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NEC PC-Engine/SuperGrafx => PC Engine/SuperGrafx Discussion => Topic started by: GaijinD on April 02, 2016, 05:34:05 PM
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http://shmuplations.com/pcengine/
I believe some folks here are already familiar with Shmuplations and have already read these, but for those who aren't these were posted a few days ago and are translations of interviews concerning the development of the system. Not necessarily anything new, but the second interview is interesting in that it's actually from 1987 when PC Engine was still new in the market.
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Really enjoyed reading that . Thanks
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http://shmuplations.com/pcengine/
I believe some folks here are already familiar with Shmuplations and have already read these, but for those who aren't these were posted a few days ago and are translations of interviews concerning the development of the system. Not necessarily anything new, but the second interview is interesting in that it's actually from 1987 when PC Engine was still new in the market.
Yes, thank you for sharing these.
:)
Great stuff.
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It's cool that they specifically name and describe a couple CD games demos that were shown a month before the PC Engine launched.
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Thanks for posting that link, I found those interviews really interesting!
It seems like NEC had a much greater influence on the design of the PC Engine than I previously believed.
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It's cool that they specifically name and describe a couple CD games demos that were shown a month before the PC Engine launched.
Do you know what happened to the demo Murder Mystery CD game that was mentioned?
I know I should look at Hudson's early titles...but I'm too lazy ATM.
:)
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It's cool that they specifically name and describe a couple CD games demos that were shown a month before the PC Engine launched.
Do you know what happened to the demo Murder Mystery CD game that was mentioned?
I know I should look at Hudson's early titles...but I'm too lazy ATM.
:)
It likely evolved into something with a different theme or title. There are lots of games that match that general description, but the one by Hudson Soft which it most likely became is Hyaku Monogatari: Hontou ni Atta Kowai Hanashi.
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It's cool that they specifically name and describe a couple CD games demos that were shown a month before the PC Engine launched.
Do you know what happened to the demo Murder Mystery CD game that was mentioned?
I know I should look at Hudson's early titles...but I'm too lazy ATM.
:)
It likely evolved into something with a different theme or title. There are lots of games that match that general description, but the one by Hudson Soft which it most likely became is Hyaku Monogatari: Hontou ni Atta Kowai Hanashi.
I know...but, damn, that was released so late in PCE's lifespan.
So.... I thought of Laplace No Ma (?) immediately, but I never made it too far into that game.
What do you think?
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What I find most interesting is the supposedly rosy relationship between Yamauchi and Hudson over making a console. Yamauchi was supposed to be the ultimate anti-competition business mogul.
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It's cool that they specifically name and describe a couple CD games demos that were shown a month before the PC Engine launched.
Do you know what happened to the demo Murder Mystery CD game that was mentioned?
I know I should look at Hudson's early titles...but I'm too lazy ATM.
:)
It likely evolved into something with a different theme or title. There are lots of games that match that general description, but the one by Hudson Soft which it most likely became is Hyaku Monogatari: Hontou ni Atta Kowai Hanashi.
I know...but, damn, that was released so late in PCE's lifespan.
So.... I thought of Laplace No Ma (?) immediately, but I never made it too far into that game.
What do you think?
I think that both got scrapped, just like the early segments of Ziria and after they got the hang of developing CD games, they put some of those ideas into other games.
In other interviews and videos, people at Hudson talked about how the CD-ROM would have launched much sooner if making CD games hadn't been so challenging. I think that it wasn't so much dealing with recording studios and things that didn't come up in traditional game development, so much as they underestimated how much space they'd need to run games. Tom has said that the code alone can take up half the CD2 space. They probably started planning the Super CD format before the CD-ROM even launched and were just waiting for the memory to become cheap enough.