Stream PC Specs

 

Mobo ASRock Z97 Extreme6
CPU Intel Core i7-4790K Devil’s Canyon Quad-Core 4.0 GHz
Video Card EVGA GeForce GTX 960 02G-P4-2963-KR 2GB GAMING
Memory G.SKILL Ripjaws X Series 16GBs
Webcam Logitech HD Pro C920Logitech HD Pro C920
Headset Logitech ClearChat Comfort USB Supra-aural Headset
Microphone Blue Snowball USB Microphone
Game Capture Elgato Game Capture HD60 Pro
Software OBS, TwitchAlerts

Kid Icarus

General Info:

Kid Icarus is an actionplatformer with role-playing elements. The player controls the protagonist Pit through two-dimensional levels, which contain monsters, obstacles and items.Pit’s primary weapon is a bow with an unlimited supply of arrows that can be upgraded with three collectable power items: the guard crystal shields Pit from enemies, the flaming arrows hit multiple targets, and the holy bow increases the range of the arrows. These upgrades will work only if Pit’s health is high enough. The game keeps track of the player’s score, and increases Pit’s health bar at the end of a level if enough points were collected.

Throughout the stages, the player may enter doors to access seven different types of chambers. Stores and black markets offer items in exchange for hearts, which are left behind by defeated monsters. Treasure chambers contain items, enemy nests give the player an opportunity to earn extra hearts, and hot springs restore Pit’s health. In the god’s chamber, the strength of Pit’s bow and arrow may be increased depending on several factors, such as the number of enemies defeated and the amount of damage taken in battle. In the training chamber, Pit will be awarded with one of the three power items if he passes a test of endurance.

The game world is divided into three stages – the underworld, the over world (Earth) and the sky world. Each stage encompasses three unidirectional area levels and a fortress. The areas of the underworld and sky world stages have Pit climb to the top, while those of the surface world are side-scrolling levels. The fortresses at the end of the stages are labyrinths with non-scrolling rooms, in which the player must find and defeat a gatekeeper boss.[8] Within a fortress, Pit may buy a check sheet, pencil and torch to guide him through the labyrinth. A single-use item, the hammer, can destroy stone statues, which frees a flying soldier called a Centurion that will aid the player in boss battles. For each of the bosses destroyed, Pit receives one of three sacred treasures that are needed to access the fourth and final stage, the sky temple. This last portion abandons the platforming elements of the previous levels, and resembles a scrolling shooter.

About the 3D Remake:

A 3D Classics remake of Kid Icarus was published for the Nintendo 3DS handheld console. The remake features stereoscopic 3D along with updated graphics including backgrounds, which the original lacked. It also uses the same save system as the Family Computer Disk System version does, as opposed to the Password system from the NES version. The 3D Classics version also utilizes the Family Computer Disk System’s music and sound effects (utilizing the extra sound channel not available in the NES version).

Kid_Icarus_NES_box_art

Comix Zone

General Info:

Comix Zone is a 1995arcade-style beat ’em upvideo game, originally released as a Sega Genesis exclusive. An unusual feature of the game is that it is set within the panels of a comic book with dialogue rendered within talk bubbles and sprites and backgrounds possessing the bright colours and dynamic drawing style favoured by superhero comics. This style had been used in video games previously, but Comix Zone stretched the idea to such an extent that Sega applied for and were granted a patent for a “Videogame system for creating a simulated comic book game

Comix Zone is an action platformer in which players control Sketch as he progresses through panels of his comic book, hoping to reach the end and escape before his own creations finish him off. Each level consists of two pages and secrets are discovered by shredding the paper and revealing items. Along with standard attacks such as punching, kicking and jump attacks, Sketch can store up to three items in his inventory to help him overcome obstacles. Along with weapons such as bombs and knives which can also be used to destroy obstacles, Sketch can pick up iced tea to restore his health, and a fist that transforms Sketch into Super Sketch, dealing a powerful attack on all screen enemies. His pet rat Roadkill can discover hidden items and access areas that are too dangerous for Sketch to reach.

Sketch can also tear off the backdrop into a paper plane to throw at enemies, but this costs health and can also hurt Sketch if he’s not careful. In order to progress through the pages, Sketch will often have to either successfully solve a puzzle, or defeat all the enemies within that panel. Arrows will then appear, allowing Sketch to jump to another panel, with some areas offering multiple routes.

Sketch’s health is determined by a health bar, which is diminished when Sketch is damaged by enemies or obstacles. It will also diminish as Sketch punches through breakable objects or if he uses his paper plane move. If Sketch loses all his life, or falls down a bottomless pit, the game will end and Mortus will take his place in the real world.

However, the player can gain extra chances by clearing the first and second chapters, which will allow Sketch to resume from the beginning of the page should he die. Comix Zone is designed to be used with the 6-button gamepad: buttons X, Y and Z correspond to the three inventory slots Sketch has. If used with a 3-button gamepad, button C cycles through the items, and button A activates the item. Button C on a 6-button gamepad is used for a custom action, blocking by default – on a 3-button gamepad, Sketch blocks automatically.

Interesting Stuff about the music

The European release of the Mega Drive and the Windows PC versions of the game included the Sega Tunes: Comix Zone soundtrack, which contains “enhanced” music taken from the game’s soundtrack and played by a full rock band. The soundtrack was later released in North America under the Sega Tunes label.

“Into the Zone” is a vocal version of the music heard in the games’ options screen (which is itself an extended version of the title screen music); “Feed My Disease” is based on the music heard in Episode 1, Page 2-1; “10,000 Knives” is based on the music heard in Episode 2, Page 2-2; “Seen It for Days” is based on the music heard in Episode 1, Page 1-2; “Woe Is the World” is based on the game’s boss theme; and “Last to Follow” is based on the song heard in Episode 2, Page 1-3.

Comix_Zone_Coverart

Zelda II: The Adventure of Link

General Info:

Zelda II: The Adventure of Link is an action role-playing video game with platforming elements. The second installment in the The Legend of Zelda series, it was developed and published by Nintendo for the Family Computer Disk System on January 14, 1987, less than a year after the original The Legend of Zelda was released and seven months before North America saw the release of the first Zelda title. The game was released in North America and the PAL region for the Nintendo Entertainment System in late 1988, almost two years after its initial release in Japan.

The Adventure of Link is a direct sequel to the original The Legend of Zelda, again involving the protagonist, Link, on a quest to save Princess Zelda, who has fallen under a sleeping spell. The Adventure of Links emphasis on side-scrolling and role-playing elements, however, was a significant departure from its predecessor. As of 2016, the game remains the only technical sequel to the original title, as all other entries in the series either are prequels or take place in an alternative reality, according to the official Zelda timeline.

The game was a critical and financial success, and introduced elements such as Link’s “magic meter” and the Dark Link character that would become commonplace in future Zelda games, although the role-playing elements, such as experience points, and the platform-style side-scrolling and limited lives have not been used since in canonical games. The next installment in the Legend of Zelda series was The Legend of Zelda: A Link to the Past for the Super Nintendo Entertainment System.

Interesting Stuff about Development:

Shigeru Miyamoto, the creator of the original The Legend of Zelda, intended to make Zelda II: The Adventure of Link fundamentally different from its predecessor. A different team was assembled to develop the game. However, Miyamoto (who was credited under the pseudonym “Miyahon”) was the producer, and Takashi Tezuka returned to write the story and script.Zelda II: The Adventure of Link was directed by Tadashi Sugiyama (credited as “Sugiyan”), for whom it was the first project at Nintendo. The game’s music was composed by Akito Nakatsuka (credited as “Tsukasan”).

Zelda_II_The_Adventure_of_Link_box

My YouTube Channel

I’ll be sure to post any new videos I’ve worked on, however if you would like to see some of my older work, visit My YouTube ChannelHere’s a list of what you’ll find there

  • Old college projects I directed / starred in
  • Unedited gameplay of when I was streaming on Twitch
  • A few of my favorite clips from movies
  • Random silliness

This is one of my favorite projects, mainly because I had a great time directing my two super-talented nieces, and having one of my best friends as my cinematographer.

I’m currently working as a video producer for an Analyst Firm called Frost & Sullivan. Most of the work there is very corporate, and based off templates we create, however at times we get a chance to add our own creative touch. I’ll be sure to share some of my more fun or interesting work from there when I can.