#MSX2 version
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popgoesthepuyo · 15 days ago
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Madou Monogatari Question
Is there a website or resource I could use to see what each item in the inventory does, or how recharge on spells like Diacute and Healing work? I had no idea they had a limit and I wasted them lol. Skeleton-T got me, didn't even get any tea from him :( (MSX2 Version!)
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The song is "Innocent Girl" from the game 'Snatcher', a 1988 graphic adventure game developed and published by Konami. Originally released on the NEC PC-8801
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An interesting history, this game was actually written and designed by Hideo Kojima and had a multitude of releases. Because of the sound chips used in the variety of consoles of the different eras, each version of the track sounded unique. Included below are the comparisons both in video and audio format
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Other releases include the MSX2 in 1988, PC Engine Super CD-Rom in 1992, Sega CD/Mega CD in 1994, and then finally nearly a decade later on Sega Saturn / Sony Playstation in 1996
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randamhajile · 1 year ago
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What's the best way to play Snatcher?
GLAD YOU ASKED... Snatcher has a shocking amount of ports and versions, but the only officially localized one was the 1995 Sega CD version. There is also the MSX2 RPG "SD Snatcher" that elaborates on the main plot of the game and differs in crucial ways... the original game in 1988 for the MSX2 was literally unfinished LOL... it ended on a cliff hanger. Then SD Snatcher came out and finished the plot as a cute RPG game, but then the original game was remade for PC Engine with a rushed Act III tacked on, and then eventually that version was localized for Sega CD.
This is a long way to say you should play both the Sega CD version of Snatcher, and the Project Melancholia translation of SD Snatcher. DM me if you want links to the games and emulators for them.
I think Snatcher is a sleeper classic. Its gameplay is not perfect, but the characters are extremely endearing, the music fucks supremely, and it has some interesting ideas and execution of them which has given it a special place in my heart.
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satoshi-mochida · 18 hours ago
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The MSX2 version of Mado Monogatari 1-2-3(EGGCONSOLE Mado Monogatari 1-2-3 MSX2) releases today digitally for the Switch(Japanese text only).
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postgamecontent · 3 months ago
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Review: EGGCONSOLE How Many Robot PC-8801mkIISR
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I’ve had some requests to cover D4Enterprise’s EGGCONSOLE releases like I used to at TouchArcade. It does seem as though there isn’t much out there about them a lot of the time, and I pick up each release anyway. So let’s do that that little thing. I’ll start with the most recent release and work my way back while also staying on top of whatever new releases come. Today’s game is…
How Many Robot
Originally released in 1988 by Artdink
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How Many Robot is a puzzle game that was released on PC-8801 mkII SR, MSX2, and X68000 computers in Japan. The version offered here is the PC-8801 game. As usual for EGGCONSOLE releases, no localization has been done for the game or the scanned materials. There is a digital manual with seven pages that should get you on your way, however. There isn’t a ton of text in the game, and most of the important stuff is in English. You will run into the occasional instructions in Japanese written in Romaji, and a few less critical messages in kana. It’s very playable even if you can’t understand Japanese.
The developer of the game is Artdink, and it’s one of the earlier efforts from the studio. You might know them for A-Train, Aquanaut’s Holiday, Tail of the Sun, or Carnage Heart. The latter is particularly relevant here, as that game involved “programming” your units for missions. Artdink makes some interesting games, often full of heart and rough edges in equal parts. How Many Robot demonstrates that in many ways that has always been the case.
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The primary goal in How Many Robot is to use a robot to carry a bomb to a disposal unit on each map before the timer runs out or the robot runs out of energy. There are nine maps in total, and they increase in complexity as you go. In addition to the bombs and disposal units, many other items might be strewn about the map. Lamps, batteries, reflectors, boxes, and an energy-draining entity called the Triple-E must be dealt with. The robot can pick up, carry, and drop many of these things if he has a free hand to do so.
The robot is powered by light, and light plays a big role in How Many Robot. When the robot is standing in the light, it will replenish its energy. Since any action the robot performs costs energy, this recharge can prove vital on larger maps. It’s therefore advantageous to have the robot work in the light as much as possible. The robot can move lamps, and as long as they are placed next to a battery they will light up the area around them. Reflectors can also be used to shine light in areas, but they can only be picked up if they are not currently reflecting any light. That’s important to remember.
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One more thing to know about the light, and it leads to the game’s big twist. When the robot is in the light, you can fully control its actions. In the dark, you can only issue a command to pick up or drop something. Movement in dark areas falls entirely to the robot’s AI. So where does that AI come from? It learns it from you, okay! Basically the robot will remember what you direct it to do in certain contexts, and it will try to apply similar strategies when it’s on its own. If it gets stuck in a loop for too long, it will cast its eyes upward at you. At this point you can issue it a single command that will hopefully get the robot out of its current pickle. If its AI is proving bothersome, you can dump the robot’s memory and start over.
Essentially, How Many Robot comes down to two things. First, try to light the path to the bomb and disposal unit as much as you can. Second, train the robot so that it can navigate dark areas on its own. The former aspect is similar to many puzzle games about reflecting light, but the latter is very unique indeed. You end up getting attached to the little fellow as it tries to learn from what you taught it. Quite a good hook for a puzzler, though you will need a fair bit of patience for those times when the robot is really having trouble.
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It will probably take most players a good while to clear all nine maps. After that, you can try to clear them faster or with more energy in reserve at the end. Or you can just play the stages again to enjoy interacting with the robot more. It does have that toy-ish quality that many Artdink games do. The controls are somewhat cumbersome in places, and you’ll have to use the software keyboard more often than in the average EGGCONSOLE release. It’s not a game you can easily jump into and expect to figure out right away. Not on any level.
It took me a little while to come to grips with How Many Robot, but once I did I had a really nice time. I’d love to see a modern take on this idea. Patient puzzle game fans and Artdink aficionados should definitely give How Many Robot a look.
Score: 4/5
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ashenberry · 1 year ago
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[ID: text that reads, "A passcode system was added due to lack of support for save media that the MSX2 version had. One of the more infamous ones was where the player, upon putting it in, would be transported to the final fight against Big Boss without any weapons or equipment. The code was "FUCKM E1111 11111 11111 11111" which" before getting cut off. end ID]
THIS IS SO FUCKING FUNNY HELLLOOOOO??????
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tastycitrus · 1 year ago
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joke headcanon: the MSX2 version of madou monogatari 123 is what actually happened, but the PC-98 version is what ringo and amitie are visualizing as arle tells them about her past adventures
Arle: Yeah so in order to graduate from kindergarten I had to go into The Tower™ to find some stuff— Amitie and Ringo: Hang on what do you mean "The Tower™"? Arle: Oh, you know. The Tower™. The one filled with monsters and traps that all kids have to go through for their graduation exam. Amitie: Ringo:
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Guess this means the MSX2 version of Madou 1 isn’t the canon one, since Mamono was the final boss of that game (replaced by Fudoshi in the PC-98 and Game Gear ports) and Arle doesn’t recognize him here.
Still a funny reference
Also this is the Tsu video I’m getting these screenshots from
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everygame · 1 month ago
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Batman (ZX Spectrum)
Developed/Published by: Jon Ritman, Bernie Drummond / Ocean Software Released: 05/1986 Completed: 01/04/2025 Completion: Finished it. God help me I finished it.
It all seemed so simple.
Jon Ritman and Bernie Drummond’s “Head Over Heels” is a big video game (or should I say, computer game) in the personal history of Mathew; bought because it was so lauded in the likes of Amstrad Action, it really did blow me away once I played it: a true adventure featuring two protagonists with different abilities that you have to use together. It seemed like a work of genius to me.
So when I was looking over 1986’s releases, I noticed the pair’s previous isometric action adventure, Batman, and thought it might make sense to play. See if the magic of Head Over Heels was there from the beginning, and set the table for a replay of Head Over Heels at some point in the future.
I’d consider Batman a bit of a joke in the non-UK gaming community, probably because anyone who is looking up Batman video games is going to discover that the first Batman game is a ZX Spectrum release that features Batman wandering around an isometric, bizarrely decorated Batcave looking for parts of the “Batcraft” where the enemies look like melted dogs and basically touching anything kills you. It’s just so weird, lol!!!
What’s generally forgotten in the discussion is that in the mid-1980s, no one gave a fuck about Batman. It had been nearly twenty years since the TV show and Wikipedia notes that even Batman comics circulation had reached an “all time low” by 1985. His fortunes would turn around rapidly–The Dark Knight Returns would actually start being published before Ritman and Drummond’s Batman would come out–but considering the era, from Ocean’s perspective it will have been an opportunistic gamble: grab a cheap license on death’s door and try and squeeze some more juice out of it. And they did give it to one of their best developers, who’d already given them a lot of success with the Match Day franchise. Clearly it wouldn’t matter too much that he could barely remember who Batman was…
Anyway–I’m just going to cut to the chase here and say that this took me about six months to finish, and as a result I’ve lost most of the specific game history I’d dug up about it and all that remains is a lot of vague “I read somewhere that Ritman said…”. So don’t quote me on anything but my memory is that Ritman has been quoted as saying that he wanted to best Knight Lore, and then Drummond came in and started drawing like a cyclops head with flippers and he was like “alright!”
Knowing this, I should probably have played Knight Lore first, but getting into Rare’s entire back catalogue would be a whole other thing, so I can just say that even with a prior understanding of the isometric action adventure, Batman is a brutal experience.
First things first: it’s really hard to parse visually on the original ZX Spectrum. The environments are surprisingly detailed, but because it’s all in monochrome, it’s really quite hard to discern what everything is, and no way to tell what’s going to kill you when you touch it. I had hopes that the Amstrad CPC version with its wider range of colours might fix that, but there’s no consistency from room to room so it sort of just looks insane.
If you want to play this in 2025 with normal human eyes, there’s a fantastic remake by Retrospec (that’s, er, fifteen years old itself), or you can go back and play “Watman” a DOS remake from 2000 (so closer to the release of the original than now.) However if you’re really determined to play this (which I don’t recommend) what I recommend is to play the MSX2 remake. It’s pretty much what you’d imagine the ZX Spectrum original to be if it had full color–right down to the performance. 
And, of course, then you get the ability to quicksave and load, because without that I’d have never been able to finish this in a million years.
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The version I played looked like this. Significantly easier to parse.
It’s not simply that Batman is full of things that kill you. It’s that the game is designed to force you to play perfectly from the first screen. Enemies seem to have a truly random movement routine (hope you love shuffling around waiting for them to select a direction away from you) but that’s not an issue as much as that there’s no leeway in the collision detection, and in fact the game is designed around that, generally requiring that if you want to make a jump you actually have to position Batman so he’s got about one pixel left on the platform he’s “standing on” so you can reach the next. Hilariously, the manual makes excuses for this:
“To make certain jumps it is necessary to hang by the ‘merest thread’ on the edge of the Carbon Re-inforced Batcloak - you may need practice to perfect this feature!”
(This isn’t even the funniest excuse in the manual, which also notes “The Joker and the Riddler do not appear ‘in person’ in the game, as Batman is all too familiar with their image. The henchmen they have selected are unfamiliar to Batman and this further complicates his task.”)
So yes, the game is exacting. And with 150 rooms to explore, it’s also bloody confusing. It’s actually not as non-linear as you might think–a lot of directions you go don’t really head anywhere–but once you get deeper into the game your head will spin, and every game over feels like being kicked full in the groin when you realise how difficult it’s going to be to get back to where you were (although the game features a save system of sorts based on when you pick up particular collectibles, it’s unforgiving at best.)
And on top of all that, the puzzles are intense. I will have to go back to Knight Lore to see just how complicated things are there, but it’s a bit like when you go back and look at things like Wizardry or The Bard’s Tale. You’d expect that these genre originators would be simple, but somehow they’re significantly more complicated and off-putting.
Here, you can sense Ritman almost understanding how to provide an on-ramp for players as the game is designed that you first collect Batman’s gear, slowly growing his abilities as you go (you can’t even jump at first) in a smaller section of the map that’s particularly linear. But one of the very first puzzles will kill you multiple times because it requires that you walk the wrong way on an invisible conveyor belt and then do a pixel perfect jump????
It soon gets absolutely absurd. I’m not going to lie. After beating my head against this game for months off and on–struggling to understand the maps I was able to find (isometric maps on paper are confusing!)--I eventually just started watching and carefully following someone’s playthrough on YouTube (a playthrough that, notably, they die a bunch of times on.)
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I usually love using contemporary maps and walkthroughs. But you try and work this from Amstrad Action Issue 9 out (it spreads over two more pages!)
This revealed to me that certain screens had insanely unintuitive solutions that I just don’t think I’d ever have worked out. The screen where you have to catch a wizard’s hat and then catch an enemy on top of said hat otherwise they’ll block your path. The screen where you have to manipulate several teapots to reveal a completely hidden piece of the batcraft. Or my favouite, the screen where you have to time dropping a spring on the top of an enemy’s head so you can ride them and jump off at the right time to get to the exit???
I have no idea how anyone did any of this in the first place. Playing Batman has to be ones of the most demoralising gaming experience I’ve ever had, genuinely feeling like being trapped in a carnival funhouse until I can solve a rubik's cube while a car alarm goes off (don’t play this without making Batman’s footsteps silent…)
I’m aware, though, that a lot of people don’t feel this way, considering it’s been remade so many times! Which actually makes me extremely worried that Head Over Heels isn’t the masterpiece that I remember it being.
Well, guess I’ll find out soon enough!
Will I ever play it again? I played it more than anyone ever should.
Final Thought: Certain things just aren’t worth beating, and I’ve definitely given up on things before, but my fealty to my memory of Head Over Heels really was overpowering to the point where I thought I had to, that I would simply find something here. And to be fair, by the end of my playthrough, I was dying far less, and I could probably get through a significant chunk of the game now legitimately if I really wanted to.
I really, really don’t want to.
Please don’t make me.
Every Game I’ve Finished 14>24 is OUT NOW! You can pick it up in paperback, kindle, or epub/pdf. You can also support Every Game I’ve Finished on ko-fi! You can pick up digital copies of exp., a zine featuring all-exclusive writing at my shop, or join as a supporter at just $1 a month and get articles like this a week early.
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marcmarcmomarc · 11 months ago
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Super Smash Bros. Fighter Presentation
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MASTER HAND: The third game in the series is “Super Smash Bros. Brawl” for Nintendo Wii! For the game’s newcomers, we have one of Kirby’s rivals, an honorable swordsman who travels around the world challenging strong opponents to duels. He is “The Masked Swordsman”, number 27, Meta Knight!
Theme: Victory! Meta Knight by Comic Mystic
(Meta Knight steps to center stage, slashes Galaxia twice, and then points it in front of himself.)
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META KNIGHT: Fight me, if you dare.
CRAZY HAND: First appearance, “Kirby’s Adventure” for the Nintendo Entertainment System.
MASTER HAND: Next, the flightless angel that serves as “The Captain of the Goddess of Light’s Guard”, having taken down entire armies, as well as several gods, a crew of space pirates, an alien race, and the embodiment of chaos itself. Meet number 28, Pit!
Theme: Victory! Pit - Super Smash Bros. Ultimate
(Pit flies to center stage, separates the Palutena Bow, then flourishes its blades before striking a pose.)
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PIT: It’s game over for you!
CRAZY HAND: First appearance, “Kid Icarus” for the Nintendo Entertainment System.
MASTER HAND: The next fighter is the galaxy’s most feared bounty hunter. Oh, you’ve already been introduced to this one. Well, what if she didn’t have her Power Suit? You get “The Warrior Within”, number 29, Zero Suit Samus!
Theme: Victory! Zero Suit Samus (Unique Version) by LUCKYRICK
(Samus steps to center stage, then swings the Plasma Whip in a circular motion.)
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SAMUS: Try me.
CRAZY HAND: First appearance, “Metroid: Zero Mission” for the Nintendo Game Boy Advance.
MASTER HAND: Next, we find ourselves face-to-face with the slobbish and greedy polar opposite childhood rival of Mario, “The Scoundrel with a Fart of Gold”, number 30, Wario!
Theme: Victory! Wario - Super Smash Bros. Brawl
(Wario crazily rides out on his motorcycle and does donuts at center stage.)
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WARIO: (laughing like a madman) l’m-a Wario! I’m-a gonna win!
CRAZY HAND: First appearance, “Super Mario Land 2: 6 Golden Coins” for the Nintendo Game Boy.
(He holds up three fingers forming a “W”, first with his left hand, then his right, then both hands simultaneously.)
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WARIO: Wah, wah, wah!
CRAZY HAND: His biker outfit made its debut in “WarioWare, Inc.: Mega Microgame$” for the Nintendo Game Boy Advance.
MASTER HAND: Now for an intensely hype fighter. One of the original stealth game heroes, a mercenary formerly affiliated with the high-tech special operations group FOXHOUND, and a clone of the once-renowned super-soldier Big Boss. You all know and loved when he returned to Smash after ten years, “The Legendary Mercenary”, number 31, David aka Solid Snake!
Theme: Victory! Snake - Super Smash Bros. Ultimate
(At center stage, Snake’s stealth camouflage disengages to reveal himself.)
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SNAKE: Kept you waiting, huh?
CRAZY HAND: First appearance, “Metal Gear” for the MSX2.
MASTER HAND: Next, the leader of the Greil Mercenaries, whom he’s led through several trials and ended the Mad King’s War since his father’s death. He is “The Radiant Hero of Legend”, number 32, Ike!
Theme: Victory! Ike by GB6
(Ike steps to center stage and hoists Ragnell over his shoulder.)
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IKE: I fight for my friends.
CRAZY HAND: First appearance, “Fire Emblem: Path of Radiance” for the Nintendo GameCube.
MASTER HAND: Next, this fighter hails from the Kanto region, “The One Who Aims For Champion”, Pokémon Trainer Red!
Theme: Victory! Pokémon Trainer by GB6
(Red steps to center stage and triumphantly raises his Poké Ball up.)
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RED: Gotta catch ‘em all!
CRAZY HAND: First appearance, “Pokémon Red and Blue” for the Nintendo Game Boy.
MASTER HAND: The fighter numbers go to his three Pokémon, all of whom also debuted in this game, the Tiny Turtle Pokémon, number 33, Squirtle…
(Squirtle steps to center stage and raises its arms.)
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SQUIRTLE: Squirtle!
MASTER HAND: ...the Seed Pokémon, number 34, Ivysaur...
(Ivysaur steps to center stage and shakes from side to side.)
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IVYSAUR: Saur!
MASTER HAND: ...and the Flame Pokémon, number 35, Charizard!
(Charizard steps to center stage and stands upright and puffs its chest out.)
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MASTER HAND: Next up, DK’s little buddy, and at one point co-savior. “The Acrobat”, number 36, Diddy Kong!
Theme: Victory! Diddy Kong by GB6
(Diddy steps to center stage and claps his hands above his head, switching feet.)
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DIDDY: Hee-hee!
CRAZY HAND: First appearance, “Donkey Kong Country” for the Super Nintendo Entertainment System.
MASTER HAND: Next, the youngest of a set of twins, a kind but timid boy from the Nowhere Islands. After his mother died and his brother went missing, he took it upon himself to stop the evil Pigmask Army, pull the seven needles, and befriend the Dark Dragon. Please give a warm welcome to “The Boy From Nowhere”, number 37, Lucas!
Theme: Victory! Lucas by Groovy Monkey Music
(Lucas steps to center stage and positions his hand to his forehead and grunts, generating bursts of PSI energy from his fingers, then swings his hand down to emit a trail of the energy.)
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CRAZY HAND: First appearance, the game not localized in North America- I mean, “Mother 3” for the Nintendo Game Boy Advance.
MASTER HAND: Next, Sega’s mascot, and Mario’s former metafictional rival hailing from South Island, “The Blue Blur”, number 38, Sonic the Hedgehog!
Theme: Victory! Sonic by DIMON • CAMI
(Sonic skids to a hard stop at center stage, then does the Super Peel Out.)
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SONIC: Sonic’s the name, speed’s my game!
CRAZY HAND: While his first appearance was a stylized head in “Rad Mobile” for Arcade, the character himself would debut in “Sonic the Hedgehog” for Sega Genesis!
MASTER HAND: Next is the self-proclaimed king of Dream Land, a greedy and gluttonous penguin, but has helped Kirby save Dream Land many times against many powerful foes. He is “The Self-Made King”, number 39, King Dedede!
Theme: Victory! King Dedede by GB6
(King Dedede steps to center stage and hoists his hammer in celebration.)
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KING DEDEDE: Heh-heh.
CRAZY HAND: First appearance, “Kirby’s Dream Land” for the Nintendo Game Boy.
MASTER HAND: The space-traveler who was first stranded on a Distant Planet where he had to gather the pieces of his ship with help from the planet's inhabitants is “The Veteran Astronaut”, number 40, Captain Olimar!
Theme: Victory! Olimar - Super Smash Bros. Ultimate
(Olimar steps to center stage and bows at the audience.)
OLIMAR: (in his language) Greetings.
CRAZY HAND: First appearance, “Pikmin” for the Nintendo GameCube.
MASTER HAND: Olimar didn’t come alone. By his side are the inhabitants of the planet he landed on, the Pikmin! Red, blue, yellow, purple, and white.
CRAZY HAND: All debuting from “Pikmin” and “Pikmin 2” for the Nintendo GameCube.
MASTER HAND: Next is the Aura Pokémon and one of the more iconic members of the fourth generation. “The Hero of Aura”, number 41, Lucario!
Theme: Victory! Lucario by GB6
(Lucario steps to center stage, then moves its paws in front of itself, then clasps them together.)
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LUCARIO: The Aura is with me.
CRAZY HAND: First appearance, “Pokémon Diamond and Pearl” for the Nintendo DS.
MASTER HAND: Next is the metafictional savior of the Nintendo Entertainment System, and possibly video games in general, who helped the Nintendo Entertainment System get off the ground during the tail end of The Great Video Game Crash of 1983. He is “The Last of his Kind”, number 42, R.O.B.!
Theme: Victory! R.O.B. - Super Smash Bros. Ultimate
(R.O.B. rolls to center stage and moves his head around, flashing bright lights from his eyes while clapping.)
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CRAZY HAND: While he initially debuted as a toy as his full name, the Robotic Operating Buddy, in 1985, his first in-game appearance is “Stack-Up” for the Nintendo Entertainment System.
MASTER HAND: Next is the Hero of Hyrule taking a cartoony look and hailing from Outset Island, a small location on the Great Sea, and set out on a quest to rescue his sister Aryll from the clutches of the Helmaroc King. Welcome “The Wind-Waking Warrior”, number 43, Toon Link!
Theme: Victory! Toon Link by GB6
(Toon Link steps to center stage and conducts the Wind God’s Aura.)
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CRAZY HAND: While the “Toon” design for Link technically appeared first in “The Legend of Zelda: Four Swords”, the character here unambiguously represents the character debuting in “The Legend of Zelda: The Wind Waker” for the Nintendo GameCube.
MASTER HAND: Next, Fox’s rival and the leader of the bounty hunter force known as Star Wolf, “The Silver Space Wolf”, number 44, Wolf O’Donnell!
Theme: Victory! Wolf by GB6
(Wolf steps to center stage and scowls.)
WOLF: You’re good, but I’m better.
CRAZY HAND: First appearance, “Star Fox 64” for the Nintendo 64.
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dimalink · 7 months ago
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Basic Pascal version 1.17 - Show Video
Short video, which shows new games, that were developed for this version Basic Pascal pack. Short fragments of gameplay for each game. Differents drawings, arts.
All of these games with spirit of 8 bit computers. Such as Ms Dos, Kuvt2 (Msx2).
Games are programmed with different dialects of basic. For example, Free Basic, BBC Basic for SDl2.
Some games have sound. For example, soud of bee or laser sound.
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Basic Pascal version 1.17 "BLOCK" – most newest version. In this version there are 4 new games! Platform Ball, Cabin Pilot, Free Blocker, Free Bee. And even more retro games! It is a pack of retro games with modern versions of Basic and Pascal.
Basic Pascal: http://www.dimalink.tv-games.ru/packs/basicpascal/index_eng.html Website: http://www.dimalink.tv-games.ru/home_eng.html Itchio: https://dimalink.itch.io/basic-pascal
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archoneddzs15 · 4 months ago
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Sega Saturn - Gambler Jiko Chuushinha Tokyo Mahjongland
Title: Gambler Jiko Chuushinha Tokyo Mahjongland / ぎゅわんぶらあ自己中心派 トーキョー マージャンランド
Developer/Publisher: Game Arts
Release date: 18 October 1996
Catalogue No.: T-4504G
Genre: Mahjong
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Themed mahjong game from Game Arts that's appeared on 14 different systems with 19 different versions since 1987 to 1996! Basically, it's just a mahjong game with a loose RPG element thrown in. The game features some full screen animation powered by the console however they are nowhere near the quality of those found in Urusei Yatsura on the Mega CD or the Saturn title Dino Island, both also by Game Arts.
Basically, if you like Mahjong give this a try. It plays a lovely game of Mahjong suited to all player levels.
Systems this franchise has appeared on are - PC88, PC98, PC Engine, MSX, MSX2, Famicom, Super Famicom, FM-7, Sharp X1, Playstation, Mega Drive, Mega CD, Game Gear and Saturn.
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legiongamerrd · 4 months ago
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#Gamefemerides
Hace 38 años se lanzó Contra. Es un juego de disparos y plataformas desarrollado y publicado por Konami, originalmente desarrollado como un arcade en 1986. Una versión caasera fue lanzada para el Nintendo Entertainment System en 1988, junto con ports de varios formatos de computadoras caseras, incluyendo el MSX2. Las versiones de computadoras y arcade fueron localizadas como Gryzor en Europa, y en NES como Probotector en regiones PAL para NES.
#LegionGamerRD #ElGamingnosune #Videojuegos #Gaming #RetroGaming #RetroGamer #CulturaGaming #CulturaGamer #GamingHistory #HistoriaGaming #GamerDominicano #GamingPodcast #Podcast #Konami #Contra #Nintendo #NES #Wii #NintendoSwitch #PlayStation #PS4 #Microsoft #Windows #Xbox #XBoxOne #Shooter
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satoshi-mochida · 5 months ago
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MSX2 RPG BURAI Joukan coming to Switch in early summer in Japan - Gematsu
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Mebius will release a Switch version of Riverhill Soft-developed MSX2 RPG BURAI Joukan (BURAI Volume One) in the early summer in Japan, the company announced.
BURAI Joukan was a big RPG project at the time of its release, with a story written by Takeo Iijima (now known as Takiya Iijima), character design and original artwork by Shingo Araki and Michi Himeno, and music by female rock band SHOW-YA.
According to Mebius, the game is known for its over 40 minutes-long opening, story surrounding eccentric characters, beautiful graphics, and sensational sound quality.
The Switch version of BURAI Joukan will feature save / load and rewind functionalities, as well as wallpaper customization, digital manual viewing, and more. Data can also be linked to sequel BURAI Gekan: Kanketsuhen (BURAI Volume Two: Final Chapter), which will follow at a later date.
For this release, Mebius is developing “MSXPLAYer” for Switch in cooperation with MSX Association. This is an official MSX emulator, licensed by MSX Licensing Corporation, that can run MSX games in various environments, including Switch. BURAI Joukan will be the first title to utilize it.
Going forward, Mebius plans to regularly release titles licensed by MSX Licensing Corporation and port numerous classic works.
Watch a trailer below.
Opening: First Half
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postgamecontent · 5 months ago
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Snatcher (TG-16 Mini)
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Hey, some weeks get away from you. Today's game was also a somewhat lengthier one, and I wanted to finish it because it's not one I like to ditch mid-playthrough. There were a handful of things people took issue with the TurboGrafx-16 Mini over. The Amazon exclusivity, the scarcity of the TurboGrafx/CoreCrafx models, and the lack of certain games like The Legendary Axe and Keith Courage, as some examples. But the biggest bone most Western fans had to pick with it came from this game: Snatcher.
After making the first Metal Gear game but before creating the global hit PlayStation title Metal Gear Solid, Hideo Kojima spent a bit of time making adventure games. The first of them was Snatcher, a game that borrowed many of its themes from the 1982 Harrison Ford film Blade Runner. It initially launched on the PC-8801 and MSX2, but ended up being ported to a few consoles including the PC Engine CD-ROM. Of all of its many versions, only one English release exists: the SEGA-CD port. And that one oddly never saw a Japanese release. Konami wanted to include Snatcher on the TG-16 Mini, but like other Japan-only games included on the mini-console it is here in non-translated form.
Unfortunately, that means that if you can't understand Japanese, you're going to have a tough time enjoying it here. It would have been nice if that English SEGA-CD release had been on the Genesis Mini 2, but I suppose some things just aren't meant to be. Still, if you're motivated to play through it here then you'll find any walkthrough for the SEGA-CD version will be mostly effective for getting you through the PCE-CD version as well. Will that be fun? I can't say. That's for you to decide.
The language barrier isn't an issue for me, so I'm quite happy to have the game on here. I find Kojima's adventure games to be quite enjoyable to play through, as the format fits his proclivities for rambling narratives. And while Snatcher might be ridiculously blatant in its "homage", it at least does it in style. I'm not sure the shooter bits are all that welcome in practice, but what's an adventure game without at least one awkward minigame to break things up?
Unless you're very liberal with genre labels, this is the only adventure game on this mini-console. I can't think of a better representative, though. Snatcher is cool, funny, and generally a well-constructed example of its genre. It would be nice if Konami could find its way to getting a multi-language version of the game out somewhere at some point, but it's at least nice to see it remembered in some form. Even if you can't understand the language, I'd recommend poking at it a little if you own this device.
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chromafavs · 1 year ago
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Snatcher (MSX2) OST - Beyond Sorrows
What a good track, I like the chiptuney version almost better than the later versions.
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