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Official character artwork from R-Type Tactics I-II Cosmos. Art belongs to Granzella and Irem Software Engineering.
I don't think I've talked about it here on my Tumblr before, but I am a fan of the R-Type series, and I've been looking forward to the remake of R-Type Tactics I & II (due out sometime this year, but knowing Granzella, I wouldn't be surprised if it was delayed... again). I had been wondering if the remakes would still use the anime art style for the characters like the originals did, and this newly released artwork shows that they will.
#r-type#r-type tactics#r-type tactics i-ii cosmos#granzella#irem#irem software engineering#strategy games#shmups#official art
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Reviewing the America-exclusive Turbo Grafx 16 (PC Engine) games - Part 1
There are very little North America-exclusive titles released for the PC Engine. These games were published by NEC America and subsequently Turbo Technologies Inc. Probably a reason why I had to play ROMs of them on an everdrive plugged into my Japanese PC Engine system. As for the CD games, they are region free so you can play them on a Japanese PC Engine CD-ROM2 drive, no sweat. For reference, currently mine is a PC Engine Duo. Without a further ado, let's play the PC Engine games released exclusively in the Land of the Free, Home of the Brave - America.
Game #1: Disney's Darkwing Duck
Developer: Interactive Designs / Radiance Software
Release Year: 1992
Catalogue No.: TGX040066
Genre: Platform Action
Format: HuCard
The Darkwing Duck games on the NES and Game Boy by Capcom were great, and this one is so mediocre. The controls feel terribly mushy, causing Darkwing to hesitate at times when precision is required. The collision detection is atrocious. Touching an icon with your hands isn't good enough. No, your entire body needs to pass over it! Even the graphics and animation are substandard. Darkwing Duck is the sort of game you want to like, but the more you play, the more you realize the game simply blows enormous chunks. A far better game of this genre and format would be Makai Prince Dorabocchan.
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Game #2: R-Type (8 Megabit)
Developer: Irem
Release Year: 1989
Catalogue No.: TGX040011
Genre: Horizontal Shooter
Format: HuCard
Technically, R-Type should not belong on this list, but I decided to include it here for one reason. In Japan, R-Type was split into two parts, owing to memory chip shortages which affected the video game industry in Japan. So, the Japanese HuCard release of R-Type (published by Hudson) was split into R-Type Part I (HC63007, released on 25 March 1988) and R-Type Part II (HC63009, released on 3 June 1988). Part I included the first 4 levels, while Part 2 included the last 4 levels. This American release combined the two into one complete HuCard, owing to the fact the chip shortage was no longer a thing by the time the Turbo Grafx 16 landed in North America in 1989. While it was a competent effort overall, Irem was not too satisfied at leaving it there, and in 1991, an even more complete version of the game dubbed R-Type Complete CD was released on the Super CD-ROM2 format exclusive in Japan. The Complete CD included extra levels, a wicked arranged CD soundtrack, and anime cinematics that tell the story of the game. R-Type on HuCard is still a great game, but if I had to play any R-Type game on the PC Engine, you bet your bottom dollar it's gonna be R-Type Complete CD.
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Game 3: Bonk 3: Bonk's Big Adventure CD
Developer: Hudson Soft / RED
Release Month: December 1994
Catalogue No.: TGXCD1052
Genre: Platform Action
Format: Super CD-ROM2
So here it is. Bonk 3 on CD. Uh... This was only released via Turbo Zone Direct mail order and was the last Turbo Grafx game ever released in North America officially. I am sad to say that it was a lazy upgrade over the HuCard original which was already good to begin with. I see no difference aside from fewer animation frames, a new VS mode which does not add much to the story, and a CD soundtrack which I think is a bit meh. Go for the HuCard version and save your money.
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Game #4: The Addams Family
Developer: ICOM Simulations
Release Year: 1991
Catalogue No.: TGXCD1019
Genre: Platform Action
Format: CD-ROM2
This movie game is exactly what I would have expected from a Western company at the time. It's dreadful. The backgrounds are nothing special, the sprites are basic and unappealing, and the 'music' or ambient sound is all sampled and not even played from the CD. The gameplay itself is shallow, with tedious and poorly designed attack patterns, and it just feels like there is so little of any substance here that it just isn't worth your time. While the idea of progression by unlocking doors is fairly sound, the action in the rooms is so brief that you'll be crying out for something with a lot more meat on its bones. Movie tie-ins are not known for their quality and The Addams Family reinforces the stereotype very well indeed.
If you want to play a game of this type, you're better off playing Fausseté Amour, Akumajo Dracula X or Fiend Hunter.
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Game #5: Impossamole
Developer: Gremlin Interactive
Release Year: 1991
Catalogue No.: TGX040062
Genre: Platformer
Format: HuCard
In the early 90's, some misguided game publishers believed that if you took a small, furry creature and stuck him in a platform game, you'd have the makings of a hit. Many Western publishers fell casualty to this - Flair Software with Whizz, Sunsoft America with Aero the Acrobat, Tengen with Awesome Possum, Crystal Dynamics with Gex, Accolade with Bubsy Bobcat and finally Gremlin with Impossamole. Yes, that Gremlin that gave us the Top Gear (Top Racer) games for the Super Famicom in Japan. And no, none of them had the high bar to challenge Sega's Sonic the Hedgehog in every metric possible. I've seen reviews in old magazines describe Impossamole as an average platformer, but they give it too much credit.
I really don’t know how much time I would have invested in this as a kid. I did like everything back then. With other great games for the system like the Bonk games and Dungeon Explorer, and on competing systems including the Mega Drive with Sonic the Hedgehog, and the Super Famicom with gems like the Yoshi games, I would not even bother with this one. It’s games like this that helped with the system’s demise in North America. I can’t believe NEC America chose this kind of lineup and left so many of the PC Engine's 700-odd library of great games in Japan.
Want to play a far better game? Try Doraemon Nobita no Dorabian Night. It plays like a dream, and if you get the Super CD-ROM2 version of Dorabian Night, you get anime cutscenes and voice acting, and the Doraemon theme song is there.
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Game #6: Yo' Bro
Developer: ICOM Simulations
Release Year: 1991
Catalogue No.: TGX040054
Genre: Skateboarding
Format: HuCard
A HuCard companion game to Camp California. Yo Bro drags on and on, so by the time you're prompted to "continue?" the decision is a no-brainer. Leave this game on the shelf where it belongs, and play some other game like Cross Wiber, Berabo Man, or Don Doko Don.
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#turbografx 16#turbografx cd#disney#darkwing duck#the addams family#paramount pictures#the beach boys#Youtube
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Parlor Pro 64: Pachinko Simulation
JP release: 29th January 1999
NA release: N/A
PAL release: N/A
Developer: Irem Software Engineering
Publisher: Telnet
Original Name: Parlor! Pro 64: Pachinko Jikki Simulation
N64 Magazine Score: N/A
I’m not sure what it is about developers of Pachinko games, but none of them seem to quite know what humans look like. Even though this is a completely different development team and publisher, the receptionist’s head is way too small and placed on top of a peg-like neck, just like in Pachinko World 64. At least in this one you can actually walk around the pachinko halls.
Parlor Pro boasts a whopping three pachinko machines. Unlike previous N64 pachinko games, these are entirely 2D, which means no odd and fiddly camera controls to deal with and they’re nicer to look at. You can also zoom in on the slot machine animation and make it full screen, with them being nicely animated and looking quite crisp.
In the main mode, you need to prove your worth by doubling your money in order to join an elite Pachinko club (and presumably higher targets after that). You pick different pachinko parlours from the menu and pick a machine to play. At night you return home, then start the process again the next day.
While there are four parlours, each with rows and rows of machines, there are only three types of machine to play, so that’s all you do for hours at a time. It’s possible that the individual machines have slightly different odds, and that the game is more about figuring out which ones those are.
Outside of the main mode, you can just play the three machines from the menu. There’s also a gallery where you can watch the different animations from the slot machine screens, which I guess is a nice bonus.
But this is still a game where you play a hybrid of a 10p machine and slot machine, with no prizes to be won – not even in-game cosmetic stuff.
Remake or remaster?
These games are nothing more than odd curiosities.
Official Ways to get the game
There’s no official way to play Parlor Pro 64.
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"Vigilante" for the PC Engine console
Released in 1988 for the PC Engine (TurboGrafx-16 in North America), "Vigilante" represented a significant milestone in the evolution of beat 'em up games on home consoles. Originally developed by Irem as an arcade game, it was subsequently adapted for the PC Engine, showcasing the console's ability to deliver arcade-quality experiences in the home. "Vigilante" not only pushed the technological capabilities of the PC Engine but also stirred controversy with its promotional artwork, highlighting the complex interplay between video game content, marketing, and audience reception during the late 1980s.
Historical Context
During the late 1980s, the video game industry was rapidly evolving with the transition from 8-bit to 16-bit technology. The PC Engine was at the forefront of this transition in Japan, boasting superior graphical and audio capabilities compared to many of its contemporaries. "Vigilante" was released during this transformative period and was part of a broader trend of arcade games being ported to home consoles, a practice that allowed gamers to enjoy arcade hits without leaving their homes.
Gameplay and Technological Innovations
"Vigilante" continued the tradition of side-scrolling beat 'em up games, following the success of titles like "Kung-Fu Master" (also by Irem) and "Double Dragon." The game involves the player taking on the role of a vigilante who must rescue his kidnapped girlfriend from a gang known as the "Skinheads." This premise drives the player through five distinct levels, each filled with numerous enemies and a boss character.
Technologically, "Vigilante" utilized the PC Engine's advanced graphics hardware to reproduce the detailed backgrounds and character sprites seen in the arcade version. The smooth scrolling and sprite-scaling capabilities were particularly notable, demonstrating the PC Engine's ability to handle dynamic visual effects that were crucial for maintaining the fast-paced action and visual depth of arcade games.
Controversial Artwork
The artwork used in the marketing and packaging of "Vigilante" drew controversy for its depiction of violence and its potential racial undertones. The original arcade release and some versions of the game featured artwork that included aggressive imagery and characters that some interpreted as promoting racial stereotypes, particularly the portrayal of the gang members. In an era where video game content was beginning to come under closer scrutiny for its impact on younger audiences, the artwork of "Vigilante" sparked discussions about the social responsibilities of game developers and publishers.
Moreover, the depiction of vigilantism raised ethical questions about the messages video games were sending regarding justice and self-help justice. These themes, combined with the game's violent content, contributed to the ongoing debates about the regulation of video game content and the need for content rating systems, which would later result in the establishment of organizations like the Entertainment Software Rating Board (ESRB) in the United States.
Cultural Impact and Legacy
"Vigilante" contributed to the popularization of the beat 'em up genre on home consoles, proving that the PC Engine was capable of bringing the arcade experience home. Its release helped cement the PC Engine's reputation as a system capable of rivaling more established platforms like the Nintendo Famicom (NES) and the Sega Genesis in terms of game quality and variety.
The controversy surrounding its artwork also played a role in highlighting the growing influence of video games in popular culture and their potential for controversy. It underscored the need for the video game industry to consider its broader social impact, particularly in terms of content presentation and marketing.
Conclusion
"Vigilante" for the PC Engine is a noteworthy example of the complexities involved in adapting arcade games to home consoles both from a technological perspective and a cultural one. It showcases how technological advancements in gaming hardware can expand the possibilities for game design and presentation, while also illustrating the challenges developers face in responsibly managing content that resonates with and impacts a diverse audience. As such, "Vigilante" remains a significant title in the history of video games, remembered both for its gameplay innovation and its role in broader cultural discussions.
#Vigilante#PC Engine#turbografx#HuCard#irem#Game#Retro#Retro game#Retrogame#Retro gaming#Retrogaming#Pixel Crisis
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What Happened?
Why do I seem to have lost interest in everything computer related? I used to love playing with old machines but to be honest lately my heart has really fallen out of the industry.
I just don’t seem to enjoy playing with this stuff. I used to like messing around with emulators and playing with things like DOS but now I feel like I have played around and done most things I can do in that field.
I had an interest in Linux but to be honest it seems to have faded. Maybe because I have hit the limits of my hardware so I don’t have any areas to explore.
People have always said I have had an esoteric choice of machines I like. Although I admit my first machine was a 48k ZX Spectrum back in 1983 as common as you get. I have always been interested in the more obscure or failing machines.
I have always had an interest in machines such as the MSX machines, PC Engines & Sharp X68000. This is because they were not on every computer shop in town. They didn’t make huge impact at all in the UK where I am based.
Obviously a lot of the software is in Japanese and I have no ability to read Hiragana, which is what it normally is. So even if I get emulation running I have no idea what its about or what I am supposed to be doing if it’s beyond basic menus.
I also like machines like the NeXT, which was also not hugely available so when to get to see them I am really interested.
I then used OpenStep 3.3. via the emulator called Previous and really discovered how little software is actually available for this system. However using it really did show how much NeXTStep is still in Mac OS X even to this day.
Why do I prefer typing in old word processors like this one and Word Perfect 5.1 for DOS or LocoScript PC. Give me a copy of LibreOffice or Modern Word and I sit and stare at a blank page.
I also seem to type more if you give me a minimalist word processor like Writeroom or Focuswriter. So maybe it’s a psychological thing.
It seems the more obscure the item is the more my interest is.
I also have a vast interest in running things in emulators. I have no ability to write said emulators but have always had a fascination in seeing if I can do it on said machines.
It started when I got my first 486 SX25 . The first emulator I ran was JPP in DOS to emulate a ZX Spectrum. Then I found things like Z80 and Magic Engine I bought keys for both. The Magic Engine key I still have and still works but the Z80 one went AWOL a long time ago.
It was cool to subvert the machine make it doe something it was not designed by trade to do, It was exciting and when you got something working it was cool.
I then found things like Nesticle, (NES) Genecyst (Genesis/Mega Drive) and Callus (CPS1) from Blood software and I entered a rabbit hole of emulation. BSNES and ZSNES (both SNES ) and things like M72 (Irem M72 boards), RAINE (CPS1/2) and MAME.
Obviously I remember MAME when it started and would only run 5 games but it sharp managed to keep adding more and more games, making it very interesting at the time.
MAME of course is still going today and can do lots of things as it now includes many of the older projects being amalgamated into it. It now includes MESS, (Multi Emulation Super System), MFME (Multi Fruit Machine Emulator) and PINMAME (Pinball DMD roms).
All of these at one point had separate instances but now MAME coves them all including the ever growing arcade roms and architectures it supports.
As well as multi machine emulators like MAME. Several arcades had their own dedicated programs. I remember things like The New Zealand Story and the 4 player Teenage Mutant Ninja Turtles had their own dedicated emulators written for them.
Obviously over the years many emulators have come and gone and the images of the roms have been upgraded or updated. I think I saw recently that if you wan t to emulate some of the newer systems on MAME such as Sega M1 or Naomi upwards you need to use CHD (Compressed Hunks of Data) files and if you want a complete collection of such then you need over 10TB worth of hard drive space.
Which is ludicrous considering that half of them don’t work very well due to requiring a beefy CPU to run said games and lots of GPU memory to create the virtual graphics cards.
So machines without a eight-core processor or higher and anything less than a Nvidia 3000 series graphics card need not apply.
Over the years the emulators have continued covering all major platforms and even to this day as I said MAME continuers its quest. However even more recent platforms are not safe from the emulators.
They have emulation for Xbox 360, Playstation 2 & 3 and even a Switch emulator. In fact was just announced about RPCS4, Orbital, PS4EMX, PS4Emus they have got Playstation 4 emulation now in the functional stages.
Scary stuff. I love emulation even though I could not program one to save my life. I just like seeing a machine running something it was not intended to do.
This is also why I used to like playing with Hackintosh stuff because it was once again subverting what the machine is. The PC was not supposed to run Mac OS X but the fact that someone managed to get such things running was absolutely fascinating.
People have accused me of being quite brutal on machines because I tend to try and get these emulators to work or run software never designed for it. The fact that things such as emulators and the various VMs to run obscure stuff I am not the only one who wants to do this.
Thankfully they do exist because if you were waiting on me to write such it would never happen as I just don’t have that sort of skill or knowledge.
Of course the new Apple Silicon has pretty much made the Hackintosh redundant and also I really didn’t quite understand how to get OpenCore working it was far too complex for my limited brain.
Normal stuff like PC gaming or consoles don’t appeal to me very much until they become a challenge to run them. As I said I like the obscure I like the having to resort to unorthodox methods.
I would be the type if I did play PC games and got good I would have to beat Call of Duty 904 with a Steering wheel just be obnoxious. I’m not going to do that so don’t look to find it.
Obviously as I said new emulators require machines far beyond my reach at the moment but one day who knows I may get back up in the high end PC market again.
Until then I type this nonsense on a iBook G4 using Microsoft Word 2008 then probably upload it using my Dell i7 M6800 laptop to Tumblr.
However to answer the question what happened. I think I have played with most of the obscure things and now I have nothing to do or see.
Going back to the run of the mill is boring and I honestly find most modern games and consoles lifeless. They may be photo realistic and have 4k graphics and more but have about as much excitement to me as a pebble.
However if I get a high end PC I will definitely try and emulate the consoles I don’t care about currently as it something the PC isn’t supposed to be doing. As I said it’s a psychological thing or basically I’m just weird.
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R-Type Final 2 Gets Western Release Date for Spring
R-Type Final 2 Gets Western Release Date for Spring
R-Type Final 2, the latest entry in the longstanding series, now has a western release date set this spring on the 30th of April. It has been developed by Granella with the permission of Irem Software Engineering Inc. The game is coming to PC (Steam and Epic Games store), Xbox One and Series S/X, Nintendo Switch, and PlayStation 4. There are also a couple of special editions, but first here is…

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Gekisha Boy
©️ Irem Software Engineering, Inc. 1992
Image sourced from mobygames.com
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Game review: Undercover Cops (SFC/SNES)


Title: Undercover Cops
Japanese Title: アンダーカバーコップス
Release Date: 3 March 1995 (Japan)
Platform: Super Famicom (SNES)
Developer: Varie
Publisher: Varie
Licensor: Irem Software Enginerring
Genre: Scrolling Beat-em-up
Number of Players: 2
Catalogue Number: SHVC-AUCJ-JPN
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"Undercover Cops: Irem's funky 16-bit ode to police brutality. An American version of this game was planned, but was cancelled.... or was it?"
Undercover Cops on the Super Famicom is an underrated scrolling beat-em-up by Varie (arcade version originally by Irem) that never saw an official western release until Retro-Bit was granted the license by Irem to polish up a western release translated in English for all Super Nintendo systems around the world. It also turns out that a lot of the people working on this game would later work on the Metal Slug series for SNK.
All three playable characters in this game are really slow. Actually, they are relatively slow if you're coming from games of this genre with faster characters than this. As far as beat-em-ups go, this is a slow one. You move slowly, your enemies move slowly, and if there's too much happening on-screen, the game slows down; and if you have to jump, be prepared for a half-second delay. Saying that, it sure is different in that it makes the game more tactical and more accessible. The moves from the playable characters are pretty cool, and so is the soundtrack. Just sayin'. Weapon pickups are pretty essential. It's just a shame it isn't as fast as other beat-em-ups that were more established than this.


PROS:
Definitely an interesting curiosity in a sea of beat-em-ups
Borrows from the likes of Final Fight and Bare Knuckle/Streets of Rage in terms of move variety
Gameplay is a pleasure if you know what you are doing
The soundtrack rocks
Nice variety of levels
It plays and controls really well. But...
CONS
The slowdown. Oh my god, the slowdown.
The moves are interesting, but quite lacking at the same time
Japanese-exclusive for a long time until Retro-Bit came along
VERDICT:
So, is Undercover Cops really worth getting? Well..... it's a good game, it's got its unique share of flaws, but... being one of the later Super Famicom releases in 1995 (when the world was plugged into 32-bit technology with the PS1 and Sega Saturn taking off, with the N64 due imminent) you would really expect it to be better programmed without the slowdown. Overall, fans of beat-em-ups would enjoy it, but that's about it, really.
Here is my scoring system for this game.
Gameplay: 7/10 - the slowdown helps it, but to a detriment
Graphics: 5/10 - it looks cool for a SNES game, but nothing too impressive
Sound: 6/10 - it's not bad, but surprisingly higher quality than the original SNES Final Fight
Soundtrack: 7/10 - they've pulled out all the stops when it came to music composition, though not the best
Menus: N/A - it's as simple as can be
Replayability: 5/10 - it's not as engaging to most players, but still worth a replay or two
So overall, Undercover Cops on the Super Famicom gets a score of...
6/10.
It is an interesting game, but not for everyone. I recommend starting out with either Streets of Rage or Final Fight first.
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Video Games 1984 The fifth Arcade Awards are held, for games released during 1982-1983. Pole Position wins Coin-Op Game of the Year, Ms. Pac-Man wins console Videogame of the Year, Lode Runner wins Computer Game of the Year, and Q*bert wins dedicated Stand-Alone Game of the Year. For the second Golden Joystick Awards (held in 1985), Knight Lore takes Game of the Year. New Hardware in 1984 Apple Inc. announces the original, 128K, floppy disc-only, Macintosh. IBM releases the IBM PCjr in an attempt to enter the home computer market. It has improved sound and graphics over the original, business-oriented IBM PC, but is commercial failure. Atari announces the Atari 7800, a next-gen console that’s compatible with Atari 2600 cartridges. It is then shelved until 1986 due to the sale of the company and legal issues. Read more and vote for your favorite video games: https://ift.tt/2OkxV7z Games featured in this video: Excitebike Famicom Duck Hunt Famicom Hogan’s Alley Famicom Circus Charlie Arcade Return of the Jedi Arcade Tower of Druaga Arcade Ghostbusters c64 Montezuma’s Revenge Home Computer Boulder Dash Home Computer F1 Race Famicom Ice Climber Famicom Golf Famicom Tennis Famicom Dragon Buster Arcade Super Xevious Arcade Super Bagman Arcade Vulgus Arcade Star Force Arcade Antarctic Adventure Colecovision Lupin III Super Cassette Vision Pitfall II Atari 2600 HERO Atari 5200 & 8-bit HERO Commodore 64 Rescue on Fractalus Atari 8-bit Lode Runner Famicom Donkey Kong 3 Famicom Pinball Famicom Nuts and Milk Famicom Karateka Apple II Dragon Slayer PC-88 Ancient Art of War MS-DOS Beyond Castle Wolfenstein Home Computers Console Games 1984 Nintendo releases a conversion of their own Donkey Kong 3 for the Famicom/NES. Nintendo releases Ice Climber and Balloon Fight for the Famicom/NES. Activision releases Pitfall II: Lost Caverns, one of the last major titles for the Atari 2600. Each cartridge contains a custom chip allowing 4-voice sound. Computer Games 1984 Computer Video Games 1984: Alexei Pajitnov creates Tetris for the Electronika 60 in the Soviet Union. Elite, an influential wireframe 3D space trading game offering full six degrees of freedom and a then-unique open-ended design was released. Nihon Falcom releases Dragon Slayer, which lays the foundations for the action role-playing game genre. T&E Soft releases Hydlide, an early action role-playing game that features a health regeneration mechanic. Knight Lore by Ultimate Play the Game is released for the ZX Spectrum. It is the third title in the Sabreman series, but the first to use the isometric Filmation engine. Bullet-Proof Software releases The Black Onyx, which helps popularize turn-based role-playing games in Japan. Brøderbund releases The Ancient Art of War. It is a real-time tactics game and a precursor to the real-time strategy genre. Brøderbund also releases Karateka for the Apple II. Read more and vote for your favorite video games: https://ift.tt/2OkxV7z Arcade Games 1984 Arcade Video Games 1984: Namco releases Gaplus, the sequel to Galaga. Also, Namco releases the Tower of Druaga arcade game, a precursor to the action role-playing game genre. Data East releases Technōs Japan’s Karate Champ, laying the foundations for the one-one-one fighting game genre. Namco releases Pac-Land and lays the foundations for horizontally-scrolling platform games. Namco releases Grobda, a spin-off from Xevious. In addition, Namco releases Super Xevious and Dragon Buster, the latter of which is one of the first games to feature a life bar. Capcom releases 1942. Irem releases Kung-Fu Master and lays the foundations for the beat ’em up genre. Atari Games releases Marble Madness, their first game written in the C programming language and to use a 68000-family microprocessor. Gaming innovations 1984 Dragon Slayer lays the foundations for the action role-playing game genre Hydlide was an early action role-playing game that features a health regeneration mechanic Kung-Fu Master / Spartan X lays the foundations for the beat ’em up genre Read more and vote for your favorite video games: https://ift.tt/2OkxV7z Music featured in this video: Tower of Druaga Soundtrack https://www.youtube.com/watch?v=nr1YwmZ8jW0 Pitfall II Soundtrack https://www.youtube.com/watch?v=p9kgc7_yopM Star Force Soundtrack https://www.youtube.com/watch?v=ZZEbvpgDJyQ Marble Madness https://www.youtube.com/watch?v=HxAYJdLXgZo I do not own any rights for the music in this video! All rights for the music belong to the authors! by Retroconsole
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R-Type Final2 -Teaser
Here comes the first teaser trailer of R-Type Final2 is here to come. Please watch it! ©Granzella Inc. “R-TYPE” is a trademark and/or copyrighted of IREM SOFTWARE ENGINEERING INC.
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IREM classic Holy Diver to Make American and European Cartridge Debut with Collector’s Edition from Retro-Bit® Publishing
Nearly three decades after it was first released in Japan, IREM’s cult classic Holy Diver will be making its North American and European cartridge debut in August 2018 with a limited edition collector’s package from Retro-Bit®’s newest publishing arm, Retro-Bit® Publishing, distributed exclusively by Innex Inc®.
https://www.comiccrusaders.com/wp-content/uploads/2018/08/Holy-Diver-Trailer.mp4
One of the most sought-after 8-bit titles of all time, Holy Diver is the inventive mix of fast-paced action and adventure that Electronic Gaming Monthly magazine called “A fantastic game loaded with hidden surprises” (issue #3, September 1989). It stars a magic-wielding warrior who is in search of the Royal Coat of the Arms of the Crimson in order to defeat The Black Slayer. Players will need to fight their way through six incredible stages, each with its own unique theme and challenging boss to overcome.
Holy Diver, along with R-Type III & Super R-Type Collector’s Edition, will be among the first Collector’s Edition games published under the brand new imprint Retro-Bit® Publishing. The exclusive hard embossed collector’s box will include an 8-bit cartridge with a protective dust cover, a full-color instruction manual, exclusive sticker collection, original art prints, Holy Diver branded hardcover notebook and an individually numbered certificate of authenticity. Retro-Bit has also collaborated withFiGPiN® to create a limited edition Holy Diver pin set.
The production will be limited to only 2,900 units in North America and 2,800 in Europe, and the first one-thousand in each region will come with an exclusive white cartridge. Holy Diver will retail for $59.99 when it begins shipping in late August 2018 and will play on the Nintendo Entertainment System and select Retro-Bit consoles.
“We’re excited to bring one of the greatest 8-bit cult classics to the United States and Europe for the first time ever in cartridge form,” said Ron Pang, Vice President of Marketing and Sales at Innex Inc. “Holy Diver gives us an opportunity to raise the bar for retro releases by offering fans of old school games an incredible collection of exclusive and high-quality content, all at an affordable price. Holy Diver and R-Type III & Super R-Type Collector’s Edition are just the first of many possible exclusive releases for Retro-Bit Publishing.”
Holy Diver is currently available for pre-order. More information can be found at Retro-Bit.com/holy-diver.
PRE-ORDER NOW: http://bit.ly/rbholydiver LEARN MORE: http://retro-bit.com/holy-diver VIEW PRESS KIT: http://bit.ly/holydiverpress READ R-TYPE PRESS RELEASE: http://retro-bit.com/r-type-given-new-life
©IREM SOFTWARE ENGINEERING INC.
About Retro-Bit® A leader in the retro-gaming community for more than a decade, Retro-Bit® brings new life to classic video game consoles with exciting accessories, controllers and games. From the Atari 2600® to the PlayStation 4® and almost everything in between, Retro-Bit offers the best new ways to play classic games. Retro-Bit can be found online at retro-bit.com, Facebook (@Retrobitgaming) and Twitter (@RetroBitGaming).
About Innex Inc. Innex Inc was founded in 2004 on the principles of innovation, fun, and a commitment to customer service. Over a decade later and they continue to offer the Innex Experience of offering customers a wide variety of video-game related toys and peripherals at a competitive price. Innex is an award-winning leader in global distribution offering multiple services and shipping plans. They partner with the most recognizable and trusted brands and licenses in the industry. More information can be found online at innexinc.com.
Holy Diver Resurrected with NEW Collector’s Edition Cartridge IREM classic Holy Diver to Make American and European Cartridge Debut with Collector's Edition from Retro-Bit® Publishing…
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R-Type Final 2 Initial release date: December 2020 Developer: Granzella Inc. Designer: Kazuma Kujo Series: R-Type Platforms: PlayStation 4, Nintendo Switch, Xbox One, Microsoft Windows Publishers: Granzella Inc., Irem OVERVIEW R-Type Final 2 is an upcoming horizontal shooter video game in development by Granzella and published by Irem Software Engineering. The game is currently planned to be released via digital distribution for the PlayStation 4, with additional consoles planned for development. #Rtypefinal2trailer, #RTypeFinal2, #RTypeFinal2KickstarterTrailer, #RTypeFinal2Trailer https://www.instagram.com/p/B7QvPuHJPGn/?igshid=1sykke922jzjs
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R-Type Final 2 is being developed by Granella with the permission of Irem Software Engineering Inc. The game is the latest entry in the long running R-Type series of side-scrolling shooters. The problem is that Granella is a small studio, so they are starting a Kickstarter campaign to help fund the project. This is also to help ensure that the game can have a global release in the future. The game is planned to be coming to PC (Steam), Nintendo Switch, Xbox One, and PlayStation 4. Here’s the teaser trailer:
The R-Type Final 2 worldwide Kickstarter campaign will begin on June 3rd. It will start at 11:00 AM Eastern Time or 8:00 AM Pacific Time. That’s 3:00 PM Universal Coordinated Time and 24:00 in Japan. The funding campaign will last for about a week, but the end date has not been announced yet. Today’s press release also gives a sneak peek at some of the backer rewards that the campaign will have for those who donate. There are 14 backer tiers in all, with rewards ranging from digital and physical copies of the game, to soundtracks, hard cover art books, T-shirts and more. Here are the four backer tiers revealed in the press release:
Tier
Includes
$40
A digital copy of the game for PC (Steam), Nintendo Switch, Xbox One, or PlayStation 4
$80
A digital copy of the game for PC (Steam), Nintendo Switch, Xbox One, or PlayStation 4
A Digital Soundtrack Download
Hardcover Art Book
Your name in the game’s credits
$500
A digital copy of the game for PC (Steam), Nintendo Switch, Xbox One, or PlayStation 4
A Soundtrack CD
Hardcover Art Book
An R-Type Final 2 T-shirt
Kickstarter exclusive R-craft & Force that you can use in-game as DLC (gotten via a download code)
Your name in the game’s credits as a Special Sponsor
$2500
A digital copy of the game for PC (Steam), Nintendo Switch, Xbox One, or PlayStation 4
A Soundtrack CD
Hardcover Art Book
An R-Type Final 2 T-shirt
Kickstarter exclusive R-craft & Force that you can use in-game as DLC (gotten via a download code)
Operator will call your name in the starting sequence of the game (given via in-game password)
Your name in the game’s credits as a Special Sponsor
R-Type Final 2 aims to deepen the R-Type series and evolve the side-scrolling shooter gameplay. They want to make it the best R-Type game yet. The game will include fighter variations that the player can choose from. Depending on the one you choose, its equipped Wave Cannon will vary, and so will the Force (an unmanned unit that provides protection from enemy projectiles, and also fires laser beams at your foes). There are additional fighter variations to unlock, as well.
The game will have a “Real-time Level Function” that adjusts the difficulty automatically according to the player’s skill in the game. The difficulty level is displayed on-screen so players can check their score at any time. Of course, higher difficulty levels will earn you a lot more points. Players who are not yet skilled can also set a difficulty level cap if they wish. This prevents the game from getting too hard for them before they are ready. This feature is made entirely optional so it won’t affect skilled players who need a better challenge.
You can find out more at the R-Type Final 2 official website. Lastly, the press release also included some screenshots:
R-Type Final 2 Kickstarter Launches In Several Days R-Type Final 2 is being developed by Granella with the permission of Irem Software Engineering Inc. The game is the latest entry in the long running…
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iTunes Store: トップ無料 App / July 18, 2018 at 04:50AM
[グリパチ]CR大海物語4 - CommSeed Corporation
[グリパチ]CR大海物語4 CommSeed Corporation ジャンル: ゲーム リリース日: 2018年7月16日
■機種について 海物語ならではの驚きと喜びを!「CR大海物語4」がグリパチに登場! 株式会社三洋物産の大人気パチンコ「海物語」シリーズより「CR大海物語4」がグリパチに登場です。「ラグーン」「アトランティス」「トレジャー」のほか、プレイヤー参加型のゲーム性をメインにした新ステージ「クリスタルモード」の4つのモードを搭載。クリスタルが割れる瞬間やパールフラッシュによる祝福がグリパチでもお楽しみいただけます!! ■今すぐ遊ぶ 実機を忠実に再現した圧倒的クオリティーのパチンコアプリを楽しもう! ※50回転回すとスタート画面に戻りますが、50回転を区切り(1セット)として繰り返し何度でも遊ぶことができます。 プレイ開始時は、上部にデータカウンターが表示されています。下部にメニューが表示されています。 上部のデータカウンターをタップすると、2つとも表示が消えます。 再び画面上部をタップすると、2つとも再表示されます。 © ©SANYO BUSSAN CO.,LTD. ©IREM SOFTWARE ENGINEERING INC. ©CommSeed Corporation
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Irem Arcade Archives sur Nintendo Swicth - 1er titre en 2017
Irem Arcade Archives sur Nintendo Swicth – 1er titre en 2017
Après avoir acquis les droits, Hamster a annoncé qu’il sortira le titre d’arcade d’Irem Software Engineering pour Nintendo Switch & PS4. Le premier titres à venir est Arcade Archives Zippy Race. (more…)
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Disaster Report 4: Plus Summer Memories Coming To PS4
Disaster Report 4: Plus Summer Memories Coming To #PS4 | #SurvivalGame #NaturalDisaster
Granzella and Irem Software Engineering announced that Disaster Report 4: Plus Summer Memories is coming to the PlayStation 4 at some undisclosed time. (more…)
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