if we looked over at a comparable the nes, we were better.
    BUT ALSO IF YOU NEED SOME PERSPECTIVE AT THE SAME TIME YOU HAD THE ZX SPECTRUM (another 8bit system that was just funny coloured lines and shit) WHICH made you feel just that more special you had a sms .. omg 5:23

  33. i don't know if people said it or if Romhacks are valid but…
    Sonic Next Level Push the genesis (on the audio more specific) to do unbelieve things

  34. I did check out a rom of Darius II on the SMS… man that would've been impressive on the Genesis, and this was running on the master system! definitely a lot of other great picks I may have to hunt down those Saturn FPSes!

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