#pc-6001
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#do you know this game#the portopia serial murder case#PC-6001#PC-8801#FM-7#FM-8#MSX#Sharp X1#FamiCom
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Door Door/ドアドア for Nec Pc-6001 made in 1984 by Enix, Chun Soft, and Koichi Nakamura
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very cute company name
Jelda (Carry Soft - PC-6001 - 1983)
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If you've never seen an Japanese NEC PC-6001, here it is!
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how do I proceed from page 6000?
I’ve been reading Homestuck using the browser version of the unofficial homestuck collection, and I just got to page 6000. I can’t figure out how to move on to the next page. I assume it involves the “click the panels” thing, but those have never done anything for me other than make it slightly brighter.
Yes, I’m using a mobile browser, but I’ve also tried on a browser on a pc which has the same problem.
Is there something I’m missing? Should i just set my new reader mode to page 6001?
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The Most Secret Plot Twist in Gaming History: Punished "Venom" Snake's True Identity Mystery in Metal Gear Solid V The Phantom Pain
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The most secret plot twist in gaming history - Punished "Venom" Snake and Ricardo "Chico" Valenciano Libre being one and the same person in Metal Gear Solid V The Phantom Pain - was foreshadowed multiple times since (but not only...) Metal Gear Solid Peace Walker's Title Sequence (a Hideo Kojima game released in 2010 for the Sony PlayStation Portable originally planned to be titled "Metal Gear Solid 5: Peace Walker")
which shows this mirror breaking transition with two hidden butterflies (suggested play speed 0,25x) revealing - Chico Young volunteer in Snake's private army - the "Hombre Nuevo" chosen for Hideo Kojima's Metal Gear Solid V Experience as its new main protagonist
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(which includes P.T. Silent Hills Concept Movie with the Chico's head appearance...)
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that was, and still is, believed by most of the audience and its english language speaking vocal minority in particular (also known as the "Metal Gear community") to have died in the final helicopter crash cutscenes from Metal Gear Solid V Ground Zeroes showed in this video which was mirrored "for a special reason."
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This crucial hint, hidden in plain sight, was secretly a direct reference left by the Metal Gear mastermind to be seen, and then revisited, only by those "good listeners" among his fans whose minds are still looking for the Truth behind the Hideo Kojima's Metal Gear Solid V Experience in the future MGSV games released years after such as it occurs in this very pivotal moment from MGSVTPP's Episode 46 Truth The Man Who Sold The World ending cutscene when the main protagonist punches the mirror "...for a S-Special reason."
I highly recommend to read the not flipped text printed down below in this Metal Gear Solid V Ground Zeroes' poster showing - Snake A former hero once known by the code name "Big Boss" - revealed during the Metal Gear Saga 25th Anniversary Party for the details...
The text "ƎЯƎH ꓘƆI⅃Ɔ" from Konami's Metal Gear 25th Anniversary Party Special Site was also flipped "for a special reason."
This crucial hint was also a tribute to Yuji Horii's Portopia Renzoku Satsujin Jiken/The Portopia Serial Murder Case in which a butterfly is revealed to be a critical clue for the player trying to solve that mystery
which was one of the most influential games inspiring Hideo Kojima into starting his career as game designer
The original version for the NEC PC-6001 cassette tape data loader sound of Portopia Renzoku Satsujin Jiken/The Portopia Serial Murder Case
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was originally included in Metal Gear Solid V Ground Zeroes' "Classified Intel Data" (timestamp 1:01:50)
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and Metal Gear Solid V The Phantom Pain's "Operation Intrude N313" cassette tapes as a clue to solve Punished "Venom" Snake's true identity mystery, the key to decipher the entire Metal Gear Solid V Experience's enigma
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before being changed by the "Metal Gear Development Team" left in Konami after Kojima's departure from the company in October 9th 2015
with the MSX version of the original Hideo Kojima's Metal Gear game (here displayed during Metal Gear Solid V Ground Zeroes boot camp held in Nasu on february 2014 in which the japanese game designer is "recreating a scene" from both his past and The Phantom Pain player's future...)
after being discovered by dataminers of the MGSVTPP pc version
in order to trying to keep hidden the most secret plot twist in gaming history before someone would have been able to find it...
...that someone was this online persona known by the username @ItalianJoe83 very long time ago (timestamp 1:41:50)
which social media activities including this video
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weren’t, and are not, affiliated in any capacity with Konami Digital Entertainment like the spreading of this Google document
created and updated for years by Twitter user @HastatusAtratus
explaining in details all the issues still afflicting this Hideo Kojima's "social experiment" known as The Secret Nuclear Disarmament Event of Metal Gear Solid V The Phantom Pain...
...which wasn't even mentioned in this DidYouKnowGaming's video and its description box about how Konami is still hiding Metal Gear Solid V The Phantom Pain's Final Chapter from the entire playerbase since the game's release date...
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...despite the fact I actually did asked to the author of this video @DrLavaYT (who asked me for my contribution after most of his video script was already finalized) to include @HastatusAtratus's username on top of the contributors list as he deserved but his name was nowhere to be seen and heard for some reason...
...and here's a now "Deleted User" Hung Horse's direct message reply to me on Discord in which he didn't just confirmed his awareness of this Google document existence but he also admitted to have took inspiration from Hastatus Atratus' monumental work into exposing Konami's agenda (way long before anybody else) for his group's activities...
...thus, everything else the audience is being shown and told in this DidYouKnowGaming's YouTube video outside from my contribution (which goes by timestamp 17:42 up to 18:26) should be considered as to being approved by/affiliated with Konami Digital Entertainment in official capacity before the final upload...
Note: this "Brain Structure" Episode #24 [ENGLISH] in which Hideo Kojima (voiced by Aki Saito) has a conversation with the Ricardo "Chico" Valenciano Libre's japanese voice actress Kikuko Inoue may also cause some "conflicts" of massive magnitude with the "good listener's" "internal timeline" starting at 35:22 up to 36:56 in particular "for a special reason."
Be aware of all this facts while you're looking for the Truth on the r/AHideoKojimaRuse subreddit...
..."Hombre"
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#secret#plot twist#gaming#history#Punished “Venom” Snake#Ricardo “Chico” Valenciano Libre#metal gear solid v the phantom pain#metal gear solid v ground zeroes#metal gear solid peace walker#venom snake#Ricardo Valenciano Libre#punished snake#snake#mirror#butterflies#butterfly#a hideo kojima game#hideo kojima#metal gear#@ItalianJoe83#portopia renzoku satsujin jiken#the portopia serial murder case#A Hideo Kojima Ruse#metal gear solid v#metal gear solid 5#Chico#Metal Gear Solid V Experience#P.T. Concept Movie#P.T. Silent Hills#Hombre Nuevo
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Classic Game of the Week: Thunder Force Developer: Technosoft Publisher: Technosoft Platform: X1, PC-8801 mkII, FM-7, Sharp MZ-1500, PC-6001 mkII, PC-9801 Video Courtesy of: The VideoGames Museum
#classic game of the week#classic game#classic gaming#arcade#sega#arcade game#top down#shoot em up#shmups#open air#Youtube
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Hydlide idea project
The very oldschool RPG Hydlide was published by T & E Software for the NEC PC-6001 and PC-8801 before being ported to other platforms. The game ports has been reviewed by AVGN, ProJared and SuperDerekRPG. The general consensus being that the game is riddled with anachronistic game play systems and mechanics that create a player hostile, grindy unfun experience.
And well... My mind has been a whirling with how Hydlide could have reached their potential if the series wasn't hamstrung by it's 1984 Japanese 8-bit home computer console restrictions and system formatting.
A big thing I think the game needs, isn't necessary a top-notch cream of the crop animation and graphic fidelity; I think the game can still work as an isometric, screen sliding action-adventure game just like Legend of Zelda. Just boost it up from 8-bit to 32-bit, a lot of criticism of the OG game is everything feels indistinct and garish and hard to discern (things like a lone tree that needs to be burned to progress looks like every other tree, gravestones don't look distinguishable and there are a few fake walls that look like everything else that house necessary items). This massive leap of graphical format would allow for dungeons, environments, enemy NPCs, items and combat to be easier to see what is where and what is what all while maintaining the retro-feel of the original game.
Another big issue that would need to be re-worked if a studio (AAA or indie darling) were to make a Hydlide game in the current industry would be to root out the player hostile combat structure and restructure it with a replacement based off of modern era top-down RPGs. Mostly based off of ProJared and AVGN that the game has a counter-intuitive Attack-Defense mode mechanic and the old school bump combat is a coin toss as to whether or not you win; on top of which in order to be levelled enough to progress, the player is forced to aggressively grind and farm EXP and having to save spam and find grass to restore health by standing completely still. How i would fix this is split into a handful of directions: One is to keep the old school Bump style combat, but with the extra 32bit graphic design the enemy NPCs could be able to move in all four directions and detail their front and back of the model to allow for ambush attacks by backstabbing the NPCs. This would radically fix the major complaints that ProJared and AVGN had about the bump style combat. The next part would be to re-tool the experience system to allow the player to level up slightly easier to avoid grinding Slimes in the starter area for an hour just to become level two due to the clunky coin-toss combat equations. Another aspect would be to add in Items or to actually implement the magic spells properly and allow the Player to kill NPCs with magic and gain EXP from it. These are all the known complaints about the OG Hydlide combat and fixes that would keep the combat as unchanged as possible but also making it actually enjoyable to engage in as a player.
Another re-working of the combat would be to scrap the bump style all together; Hydlide did a similar option for Super Hydlide, opting for a active combat system. effectively this style of combat would be one that is very much close to old-school Legend of Zelda. having sword swinging animation, actively needing to hit the enemy, having findable items that can be used in combat in specific areas eg. specialised armours for swimming, fighting the dragon, a lamp to highlight illusory walls and ranged weapons for specific enemies). This model would require the studio building Hydlide to study older games in the genre and pick apart what would work within the confines of Hydlide.
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Shin Megami Tensei: Back to the Navive (?, Yanji Top) (PC-6001)
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Portopia Renzoku Satsujin Jiken
In a cutscene at the end of Metal Gear Solid V, a game set in the 1980s, a man is loading a cassette tape in MSX computer and the characteristic loading noises from a data tape are played. It did not take fans long to find out that the audio contained the header of the 1983 Japanese adventure game The Portopia Serial Murder Case, a game Hideo Kojima famously has quoted as one of the reasons he went into the video game industry. In fact, this by modern standards rather primitive graphical text adventure is often heralded as one of the most influential games in Japanese video game history. Similar to how Sierra’s King’s Quest (1984) shaped the direction western computer adventure games would take, Portopia has been instrumental to the development of the adventure (ADV) genre, but also to Japanese video game interface design in general.
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#hardcore gaming 101#daniel brink#review#portopia renzoku satsujin jiken#japanese adventure#text adventure#fm-7#historically important#japanese pc#msx#murder mystery#famicom#pc-6001#pc-88#pc-98#sharp x1#video games
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Turpin/ターピン for Nec Pc-6001 made in 1983 by Konami
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Hydlide (ハイドライド) - T&E Soft - PC6001 - 1984
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Ad (?) for Technopolis Soft (Technopolice?) computer games, including a Nausicaa game, a Macross game, and a Star Trek game.
#テクノポリスソフト#technopolis soft#computer games#nausicaa#miss macross#macross#pc-8801#pc-6001#technopolice#japanese#1984#treky's demise#star trek#ななこSOS
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Free windows remake of Dynablaster
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Space Harrier Año: 1985 Plataformas: Amiga, Game Gear, Master System, Amstrad CPC, Atari ST, Commodore 64, ZX Spectrum, NES...
#Amiga#Game Gear#Master System#Amstrad CPC#Atari ST#Commodore 64#ZX Spectrum#NES#Sega 32X#Saturn#TurboGrafx-16#Arcade#PC#Sharp X68000#NEC PC-8801#Sharp X1#FM-7#NEC PC-6001#Sharp MZ#Nintendo Switch
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