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Floating Runner (PlayStation)

Hey, it's a 3D platformer that came out before Super Mario 64 and before analog control became standard on consoles. That's something, right?

In Floating Runner, you lead either adorable bounty hunter Lay or adorable priestess Cress on a journey to find seven crystals to save Crystal Land. As adorable as this game may be, it's marred by a lot of annoying little things, and they're not all attributable to the growing pains of the genre. Let's list them... (Plain old paragraphs are so cliché.)

1a) Your default weapon shoots in an arc, and you have a projectile limit. If too many fall over the edge of a platform, you have to wait a second or two for those to dissipate before you can shoot more.
1b) Other weapons are available, but you actually have to find them at their particular location in one of the worlds. And they also shoot in an arc. And they use gems that enemies leave behind, which you lose when you die, which is often.
1c) You can also stomp on enemies, but they tend to move around a lot.
2) You have but two camera angles that you can switch at will - an overhead angle and a slightly higher overhead angle, which is only useful in maybe a couple situations.
3) When you continue, you only have half your health, and there aren't too many health potions around. (Yet the first stage has five!)
4) The stage layouts can be disorienting. (The camera might play a role in that.)
5) Jumping from platform to platform can be tricky.
6) The game just feels tedious after a while.
Floating Runner manual

But it's not all bad. The stage select system is unique - at the end of each world, the crystal cycles through different colors representing the other worlds. The frame rate is brisk. On a personal note, I find the game charming, despite its faults, and I don't have any desire to get rid of my copy. It's an interesting historical footnote. The music is nice, and I like the mix of flat-shaded and texture-mapped polygons.

Just who developed this historical footnote of a game? If you dig around the disc, you'll find a T&E Soft copyright and credits (none for sound, though). These don't appear in-game, and there's no other mention anywhere that the average player would see. The staff names suggest this was done at T&E Soft Osaka (which was computer game company Xtalsoft once upon a time), where Red Alarm and Blaze & Blade were also made.

Finally, let's take a moment to look at the Western packaging, especially the inside of the case. Yuck! At least someone had the good sense to use the Japanese art on the disc and inside the manual (see right).

P.S. I don't pay much attention to Games Done Quick stuff, but I was impressed by this speed run.

Panzer Dragoon Mini (Game Gear)

CRV (talk) 16:35, 24 June 2015 (CEST) [permalink]

Panzer Dragoon Mini title screen

Towards the end of the Game Gear's life in Japan, Sega rebranded it the Kid's Gear in an attempt to market the system to children. One of the handful of titles released under this brand was Panzer Dragoon Mini. Besides maybe the dragons, there's nothing particularly cute here. This is Panzer Dragoon - stripped of just about everything anybody would have liked about the Saturn games.

After you choose one of three dragons to control (not ride, apparently), it's on to the action. You make your way through several stages shooting enemies, with either your regular shot or a lock-on laser. (There's no berserk attack despite the game coming out after Zwei.) Sometimes the camera shifts to the side, but that's about as interesting as things get. There are mid-bosses and end bosses, but their attack patterns primarily consist of moving back and forth spraying bullets.

The backgrounds and especially the sprites look nice, but the ground is made up of boring, rolling stripes. It goes without saying that the music isn't as good as the Saturn versions, but Hitoshi Sakimoto should be commended for producing these pleasant arrangements.

Spoiler - here's the exciting ending:

There are no credits, so it's more difficult to pin down a developer. Evidence (as identified here) points to Rit's as the culprit, a company that made some original RPGs, most notably the Dragon Master Silk series, and worked on many of the old Shining games.

Some images from SMS Power!

Panzer Dragoon Mini Panzer Dragoon Mini Panzer Dragoon Mini Panzer Dragoon Mini

Pinball Spirits (Windows)

CRV (talk) 04:48, 14 May 2015 (CEST) [permalink]

I like me some video pinball; I've amassed a decent collection of video pinball games. So when I found out about a pinball game that involved GDRI veteran Opera House and only came out in Japan, I was interested. Actually, even if it isn't great, I want it.

But good luck finding it - not only is Pinball Spirits a Japanese exclusive, it's available only for Windows. There's a copy on Amazon Japan for under $60 US. Enjoy the cover shots at the link because that's all you're gonna see.

Such is the world of Japanese Windows games. They seem to be among the most poorly documented and poorly preserved, unless there's something going on that I don't know about (which is possible). At least shopping sites like Amazon have games listed.

There's more than just eroge. Did you know Konami released games like Henry Explorers (Crypt Killer) for Windows in Japan?

Fun fact about Pinball Spirits: It was produced in cooperation with the non-profit Tokyo Pinball Organization. Read more about them here.

Hyper Rally (PlayStation)

CRV (talk) 04:48, 12 May 2015 (CEST) [permalink]

The 32-bit generation was one abundant with rally racing games, from Sega Rally to Colin McRae Rally. Then there's Hyper Rally.

I've watched videos on Nico Nico Douga, but I will bite my tongue since I have not played the game. I do like the music; it sounds like '90s-era, T's Music buttrock, as heard in games like Lords of Thunder. Cross-referencing names in the credits with VGMdb, it is T's Music, so kudos for that at least.

Hyper Rally turns up on the website of Triad, a company headed by Minoru Yuasa, who worked as a sound producer and composer on many Telenet games. However, I can't read most of the rest of the names in the credits, so I can't determine their involvement at this time. (I can't figure out kanji.) Satoshi Hatsuya was the game's director and a graphic designer. He also worked on Steel Empire for the Genesis.

Credit to the creators/uploaders of the above videos

Sega on Nintendo: Sega Arcade Games on the Famicom/NES

CRV (talk) 04:26, 29 January 2015 (CET) [permalink]

After Burner & After Burner II Tengen released After Burner in the US, and Sunsoft released After Burner II in Japan. Neither are as good as the arcade versions, but they're not bad, and they're both arguably better than the Master System version. As for the Nintendo releases, some places suggest one is a modified version of the other, but I'm not sure.


Five Westone Games That Aren't Wonder Boy

CRV (talk) 04:21, 7 December 2014 (CET) [permalink]

Westone Bit Entertainment logo

Westone Bit Entertainment and related company Bit Angel filed for bankruptcy on September 24. Most know Westone for the Wonder Boy and Monster World series, but they also did a bunch of other games. Here's five of them:

1) Jaws (NES) The shark that terrorized moviegoers years earlier made its way to the NES, courtesy of LJN, Atlus, and Westone. (Publisher LJN contracted Atlus, which contracted their former Tehkan colleagues at Westone.)

According to an interview with president Ryuichi Nishizawa, the development crew consisted of three people, and the game took about two months, and perhaps it shows. It's an okay, arcade-style game, but it's rather easy (once you get the hang of it), not to mention short.

See also: "NES Jaws Secrets Revealed"


Abadox (NES)

CRV (talk) 03:33, 1 November 2014 (CET) [permalink]

Parasitis has swallowed the planet Abadox, and Princess Maria. Your task is to make your way through Parasitis' body, save Princess Maria, and keep the rest of the universe from being consumed.

It's clear from looking that this is another shooter, and it's clear to shooter fans that this one's influenced by Konami's Life Force, what with its "organic" theme. The stages even alternate between horizontal and vertical perspectives.

Many people have complained about Abadox's difficulty. I'm reluctant to agree it's as hard as they say, but it can be frustrating. Like some other shooters, one mistake can cost you all your power-ups, and it's a chore to get them back. At that point, you might as well start over. (The game's not that long.)

Most of us can agree, however, that Abadox has a great soundtrack. It was provided by Kiyohiro Sada, who once worked for Konami. The game's director was Atsushi Okazaki, who apparently also had a stint at Konami. Neither appear to have been involved with Life Force.

The game was produced by manga artist Go Nagai's Dynamic Planning, but God only knows what that means.

As far as I can tell, the programming and graphics were done by I.T.L. The only graphic artist credited is Hidenobu Takahashi. It is unconfirmed whether this is the same Hidenobu Takahashi who directed Grandia.

Credit to the video's creator

Stormlord (Genesis/Mega Drive)

CRV (talk) 04:20, 18 June 2014 (CEST) [permalink] [comments]

Scantily-clad fairy princesses have been entombed and strewn about a God-forsaken hellscape. It's up to you to rescue them in the action/puzzle game Stormlord, a conversion of a British computer game.

I own the Japanese Mega Drive version and recently dug it out. While it's not raved about by Sega fans, it's really not that bad, but there's lots of trial and error. You'll have to play it over and over again until you know the levels backwards and forwards. (Which I did. I finally beat it!)

As you progress, you'll find items such as keys, honey, and umbrellas to overcome obstacles. You'll need to figure out how and where to use or swap these items. The game will be an ass at times and, for example, throw in an extra door, thereby giving you an opportunity to waste a key, thereby leaving you unable to complete a level. That said, I don't feel the designers were as obnoxious as they could have been, at least as far as delibrately tricking the player is concerned. There are some tricky jumps and obnoxious enemies, though.

The graphics are pretty good and look pretty close to the Amiga from which they were ported. The music (by Lars Norpchen), while not quite as good as some of the computer versions, fits the game. All sound effects are samples.

As stated earlier, Stormlord originated in the UK and was released on several computer platforms. The Genesis/Mega Drive version was developed in the US by Punk Development, product development arm of publisher RazorSoft.

The fairies in Stormlord were originally naked in the computer versions, but they were covered up in the Genesis/Mega Drive version. Kevin Seghetti, who programmed the game for Punk under contract, has stated RazorSoft censored them voluntarily. However, another source of mine alleged Al Nilsen, Sega of America's Director of Marketing, was the only one who took issue with the nudity, according to a memo. As a result, Sega would not put their name on the game.

Said source also revealed that Genesis Stormlord was one of RazorSoft's worst-selling titles, and about 25,000 units were produced. That didn't stop them from announcing a Genesis version of the sequel, with the name Keeper of the Gates to disassociate it from the original. Development was being handled by 21st Century Entertainment, the successor of Stormlord's original publisher Hewson, but apparently the team wasn't organized enough to bring the game to completion.

Telenet Japan published the Mega Drive version in Japan through their Micro World subsidiary, which specialized in publishing games from the West. According to my source, they did so under the condition that the difficulty was toned down. You can take more hits, and you may have more continues. (I counted about five. The US manual says two.) Maybe that's why I enjoyed it. If you want to play Stormlord and it sounds a little daunting, this may be the version to try.

Code Name: Viper (NES)

CRV (talk) 00:03, 13 May 2014 (CEST) [permalink] [comments]

It's a story ripped straight from today's headlines. The War on Drugs is underway, and you, special agent "Viper," must take on a powerful drug syndicate in South America. But all is not what it seems...

Capcom's Code Name: Viper (Ningen Heiki: Dead Fox [人間兵器デッドフォックス] in Japan) is probably most notable for being a big ol' Rolling Thunder ripoff, except now you get to shoot and jump at the same time. You also get to rescue hostages, but you don't have to if you don't want to.

As Capcom NES games go, Viper is better than Little Mermaid or TaleSpin. Objectively speaking, it's probably in the middle of the pack, but I'm more likely to pick it up than a Mega Man game. The graphics are nice, that trademark Capcom sound is there, and the game handles fairly well.

Arc System Works is confirmed to have worked on this. I assume they at least programmed it. (Do these look like Capcom graphics to you? The sound is Capcom, of course.) And because of that confirmation and other evidence, I think Arc probably also worked on the NES version of Rolling Thunder, which probably led to the Viper gig.

Tube Panic (Arcade)

CRV (talk) 15:15, 29 March 2014 (CET) [permalink] [comments]

Imagine if in Tempest, the tubes moved instead of the ship. Then you'd have Tube Panic from Nichibutsu from 1984. While Tube Panic is arguably more graphically impressive, you might see why they ditched the moving tubes in the classic Atari game.

In the future envisioned by the creators of Tube Panic, all wars will be waged in trippy, intergalactic tubes. For those of you not susceptible to motion sickness, the object of the game is to fight your way through said tubes while watching your power supply. Along the way, you can duck into warp holes, in which you'll be given a temporary shield. Periodically, you'll have to dock with a mothership for bonus points and power.

Tube Panic is copyrighted to Fujitek, so it is presumed they developed it. Several other Nichibutsu games from this era have an Alice copyright. Little, if anything, is known about these firms.

The music, powered by the AY-3-8910A, is as dazzling as the graphics, and you can listen to it in the second video below. While the game does have credits, Ryoichi Yamada (the sole sound credit) confirmed on YouTube that he was the sound engineer and that (I.) Takagi was the composer. Yamada also composed MagMax.

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