kure software koubou
official site. kure software koubou. retrieved on 2011 - 05 - 19 (translation )
official site. kure software koubou. retrieved on 2011 - 05 - 19 (translation )
kure software koubou (呉ソフトウェア工房) is a game developer based in saitama, japan. the company was founded in 1985 by
a unique hybrid rts / action / rpg game first released in 1988. it was the first game by kure software koubou and itnroduced their eventually popular multiple character gameplay system that they went on to use in many later games .
kure software koubou co. , ltd is an android developer that has been active since 2016 and has one game (firstqueen1) in google play. firstqueen1 is listed in the category
role playing
and is highly ranked in at least one country .
first queen (pc, super famicom, etc) was a unique hybrid rts / rpg / action game first released in 1988. it was one of the first games by kure software koubou and helped establish their eventually popular multiple character gameplay system that they went on to use in many later games .
in 1987, amano joined square (now known as square enix) to work on a role - playing video game for the nintendo entertainment system: final fantasy. amano produced conceptual design pieces for the game in both traditional and computer designed artwork. at this time, he also worked for another video game company, kure software koubou, producing box cover illustrations as well as some character designs. this work included designs for kure' s first queen series .
in 1987, amano joined square (now known as square enix) to work on a role - playing video game for the nintendo entertainment system: final fantasy. amano produced conceptual design pieces for the game in both traditional and computer designed artwork. [ 10 ] at this time, he also worked for another video game company, kure software koubou, producing box cover illustrations as well as some character designs. this work included designs for kure' s first queen series. [ 11 ]
first queen was a unique hybrid between a real - time strategy, action role - playing game and tactical role - playing game. like a role - playing video game, the player can explore the world, purchase items, and level up, and like a strategy video game, it focuses on recruiting soldiers and fighting against large armies, where the player controls a large army rather than a small party. the game introduced the
gochyakyara
( ゴチャキャラ
multiple characters
) system, where the player controls one character at a time while the others are controlled by the computer' s artificial intelligence that follows the leader, and where battles are large - scale with the characters and enemies sometimes filling an entire screen. kure software koubou employed this
gochyakyara
system in their later games. [ 3 ] [ 4 ]
first queen was a unique hybrid between a real - time strategy, action role - playing game and tactical role - playing game. like a role - playing video game, the player can explore the world, purchase items, and level up, and like a strategy video game, it focuses on recruiting soldiers and fighting against large armies, where the player controls a large army rather than a small party. the game introduced the
gochyakyara
( ゴ�? ャキャラ
multiple characters
) system, where the player controls one character at a time while the others are controlled by the computer' s artificial intelligence that follows the leader, and where battles are large - scale with the characters and enemies sometimes filling an entire screen. kure software koubou employed this
gochyakyara
system in their later games. [ 3 ] [ 4 ]
( 1988) was the first game to utilizes kure' s trademark
gocha - kyara
( ゴチャキャラ ,
mixed - up characters
) system, which combined elements of real - time strategy with role - playing and action. their subsequent games (including their most popular series
is there a developer walkthrough somewhere on how an artist would even go about creating this type of pixel - art? like a video or written article on the software and the techniques used back then to produce such high quality low res art? i would love to just watch someone create the images in the op, all steps involved .
future games (starting from about 2007) are likely to further enhance the realism of rts games, giving each unit a limited intelligence, similar to how it' s done in massive (and to some extent in the lord of the rings: the battle for middle - earth) and generating unit animations procedurally (currently all games use recorded animations done with motion capture or manually), similar to how it' s done in naturalmotion' s endorphin software .
in japan, the genre' s beginning can be traced to taito' s western gun (1975), sega' s space tactics (1980), [ 3 ] and nihon falcom' s galactic wars (1982), [ 4 ] a space - themed strategy game where the player was given limited time to make decisions, making it the first real - time strategy game. [ 5 ] another early real - time strategy game was bokosuka wars (1983), an early tactical / strategy rpg (or
simulation rpg
); [ 6 ] the game revolves around the player leading an army across a battlefield against enemy forces in real - time while recruiting / spawning soldiers along the way, for which it is considered by ray barnholt of urltoken to be an early real - time strategy game. [ 7 ] this led to several other games that combine role - playing and real - time strategy elements, such as the 1988 kure software koubou computer strategy rpgs, first queen [ 8 ] and silver ghost, which featured an early example of a point - and - click interface, to control characters using a cursor. [ 9 ] another early title with real - time strategy elements was sega' s gain ground (1988), a strategy - action game that involved directing a set of troops across various enemy - filled levels. [ 10 ] [ 11 ] technosoft' s herzog (1988) is regarded as a precursor to the real - time strategy genre, being the predecessor to herzog zwei and somewhat similar in nature, though primitive in comparison. [ 12 ] other early examples from japan include galactic wars (1982) and lord monarch (1991) .
purchase this ps one® classic and play it on both your ps3™ and psp® (playstation®portable) systems! a chaotic real - time strategy rpg where dozens of characters battle it out for control of logres. test your mettle as you command your troops in combat against other would - be kings. form alliances to ensure your conquest and bring peace to the land. download this ps one® classic today! transferring to a psp® system from your ps3™ system: you must be signed into the playstation®network account that originally purchased the game. you must have at least 71 mb free on your memory stick duo™. connect your psp® system to your ps3™ system with a usb cable and switch your psp® system to usb mode. highlight the game on the ps3™ xmb™, press the δ button and select copy. pc store customers: log into your playstation®network account that you originally used to purchased the game. then, download the game from your
download list
in the playstation®store onto your ps3™ system. this title has been converted from the original playstation® disc to the psp® and the ps3™ systems. consequently, there may be times where the title plays differently from the playstation® disc version, or where some features may not function properly. this version does not support playstation® peripherals (controller, memory card, multitap, etc .), therefore functionalities such as multiplayer, versus, and co - op modes are not available. purchase indicates acceptance of the playstation®network terms of service / user agreement and this item & apos; s use restrictions. if you do not wish to accept all these terms, do not purchase this item. one time fee for use on downloads on up to 2 activated portable systems and 2 activated console systems. ©1996 kure software koubou
ps one
,
playstation
,
ps
family logo, and
psp
are registered trademarks of sony computer entertainment inc .
the land of logris is home to many races and nations: humans, elves, dwarves, centaurs, and others. it is divided into many small kingdoms, different nations trying to live in peace with each other. but the queen of ornic, one of these nations, had plans of her own. she sent her troops to the south, invading the kingdom of elves. the army of ornic started conquering one country after the other. the king and queen of cardic, a powerful country in the south, decided to stop the madness, sending their soldiers, under the commands of general richmond, to find allies wherever possible and to defeat the army of ornic .
is a mixture of rpg and strategy game with real - time combat. in a rpg fashion, the party of heroes roams the world, fighting enemies, buying items, and leveling up. however, the focus of the game is shifted towards recruiting soldiers and fighting against whole armies. the player - controlled unit may contain a dozen or more characters, and it is also possible to build more than one, making the player - controlled group more similar to an army than to a standard rpg - type party. like the earlier
(
mixed - up characters
) combat system, which they later employed in several other games. the player is able to control only one character at a time; the others act according to the computer ai. attacking an enemy is a matter of simply bumping into him. this system allows for large - scale battles, with the characters sometimes filling the entire screen, creating the
mixed - up
impression .
there are no game credits on file for this release of the game. everything in mobygames is contributable by users .
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urltoken
in the latest issue of british mag games (tm) (or at least the latest on us store shelves - it' s the one with rare on the cover) has an interview with hiroyuki takahashi, one of the head honchos of team sonic (later camelot), the folks behind the shining force series. it' s a neat read, if mainly because it shows their strained relationship at the time, and how they jumped ship to work mainly on nintendo properties (what with mario tennis, mario golf, and golden sun. )
now, most srpgers view shining force as kind of a fire emblem - lite - the base mechanics are similar, but it' s a bit simplified, and much more player friendly. yakahashi claims that he hated fire emblem and its turn - based style, and instead pointed to a pc88 strategy game called silver ghost, by a now defunct japanese company called
. i was curious about the connection so i booted up an emulator and gave it a go .
the main reason takahashi pointed to liking silver ghost was due to its real time action and multi - character system. it' s very similar to other japanese action - rpgs of the time, like ys and hydlide, where you scamper around and ram into enemies to attack them. instead of controlling a single character, though, you control an army of about a dozen people. by default, you control the leader, and the rest of your soldiers haphazardly follow you, engaging in combat with anything that comes close to them. you can switch to any other character at any time to take control of them, although your fellow soldiers usually won' t bother following anyone beside the leader. it' s a neat little game, but just what, exactly, was the shining force connection? shining force was still turn - based and silver ghost plays nothing like it. i guess maybe the graphics and general style could' ve inspired it, but silver ghost doesn' t really look all that much different from any other similar game of the time. maybe it' s just that silver ghost convinced him that strategy rpgs didn' t necessarily have to be so boring, but he still want back to the genre standards when making his own console game? shining force is, as mentioned before, a lot friendlier, allowing you to talk around towns like standard jrpgs, and you control characters directly rather than pointing and clicking with a cursor, so maybe that mentality spilled over. this brings up another point though. shining force iii for the saturn was the last true shining force game, because all of its spin - offs were crap lousy action - rpgs (not counting the gba remake of the first game, or the recent jp - only ds game, which was outsourced to flight plan, which basically does nothing but srpgs .) i always figured sega took the series in that direction because the original staff was long gone, but as it turned out, the original staff really wasn' t all that enamored with turn - based games anyway. so it' s more a typical case of sega being sega and doing stupid things with their properties then. anyway, you can download the disk image and give the game a shot, if you' d like, or check out this japanese page for some in - depth info on it .
naked boy with bloody sword... wtf! ? other than that, this looks like a cool game. is there any ppc - compatible pc88 emu for osx ?
ahh yes, this was written by jonti davies i believe. gamestm has now, sadly, taken to not crediting its writers in an attempt to create a unified image. that' s just depresses .
ashley popped up on the shining force central forums awhile back talking about it so i think it was him. i' ve never actually played bokosuka wars so i can' t say about the comparison .
what are you talking about? the shining soul games were awesome. i actually like action rpgs, however, and find strategy rpgs abhorrent .
i was more referring to neo, ex and tears for the ps2, and wisdom for the saturn (which was developed by the team sonic guys .) i only played soul (the second one, i think) for a few minutes but it really wasn' t my kind of action - rpg. too kludgy and
get right close to the enemies and wail on the attack button while numbers pop up until they die
sorta bit that reminds me of a lot of western rpgs. i know some people seem to dig the second one, at least, so please correct me if i have the wrong impression !
hmm, he may have spoken about it on the forums to promote the mag, but i' m sure when i last spoke with him he said it was jonti who had interviewed the guys and wrote the piece - i think specifically at his request. but i could be wrong! is jonti listed in the contributer' s section near letters ?
either way, shining force is much better than shining soul. out of curiosity, have you played shining force final conflict? how was it? any plans for a shining force article? : )
hi all. it was indeed jonti davies who wrote the feature, although that was after about three years of me nagging him to do so. shining force iii is and always will be my favourite game. thanks for the insightful look into silver ghost, kurt. it actually makes a lot of sense... there was an interview with the director of shining force neo a few years ago. after complaints about the move to action - rpg, he revealed that team sonic had always wanted to create a squad based rpg that played out in real - time but that the idea just wasn' t fully realisable on mega drive. i dismissed the claim as pr bullshit at the time, but it does add up a lot more now. i still hate action - rpgs though. : p
just heard about this game for the first time, thanks to episode 4 of
hayate the combat butler: can' t take my eyes off you .
i figured that when the lead female character, nagi, showed this game, it was made up. so i was surprised to see that it was a real game (as were the other games, manga, anime, etc. mention in the episode). i never played any of the japanese rpg games, save
breath of fire ii ,
as i was always a pc gamer. as such, i was always playing other things. ^ _ ^; anyway, thanks for the info and review of
silver ghost .
update - 2 / 3 - machinarium, death gate, loom, kid ...
, the first 3d installment of their flagship franchise. since then they only produced remakes of earlier first queen games and a few casual downloadable sports titles .
there is no trivia on file. if you have any interesting trivia about this company, please add it .
sony santa monica makes us care about kratos in this stunning revival of the series .
far cry 5' s story is a real let - down, but the action still makes for a solid co - op experience .
there are some elements around the edges that haven' t aged all that well, but burnout paradise is still a fantastic racing game .
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other: amiga atari st commodore 64 neo geo turbografx - 16... more
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mostly unrelated to each other story - wise, these games are a blend of rpg - style exploration gameplay and leveling up system, and strategic army - commanding with real - time combat. these games utilize
(
mixed - up characters
) battle system, with a large number of characters fighting in real time .
includes games that are influenced by or directly based on greek mythology. most greek myths are known to us from works of classic greek authors :
, etc. greek myths have had an exceptionally strong influence on countless works of european art .
games based on the legend of atlantis are not included in this group, unless they feature other themes from greek mythology. the legend of atlantis is a product of literary works (primarily
. the game had three sequels. the series was also notable for featuring art work by
a general is talking to his soldiers, possibly building up their morale for the next battle .
high fantasy creatures are controlled like later warcraft ii: tides of darkness characters. the object is to defeat all the enemy forces and occupy their villages. the player chooses where to start the battle. winning means moving on the next battlefield and losing usually means game over. unlike warcraft ii however, new buildings or villages cannot be built, making it more of a war game .
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real - time strategy video games (often abbreviated as rts) are strategy video games which do not have
turns
like conventional turn - based strategy video games or board games. rather, game time progresses in
real time
; that is, it is continuous rather than turn - by - turn. even so, many such games still require players to follow a progression of events, especially relating to the order in which structures and / or units may be constructed .
though some game genres share conceptual and gameplay similarities with the rts template, recognized genres are generally not subsumed as rts games. [ 1 ] for instance, city - building games, construction and management simulations, and games of the real - time tactics variety, are generally not considered to be
real - time strategy
. [ 2 ]
the genre that is recognized today as
real - time strategy
emerged as a result of an extended period of evolution and refinement. games that are today sometimes perceived as ancestors of the real - time strategy genre were never marketed or designed as such at the original date of publication. as a result, designating
early real - time strategy
titles is problematic because such games are being held up to modern standards. the genre initially evolved separately in japan, the united kingdom, and north america, afterwards gradually merging into a unified worldwide tradition .
at least one source considers the intellivision' s utopia (1982) by don daglow to be a precursor to real - time strategy. [ 13 ] in utopia, two players build resources and carry out combat by proxy. it contains the direct - manipulation tactical combat now common in that the players can assume direct control over a pt boat and sink the opponent' s fishing boats. however, the game used a turn - based strategy interface, though one where the turns are timed. [ 14 ] in north america, the oldest game retrospectively classified as a precursor of real - time strategy by several sources is the ancient art of war (1984) [ 1 ] [ 15 ] from evryware (distributed by brøderbund). in the united kingdom, the oldest precursor was nether earth, published on the zx spectrum in 1987 .
1up considers real - time examples prior to herzog zwei to be tactical rather than strategic, due to most lacking the ability to construct units or manage resources. [ 16 ] herzog zwei, released for the mega drive / genesis in 1989, is the earliest example of a game with a feature set that falls under the contemporary definition of modern real - time strategy. [ 17 ] [ 18 ] in herzog zwei, though the player only controls one unit, the manner of control foreshadowed the point - and - click mechanic of later games. it introduced much of the genre conventions, including unit construction and resource management, with the control and destruction of bases being an important aspect of the game, as were the economic / production aspects of those bases. [ 16 ]
westwood' s dune ii: the building of a dynasty (1992) featured all the core concepts and mechanics of modern real - time strategy games that are still used today, [ 19 ] [ 20 ] such as using the mouse to move units, and gathering resources, [ 1 ] and as such served as the prototype for later real - time strategy games. according to its co - designer and lead programmer, joe bostic, a
benefit over herzog zwei is that we had the advantage of a mouse and keyboard. this greatly facilitated precise player control, which enabled the player to give orders to individual units. the mouse, and the direct control it allowed, was critical in making the rts genre possible. ” [ 21 ] it featured the core concepts of rts games: resource - building, base development and direct unit control .
the success of dune ii encouraged the development of such games as warcraft: orcs and humans (1994), command & conquer (1995), total annihilation (1997), age of empires (1997), starcraft (1998), warzone 2100 (1998), empire earth (2001), and empires: dawn of the modern world (2003). in fact, the designers of dune 2 traced its spiritual lineage back to the real - time simulation simcity (1989) and their previous game battletech: the crescent hawk' s revenge (1988), a real - time wargame without base - building elements .
because of the generally faster - paced nature (and the usually shallower learning curve), rts games have surpassed the popularity of conventional turn - based strategy video games. in the past, some traditional strategy gamers regarded rts games as
cheap imitations
of turn - based games, arguing that rts games had a tendency to devolve into
clickfests
, in which the player who was faster with the mouse generally won, because they could give orders to their units at a faster rate. real - time strategy enthusiasts counter that micromanagement involves not just fast clicking but also the ability to make sound tactical decisions under time pressure. it is noteworthy, however, that due to the games being shorter because of the faster pace of the game and absence of turn switching pauses, rts games are far more suitable for internet play than turn - based games; this is indubitably an important reason for their popularity. furthermore, turn - based games are ill - suited to meet the increasing demand for realism from casual gamers and they require a greater time commitment than real - time strategy games .
the more recent generations of rts games usually have features which reduce the importance of fast mousework, enabling the player to focus more on overall strategy. for example, queuing allows the player to put in an order for multiple units at a single building instead of requiring the player to return to that building to order the next unit built whenever a unit ordered earlier is completed. the ability to set way points allows the player to give multiple movement commands to a unit at once. most games also give each unit strengths and weaknesses, discouraging players from simply (and unskilfully) overwhelming an opponent with so called
rush
tactics or
swarm
tactics in favour of more balanced armies and some strategy .
attack the enemy, attempting to deprive him of resources and destroy his infrastructure .
however, some games do not allow the player to create new units, or build bases. some of these games include myth and ground control. these games are purely tactical, forcing the player to make do with the units he or she is given .
most rts games also feature single - player campaigns - - a series of missions where a human player plays against the computer with a defined scenario and objectives, usually within the context of a background story. often each mission has a different style of play, sometimes dramatically so. it has become something like to a tradition for single - player campaigns to include at least one mission with no base construction or resource - gathering; typically at the start of these missions the player is given a number of combat units, occasionally with a
hero
unit. these units must be used to complete the mission in a level which is usually mazelike; often additional units can be gained as reinforcements or rescued as the mission progresses. these missions eliminate the resource - gathering, or
macromanagement
, as it' s called, and focus solely on micromanagement .
finally, some rts games, most notably homeworld (1999), have attempted not only to break away from the traditional turn structure of strategy games but also from the idea of a 2d board. these games are played on a 3d battlefield .
of the games that do allow the player to build up a base and an army, they seem to be diverging into at least two main camps: micro - management and macro - management .
micro - management games allow an army and base to be built, but they limit the size of the army (sometimes, rather severely). the purpose of this is to create more of a tactical atmosphere, and to prevent one side from simply cranking out units and throwing them at the enemy until he collapses .
by limiting the size of the army, the game requires the player to intelligently utilize his
partially
limited troops. this is more similar to the purely tactical myth - style games. a good example of this type of game is warcraft iii: reign of chaos, where further units require more upkeep. to simplify the control, however, the player can combine individual units into groups. this is even more found in the game arenawars, where every player only has 1000 credits to build units. if the unit dies the credits are refunded .
on the other end are the macro - management games. these games have more of a focus on economic production and large - scale strategic maneuvering, and include games such as total annihilation .
some games, especially on the video game consoles, use rts merely as a vehicle to tell the story. for example, in the playstation 2 game kessen (2000) the player has a limited control over the units, as the game unfolds historical battles with a heavy use of cut - scenes .
massively multi - player online real - time strategy video games (mmorts) combine aspects of massively multi - player video games with real - time strategy .
real - time strategy games, have had an immense production increase on next generation consoles. due to more demand, and widening space of rts games, more and more developers are attempting to produce a strategy game .
however, many strategy games have a reputation of needing a massive quantity of buttons to properly function, and still be unconfusing (which explains why the pc was perfect). one of the main problems, viewed by critics, is rtses on the console either have too much difficulty controlling all the units on screen ultimately destroying the players' experience, or are simplified to the point of being too easy. here are a few of the methods that have been adapted to attempt to solve the problem :
graphically rts games have evolved from 2d board - like view of dune ii: the building of a dynasty and warcraft: orcs and humans to visually - richer 3d with more detailed environments, such as in the first, warzone 2100, and later games, such as warcraft iii: reign of chaos, empire earth, and command & conquer: generals .
as companies are striving to come close to a cinematic level of visual quality, the improvements in graphics accelerate. in 2004 two landmark games were released: rome: total war from creative assembly and the lord of the rings: the battle for middle - earth from electronic arts .
two notable games were also released in 2005: act of war: direct action and age of empires iii. both games featured realistic physics (age of empires iii used the havok physics engine), realistically destructible buildings and ever more stunning graphics. in addition act of war boasted a well developed technothriller story by dale brown told via machinima and live action cinematics. games like company of heroes also made a name for themselves thanks to their cinematics, graphics and realistic physics, in addition to the story, which was based on the real life world war ii, the level of strategy implemented and the high level of the ai .
this is an outdated page that references or contains outdated information. this page should be edited to include more recent information .
adams, dan (7 april 2006). the state of the rts. ign. retrieved on 2007 - 05 - 31
bruce geryk. a history of real - time strategy games. gamespot. retrieved on 2008 - 03 - 31 “although games such as populous and simcity are certainly played in real time, these give rise to the
god game
genre, which includes such titles as the city - builder series from impressions, will wright' s innovative designs, and much of peter molyneux' s work, including the upcoming black & white. games in this genre tend to appeal to their own fans, and while there definitely is an overlap between these two genres, gamers generally see them as distinct from one another. ”
kurt kalata (february 4, 2010). so what the heck is silver ghost. hardcore gaming 101. retrieved on 2011 - 04 - 02
scott sharkey. hail to the duke. urltoken. retrieved on 2011 - 03 - 01
zzap! issue 68, december 1990, p. 45 - amiga reviews: battlemaster. retrieved on 17 december 2006
are real time strategy games at their peak? . retrieved on 2 september 2006
walker, mark. strategy gaming: part i - - a primer. gamespy. retrieved on october 28, 2007
the history of command & conquer. nowgamer. archived from the original on 26 june 2011 retrieved on 5 september 2011
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yoshitaka amano pages: 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 from wikipedia, the free encyclopedia yoshitaka amano (amano yoshitaka ?) (born july 28, 1952) is a japanese artist known for his illustrations for vampire hunter d and for his character designs, image illustrations and title logo designs for the final fantasy video game series developed by square enix (formerly square) .
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boa is not arpg. only in some of the earlyer arpgs' s had
boa' like characters that started out with op items that you couldnt remove or give to friends (that you also had to develop the character around .). like the special 2 characters in baldur' s gate dark alliance 2 you got after beating the game on the 2 hardest difficulties. they also take skill to play and faceroll content, not just op gear (long post starts here) i dont think many of you ever played a arpg, the whole point of it was to beat the game. then beat it on a harder difficulty, make a build through some sort of skill tree. find out it sucks start over and make it the best that you can. finding out what weapons worked best for skills (like slow high dps or fast low dps) were you melee? ranged? or did you like the art of magic? was you a caster magic or some sort of necromancer? what did you enjoy playing the most. then came
mmoarpgs
now many of you like to say
its a single player game shut up (i hate you people btw ^ ^) yes true it can be played as a single player game, just like every other freeking game. but most people chose to play with and / or trade with other people thus making it more then just a single player game. putting boa items ingame and makng them the best inslot knda ruin it. (it being the experience of trading and dealing with other people .) and then you have gold .
gold
is a bad thing in arpgs, especially if you dont have anyway to have a better / less easily farmed competing currency. this game took the concept of gold way to far and helped ruin the game. every arpg has a tipping point. and the way d3 set it up made it run its course 1000x faster then normal and not having some sort of ladder, where people can start fresh and whips all items, lvls, skills, makes it worse. d3 had alot of cool things, but they missed the basics and these basics are the building blocks of a great arpg .
i call bs. i' m also sure that c9, vindictus, dragon nest, and spiral knights disagree with you .
oh wait, the extent of this player' s gaming and general knowledge comes from wikipedia copy pasta .
to the op: the sense of arpg was destroyed with the rmah. so! @ # $ off and gimme my boa items... . seriously% ^ - * off all of you with ur billion gold items ahhjaahhahaah
lol. of course the herpderps who play nothing but public games are gonna have no idea people are leaving. they' re still trying to finish up nightmare
indeed. their awful itemization makes gives me no interest in the item hunt .
jay wilson loves boas, he wears them all the time while fairy princess playing dress - up .
which is a disastrous state given the central role of loot as a reward mechanism in an arpg .
the gameplay of silver ghost gave rise to the first queen series later that same year. it was also a precursor to the rts (real - time strategy) genre later defined by herzog zwei and dune ii .
the game is perhaps best known outside of japan for its influence on hiroyuki takahashi, the creator of the shining force series. takahashi cited this game as his main inspiration for shining force .
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oh man kuro no ken (black blade) was such a fun game. fun fact: a friend tried translating it a long time ago but gave up only about 2 months in. still a hell of a fun game though. the 3 / 4 back view for the battle system really hits home as i am a huge fan of it in the shining force and golden sun games. bless this thread .
it' s easily their most well - regarded game, too, and it got a playstation conversion possibly because of its sales footprint. meanwhile i just got munt working and am grooving to marching way from granada x68k... too good .
i wouldn' t call it an eroge machine, but rather the ultimate cyber punk gaming system .
i would' ve never guessed that this thing came out in 1987 just by looking at it. looks more like gaming pc from the early 2000s
sound like you have a love for classic japanese cyberpunk (as all good people should). i' d recommend this tumblr here urltoken as that' s pretty much what it' s about. it' s not all japanese or classic, but about 98% of it is, and it is wonderful. sometimes (thought rarely), it can also be a bit nsfw, as was not uncommon in such art. seriously, whenever i look at this tumblr, i just get all warm and giddy inside .
every time i go to rekall, i' m stuck there for hours... somehow it' s really hard to just stop looking at pictures there
one of these days i' m going to figure out a way to play possessioner .
wonderful thread! brings me back. anime was just the coolest shit ever back then. i remember going into babbages and seeing knights of xentar and metal and lace on the shelf. boy did those two games stand out. . my eleven year old self was certainly
the day more people learn about this game, and how singularly cool and unusual it was coming from a light novel writer and a few programmers who did a mech wargame previously, will be strange and hilarious. naoyuki kato' s one of the best fantasy artists in japan and no one seems to discuss his works, let alone suemi' s or tanno' s .
thank you for this post! i knew of these artists' work but did not know their names; now, i can hunt down some art books. noriyoshi ohrai, who recently passed away, was another great (but i' m sure you knew that already) .
i just cruise yahoo japan auctions, although it used to be better than it is now. someone' s selling popful mail for 7800 yen right now !
oooh. i had no idea popful mail started as a pc98 title. i remember drooling over the screens from the gamefan coverage of the sega cd version. i never did get to play it. hmmm... i might pull my gfs out of the closet and see if i can scan it .
not only that, the combat in the original version of popful mail is ys - style in a side scrolling setting. you kinda ram into enemies with your regular weapon to damage them. that combat style is also in the pce cd version. sword slashes came to sfc and sega cd. of course, even the original version had the projectile weapons .
popful mail was originally a pc - 88 game. the sega cd version is vastly different than all the others and was handled by sega and falcom together .
i' m not sure how this works... this whole home computer thing is still a little bit confusing to me. in terms of compatibility it' s more like a console, right? as in it doesn' t play pc - 98 games, just platform exclusive ones, correct ?
final crisis. nice music. i don' t think most people know about techno grard, which was owned by the parent company of certain infamous eroge dev .
damn... how much did you pay? i' m not sure how this works... this whole home computer thing is still a little bit confusing to me. in terms of compatibility it' s more like a console, right? as in it doesn' t play pc - 98 games, just platform exclusive ones, correct ?
nope. it' s a computer too. many pc - 98 games were ported to it .
anyway, i still need to get working on that j - pc thread i promised you guys months back .
pasokon i would consume that thread like a man downing an entire beer in one go. just sayin' .
i need to move on to some other stuff but look up legend of heroes iii art. that game was legend on the pc - 98 and arguably helped falcom stay around after the disaster that was ys v .
i remember seeing that possessioner gif posted in another thread here. i' m still blown away .
yep, i especially love jun suemi' s illustrations. i wish this meticulous, more realistic style was still a popular thing in japan nowadays .
jun suemi is amazing. i really like the monster designs he did for the super famicom ports / remakes of wizardry i to iii .
on this topic, eroge dev giga as an april fools joke, made an announcement of one of those surprise boxes, with 200 possible giga games. including their pc - 9801 games. sadly not real .
as i was trying to get pc 98 material to post here i found something i never thought i' d ever see .
took some searching lol, but i finally found it. it' s called ballade for maria (& # 12510; & # 12522; & # 12450; & # 12395; & # 25447; & # 12370; & # 12427; & # 12496; & # 12521; & # 12540; & # 12489
wow. this is right up my alley. i was tempted to buy a pc98 back before risingstuff closed up .
that game is dark. i' ve seen on a certain blog, a chopped up naked body .
it' s part of fairytale' s hardcover label, which is for their dark games. also it has an fm towns port .
there' s also the upcoming va - 11 hall - a which i' m really, really looking forward to. urltoken the game' s in qa right now and according to the devs is 99. 9% complete, but man, this was supposed to be out winter 2014. still, looking forward to it. takes place in the same universe as read only memories iirc. this is probably the most accurate to pc - 98 era
style
i' ve seen, really. it' s also got a soundtrack i loop in my car regularly. urltoken
glad someone brought it up. va - 11' s aesthetic is gorgeous .
the gamesack guys did a great video on the x68000, definitely recommend a watch .
that game is dark. i' ve seen on a certain blog, a chopped up naked body. it' s part of fairytale' s hardcover label, which is for their dark games. also it has an fm towns port .
yeah there is a good number of really dark titles on the pc98. i don' t have any interest in the game besides seeing trump tower in pc 98 graphics lol .
haha upskirt in the first pic, i see why you' re a fan op; o) came into this thread kinda expecting these sorts of graphics but i had no idea there was a whole platform of this stuff! wow i thought i would just be seeing mega cd games like time gal and turbogfx / pc engine games, i think this is the first i' ve heard of the pc98. i will really need to look into this a bit more as i' m also a fan of anime games (as long as there is some proper gameplay... . especially of the shmup variety) .
this
aesthetic
is currently quite popular online for some reason. tumblrfadgrafix that said, good time period for eroge .
rusty is a cool castlevania - like game (and one of the more playable pc98 games for non - japanese speakers .) the art is not nearly as detailed as a lot posted here, but it has its pretty moments
there are a bunch. to get you started, the first 5 touhou games are on pc98 .
i wonder, did computer game developers in europe and america have any idea of the above games? or was there a prejudice towards those games due to the anime aesthetic, stemming from tv animation mostly? amiga scene was certainly more open to those kind of games. eg there was the dreadful akira game and also apidya was a tribute to japanese shmups. it is just that european games took inspiration mostly from western comics and metal covers i know western computer games were also ported to japan, eg lucasarts games
kure software koubou ( 呉ソフトウェア工房 ) , or ksk , is a japanese game development company founded in 1985 that creates games for many platforms , but focusing mostly on home computers . ksk 's games are well known for the " gochyakyara " ( ゴチャキャラ " multiple character " ) system which ksk invented , which was a unique hybrid between the real-time strategy , action role-playing game and tactical role-playing game genres . some of their games also used a european art style in addition to a japanese anime style . ksk is also famous for having most of the cover art for their games created by renowned artist yoshitaka amano . 
kure software koubou (呉ソフトウェア工房), or ksk, is a japanese game development company founded in 1985 that creates games for many platforms, but focusing mostly on home computers. ksk's games are well known for the " gochyakyara " (ゴチャキャラ " multiple character ") system which ksk invented, which was a unique hybrid between the real-time strategy, action role-playing game and tactical role-playing game genres. some of their games also used a european art style in addition to a japanese anime style. ksk is also famous for having most of the cover art for their games created by renowned artist yoshitaka amano.
kure software koubou (呉ソフトウェア工房), or ksk, is a japanese game development company founded in 1985 that creates games for many platforms, but focusing mostly on home computers. ksk's games are well known for the " gochyakyara " (ゴチャキャラ " multiple character ") system which ksk invented, which was a unique hybrid between the real-time strategy, action role-playing game and tactical role-playing game genres. some of their games also used a european art style in addition to a japanese anime style. ksk is also famous for having most of the cover art for their games created by renowned artist yoshitaka amano.