Hey guys. I'm Doga from DogaDoga TV.
In the last video, I unboxed the SNES and,
this time, I will try to play games.
If you haven't watched the last video, please check it first.
All right, let's start.
What shall I play first...
hmm
First, I'll play Super Mario World.
Aw... It's been a while...
Ok, Mario A, B, C...
I choose 1 Player Game..
The sides of the display are blacked out.
It's strange for me that it's written in English.
Aww
Ok.
This controller is also nice.
Lol
Let me play again.
I think that I became a poor player...
There you go, Yoshi.
I like this controller.
This is just the same as the original one.
I think the size is the same as the original one.
and it's easy to hold.
Ok.
I cleared stage 1 and
With the reset button...
You go back to the home screen.
In the bottom left corner, you see the game that you played just now.
So you can go back to the point where you saved.
You can quickly start again.
Yes, I was right.
At first, I thought that this reset button was
just a fake one but this button is important.
You can save the data over.
So next...
What shall I play...
How about Street Fighter 2 Turbo?
I used to play this often when I was a kid.
Oh...
The pixelation is so rough... hahaha
Particularly you shouldn't play so close to the screen.
It could hurt your eyes...
Wow
Ok, I won.
I checked the direction more carefully.
On the display section,
You can choose the display ratio.
The ratio 4:3 is the same as the original one.
"Pixel perfect" is square.
"CRT filter" is a display that looks like the one displayed
on the old TV.
I guess 4:3 is ok for most of the people.
On the option section,
with the "My play demo" function on,
the last game and scene you played will automatically be displayed
after you leave the screen inactive for 5 mins.
then you can easily remember what you used to play before.
With "Classic Demo" on,
if you leave the screen for 1 min,
the demo will start.
The default setting is on.
With "Screen Burn-In Reduction" on,
you can prevent the TV screen being burned by showing a black screen
after 5 mins.
This reset button is to do a factory reset.
There is also a legal notice here.
The manual button shows you this QR code that
enables you to access the instruction pages online.
You can check more detail on the page.
What I am referring to is also from the website.
I want to play a game that I haven't played before...
In fact...
There is STARFOX 2.
This never came come out before.
Let me try this.
hmmm?
It seems that you have to first clear
the first stage of STARFOX1
to unlock STARFOX 2
I see... I'll play it another time then.
Ok, so let's play Mario Cart then.
Oh, yes.
I always use Koopa Troopa.
I know how to do a speedo-up at the starting point.
This timing. huh?
Eh??
Aww...
But it's very difficult to see!!
It's difficult to keep staring the screen because
the pixels are so bad.
It even hurts my eyes lol
I'm so bad haha
That's it.
It's nice that you can keep the suspended point there.
You can have 4 suspended datas per a game.
I like it.
You should be able to change the frame here too
Yes, you can.
There you go! It's cool.
Now both sides of the display has wood-like color.
This is a nice feature.
That's it. How did you like it?
In Japan, SNES will come out on 5th October.
I recommend you to play these games.
It's very nostalgic and I bet you will enjoy.
Please check my twitter and blog too.
Bye!
For more infomation >> 【English Sub】ニンテンドークラシックミニスーパーファミコンをプレイ!/Let's Play SNES Classic Edition! - Duration: 6:57.-------------------------------------------
Photoshop Tutorial: How to Create a Classic, Retro, Disco Ball - Duration: 10:42.
Hi . This is Marty from Blue Lightning TV.
I'm going to show you how to create a classic retro, disco ball from the heyday of Disco Fever!
I provided 2 files that you can download.
Their links are located in my video's description or project files below.
One is a photo of this discotheque that we'll use to create our disco ball
and the other is a photo of the same discotheque, but cropped to 1920 by 1080 pixels.
Its resolution is 150 pixels per inch.
Open the smaller image.
We'll convert it into a Smart Object, so we can modify it non-destructively.
To do this, click the icon at the upper, right of the Layers panel and click "Convert to Smart Object".
Go to Filter and Filter Gallery.
Open the Texture folder and click "Patchwork".
Make the Square Size: 2 and the Relief: 0.
We're choosing Patchwork instead of Mosaic because the Patchwork filter adds delineating
lines whereas the Mosaic filter doesn't.
Go to Filter, Distort and "Spherize".
Make the Amount: 100%.
Then, click OK or press Enter or Return.
Repeat the filter once more by pressing Ctrl or Cmd + F. Then, press Enter or Return.
Open your "Elliptical Marquee Tool" and go to a corner.
Press and hold Shift as you drag a circular selection to the opposite corner.
Click the Layer mask icon to make a layer mask of the selection next to the disco ball.
Convert your disco ball with all its filters into a Smart Object.
To place the ball onto the background, press "v" to open your Move Tool
and drag it onto the tab of the disco background.
Without releasing your mouse or pen, press and hold Shift as you drag it down and release.
Pressing Shift kept the ball centered over the background.
Slide the ball up by pressing the Up arrow on your keyboard until it's position is approximately this high.
Name the disco ball layer whatever you'd like.
Make the background active and convert it into a Smart Object.
We'll give the background the appearance of some motion by going to to Filter, Blur and Radial Blur.
Make the Amount: 7, the Blur Method: Zoom and the Quality: Best.
Drag the center point straight up
to a position approximating the center of your disco ball on the document.
Doing this makes the background look as if its source of motion is emanating from the
center of the disco ball.
Make the ball active and double-click an empty area of the layer to open its Layer Style window.
Click "Outer Glow".
If the box isn't white, click it and pick white.
The Blend Mode is Linear Dodge and the Opacity is 15%.
The Technique is Softer, the Spread is 0 and the Size is 250 pixels.
The Range is 50%.
Make a copy of it by pressing Ctrl or Cmd + J
and double-click "Outer Glow" to see it in the Layer Style window.
Change its Blend Mode to Color Dodge and make its opacity: 75%.
Click "Inner Glow".
The color is white, the Blend Mode is Color Dodge and the Opacity is 40%.
The Source is Edge, the Choke is 0% and the Size is 30 pixels.
The Range is 1%.
We want to make a new layer below the active layer.
To do this, Ctrl-click or Cmd-click the New Layer icon.
Name it "Radial Lights".
Open your "Custom Shape Tool" and choose "Pixels".
If you're working on an earlier version of Photoshop, the Pixel icon is here.
Open your custom shapes thumbnails
and click the small gear icon to open your list of custom shape presets.
Click "Symbols".
When you see this message, click OK to replace your current thumbnails with the Symbols thumbnails.
Since I already had the Symbols preset open, my thumbnails remained the same.
Click this thumbnail, which is called "Registration Target 2".
Click the gear icon at the top and tick, "Defined Proportions and check "From Center".
We want to give ourselves more room on our canvas, so zoom out of your document by pressing
Ctrl or Cmd and the minus key on your keyboard 2 or 3 times.
Go to the center of the disco ball and drag out the shape until it covers your entire document.
Then, release.
To fit it back onto your canvas, press Ctrl or Cmd + 0.
Convert it into Smart object and change its blend mode to "Overlay".
Go to Filter, Blur and Radial Blur.
Make the Amount 15, the Blur Method: Spin and the Quality: Best.
Make a copy of the layer and drag it to the top of the Layers panel.
Double-click the Radial Blur of the copy to open the panel.
Change the Amount to 5
and reduce its opacity to 75%.
Make a copy of the layer
and click the Layer Mask icon to make a layer mask next to it.
Ctrl-click or Cmd-click the disco ball to make a selection of its shape.
Go to Select and Transform Selection.
Go to a corner and when you see a diagonal, double-arrow, press and hold Alt or Option
+ Shift as you drag it out approximately this much.
Then, press Enter or Return.
Go to Select, Modify and Feather.
Feather it 200 pixels.
Fill the selection with black inside the layer mask by pressing Alt or Option + Delete.
This hides the radial lights of this layer inside the selection.
Deselect it by pressing Ctrl or Cmd + D. Next, we'll add lens flares.
Make a new layer and fill it with black.
Change its blend mode to "Screen" and name it "Lens Flare".
Make a copy of it and temporarily hide the copy.
Make the original layer active.
Go to Filter, Render and Lens Flare.
Make the Brightness: 75% and the Lens Type: Movie Prime.
Drag the lens flare to a general location that approximates the location of where you'd
like it placed on your document.
Feel free to reposition it if you like.
Make the Lens flare copy visible and active.
Go back to Filter, Render and Lens Flare.
Move the lens flare to a different location
and again, reposition it if you like.
If you'd like to make another lens flare, copy it, fill it with black
and go back to Filter, Render and Lens Flare.
I'd like to make the radial blur that's emanating from the disco ball a little less intense,
so I'll make the top radial blur layer active and reduce its opacity.
This is Marty from Blue Lightning TV.
Thanks for watching!
-------------------------------------------
Star Fox 2 - REVIEW (Super NES Classic) - Duration: 5:44.
"It's about time you showed up fox"" Yeah, it only took you twenty years.
So in case you haven't heard the tale of Star Fox 2, here's the cliffnotes version:
it was a originally planned for release on the Super Nintendo back in 1996!
But despite being finished and ready to ship, Nintendo decided at the last minute to shelve
it, because of the fear it would look too "dated' compared to the then 32-bit competition.
Perhaps a wise move at the time, though one that left Star Fox fans wondering what could
have been all these years since
Well, wonder no more!
Because after, more than 20 years later, the game is finally seeing a proper release as
part of the Super NES Classic.
And that's super exciting--I mean, it's not every day that you're able to experience
a Nintendo game for the first time that you had expected to 20 years earlier.
So the question is, does Star Fox 2 hold up?
Well...let's find out.
So Star Fox 2 is, fundamentally, a very different game from the original.
Whereas the original was a simple on-rails shooter, with every enemy's placement and
movement orchestrated in advance like a space ballet, Star Fox 2 is considerably more complex,
now being an entirely free-roaming affair, allowing you to visit any level at any time,
while always affording a full 360 degrees of freedom--aka all-range mode.
And let me tell you, it feels weeeeird to have this level of control in a game that
looks like, well, the original Star Fox.
On top of this, your Arwing can also turn into a Walker when exploring planets or the
insides of spaceships, which grants you greater maneuverability, but at the expense of speed--and
speed is a big, big factor in this game.
And that's because the clock is always ticking in Star Fox 2.
You see, the World Map is an active battlefield, with Andross's troops constantly advancing
towards Corneria in an effort to destroy it--and they don't care whether you're caught
up in a mission or not--they'll keep moving regardless.
So the longer you take to complete your objective, the more progress Andross's troops can make,
and the greater peril Corneria will be in--because once it sustains 100% damage, it's Game
Over.
Now you can always hit pause during a mission to scope out what's happening on the World
Map--and if things look dire, you can quit the mission to try and intercept Andross's
forces elsewhere--but you'll have to start that mission over from scratch once you come
back later.
So in case you haven't guessed, Star Fox's objective is to eradicate Andross's forces
from the Lylat System--which is complicated by the fact that the planets under Andross's
control will continually launch missiles that home right in on Corneria.
And that's where the strategy comes into play.
Do you go on the offensive to try and wrestle back control of the planets to prevent more
missiles from being launched, or do you go on the defensive to take down Cornerian-bound
enemies and missiles before they can do some damage--but remember, if you take too long,
even more missiles might be launched in the meantime.
Oh, and then there's the fact that your ship's heath is a persistent factor between
levels too, meaning you'll need to be careful to not take too much damage.
So it's a constant battle of assessing risk vs reward--of when to make to go on the attack
and when to hold back.
And the constant threat of Corneria's looming destruction is the heart and soul of Star
Fox 2.
It lends the entire game a sense of intensity--one that makes every action have weight--and thank
goodness too, because the game's core gameplay isn't particularly engaging by itself, at
least in a vacuum of space.
Dogfights consist of little more than taking potshots at enemies that fly straight at you,
before turning around and doing it again.
And the planetary missions aren't much better, requiring you to find a certain amount of
switches to gain access to a base, where you'll navigate some corridors to reach a boss--which
almost always boils down to the same strategy of circling around them while shooting.
The missions are mostly repetitive and lack the meticulous design and skill requirements
of its predecessors' on-rail levels.
It's a little ironic that the greater player freedom comes at the expense of levels that
feel limited by that.
But thankfully , the missions don't exist within a vacuum, and when combined with the
genuinely novel real-time World Map conceit, Star Fox 2 can be quite enjoyable--constantly
pushing you to play better and faster--both to save Corneria, as well as to earn a better
ranking at the end of the game, and eventually unlock the final difficulty.
Oh, and speaking of difficulty, I strongly recommend playing the game on Hard Mode, instead
of the, poorly titled "Normal mode," which I found to be so incredibly easy, that it
undermined the entire point of the real-time conceit.
But once I cranked it up to hard, that's when I really began to appreciate the game's
intricate gameplay.
Now it's impossible to talk about Star Fox 2 visuals without taking into account the
context how the game came to be.
And within that context, Star Fox 2 can both impress--as well as be genuinely ugly.
Some moments honestly blew me away, in that it's honestly hard to believe it could run
on the Super Nintendo--the mere act of being able to fly anywhere, including around giant
space structures, is impressive.
And a few moments even ran at a shockingly smooth framerate, by SNES Star Fox standards.
And one planet-based mission in particular really surprised me when I discovered it had
both an aerial, as well as underwater segment.
There are also some really neat details, like how when a Battleship begins charging its
laser on the World Map, you can see that reflected in the actual mission to destroy it too.
But on the other hand, the game is bogged down by ugly and repetitive interiors--especially
when you discover how much the game can chug during boss battles, with the framerate cratering
to just barely a notch above completely unplayable.
The music too, seemed mostly forgettable, and lacked the awesome punch of the original's
soundtrack--although I do quite like the title screen theme.
So all in all, I liked Star Fox 2.
It's very different from what you might expect, but if you give it a chance, it can
sink its addictive teeth into you--and truly amounts to more than the sum of its parts.
Plus, it's just gosh darn cool to be playing a "new" Super NES after all these years.
Thanks for watching and make sure to stay tuned to subscribe to gameXplain for more
on Star Fox 2 and everything Nintendo
-------------------------------------------
The Secret 2-Player Games of the SNES Classic - Duration: 2:20.
What's better than playing some of the best games ever made?
Playing them with 2 Players of course!
And the Super NES Classic makes no bones about it, by including 2 controllers inside the
box and 9 compatible games, which is almost half of the entire collection.
And not only does the SNES Classic explicitly mark the 2-Player compatible games with an
icon, but you can also group all 9 of them all together for even easier access.
...but what if I told you that that the main menu isn't telling the whole truth.
Because there are actually a couple of more games that also support 2 Players that the
Super NES Classic doesn't mention--and that might be because their 2-Player modes aren't
quite as obvious as the others.
Like Yoshi's Island which hides its 2-Player mode behind a cheat code.
To access it, hold the Select while on the World Map, and then press X, X, Y, B, A..
This will unlock a secret menu that provides instant access to the bandit minigames--including
exclusive 2-Player versions of the Throw, which is like a cross between Simon Says and
Hot Potato like game, and the the surprisingly intense Seed Spit.
They're perfect if you just want a quick burst of competitive action.
Now some people might be surprised to find a pair of RPGs among the 2 Player games, being
Secret of Mana and especially Final Fantasy 3.
But as it turns out, you can add Earthbound to that list--although it's 2 Player Mode
is a little less official than the others--even if it's super easy to access.
Because you can connect a 2nd controller at any, and it will instantly duplicate the functionality
of controller one--yep, both players have full control over the game.
Which leaves it entirely up to the both of you as to how to play.
If you want to have a constant tug of war for control over Ness--sure why not?
Or if you want to play it seriously, you could each agree to take control of only specific
characters during battle--without the hassle of having to pass the controller around.
At the very least, it could lead to some interesting Let's Plays...
And there you have it--a couple of secret 2-Player modes that the Super NES Classic
doesn't tell you about!
Which by the way, technically means more than half of the Super NES Classic's library
is 2-player compatible--neat!
Thanks for watching and make sure to subscribe to GameXplain for more on the Super NES Classic
and everything else Nintendo too.
-------------------------------------------
Super NES Classic Edition REVIEW - Duration: 5:08.
What the NES CLassic did for the 8-bit era, the Super NES Classic does even better for
the 16-bit era--which is to say, it kicks a lot of ass.
By Bringing together 21 of the finest Super Nintendo games ever released, or never released
in Star Fox 2's case, and strapping on a few modern-day features, the Super NES Classic
breathes new life into a library of games that have largely withstood the test of time.
Oh, and it's all contained within the adorable shell of a mini Super Nintendo.
Dawwwww
But before we get too carried away, let's go over some bad news furst: The Super NES
CLassic only has 21 games as compared to the NES Classic's 30.
But here's the good news: Nearly every game here is fantastic.
I mean, you have classic RPGs like Fi nal Fantasy 6, Earthbound, and Secret of Mana,
one of the best 2D Marios, one of the best 2D Zeldas, the best Yoshi game, an awesome
Kirby game that's like 8 in one, the original DKC, the Mario Kart that started it all, and
even the original Star Fox--before it got rebooted to death.
And on top of it all, the never-before released Star Fox 2 makes its first official appearance
ever--which we even reviewed seperatly.
This is truly an all-star collection--with almost no filler--except for maybe Kirby's
Dream Course.
Sorry Kirby.
And in my opinion, these games, on the whole, hold up far better than the bulk of the NES
Classic's library.
THere is so much gaming greatness here that you might be tempted to jump around from game
to game just to try them all out as soon as possible--which unfortunately, is still a
bit of a pain since the only way to switch games is by physically pressing reset on the
system itself.
Annoying.
Although if you have a Wii Classic Controller lying around, you can use that and its home
button instead.
Now full-disclosure, I obviously haven't played every all 21 games all the way through.
But based on the portions that I have, nearly every one of the games, looked, sounded, and
played almost EXACTLY as I remembered--but even shaper thanks to the HDMI output.
Almost too sharp in the case of Star Fox, as the use of dithering which was imperceptible
on the original hardware, is now plain as day--although the optional old-school CRT
does help to hide it.
Even the Super FX games, which are the first time they've ever been officially emulated,
ran nearly flawlessly.
The only exception I noticed was a flashing background whenever Yoshi would get Dizzy
in Yoshi's Island--but unfortunate, but also only affects a handful of levels in the
game.
Those exceptions aside, I'd be hard pressed to tell the difference between the Classic
and a real Super Nintendo...unless maybe you had one of the new borders turned on, which
fills in the black bars with a stationary image, some of which change color to match
what's happening on-screen.
As one who prefers to keep them black, I found them pretty pointless.
Besides a sharper images, the Super NES Classic also provides some other tangible benefits
over playing these games on the original system.
And one of the biggest ones is a feature that returns from the NES Classic being the ability
to create up to 4 Suspend Points for every game, allowing you to quit at any time, and
then pick right back up from where you left at later But the SNES Classic goes one step
farther, now giving you the option to rewind each Save Point by up to a minute or so, allowing
you to resume playing from any point therein in case you screwed up, such as during a boss
battle or something--or you can just watch it like a replay instead, in case you wqant
to relive that sweet turn I pulled off in Super Mario Kart.
The Suspend Points and Rewind features alone makes the entire library even more accessible
than ever before.
Hardware wise, the SNES Classic feels sturdily built--I've already accidentally pulled
it off its shelf a time or two with no damage once so ever.
But I do have some qualms when it comes to the controller--or should I say controllers,
since it thankfully comes with two of them packed-in this time.
On the upside, the cords are 2 feet longer than the pathetically short NES Classic--but
they still feel a little on the short side, coming up two feet shy of the of the original
Super Nintendo.
Secondly, while the Classic controller looks the part, it doesn't exactly feel the part.
Instead of the slippery smooth plastic of the original controller, the imposter features
a rougher, sandpaper-like texture.
It's not uncomfortable, but it will definitely be noticed by those who grew up with the system.
Otherwise, the Super Nintendo Classic is a fantastic piece of hardware, offering instant
access to some of the best games ever created.
Yeah, it still has a few annoyances, like the inability to return to the Home Menu from
the primary controller.
And more games would always be preferable--with the lack of DKC2 or Chrono Trigger being especially
notable.
But everything else about the system is sublime--and I love it for that.
Whether you're just looking to rekindle an old flame with games you grew up with,
or looking to create new memories with games you've never played before, the Super NES
Classic offers some of the best experiences in an adorable and easy to use form factor.
Oh, and if you want even more, make sure to check out our full review of Star Fox 2--just
click on the card or the link in the description below.
Thanks for watching and make sure to stay tuned to GameXplain for more on the Super
NES Classic, and everything Nintendo as well.
-------------------------------------------
Super NES Classic Has a Secret Home Menu Shortcut & Soft Reset Trick - Duration: 1:48.
The Super Nintendo Classic is pretty great--but it does have one annoying feature that carries
over from the NES Classic.
There's no way to return to the main menu and change games except by hitting Reset on
the system itself.
Which ironically is slightly even more annoying now, thanks to the controller cords extra
2 feet compared to the NES Classic.
"Oh god, it's so far.
HOW WILL I EVER REACH IT"
However, there may be a solution...if you happen to have a Wii Classic Controller sitting
around.
Because you can plug it in instead of the Super NES Controller, you can press its Home
Button to be whisked right to the Home Screet at any time.
Yeah, it's pretty nice.
And that's not the only resetting trick the SNES Classic is hiding--and this one doesn't
require any additional hardware.
So back in the day, a few Super Nintendo games allowed you to to reset the game without getting
up at all--simply by pressing L, R, Start and Select, all at the same.
It was pretty handy--except it only worked in a handful few games, like Super Mario RPG.
But in the Super NES Classic, you can now use this trick in every single game on the
Super NES Classic-you just have to hold the buttons down a little longer this time.
So again, just press and L, R, Start, and Select for a second or so to instantly reset
the game.
Now keep in mind, it only resets the game itself, so it won't take you back to the Home
Menu or anything, but it can still be pretty handy--especially if you're an idiot like
me and accidentally select 2Players in Super Mario Kart when you're by yourself, and there's
no easy way to get back.
I tell ya, it's a struggle being me something.
And with that, thanks for watching.
If you enjoyed this video, please click that Like button and Subscribe for more on the
Super NES Classic and everything else Nintendo as well.
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