#Keio Flying Squadron
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Crash Landing 'Keio Flying Squadron' SEGA Mega CD Support us on Patreon
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#90s#90s aesthetic#90s vibes#1990s#90s style#90's Anime#90's Games#Keio Flying Squadron#Sega CD#Sega Genesis#1993
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Last year in classic games
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For motives I cannot expand on with much glee, I found a little more time than usual this year to reduce my seemingly endless backlog of classics. Despite all the fine new releases 2023 has greeted us with, I was able to finally dive into this eclectic handful of games I gathered over time. It is perhaps no coincidence that I reached out for more direct game experiences than story-driven ones. I find myself increasingly drawn to games designs that are mindful of the player's time as a commodity not to be carelessly squandered.
One note, if I may: I would like to inspire my readers to progressively discard the use of the word retro this year. We are all of advancing years and wisdom, I trust. The introduction of the term retro to the videogame vernacular was a gross mistake furthering the abhorrent notion that games were as ephemeral in their nature as fashion. It is a purely commercial designation by which to profitably repackage old software as a category of its own, originating from the same minds that considered games as mere novelty trinkets of limited marketable lifespan.
It is up to the player to individually decide on an older game's appeal, whether they may be discovering it for the first time or revisiting it for the umpteenth one. This is not only an appeal for those of you who write about games in any capacity, rather to anyone who takes videogames as a serious interest and communicates with others about this the object of their predilection. Thank you.
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This loose cart came with a Famicom bundle auction I won in 2009, if memory serves. I turned on the Famicom and tested it merely to verify if it was still in working condition and found myself engrossed in that trademark Pajitnov/Pokhilko elegant approach to game design. As per the cassette's label, Hatris was originally a concept developed in collaboration with ParaGraph, a Russian studio that went on to develop specialized professional software, a year before the Bullet-Proof Software licensing deal. They produced a few games in the turn of the decade that were rather unusual and, some would say, even visionary. I recommend that you look up their story, if you're curious.
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The only entry from the group that isn't of Japanese provenance - though it is a Japanese edition - I played it for purely nostalgic motives, perhaps a yearning for a certain pixel, palette and parallax that resoundingly evoke a time I was fortunate enough to experience, first-hand. If I may be honest, I purchased the game for the visual value of its unique cover art, which I deem superior to the US edition's. In saying that, I must highlight that the original Amiga game box art was quite accomplished.
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In the Summer of 93 while on holiday at the beach, there was a French Nintendo magazine for sale whose purchase I could not resist. It was very common to find Spanish, English and French publications at the time in Portugal. This edition had a striking four page preview of this Jaleco gem, Ikari no Yōsai, or Operation Logic Bomb as it was named in the West. For years I searched the PAL version in vain, then ultimately decided to import it on account of - you'd never guess! - the superior box art. Playing it this year at long last, I was instantly reminded of an old Game Boy favourite, Fortified Zone, which I now know to be its prequel. Most top-down shooters are best played in co-op. Ikari no Yōsai is strictly and single-player affair and not once did I miss the absence of a friendly companion.
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Keio Flying Squadron 2 first came to my attention via an infamous Saturn demo disc, which came into my hands through circumstances I have since forgotten about. I use the word infamous because the entire game code was available in the disc and the level select cheat code enabled me to unscrupulously play the entirety of the game for no additional expense - at only the cost of missing out on the colourful Studio Pierrot anime FMV interludes.
Having played the sequel first, I was somewhat disenchanted to learn the original game did not feature any platforming segments, it being a pure scrolling shooter in the same whimsical vein as Parodius or, say, an AirZonk. Still, a jolly good time with the old three buttons.
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For reasons that will not be immediately apparent to younger reading audiences, I pride myself in having completed most Shinobi games, The Revenge Of and GG being my preferred ones. Shin Shinobi Den, or Shinobi X in Europe, was a game not readily available from my usual game dealers. I eventually borrowed the PAL version once, though not nearly long enough to master it. I finally saw it through this year, mere days before SEGA announced a new episode. While the live action clips looked a tad maladroit in the 1990s, they came to acquire that nice patina I now look for in classic games.
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Omega Force was known to take the sporadic breather from producing some of KOEI's most cherished and profitable series. I distinctly remember enjoying Destrega quite a bit in its day, a game quite unlike any other. What their 1998 Enigma lacks in consistency and originality, it more than amply makes up for with its own bizarre concepts, extravagant characters and unexpected genre fusions. Of all the titles in this post, this was the one whose pace felt the most sluggish, and needlessly so.
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Microsoft Game Studio Japan release schedule plans were not at all kind on this, their first production, Magatama. Earlier this year I praised this era for its highly inspired H&S action adventure titles and even spent a few days delighting myself with the likes of Blood Will Tell, Nightshade, Bujingai, or Chaos Legion. This most unusual creation, developed by the aptly-named Team Breakout - a group composed of many talented ex-Square employees - is one among the finest of the era. Sadly, it did not do enough to persuade players at the time that it was a better purchase than Otogi or its sequel. Playing it with my mind and heart set back in time to 2003, I can say that this misguided consideration may not have withstood a second thought.
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I've long wanted to write an extensive article on Japanese firefighting games. In fact, I have the structure laid out for a Japanofiles entry gathering moss in my Tumblr drafts for over a decade now. For a brief period this year I convinced myself I could finally fulfil this aspiration and resumed Sakurazaka Shouboutai as research. Developed by Racdym - later Racjin - for Irem, it is every bit as good as Firefighter F.D.18 or Hard Luck, and in many ways more inventive from a conceptual standpoint. While Konami and Spike found a way to have their games released in the west, Sakurazaka's poor regional sales performance clearly accounts for Irem's reluctance to bear the cost of an overseas ticket.
#hatris#paragraph#bullet-proof software#wolfchild#mega cd#Ikari no Yōsai#operation logic bomb#fortified zone#jaleco#super nintendo#keio flying squadron#victor entertainment#shin shinobi den#shinobi x#shinobi legions#sega saturn#enigma#omega force#koei#magatama#xbox#Sakurazaka Shouboutai#irem#racjin#racdym
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there's a new post up at the world's greatest obscure videogames review blog, and today's subject is a game that had a bit of a following when it came out, but has long since been forgotten by most. go and read about it~!
and please show your support by reblogging this post and maybe also subscribing on patreon for early access to new posts, more screenshots of every game i cover and various other nice extras :D
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I love Keio Flying Squadron. It's so just fun and good.
#keio flying squadron#rami nana hikari#artists on tumblr#art#artwork#my artwork#90s anime#retro anime#retro games#sega cd#sega saturn#cute bunny
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Himiko Yamatai.
#Himiko Yamatai#Himiko_Yamatai#Keio Flying Squadron#Keio_Flying_Squadron#KeioFlyingSquadron#Keio Yuugekitai#Keio_Yuugekitai#KeioYuugekitai#慶応遊撃隊#Keio Yuugekitai Katsugekihen#Keio_Yuugekitai_Katsugekihen#KeioYuugekitaiKatsugekihen#慶応遊撃隊 活劇編#Keio Flying Squadron 2#Keio_Flying_Squadron_2#KeioFlyingSquadron2#Sega#Sega Saturn#Sega_Saturn#SegaSaturn#HimikoYamatai#hermanniwork
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SEGA Saturn Magazine #11, Sept '96 - Review of 'Keio Flying Squadron 2' on the SEGA Saturn.
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Sega Mega CD - Keio Flying Squadron
Title: Keio Flying Squadron / 慶応遊撃隊
Developer/Publisher: Victor Entertainment / Studio Pierrot
Release date: 6 August 1993
Catalogue No.: T-60114
Genre: Shooting
An excellent shooter that's pure Japanese (Even the score uses Japanese numbers) and a joy to play. Great music, amazing graphics for the Mega CD, and a great challenge. A must-buy for all Mega CD owners. I also have the Sega Saturn follow-up (Keio Flying Squadron 2) that's classed as a classic, but I think it doesn't control that well in the platform sections - well, to my eyes anyway.
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Keio Flying Squadron 2
Developer: Victor Entertainment Publisher: JVC Release: 09/96 Genre: Platformer I enjoyed Keio Flying Squadron on the Sega CD. For a long time most did not know of its quality as it is one of the rarest US Sega CD games and still commands hundreds if not thousands of dollars for a complete copy. Those lucky enough to play it found a solid shooter with a wacky sense of humor atypical of the��
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Introduction to a Cult Classic "Keio Flying Squadron" emerged on the Sega CD in 1993 to the delight of gamers looking for a fresh, vibrant take on the shoot 'em up genre. At a time when the gaming market was saturated with titles, this game managed to stand out with its stunning anime-style graphics, captivating music, and a storyline that was as charming as it was quirky. Developed by Victor Entertainment, a company more renowned for its musical endeavors, "Keio Flying Squadron" was a unique fusion of Japanese pop culture and traditional gaming elements that showcased the Sega CD's multimedia capabilities. Developer's Audacious Undertaking Victor Entertainment's foray into the gaming industry with "Keio Flying Squadron" was both ambitious and risky. It was a time when the Sega CD was struggling to justify its existence as an add-on to the Sega Genesis, and the company aimed to exploit its advanced audio-visual potential. By creating a game that was both a visual and auditory spectacle, Victor Entertainment set a high bar for what the Sega CD could achieve. A Visual and Auditory Feast "Keio Flying Squadron" was a masterpiece of pixel art. Each level was meticulously crafted, from the vibrant backdrops of feudal Japan to the whimsical enemy designs. The game was a colorful explosion of art, one that could only be described as playing through an anime. The attention to detail was evident, with each sprite bursting with personality, bringing the world to life in a way that few games of the era could. [gallery ids="168966,168967,168965"] The music was equally splendid. The soundtrack blended traditional Japanese music with upbeat, arcade rhythms, creating an unforgettable ambiance that perfectly complemented the on-screen action. The game's audio prowess was a testament to the Sega CD's capabilities, offering crystal clear music and sound effects that were a cut above what the Genesis could produce. Engaging Storyline The narrative of "Keio Flying Squadron" was unconventional and endearing. Players took on the role of Rami Nana-Hikari, a 14-year-old girl who inherits a magical robe that gives her control over a flying dragon named Spot. When a group of nefarious creatures led by Dr. Pon steals a set of magical orbs, Rami and Spot must set out to retrieve them. The story unfolds through beautifully animated cutscenes that were voiced and full of humor, adding a cinematic quality that was rare in games of the time. Gameplay Mechanics: Familiar Yet Fresh At its heart, "Keio Flying Squadron" was a horizontal shoot 'em up, but it stood out due to its inventive gameplay mechanics. Players navigated through a variety of levels, each with its own set of challenges, from dodging intricate bullet patterns to battling memorable bosses. The game struck a fine balance between being accessible for newcomers and providing enough depth for seasoned gamers. Players could collect different orbs that changed Spot's fire, offering strategic choices for overcoming obstacles and enemies. This mechanic kept the gameplay fresh and engaging throughout the adventure. Initial Reactions and Legacy When "Keio Flying Squadron" hit the shelves, it received a warm reception from those who had the chance to experience it. The game was praised for its visual flair, delightful soundtrack, and engaging gameplay. However, due to the Sega CD's limited success and the game's own scarce distribution, it didn't reach a wide audience initially. Over time, it has gained a cult following, with collectors and retro enthusiasts seeking it out for its charm and quality. Replayability: Worth Every Return The game's challenge and hidden secrets offer ample reason to come back. With multiple difficulty levels and easter eggs to uncover, "Keio Flying Squadron" rewards players who dive back into its whimsical world. Fascinating Facts Limited Print: The game's limited release has made original copies a rare collector's item. Multimedia Showcase: It was one of the few titles
that fully utilized the Sega CD's capabilities, particularly in its animated cutscenes and high-quality audio. Cultural Blend: The game mixed elements of traditional Japanese folklore with sci-fi themes, creating a unique narrative backdrop. Series Continuation: Despite its niche status, the game spawned a sequel, "Keio Flying Squadron 2", for the Sega Saturn, which expanded on the original's platforming elements. Community Insights "Revisiting 'Keio Flying Squadron' is like rediscovering a piece of my childhood. The game's blend of shoot 'em up action, anime aesthetics, and a wonderfully eclectic soundtrack makes it a timeless classic. It's a shame that more people didn't get to experience it during its initial release." - Emily Rodriguez, member of the Retro Replay community Conclusion "Keio Flying Squadron" is not just a game; it's a piece of Sega CD history that deserves recognition. Its combination of captivating visuals, enchanting music, and innovative gameplay provide an experience that has stood the test of time. [gallery ids='168963,168964,168965,168966,168967' main_size='full' tile_size='full' style='mosaic']
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Ack! 'Keio Flying Squadron' SEGA Mega CD Support us on Patreon
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Fookin’ ‘ell Keio Flying Squadron 2 costs HOW much now?
#regret not picking it up 4 years ago now#man that game is SO good#really under appreciated Saturn game
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Anyone remember this game? Keio Flying Squadron, for the Sega CD (and sequel on the Sega Saturn). I always remember seeing previews of it in game magazines (EGM, for the sequel on the Saturn) back in the day and thinking the art was super cute.
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From: Keio Flying Squadron
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Keio Flying Squadron
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Sega Saturn - Wangan Dead Heat (Highway 2000)
Title: Wangan Dead Heat / 湾岸デッドヒート
Developer: Genki / JVC
Publisher: Pack-in-Video (Victor Company of Japan)
Release date: 15 December 1995
Catalogue No.: T-9102G
Genre: Racing
Pack-in-Video is actually Victor Japan (JVC) and is well known for making and releasing many substandard games but strangely enough also responsible for the cult Mega CD and Saturn "Keio Flying Squadron" games.
Wangan Dead Heat is probably not the worst racer on the Saturn but it sure comes close. There seems to be only 5 different tracks that don't take too long to complete. There are night modes and so on but that doesn't really make you want to keep playing. Even the chance to see one of the ten ladies isn't going to keep you playing! The funny thing is that Wangan was programmed by Genki, the same people behind the Shutokou Battle (Tokyo Highway Battle / Tokyo Extreme Racer) games on both the Sega Saturn and Dreamcast. It seems that this was their first attempt at a Highway Racing title in 3D. Pack-in-Video did actually release another Wangan racing game featuring anime characters but that was God-awful. Probably because they made it themselves.
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