

Segundo 'trailer':
http://www.4gamer.net/games/124/G012400/20110121033/
Y sitio oficial actualizado.
This game is released only in Japan, but it will be worldwide-region disc.
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Segundo 'trailer':
http://www.4gamer.net/games/124/G012400/20110121033/
Y sitio oficial actualizado.
This game is released only in Japan, but it will be worldwide-region disc.
Dogyuun, V-V y Knuckle Bash, ya con sonido:
Nuevo vídeo promocional:
Bikkuriman y compañía, artistas invitados:
KOF98 UM FE y KOF 2002 UM, desde el día 24:
Con el I-Pad no he conseguido oír demasiado... ¿Algún resumen? (¡Azpiri!)
I wasn't aware that Ys V was 12,800... No wonder why the game was so severely criticized back in the day. Was the Expert version as expensive as this?
I'm sure the Western games you mention got those prices for being movie-based. The Japanese publishers most likely had to pay for the licenses apart and put some extra work for the agreements. Not to mention that the games would sell no matter the price 'cause the advertisement campaign was almost done already.
I've always believed that Japanese PC games have been traditionally more expensive due to their comparatively lower print numbers. If you know you'll sell less but the developments costs are still the same, you need to compensate somehow. Anyway, this is, I'm sure, the key here:
"did the pricing for other companies just depend on perhaps the hype a game had or niche it was marketed to?"
Is it alright if I move this to the public forum?
Mihara anuncia que, dada la demanda recibida en su bandeja de correo entrante, tiene intención de lanzar un parche para que Guwange 360 tenga un modo de 4 : 3. Nótese que no especifica 'a pantalla completa para el área activa (3 : 4)', de modo que podría suponer, simplemente, que se corrige el problema de visualizarse en formato panorámico al usar monitores de 4 : 3 (el juego de serie no viene preparado para estos monitores, por irónico que suene):
AWJ (Alex Jackson) added support for the extended V25/V35 features to the NEC V20/V30 core in MAME.
These features (timers, memory-mapped register banking, custom interrupt controller) are used by the sound programs of several Toaplan titles. He then hooked things up properly in the driver, giving full sound to Batsugun.
Batsugun has unencrypted sound code, so was the easiest one to get running.
V-Five / Grindstormer, Fix Eight, Knuckle Bash, and Dogyuun will also benefit from this once their sound code has been fully decrypted. This is just a matter of time and a bit of effort in figuring out the programs.
For the remaining Toaplan games (Teki Paki, Vimana, Fire Shark, Ghox, Whoopee JPN version) the sound MCUs need decapping, which will require funding / donations for this purpose.
And for those interested:
* 12th March 2000: Quench sent in a Toaplan2 update with support for Ghox, V-Five, Dogyuun and Batsugun.
* 0.139u3: David Haywood fixed incorrect VDP mixing in Batsugun.and now 0.141u1 (when it arrives) will finally have the game in full working order!
Combining my previous graphic fixes in 0.139u3 with the complete sound emulation from AWJ, means that for the first time ever the game will be 100% working in an emulator! It’s only taken almost 11 years :-)
http://mamedev.emulab.it/haze/2011/01/1 … -progress/
Además:

No iba de verdad porque tuvieron la feliz idea de anunciarlo antes del visto bueno de MS, que acabó rechazándolo. Se anuncia hoy que ya tienen el parche corregido, aprobado y listo para lanzarse el día 20. Más allá de las correcciones de los fallos por cuelgues eventuales, disposiciones de los menús y disminución de los tiempos de carga, el parche elimina el filtro de los gráficos, lo que siempre es un plus para aquéllos con conversores de muestreo (aunque en este juego el escalado desde el original no es íntegro, de modo que no es una simulación, ni mucho menos, óptima).
Y nuevo episodio exclusivo para móviles. 'Himitsu no Tougiyou', para los FOMA 705i o superiores, a la venta desde hoy:

En evidente paralelismo a las Caravan de Hudson de hace 20 años, 5PB anuncia su propia competición itinerante en vivo, de ámbito nacional, para Bullet Soul en modo 'score attack':
Revolver 360 (XB360)
Ha recibido recientemente soporte, vía parche, de 'arcade stick', así que merece por fin una mención:
http://www.xna-today.jpn.org/archives/3434 (enlace: http://stg.liarsoft.org/)

Hardcore (MD).
Un prototipo que se gestó en realidad para las máquinas europeas ya durante la muerte comercial del sistema, apadrinado por Digital Illusions:

'Tobidasu! Puzzle Bobble 3D' anunciado para 3DS, desarrollado por Arika y sin sello de Taito esta vez:


http://insomnia.ac/reviews/xbox360/braid/page_01.php
I mean, isn't it by now obvious why, even in purely thematic terms, something like Super Mario World is infinitely more immersive than tripe like Braid or Knytt or Passage? Ask yourselves: How can it be that the childish platformer is more immersive than the "serious" platformer? PERHAPS BECAUSE THE VERY CONCEPT OF THE PLATFORMER IS CHILDISH TO BEGIN WITH, AND CONSEQUENTLY WORKS BETTER WHEN PAIRED WITH AN EQUALLY CHILDISH THEME?
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