#ImageSoft
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retrogamer2099 · 9 months ago
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Here's Retro_G with another classic playthru of "Hook" for the SNES. Didn't have this game back in the days but I enjoyed it. Like and subscribe and THX!
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cidraman · 2 years ago
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Bram Stoker's Dracula (Mega Drive). Traveller's Tales / Sony Imagesoft - 1993.
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koppashiren · 1 year ago
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So I was playing this Super Famicom (Super Nintendo) game called Smart Ball (ジェリーボーイ Jerry Boy) which is a 2D platformer that was developed by System Sacom and Game Freak before they developed Pokemon and published by Epic/Sony Records for the Japanese version and Sony Imagesoft for the US version, the game was released on September 13, 1991 for the Japanese version and March 1992 for the US version. So I had this idea were Buddy from SuperKitties and Koppa from Shiren the Wanderer meeting Jerry from Jerry Boy, mostly because I think it would be really cute seeing Buddy and Koppa meeting Jerry.
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aardwolfpack · 2 years ago
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Did I really never post this?
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Console Sports Games of 1994 - ESPN Sunday Night NFL
Final ESPN licenced sports game of 1994 with ESPN Sunday Night Football and a return to the NFL with a final game developed by Ringler Studios and published by Sony Imagesoft for the Sega Genesis, Sega CD and SNES
Not only using the ESPN licence, ESPN Sunday Night Football also has the NFL teams licence for this release, as with out releases however the NFLPA licence is not present in this title.
It does offer four game modes to choose from, single game is this titles exhibition mode, a season mode and a tournament mode, an additional season mode is also included, this mode uses the 1994 NFL schedule. ESPN Sunday Night NFL also features commentator Chris Berman, who also features on the game cover.
1. Intro 00:00 2. Gameplay 00:15 3. Outro 12:23
Don’t forget to like or dislike, share (all are very helpful), and subscribe for more video game and AI art-related videos.
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For more sports game videos, check out the playlists below:
Console Sports Games of 1993: https://www.youtube.com/playlist?list=PLFJOZYl1h1CEhIf6hohng9T2IPLCpzn7o
Console Sports Games of 1994: https://www.youtube.com/playlist?list=PLFJOZYl1h1CGSF_AK734XDflipeUo8Dr9
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swiftsmash · 4 months ago
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classic-games · 5 months ago
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Mickey Mania
Developer: Traveller’s Tales    Publisher: Sony Imagesoft    Release: 10/26/94    Genre: Platformer Compared to many of his contemporaries Mickey Mouse has had a good go of it in the video game space. While Mickey Mousecapade was a dreadful title things only went up from there as Sega would create video game gold with the Illusion series. Even Capcom would do the mouse proud with the Magical…
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randomisedgaming · 1 year ago
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By Ukiyotei and Sony Imagesoft Super Nintendo
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Skyblazer (1994)
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theactioneer · 5 months ago
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Cliffhanger (Sony Imagesoft, 1993)
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viciogame · 8 months ago
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🎮 Hook (Sega CD)
Complete Gameplay: http://viciogameblog.com/2024/04/04/sega_cd_hook_complete_gameplay/
#Hook #SegaCD #PeterPan #MegaCD #Neverland #Sega #JohnWilliams #Genesis #MegaDrive #TecToy #pirates #CapitaoGancho #RobinWilliams #pirata #メガCD #セガ #メガドライブ #Viciogame #Gameplay #Walkthrough #Playthrough #Longplay #LetsPlay #Game #Videogames #Games
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retrogamingreplay · 8 months ago
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** I had to mute so many portions of this game because of copyright issues.** Hook for the Sega CD: A Retro Review The Sega CD, known for its ambition to bring the power of CD-ROM to the gaming industry, hosted a variety of titles that sought to exploit its enhanced audio and visual capabilities. Among these games was "Hook," a title based on the 1991 film directed by Steven Spielberg. The game promised an adventure with the beloved Peter Pan character, but time has revealed limitations that cast a shadow on its memory. In this review, we will explore "Hook" for the Sega CD in detail, examining the developer's efforts, the game's presentation, and its gameplay, along with its narrative and the reception it received upon release. [gallery ids="168754,168753,168751"] Developer and Production "Hook" for the Sega CD was developed by Ukiyotei and published by Sony Imagesoft, a subsidiary of Sony that focused on video game publishing. The game followed the tale of the movie, tapping into the fantasy of Neverland and the battle against the notorious Captain Hook. Ukiyotei, not as well-known as giants like Konami or Capcom, had a challenge ahead of them: to create a game that lived up to the cinematic experience. Graphics and Music At the time, "Hook" was praised for its beautiful graphics. The Sega CD allowed for a richer palette and more detailed sprites than its cartridge-based counterparts. The characters were recognizable, and the backgrounds captured the whimsical yet perilous world of Neverland, from lush forests to the foreboding pirate ship. The music of "Hook" was a highlight, utilizing the Sega CD's ability to stream CD-quality audio. It featured compositions that were inspired by John Williams' iconic score, and its orchestral sound was a treat for the ears. The soundtrack successfully conveyed the magic and tension of Peter Pan's journey. [gallery ids="168749,168755,168752"] Listen to Hook's Soundtrack Gameplay and Mechanics "Hook" is a side-scrolling platformer where players take on the role of Peter Pan as he attempts to rescue his children from the clutches of Captain Hook. The gameplay involves running, jumping, and sword fighting through various levels filled with pirates and other dangers. One of the key elements that differentiated "Hook" on the Sega CD from other platforms was the inclusion of voice-acted cutscenes. These scenes aimed to flesh out the story and provide a cinematic feel. However, the game suffered from clunky controls and repetitive gameplay, which could not be overlooked by the voice acting or the narrative attempts. Story and Narrative The story of "Hook" follows the film's plot closely, with Peter Pan, now an adult, returning to Neverland to save his children. The game's narrative was presented through the aforementioned cutscenes, which were a novelty at the time. Despite these efforts, the story was sometimes hard to follow due to the limited storytelling capabilities of games from that era. Reception and Reactions When "Hook" was released, it generated mixed reactions. Some players were enchanted by its music and the novelty of playing a movie-based game, while others were frustrated by its gameplay flaws. "I remember being captivated by the music and the animations, but even as a kid, I felt something was off. The controls were stiff, and I never quite felt like the hero Peter Pan was supposed to be," recalls Michael Townsend, a member of the "Retro Replay" community. Facts About "Hook" for Sega CD "Hook" was one of the few games that featured full-motion video cutscenes on the Sega CD, pushing the limits of the hardware. The game's music, while not composed by John Williams, was designed to closely mimic the film's original score. Unlike its SNES and Genesis counterparts, the Sega CD version of "Hook" featured voice acting, which was a significant addition at the time. "Hook" for the Sega CD is considered rare and has become a collectible item among retro gaming enthusiasts.
Replay Value Despite its charm, "Hook" for Sega CD struggles with replay value. The gameplay mechanics and level design do not hold up well against modern standards, making it a title more appreciated for its nostalgia than for its lasting playability. Final Thoughts In retrospect, "Hook" for the Sega CD is a game that promised much but was hindered by the limitations of its time. The developers' ambition to deliver a cinematic gaming experience was evident, but the technology could not support their vision fully. With its enchanting soundtrack and an earnest attempt at storytelling, "Hook" remains a curious piece of gaming history—a reminder of the era's growing pains as the industry explored the possibilities of CD-ROM technology. It's a game that serves as a snapshot of the early 90s gaming culture, capturing the excitement and experimentation of the time. [gallery ids='168748,168749,168750,168751,168752,168753,168754,168755' main_size='full' tile_size='full' style='mosaic']
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michaelcosio · 1 year ago
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This is the complete soundtrack for Bram Stoker’s Dracula on the Super Nintendo Entertainment System.
Tracklist: 0:00 - Main Theme 3:22 - The Story Begins… 4:51 - Entering Castle Dracula 7:49 - Mountains Beyond the Gate 9:55 - Carriage Driver 11:10 - Cursed Library 13:42 - Misty Catacombs I 16:33 - Dance with the Dragon 17:37 - Misty Catacombs II 19:48 - The Lady in Red 20:50 - Ruined Stables 23:01 - Cerberus Stampede 24:26 - Spirits' Chapel 26:03 - Forest of the Undead 27:41 - Hillingham Estate 28:57 - Rotting Forest 31:00 - Path to Carrfax Manor 32:40 - Underground Corridor 34:51 - Demon Bat Attack! 36:03 - Castle of Flames 37:46 - Dracula's Wrath 40:06 - Unknown Jingle 1 40:15 - Unknown Jingle 2 40:27 - Unknown Song 1 42:53 - Unknown Song 2 44:36 - Unknown Song 3 45:54 - Unknown Song 4 47:15 - Unknown Song 5
Platform: Super Nintendo Genre: Action Platformer Developer: Psygnosis Publisher: Sony Imagesoft Release: September 1993
from The Cartridge Twins
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gmlocg · 1 year ago
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423.) Solstice: The Quest for the Staff of Demnos
Release: June, 1990 | GGF: Action, Arcade, Puzzle | Developer(s): Software Creations Ltd. | Publisher(s): CSG Imagesoft Inc., Epic/Sony Inc., Nintendo Co., Ltd. | Platform(s): NES (1990)
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luciano6254 · 1 year ago
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Art made with Clip Studio Paint and finished with Photoshop CS5 during 2 days.
DO NOT RE-POST  MY ART WITHOUT MY PERMITION 
translation in Japanese: - Defeat the Ashura!!!
SkyBlazer © by Ukiyotei / Sony Imagesoft.
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Console Sports Games of 1994 - ESPN NBA Hangtime '95
Another ESPN licenced title this time ESPN NBA Hangtime '95 (Not Hangout) a sports game based around Basketball that was released for the Sega CD in 1994 in the US and Canada.
While having the same publisher as both ESPN Baseball Tonight and ESPN National Hockey Night in Sony Imagesoft, it does not have the same developed Park Place Productions rather this title was developed in house by Sony Imagesoft.
Like many Basketball titles of the mid 90s ESPN NBA Hangtime '95 opts for more of an arcade basketball game with matches 2v2 similar to NBA Jam.
1. Intro 00:00 2. Gameplay 00:15 3. Outro 06:54
Don’t forget to like or dislike, share (all are very helpful), and subscribe for more video game and AI art-related videos.
You can also follow me on Twitter for video games and AI art: Twitter (Gaming & AI Art): https://twitter.com/zero2zedGaming
Or follow me on Instagram for AI art: Instagram (AI Art): https://www.instagram.com/random_art_ai/
For more sports game videos, check out the playlists below:
Console Sports Games of 1993: https://www.youtube.com/playlist?list=PLFJOZYl1h1CEhIf6hohng9T2IPLCpzn7o
Console Sports Games of 1994: https://www.youtube.com/playlist?list=PLFJOZYl1h1CGSF_AK734XDflipeUo8Dr9
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blazehedgehog · 3 years ago
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Why is Metal Sonic Kai suddenly operational again (after being destroyed) and burning down Ice Paradise Zone of all places? Knuckles' Chaotix endings are absolutely nonsensical.
Chaotix, like most 32X software, was extremely rushed, and probably shouldn't have even existed at all. There's multiple versions of what went wrong with the 32X, some of them conflicting, but the one I believe in the most is:
After the deal with Nintendo fell through for the SNES CD console, Sony was looking for somebody else to partner with for the Playstation. They had a good relationship with Sega -- Sony Imagesoft was a big publisher for the Sega CD. They had created Sewer Shark, the pack-in game with a lot of Sega CD consoles.
Imagesoft apparently approached Sega of America about building a brand new CD-based console. I guess they did this because Sega of America was the most successful branch of Sega at the time. When Sega of America contacted Sega of Japan about the possibility of this deal, Japan rejected it outright.
But, from the ashes of that thought, Sega of America began to formulate their own plan: why couldn't they just make their own console hardware? Sega of America's CEO, Tom Kalinske, had an idea: what if, instead of making consumers buy a brand new piece of hardware, they just sold an upgrade kit? Something for the existing system, that was cheaper than the other guys? They could undercut the entire market.
That ended up being the 32X. There was just one problem: Sega of Japan was also working on their own hardware at that exact same time. Neither side of the company was talking to the other about what they were doing, because of the well-documented internal war between the two.
When Sega of Japan found out, they were furious. In particular because Sega of America was so far along on the 32X that they had business deals lined up that could not be canceled. The same was apparently true of what Sega of Japan was doing: they were readying the Sega Saturn. Both things were going to come out, one way or another.
The 32X was effectively rushed to market. Sent out to die. It launched in America the day before the Saturn launched in Japan. It lacked the development needed to bring costs down and was priced like a standalone console, destroying its intended market. It had months worth of software, mostly whatever deals Sega of America cobbled together before Japan dropped the hammer.
Close to 70% of the 32X's pitifully small library were games developed in America or Europe, at a time where Japan was dominating the industry. And, of the nearly non-existent Japanese support for the 32X, most of them were ports of pre-existing Sega games, like Space Harrier.
Obviously, the 32X was a disaster. It caused Sega to misfire on the Saturn's launch in America as well, creating a domino effect that probably killed the Dreamcast. It caused Tom Kalinske to resign. In Japan, where the 32X was quietly swept under the rug, the Saturn sold respectably, and lead a short, but somewhat fulfilling life. But elsewhere, the 32X was like Sega got punched in the stomach so hard it damaged their internal organs.
But the short answer to all of this is that even compared to how rushed and under-developed other Sonic games got to be, Chaotix was even moreso. It is a collection of barely coherent ideas hung around the framework of a familiar Sonic game. Top class art direction, fantastic music, but the level design is a nightmare and the mechanics don't make any sense.
I heard recently that was apparently intended to be a Saturn game, but it got flipped and dumped on the 32X. I don't know if that information is true. But, given how rapidly and dramatically we know the game evolved, it wouldn't surprise me if Sega of Japan shoved it out just so they could get away from it. Though it was by some of the members behind Sonic CD, they were not formally part of Sonic Team, and most of them them did not work on any Sonic games after Chaotix.
So yeah. It's a little rough around the edges. It's a D-list Sonic game on a stillborn platform.
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