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#fm towns marty
doyouknowthisgame · 4 months
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foone · 1 year
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Fucking Gorgeous FM-Towns model 2F on craigslist near me. I don't have money or the knowledge to use this thing, but god it's amazing.
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The FM Towns was a Fujitsu computer introduced in 1989 in Japan. It's built around an Intel 386, but it's not a fully PC compatible system. It ran Windows 3.x and Towns OS, which was built on top of MS-DOS and ran in 32-bit mode using an extender.
It didn't require a hard drive, booting the OS off the CD-ROM drive. It uses a custom graphics chip that's not VGA compatible, supporting sprites and overlays, with full kanji in ROM.
Audio-wise, it used a Yamaha OPN2, so it sounds much like a Sega Megadrive/Genesis.
Later systems added DOS/V (a version of MS-DOS designed for Japanese users) support, making it more like a MS-DOS computer.
There was also the FM Towns Marty, which made it into more of a console, looking less like a PC. This kept compatibility, however.
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(This is, by the way, the only console to ship with a floppy drive standard)
Anyway these machines are neat and rare, but part of why they're rare is that they didn't sell very well. They're full computers so they're pretty expensive, and the FM Towns series was getting beaten by NEC's PC98 at first and then DOS/V clones later. They just didn't have the compatibility with DOS/V software to really justify them being a viable choice over the much cheaper DOS/V clones, and they had a smaller library than the much more popular PC98 series.
Still, they're very nifty machines.
Fun fact: They're called "FM Towns", right? FM is Fujitsu Micro, but "Towns" is the codename. They were named after the physicist Charles H. Townes, who did some of the fundamental work in the development of the maser, a predecessor to the laser, for which he shared a Nobel Prize in 1964.
You'll note his name is "Townes", but the system is "Towns". Futjitsu changed the spelling so that people would pronounce it correctly, rather than potentially pronounce it "tow-nes".
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cetitan · 6 months
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Watching this guy's plush collection an d he showed Mr T from FM Towns Marty and I fangirled so hard that I pulled a muscle in my jaw and started crying a little
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hello I read your blog.
I born is 2006 but I think old computer is very interested designs.
my favorite designs is Fujitsu's FM-TOWNS.
Have nice day!
Thank You mate! The FM-Towns is indeed a gorgeous piece of kit, especially the Marty. For me it is the Amiga 500, I think it is a gorgeous looking computer. Fingers crossed they release a full size replica to go along with my A500 mini :-)
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orangeloungeradio · 7 months
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Classic Game of the Week: Pu·Li·Ru·La Developer: Taito (Arcade), Goo (Saturn/Playstation) Publisher: Taito (Arcade), Xing Entertainment (Saturn/Playstation) Platforms: Arcade, FM Towns Marty, Sega Saturn, PlayStation, PlayStation 2 Video Courtesy of: Hidden Arcade
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anpansidequest · 8 months
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so i found on youtbe this gameplay of an anpanman game called "soreike! anpanman: tanoshi eigo asobi" wich is (ofc) a english teaching game. its from the japan excluse console fm towns marty (the first console of the 5th gen having 32 bits) and...thats basecaly all info there is! this is the only gameplay fotage of this game and as far as i know the only prof of this game's existence. it isnt mentiond in the games section in the anpanman wikipedia page nor the wikipedia page for the fm towns marty games. and i didnt find any copys for sale! so this game is a werid one! and there's lots of things to figure out! we dont know when this game was released but i think 1994 is a safe bet. now we gotta know the developers AND the voice actors (since its teaching a language this game has tons and tons of voice acting) you guys should wach this video for the voice acting alone bc its gold. i truly wanna know the folks behind this! there where pepole who programed the mingames sang the songs and recorded the sily voice deliverys. and i hope we know their names one day.
sorry for the big post. who knows that a baby game would be such a rabbit hole! i hope other folks in the anpanman comuinty help me to discover who are the devs of this game!
bai baikin!
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button-mash · 2 years
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What I played last week #10
Splatterhouse [Turbografx-16]
I very recently became really interested in buying a PC-Engine/Turbografx-16 (Japanese/Western name) as not only does it have a lot of fantastic games, but it's also a system that has an element of mystique as it never really caught on in the west - I'd genuinely never even heard of it until long after it had came and gone, so it's always been a bit of a blindspot. It's curious because it sat somewhere between the 8-bit and 16bit systems (it was actually marketed as the first 16 bit console, but really it had an 8-bit CPU with a 16-bit GPU, which gives a lot of the games a very distinctive graphical look compared to it's peers. Anyway I almost bought one for an amazing deal (although still very expensive) and decided not to at the very last moment, because I realised it was probably pretty silly to spend more than 250 quid on a system who's games I wasn't even all that familiar with and I had zero nostalgia for. Once I accepted that this was probably a dumdum idea, I decided to actually play some games for the system to get a good feel for what it's about. 
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I'd always understood the Turbografx-16 version of Splatterhouse to be the best home version of the arcade game, but I didn't actually realise that the very first game never actually came out on the Mega-Drive at all, and in terms of home versions, it only actually came out on PC, Turbografx-16 and FM Towns Marty. It's one of those weird games where it somehow feels so ubiquitous and familiar, but when I really think about it, I don't think I've really ever properly sat down and played any of them for more than a quick couple of goes before bouncing off and doing something else.
Having now played through it, I actually think it's a pretty good game, if not a little basic - I remember 2 and 3 being a little more complex in their game design but this just a simple left to right brawler, although some stages do have sections where you can fall down into different areas you need to get out of, etc. Most surprising about this game is I actually thought it was pretty well balanced - its still pretty difficult, but when you die you start back at the section you were on and it's pretty generous with health and lives, so you get a decent chance at properly learning each section, although you only get 5 continues which go pretty quick. It's one of those games where the first time you play you've burned through all of your continues by the 3rd level boss, but after a few goes, you're suddenly getting back to the same section having not lost a single life. It definitely has it's frustrating moments, but its just one of those games that requires a bit of patience and experimentation to figure out your way through each level. There were a few bosses where I couldn't even figure out how you can possibly hit them without taking damage, and then you'll suddenly figure out a spot to stand that'll bair a certain attack out of them, or where you're harder to hit, etc. It's quite satisfying because it really gives that feeling of getting better and more familiar if you put the time in. There are 7 stages and I think at first I was getting to level 3 or 4 and having to start again, and when I finished it, I think I'd only actually used one continue. I imagine the Arcade version tries a lot harder to take your money, but I actually think the home version is pretty feasible to 1 credit clear if you practiced enough and got familiar with the patterns etc
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I'm definitely tempted to play the others now - the first game is pretty basic, but you can still see the hallmarks of what some people love so much about the series - the weapons are really satisfying to use, and the enemy and death animations are really well done and have a lot of detail and personality to them, I can definitely see why that era of Nintendo were too shook to have a game like this on the system. The Turbografx version actually has a fake parental warning
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Pretty good
Bonk's Revenge [Turbografx-16]
My apparent odyssey into checking out the Turbografx-16 library continues - kinda amusingly ironic in a way that I didn't buy one because I didn't want to risk spending a lot of money on some tech I might not use, and my solution has been to emulate the TG-16 on the Steam Deck, which until this point was a very expensive piece of tech I had literally not used at all since the week I got it last year...
The Bonk series was one of those games that I'd always seen around but never actually played - it wasn't until playing this and reading about them that although some of the games appeared on PC/NES/etc, the Bonk Series was originally created specifically for the Turbografx-16 and was their attempt at having a mascot franchise akin to Mario or Sonic. Obviously the system as a whole never really caught on in the west like they'd hoped, but I actually think they were pretty successful in making a mascot platformer. I'm not sure why I started with 2 (there are 3 mainline games as far as I am aware), but by all accounts this seems to be the best one, so no regrets really.
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This was a game I really came to appreciate the more I played it - the stages and enemies have a lot of personality (as does Bonk himself) and it's a really nice looking platformer. You can hurt most enemies by 'Bonking' them with your head, either by doing a jump from underneath, a standing headbut with a very short range, or a diving midair attack you can also use to propel yourself higher into the air. You can also do more situations things like a wall-jump, as well as find power-ups, although these are mostly neglisible - they're more akin to something like Sonic where it's a temporary power boost that gives you an advantage, rather than something like Mario where it might be something that changes up how you fundamentally approach the level.
When I first played through the game I found it became quite difficult quite quickly and burned through my continues, but on the second time around I realised the game actually wants you to explore and use all your platforming abilities to reach and find hidden areas where you will gain items to win more health, bonus levels (some of which are genuinely very fun), and extra lives, which make the pathway ahead much easier. It made me realise that blitzing along the first time through I'd overlooked a few layers of complexity to the mechanics and level design I'd missed, and I came to really appreciate the game for trying to keep things so varied. It's actually a pretty long game too - at the start you can choose Beginner, Intermediate or Expert which I think essentially just chooses how many stages you complete rather than inherently adding any difficulty, but the 'Expert' full game had 8 worlds witch each one having 4 or 5 stages it seemed. Id argue that if anything it maybe begins to outstay it's welcome a little bit, but when looking at the individual stages all of them are pretty strong and it does a fairly good job of trying to change up what you're doing from level to level, whether that's focusing on a particular platform mechanic, making it more enemy focused, etc. It's not too hard of a game, but it definitely demands that you get to grips with most of it's moveset by the end
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One gripe I had was that about halfway through I seemed to encounter a lot of bosses where I just couldn't figure out how to hurt them without taking damage myself, and essentially winning through a war of attrition and burning a few lives - it was a shame because what felt like pretty tight, consistent and fair platforming suddenly felt a bit clumsy and janky. I am actually fairly sure this was maybe an issue with the emulation as it wasn't something I noticed once the first time I played the game, and watching videos of one of the bosses I was struggling with, nobody seemed to have this issue despite doing the exact same thing as me, so I suspect maybe there is some weird issue with an emulator gamespeed causing some collission fuckery or something. Willing to give the game the benefit of the doubt because it seemed so jarring compared to the other 95% of the time with the game. I'd say the music is pretty forgettable too, which is a shame because I think it had so much personality that a killer soundtrack would have really sent this one over the edge. 
This felt like a proper treat getting to discover a top tier platformer I'd literally never tried before, but I think genuinely holds its own against other stuff on the big platforms. It looks great, it's super colourful and fun, the bosses are really imaginative and it has decent difficulty curve with a lot of variance in the levels and lots of secrets to find and explore. Most of all it just has a lot of personality, with some fun animation and sprite-work. Bonk himself seems to have so many different sprites and animations - actually way more than something like Sonic or Mario have, which gives him loads of personalith and it really adds to the game a lot. I said earlier I thought they were really successful in making a Mascot Platfomer and the animation and personality he has is exactly why. I've no idea if 1 and 3 are on the same level as this (or even the same style of platformer), but I'll definitely check them out now.
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Castlevania: Rondo of Blood [Turbografx-CD] I did also play some probably the most famous game on the Turbografx-CD. Again I thought it was really impressive but I really didn't play loads to form some huge opinion beyond I can totally see why it's so beloved - it straddles that line between the original Castlevainia games and what it became with Sympthony of the Night, and some of the graphical flourises it has look amazing, particularly the parrallax backgrounds.
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I had a little go on a few more Turbografx-16 games also - namely both Alien Crush and Devil's Crush, which are some very beloved pinball games for the system, as well as Blazing Lazers, another Turbografx staple - although to be honest I didn't really play any of them for long enough to have much to say about them. I'd been really impressed with the TG-16 so far to be honest - annoyingly so, since I regret not pulling the trigger even more now. Ideally next time I jump onto the system the next lot of games are dogshit
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horsemusicherald · 2 years
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It's P@D Day: Album Party, Pre-releases and More!
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Once again, the team at Ponies at Dawn have arranged a day of festivities to mark the release of the collective's latest album: Wanderlust. As shown in the schedule above, the party kicks off at 3pm Eastern with an hour-long DJ set each from Thunder_Kick and Keitus before the mane event - the album showcase presented by Lycan Dese Beats - at 5pm Eastern. Join in for 7 hours of brand new tunes before Bolt and Rock Fox start the afterparty with their own DJ sets. The whole thing is being broadcast live on Ponyville FM and there's a party happening on the Pony Town event server too!
But if that's still not enough, P@D pre-released a bunch of songs from the album - check them out below!
Sylvver - Strawberry Shortcake | Future Bounce
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Sylvver's been making a name for herself as a (relatively) new EDM producer. This future bounce track condenses all the energy and upbeat nature of Pinkie Pie into a great songs to dance to!
Soren Ember - Rockin' Maretime Bay | Rock 'n' Roll
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Soren Ember made a recent comeback after a few years' hiatus and delivers with…a classic rock n roll song? Heck yeah! Make like Marty McFly and boogie to this!
Single Purpose - Searching | Liquid Drum & Bass
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One of the many solid DnB producers to grace this fandom, Single Purpose creates a fantastic ethereal atmosphere in this song. Percussion as crisp and clean as the autumn air helps keep a balance of energetic and chill vibes.
Soundnix & RKDM - Outsiders (feat. Asicnar) | Electro
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Collaboration often brings out the best in artists, and that's definitely the case with these two P@D veterans. This absolute banger goes hard, but Asicnar's spoken word bridge adds a nice atmospheric break too.
Totalspark - Reflections Of Myself | Future Garage
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Totalspark proves her title as a queen of chill vibes. Gorgeous pianos, vocals and percussion come together in this song to make a lovely little introspective piece.
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rayhamiltonpixels · 4 days
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Listen/purchase: The Marty Trinity by Ray Hamilton
My very first EP, composed by three songs with one variation of samba and jazz mix in different systems: SNES (SPC700), Sega Genesis (YM2612 + SN76489) and FM Towns (YM2612 + RF5C68). The Album Cover I made it myself
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umd · 5 months
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i would let the fm towns marty kill me. out of respect
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retrogamingreplay · 6 months
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In the early 1990s, while American gamers were enjoying their Super Nintendo and Sega Genesis consoles, a revolutionary gaming system was making waves in Japan: the FM Towns Marty. Developed by Fujitsu, this cutting-edge console never made its way to the United States, leaving American gamers oblivious to the incredible gaming experiences they were missing out on. The FM Towns computer system was first released by Fujitsu in Japan on February 28, 1989. It was designed as a high-end personal computer with advanced multimedia capabilities, targeting both business and entertainment markets. [caption id="attachment_168521" align="aligncenter" width="1280"] FM Towns[/caption] The FM Towns Marty was released by Fujitsu in Japan on February 20, 1993. It was designed as a multimedia console and computer system, aimed at providing high-quality audio and video capabilities alongside its gaming functions. [caption id="attachment_168520" align="aligncenter" width="2000"] The FM Towns Marty[/caption] The FM Towns Marty and PC not only influenced the gaming industry through their hardware capabilities but also had a significant impact on game development practices. The consoles' CD-ROM technology allowed for larger storage capacity, enabling developers to create games with more extensive content, higher-quality audio, and full-motion video cutscenes. Moreover, the FM Towns Marty and PC attracted the attention of prominent game developers and publishers. Companies like LucasArts, Origin Systems, and Sierra On-Line saw the potential in these consoles and released enhanced versions of their popular titles for the platform. This demonstrated the growing interest in CD-ROM-based gaming and set the stage for future consoles that would heavily rely on this technology. Ahead of Its Time In many ways, the FM Towns Marty and PC were ahead of their time. They offered features and capabilities that were not common in other gaming systems of the era. For example, the Marty's ability to play audio CDs and the PC's support for high-resolution graphics were groundbreaking features that would later become standard in future consoles. Additionally, the FM Towns Marty and PC were among the first systems to offer online gaming capabilities. Through the use of a modem, players could connect to online services and engage in multiplayer gaming, a feature that was still in its infancy at the time. FM Towns Marty Specs The FM Towns Marty boasted impressive specifications for its time. It featured a 32-bit Intel 80386SX CPU running at 16 MHz, coupled with a 32-bit Motorola 68000 CPU at 10 MHz for sound processing. The console had 2 MB of RAM, expandable to 6 MB, and a CD-ROM drive capable of reading discs at double speed. The Marty's graphics were powered by a custom 32-bit RISC chip, allowing for stunning visuals and smooth gameplay. FM Towns Marty Games One of the most remarkable aspects of the FM Towns Marty was its library of games. The console played host to a wide array of titles, ranging from arcade ports to exclusive releases. Some notable games included: Zak McKracken and the Alien Mindbenders: A graphically enhanced version of the classic LucasArts adventure game. Loom: Another LucasArts adventure, featuring beautiful graphics and an enchanting soundtrack. Ultima VI: The False Prophet: The first console port of the legendary RPG series, with improved visuals and sound. Monkey Island 2: LeChuck's Revenge: The sequel to the beloved point-and-click adventure, with enhanced audio and visuals. These games, among many others, showcased the FM Towns Marty's capabilities and demonstrated how it pushed the boundaries of console gaming at the time. The FM Towns PC In addition to the Marty console, Fujitsu also released the FM Towns PC, a computer system designed for multimedia and gaming. The FM Towns PC featured similar specifications to the Marty, with a 486 CPU, 4 MB of RAM, and a CD-ROM drive. It also had a custom graphics chip and supported resolutions up to 720x480 with 32,768 colors.
The FM Towns PC had its own library of games, including exclusive titles and enhanced versions of popular releases. Some notable games were: Dungeon Master II: The Legend of Skullkeep: An enhanced version of the dungeon-crawling RPG, with improved graphics and sound. Rayxanber II: A colorful and fast-paced shooter, showcasing the system's graphical capabilities. Senken: A strategy game set in feudal Japan, featuring beautiful artwork and an engaging storyline. These games, along with many others, demonstrated the FM Towns PC's potential as a gaming powerhouse. The Legacy of the FM Towns Marty and PC Although the FM Towns Marty and PC never made their way to the United States, they left a lasting impact on the gaming industry. The consoles showcased the potential of CD-ROM technology and paved the way for future systems like the Sega CD and the PlayStation. Moreover, the FM Towns Marty and PC introduced American gamers to Japanese-style gaming, with their unique genres, art styles, and storytelling techniques. Many of the games that debuted on these systems would later be released in the United States, giving players a taste of what they had missed out on. In conclusion, the FM Towns Marty and PC were revolutionary gaming systems that never got the recognition they deserved in the United States. With their powerful specifications, impressive libraries of games, and innovative features, these consoles could have changed the face of gaming in America. While we may have missed out on these incredible systems, their legacy lives on, reminding us of the constant evolution and innovation in the world of video games. Check out the top 10 games on the FM Towns Marty. 10. Turbo Out Run (1993) - This upgraded version of the quintessential arcade racer introduced a turbo button, vehicle upgrades, and police cars to the series, adding depth and excitement to the gameplay. The objective was to race a Ferrari F40 across the United States, moving from one checkpoint to another while avoiding traffic and other hazards. Dynamic weather conditions and road obstacles like puddles, traffic barriers, and oil slicks kept players on their toes. Despite some graphical downgrades compared to the arcade version, such as missing background details and fewer road hazards, the FM Towns port featured an impressive arranged Red Book audio soundtrack that elevated the gaming experience. 9. Pu-Li-Ru-La (1994) - Developed by Taito, this obscure beat 'em up featured a surreal and illogical world filled with bizarre characters, crude digitized graphics, and unpredictable WTF moments in every stage. The game's premise involved two kids setting out to restore balance to the world after the flow of time was disrupted, giving the developers creative freedom to craft an utterly unique experience. From a digitized woman flapping in the wind like a flag to a background consisting of a half-naked sumo wrestler standing next to a mountain, Pu-Li-Ru-La consistently surprised and confused players with its absurd visuals and illogical stage designs. 8. Splatterhouse (1992) - A side-scrolling beat 'em up inspired by classic horror films, Splatterhouse stood out for its horror-based themes, use of gore, and unforgettable atmosphere. Players took control of a character clearly based on Jason Voorhees, punching, kicking, and using weapons like 2x4s, shotguns, and meat cleavers to battle through waves of enemies. The game kept players engaged with its varied enemy encounters, from zombies emerging from the floor to monsters that needed to be taken down with harpoons. The FM Towns version, with its enhanced visuals and audio, is arguably the best version of the game ever released. 7. Puyo Puyo (1994) - This influential puzzle game featured a robust one-player mode, competitive multiplayer, and combo-centric gameplay that rewarded players and punished opponents. In the single-player campaign, players faced off against 12 computer-controlled opponents,
each with their own personalities and playstyles, with the story progressing through cutscenes. The competitive multiplayer mode was where Puyo Puyo truly shined, allowing players to set off chain reactions and clear multiple groups of blobs simultaneously, sending garbage blobs to their opponent's field. The FM Towns version boasted an amazing jazzy soundtrack that surpassed the arcade version. 6. Monkey Island 2: LeChuck's Revenge (1994) - This classic Lucasfilm adventure game, running on the SCUMM engine, featured a witty and humorous storyline, memorable characters, and an amazing soundtrack. The game's point-and-click interface allowed players to interact with the environment and solve puzzles, with multiple difficulty settings catering to different skill levels. While some puzzles could be annoying, they often served as comedic devices, and the game's sense of humor was its strongest asset. The FM Towns version was considered one of the definitive versions, with improved visuals compared to its DOS counterpart. 5. Raiden Densetsu (1991) - A straightforward yet challenging vertically-scrolling shoot 'em up, Raiden Densetsu offered simple but effective visuals, easy-to-track projectiles, and a fantastic soundtrack reminiscent of 1980s action movie montages. Despite its seemingly understated appearance, with normal-looking houses, generic scenery, and modest weaponry, Raiden Densetsu's simplicity made it one of the most playable shooters of its era. The clear distinction between interactive elements and background objects, combined with the game's memorable soundtrack, created an engaging and enjoyable experience for both solo and co-op play. 4. Super Street Fighter II (1994) - The definitive version of Street Fighter II for the FM Towns, offering solid gameplay, 14 difficulty settings, and a unique color customization mode. As the fourth major iteration of the game, Super Street Fighter II featured a diverse roster of 16 characters and was the first game developed on Capcom's CPS-2 arcade board. Despite some graphical downgrades from the arcade version, such as lower resolution, removed parallax scrolling effects, and missing background animations, the FM Towns port provided a faithful gameplay experience. The inclusion of a special six-button controller and an adapter for Capcom's CPS Fighter arcade stick further enhanced the game's appeal. The FM Towns version also featured an arranged soundtrack that was later used in the 3DO port of Super Turbo. 3. Viewpoint (1993) - An isometric shooter with impressive depth, imaginative enemies, and interesting stage gimmicks, Viewpoint captivated players with its unique perspective and surreal imagery. The game's isometric viewpoint created a sense of depth and made the imposing enemies seem even more impressive, from brightly colored insect-like creatures to ships resembling Slinkies. While relatively light on power-ups, the game allowed players to charge their shots and collect various bombs to create walls of fire, blast zones, or homing missiles. The inclusion of levers and gates to break up the action added variety and prevented the game from feeling repetitive. The FM Towns version was the closest to the original Neo Geo release, offering an authentic and challenging experience. 2. Alltynex (1996) - This exclusive vertically-scrolling shooter allowed players to switch between a ship and a mecha, adding an element of strategy not seen in most shooters. The ability to transform into a robot and obliterate bullets with a giant sword was an incredibly satisfying mechanic, providing a fresh take on the genre. While the ship form was weaker, it excelled at long-range attacks with its upgradeable spread shot and secondary homing laser. In contrast, the mecha form was more powerful but required players to get up close and personal with enemies, leaving less time to react to their attacks. Despite its generic setting and storyline, Alltynex's innovative gameplay mechanic made it a standout title on the FM Towns.
1. Tatsujin Ou (1993) - A vertically-scrolling shooter with impressive weapon effects, intelligent enemies, and six large areas guarded by imposing bosses, Tatsujin Ou is probably the best reason to own an FM Towns. As the only home port of the game, the FM Towns version offered players the opportunity to experience the sequel to the famous Tatsujin (known as Truxton outside of Japan) in the comfort of their own homes. The game featured various power-ups to increase speed and firepower, as well as the ability to change the main weapon from a standard canon to a more powerful beam. The bright, persistent lasers and impressive bomb effects, such as skull-shaped explosions, added to the game's visual appeal. What set Tatsujin Ou apart from other shooters was the intelligence of its enemies, which actively swerved to avoid the player's bullets, creating a more engaging and challenging experience. These eight games represent some of the best experiences available on the FM Towns Marty, highlighting the console's technical prowess, innovative features, and ability to deliver captivating gameplay. While the FM Towns Marty may have never reached American shores, these games demonstrate the incredible potential of this unique gaming system.
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newcountryradio · 9 months
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In The New Country Music Express 26e jaargang  #T1208 (S767) (C14)van 18 december 2023  (wk 51) uitzending op Smelne fm & Crossroads Country Radio
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Artiest                         nummer                     opmerking                 #
Travis Tritt – It’s A Great Day to Be Alive *maandartiest
Joshua Hedley - Country & Western          #1 2022
Zach Bryan ft Kacey Musgraves – I Remember Everything    #30
Tyler Hubbard - 5 foot 9                                                                  #29
Colby Acuff – Western White Pines                                               #28
Tony Jackson – Do You Remember Country Music                   #27
Dan + Shay – Bigger Houses                                                         #26
The Wilder Blue – The Line                                                             #25
Darius Rucker – Same Beer Different Problem                           #24
Alana Springsteen – Ghost In My Guitar                                      #23
Bertolf – Don’t Look Up                                                                    #22
Tanya Tucker – Breakfast In Birmingham                                     #21
Reba McEntire – Seven Minutes In Heaven                                #20
Re: Justin Moore – This Is My Dirt                         tip JT
Re. Tyler Childers - Percheron Mules ft Traveling McCoury tip H
Morgan Wallen – One Thing at A Time                                         #19     2e uur
Larry Fleet - Things I take for granted                                           #18
Gibson Brothers – What a Difference A Day Makes                   #17
Lukas Nelson & POTR – More Than Friends Ft. Lainey Wilson #16
Lukas Nelson & POTR – Icarus      tip H
Chris Stapleton – Higer                                                                    #15
Michael Cleveland - Luxury Liner                                                   #14
Bailey Zimmerman - Rock and A Hard Place                               #13
Brandon Ratcliff - Tale of two towns                                              #12
The Malpass Brothers - I’ve Got Her On My Mind                      #11
Tim McGraw – Standing Room Only                                             #10
Dale Ann Bradley - Kentucky Gold (met Sam Bush)                 #9
Luke Combs – Where the Wild Things Are          #1 B                #8
Luke Combs – Fast Car                              #1 B                #8                   
Re: Robert Weston - Sunday Mornin' Opry       tip B                            3e uur
Re: Dan + Shay We Should Get Married              tip JT
Dierks Bentley – Gold                                   #1 JT                          #7
Dierks Bentley - Cowboy Boots                  #1 JT                          #7
Willie Nelson - Slow Down Old World                                            #6
Vince Gill & Paul Franklin - Kissing Your Picture Is So Cold     #5
Riley Green – My Last Rodeo                                                         #4
Marty Stuart - Altitude                                                                      #3
Colter wall - Corralling the Blues                #1H                             #2
Colter Wall – Little Songs                            #1H                             #2
Cody Johnson – Work Boots                                                          #1
Cody Johnson – The Painter                                                          #1
Cody Johnson - Long Live Country Music                                    #1
Re Brad Paisley – So Many Summer
Re Bonnie Raitt - Just Like That
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petnews2day · 2 years
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Houston Arcade Expo returns as a celebration of pinball, Weird Al, 'Q8bert'
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Houston Arcade Expo returns as a celebration of pinball, Weird Al, 'Q8bert'
Getting their game on at the 2009 Arcade Expo in Houston. Photo by Keith Christensen.
Photo: Keith Christensen
What started as a small meeting for arcade and pinball collectors has turned into one of Houston’s greatest and most fun mini-conventions. The Houston Arcade Expo is back and bigger than ever.   For 21 years (skipping 2020 due to COVID), Keith Christensen has managed the ever-growing convention. The event capitalizes on the extensive collections of arcade enthusiasts while also showing how cabinets and tables stay relevant in the streaming era.   “I think there’s a kind of romance with the cabinet,” he says. “It’s bigger and a physical object. You lose that by just downloading everything. That’s the sacrifice we pay for convenience. Also, there’s the whole social aspect, which is why we have bands and seminars and everything. We like to make it an event. For older folks, there’s a romance for a bygone year, and a chance to treat your inner child.”   The floor of the convention features more than 200 games, all free to play. These include classic such as “Millipede” and “Q8bert” to more obscure titles such as “Moon War.” In addition to cabinets, collectors have consoles and PCs that are hard to find out and playable for visitors, including IBM’s from the 1990s and a rare Fujitsu console from Japan, the FM Towns Marty. There will be a fair amount of Oculus-based virtual reality titles to try, as well as free play on the MechCorp battle pods that many Houstonians have seen at the various fandom conventions around town.    Where the Expo really shines this year is with pinball. More than half of the games listed for play are pinball titles. Staples such as “Doctor Who,” “Elvira,” and “Bram Stoker’s Dracula” will be there, but the true prize is the Houston debut of “Weird Al’s Museum of Natural Hilarity,” made in Texas by Multimophic.   Houstonian Stephen Silver was the creative director and co-director on the table, their first licensed one after a series of excellent original concepts such as “Heist.” The game uses Multimorphic’s patented digital tables which allow for instantaneous changes in backdrops, and special editions include an animatronic of Weird Al playing the accordion along the top.    “He’s such a great personality,” says Silver. “This was one of my dream themes, and he is one of the best people in the world. He was in [the vocal booth] for three solid hours screaming and being enthusiastic. I kept checking in on him and he was one of the nicest people in the world.”   The table draws from Al’s enormous musical catalog and years of zany creations. While there are plenty of his famous parodies such as “Like a Surgeon” and “White and Nerdy,” the Multimorphic team used just as many of Al’s underrated originals. “Harvey the Wonder Hamster” is commemorated with an actual hamster wheel, and players can spin the Wheel of Stupidity from Al’s film “UHF.” Prizes can be jackpots or punishments like reversing the flippers.    Increasingly, the Houston Arcade Expo has been incorporating game-adjacent content as well as geek performances. Lance Guest and Catherine Mary Stewart of the film “The Last Starfighter” will be hosting a panel, and a custom “Starfighter” arcade cabinet with an actual, recreated version of the game from the movie will be playable.    Musically, the show welcomes back New Orleans mad scientist rock outfit the Consortium of Genius, who have been regular guests of the Expo since 2016. Known for their over-the-top depictions of insane megalomaniacs as they play songs, the band tones things down for their appearance in Houston.    “We do a lot of covers because of the general audience,” says founder and singer Lewis D’Aubin aka Dr. Milo Thaddeus Pinkerton III. “It’s less theatrical. We won’t be removing people’s brains…We fit in very well with a retro arcade considering how many different creatures that try to take over the Earth get fought off by pixelated spaceships. We’re very at home there.”
  Jef Rouner is a Houston-based writer.  
Houston Arcade Expo
When: Noon-2 a.m. Nov. 13, 10a.m.-2 a.m. Nov. 14, 10 a.m.-2 p.m. Nov. 15
Where: Houston Marriott Westchase, 2900 Briarpark
Details: $30 – $95; 713-375-1801; arcadecenter.com
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15tarlit5kyline · 4 years
Audio
This is an idea I've had for a long time, a more gaming-focused ambient vaporwave sub-genre, that I'd love to hear more capable, conceptual demonstrations of, as this is clearly amateur, could also use samples for like, movie theaters, bowling alleys and skate rinks, etc. just certain social spheres I often associate with retro, but don't really pick up like mallsoft and advertisements. Perhaps more claustrophobic than typical mallsoft, but definitely in the same frame of mind. It is a subgenre or variant of the subgenre, which lends to the nostalgia of gaming, movie rental, skating, bowling, game tables, etc. If anyone else is interested in this idea, please share examples with me, as I would love to hear more... expertly demonstrated examples.
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youarcade · 5 years
Video
youtube
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orangeloungeradio · 5 years
Video
youtube
Classic Game of the Week: Libble Rabble Developer: Namco Publisher: Namco Platforms: Arcade, FM Towns Marty, Sharp X68000, Super Famicom Video courtesy of:  Drkirby
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