#pc-8801
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doyouknowthisgame · 11 days ago
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elliotwashington · 18 days ago
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Dezeni World/デザニワールド for Nec Pc-8801 made in 1985 by Hudson Soft, Takashi Takebe, Shinichi Nakamoto, Toshinori Oyama, Toshiro Okamoto, and Toshiyuki Sasagawa
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humor-y-videojuegos · 1 year ago
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Galaxian 🏢 Namco Limited 📅 1979 🖥 Apple II, Arcade, Atari 8-bit, Atari 2600, Atari 5200, ColecoVision, Commodore 64, Commodore VIC-20, DOS, FM-7...
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escapistsatellite · 1 year ago
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Departure fantasy ending scene A true snatcher is here
by センセ
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moonycyb3rtr4sh · 1 year ago
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Genesis: Beyond the Revelation (1985) by Square Co., Ltd. on PC-88
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commodorez · 2 years ago
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VideoBrain & PC-8801
Vintage Computer Festival Midwest 17
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gamemories · 2 years ago
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tomo3p · 9 months ago
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EGGコンソール イース PC-8801mkIISR for Nintendo Switch(EGGCONSOLE Ys PC-8801mkIISR)
https://store-jp.nintendo.com/list/software/70010000075600.html
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solarwavepixl · 1 year ago
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hydlide
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iloveabunchofgames · 2 years ago
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1/22/23 - Week In Review
#JakeReviewsItch Week In Review Archives
This week's reviews: 🧡🧡🧡🧡🤍 10s 🧡🧡🤍🤍🤍 12 Labors 🧡🤍🤍🤍🤍 1,000 Heads Among the Trees 🧡🧡🤍🤍🤍 1365 🧡🧡🤍🤍🤍 1977: Radio Aut 🧡🧡🧡🧡🤍 1993 Space Machine 🧡🧡🧡🤍🤍 2064: Read Only Memories
Game of the Week
Fresh ideas or solid execution? How do you choose?
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Sorry, 1993: Space Machine. You are an excellent space shooter, but I've played a lot of good space shooters. I have not played a shooter that is also a Roguelike tennis game. Sure, the difficulty and controls could use some fine tuning, but the fact that such an unlikely combination of genres could work at all is cause for excitement, and 10s goes beyond mere functionality and competence. This is a thoughtful, inventive oddity that I expect to stick with me for some time. But you? You should play them both. They're great!
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My most anticipated game of the week—of this entire project to date—was 2064: Read Only Memories, and while I gave it a decent score and was invested enough to complete it in a ridiculous seven-hour marathon session, I never got an answer to my biggest question: Why is this a game?
Eugene Ionesco said, "Theatre is not literature... It is simply what cannot be expressed by any other means." I think bout that every time I make anything. Can this be expressed by any other means? Could I tell this story as a book? A movie? A radio play? A bi-monthly curated box of snacks? The script of 2064 would not work as a book. Characters standing in one place and delivering uninterrupted, pages-long monologues wouldn't fly. Same with a movie. I can't even picture actors standing still, delivering all these lines at this pace. They wouldn't stand for it. Literally, it would go against every actor's training to simply stand and deliver. They would find some business to occupy their hands. They would react to one another. Cinematographers would walk off the set. Is that why 2064 is a game? Because we, as game players, have been conditioned to understand the discrete text box? Give us a character portrait and just a few sentences at a time, and we're good? I like text boxes. I want games to reach outside of our expectations. I don't hold any conventions sacred. I want that which simply can't be expressed by any other means. It's not that 2064's plot, characters, and tone couldn't be a movie or a book; it's that they would need to be adapted to suit their medium. This morning, I skimmed videos of a few of the games I think might have inspired 2064. Perhaps the most obvious comparison is Snatcher, a cyber-punk visual novel with light adventure elements and occasional shooting galleries.
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Hideo Kojima's Snatcher is a blatant Blade Runner knock off, with a few scoops of Terminator and an anime veneer. (If you think that particular mélange sounds unique, I'll direct your attention to Bubblegum Crisis, which premiered a year before the first release of Snatcher and could be described exactly the same way, only with killer '80s tunes.) It's an unoriginal story, and in broad terms, the only thing that sets it apart is that it's a video game—a video game that, I would argue, is at odds with its medium in the same ways as 2064. Like most of Kojima's work, it desperately envies Hollywood. It's not at all my cup of tea, but I can't help but admire the audacity of trying to recreate movies on hardware as primitive as the PC-8801 or Sega CD. It's an impossible, misguided task, but look at the way Snatcher really goes for it. The motion might be stilted, but the drawings are dynamic and vibrant, and the cuts are frequent.
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I lived through the '90s. I lived through the early days of polygons, and the sudden dismissal of anything that was still drawn in two dimensions. I am delighted that we came out on the other side, ready to embrace both the old an the new. I'm glad chunky pixels and restricted palettes can now be an artistic choice, but it's worth keeping in mind that old games didn't look that way to cut costs and up the kitsch value. The old games weren't looking backwards. Most of today's game developers grew up playing video games. They liked games, they took on the "gamer" identity (barf), and now they are game developers who make games, and that's their whole thing. And I just want to tell them... You don't have to make games, you know? Shigeru Miyamoto grew up reading comics, watching Popeye, and exploring fields and caves. He's the greatest game developer who ever lived. Lately, he's spent a lot of time working on a movie and a theme park. Obviously not everyone is privileged enough to do all of that, but skills it takes to make a game are applicable to a lot more than games. You don't have to be a game person, making games about games for people who like games. You can. It's valid and good. But it doesn't need to be all you are. Make games because you want to make games; because what you're making couldn't be anything else. Don't default to a medium. Choose it. Embrace it. Find the limits, and then keep pushing.
#JakeReviewsTwitch is a series of daily game reviews. You can learn more here. You can also browse past reviews…
• By name • By rating • By genre
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iczer-ryuga2 · 2 years ago
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Wait a min!! There’s supposedly a CUTIE HONEY GAME ON PC-88 that was supposed to be released in the 80′s?!!
C’MON!!! I’d love to see it! T_T
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Today I found out there was supposed to be a Cutie Honey PC game back in 1989. The game would have been an RPG with graphics overseen by Go Nagai.
Thanks to hisabilly for the information and image!
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Psy-O-Blade, PC-88
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elliotwashington · 20 days ago
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Dreamland/ドリームランド for Nec Pc-8801 made in 1983 by Micro Cabin, Arrow Soft, and Kazuhiko Ito
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humor-y-videojuegos · 2 years ago
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Shanghai 🏢 Activision 📅 1986 🖥 Amiga, Arcade, Atari Lynx, Atari ST, Commodore 64, MSX2, Master System, NES, PC-98, PC-8801...
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escapistsatellite · 1 year ago
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PC-88 version ending In a random manner… I swear to Harry…
by センセ
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doyouknowthisgame · 16 days ago
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