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Show posts MenuQuoteAtlantic Books' publisher, Toby Mundy has acquired CONSOLE WARS by Blake Harris, a riveting behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary, took on the juggernaut Nintendo and revolutionized the video game industry. Atlantic will publish CONSOLE WARS: Sega, Nintendo and the Battle that Defined a Generation in August 2014.http://www.booktrade.info/index.php/showarticle/52436
Blake Harris draws on hundreds of interviews to present the first full account of this titanic corporate battle, which transformed computer games into a global industry that last year recorded sales of $50 billion (surpassing the film and music businesses combined).
Sony Pictures and Scott Rudin (Moneyball, The Social Network) are developing Console Wars as a feature film to be directed by Seth Rogen and Evan Goldberg (Knocked Up, Superbad). Rogen and Goldberg are also writing the screenplay. Harris is serving as Executive Producer, and is also co-directing a documentary on the same subject, with Rudin, Rogen and Goldberg producing as well.
QuoteSony developing Console Wars moviehttp://www.gamespot.com/articles/sony-developing-console-wars-movie/1100-6417914/
Sony Pictures and The Social Network producer are developing a documentary and a feature film about Sega vs. Nintendo.
by Emanuel Maiberg on February 23, 2014
Sony Pictures is developing a movie based on Console Wars: Sega, Nintendo, and the Battle that Defined a Generation.
Described as a "behind-the-scenes business thriller," the book "chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the video game industry."
The news comes via a press release published by Booktrade.info, announcing Atlantic Books acquired the rights from HarperCollins imprint It Books to publish Console Wars in the UK. But it also reveals that Sony Pictures and producer of The Social Network and Moneyball Scott Ruddin are developing it as a feature film. Seth Rogan and Evan Goldberg (Knocked Up, Superbad), who also wrote the foreword to the book, are set to write the screenplay and direct, with author Blake Harris serving as executive producer.
Harris will also co-direct a documentary on the same subject, which Rudin, Rogan, and Goldberg will produce.
QuoteThe Japanese release has a retail version that comes with digital copies of Strider 1 and 2. It also has a special edition that comes with a bunch of other stuff.
QuoteThe physical PlayStation 3 version of the 2014 Strider, including all its extras: a custom "Strider" PS3 theme, a special video interview with the first game's director Kouichi Yotsui, and download codes for the "Game Archives" version of "Strider Hiryu 1&2.Geezus that's a lot....Everything except the SuperGrafx prototype!
"Special Box" - a storage box with cover artwork done by veteran Mega Man artist Ryuji Higurashi.
"Strider Hiryu Visual Chronicle" - An 80-pages artwork compilation including art pieces from Strider,
Strider 2 and the new Strider, as well as unpublished material from the cancelled Famicom Strider.
The cover art is done by the Capcom artist known as "Tamio" (たみお).
"Strider Hiryu Sound Chronicle" - A 3-CD soundtrack compilation of all three Strider games. The soundtrack for the first Strider includes the full fixed soundtrack extracted from the "Resale Version" (再販版) sound board, plus an unused track ("4Stage Start 3") from the Arcade and a bonus track with music from the Sharp X68000 port of the game. Cover art done by Tamio.
"Instruction Card & Sticker Set" - The stickers and instruction material used in the Arcade cabinets for the first Strider and Strider 2.
"Pocket Spread Clear File" - Includes the Special Box and Visual Chronicle cover artworks.
"Mask" - A crimson Hiryu-like facemask with the "Hi" kanji sewed on its side.
"Badge" - The chest badge with the red "Hi" kanji seen in Hiryu's new design. It comes with a writing from the game's art director, Sho Sakai.
QuoteThe new Strider game launches across Europe on 19th February, Capcom has announced.It also has a speed run mode
That's on PlayStation Network for PlayStation 3 and PlayStation 4, Xbox Live for Xbox 360 and Xbox One, and Steam for PC. It costs £11.99.
QuoteMeanwhile, two new challenge modes have been announced for the side-scrolling action platformer. Beacon Run is a speed run style race mode in which you have to hit consecutive checkpoints in the shortest amount of time. Survival Mode tests your skill with different item and ability loadouts against increasingly difficult waves of enemies.http://www.eurogamer.net/articles/2014-02-05-strider-release-date-new-modes-announced
QuoteAs you might already know from some newspaper reports, we will reorganize our development divisions next month for the first time in nine years. Two divisions which have independently developed handheld devices and home consoles will be united to form the Integrated Research & Development Division, which will be headed by Genyo Takeda, Senior Managing Director.Now in 2014, Iwata elaborates on what he said a year ago:
Last year we also started a project to integrate the architecture for our future platforms. What we mean by integrating platforms is not integrating handhelds devices and home consoles to make only one machine. What we are aiming at is to integrate the architecture to form a common basis for software development so that we can make software assets more transferrable, and operating systems and their build-in applications more portable, regardless of form factor or performance of each platform. They will also work to avoid software lineup shortages or software development delays which tend to happen just after the launch of new hardware.
Some time ago it was technologically impossible to have the same architecture for handheld devices and home consoles and what we did was therefore reasonable. Although it has not been long since we began to integrate the architecture and this will have no short-term result, we believe that it will provide a great benefit to our platform business in the long run. I am covering this topic as today is our Corporate Management Policy Briefing.
QuoteYou have explained your concern about users being divided by hardware. Currently, you have both a handheld device business and a home console business. I would like to know whether the organizational changes that took place last year are going to lead to, for example, the integration of handheld devices and home consoles into one system over the medium term, or a focus on cost saving and the improvement of resource efficiency in the medium run. Please also explain if you still have room to reduce research and development expenses.So if we carefully read what Iwata has said twice now, this does not mean Nintendo is developing some hybrid console-handheld device.
Iwata:
Last year Nintendo reorganized its R&D divisions and integrated the handheld device and home console development teams into one division under Mr. Takeda. Previously, our handheld video game devices and home video game consoles had to be developed separately as the technological requirements of each system, whether it was battery-powered or connected to a power supply, differed greatly, leading to completely different architectures and, hence, divergent methods of software development. However, because of vast technological advances, it became possible to achieve a fair degree of architectural integration. We discussed this point, and we ultimately concluded that it was the right time to integrate the two teams.
For example, currently it requires a huge amount of effort to port Wii software to Nintendo 3DS because not only their resolutions but also the methods of software development are entirely different. The same thing happens when we try to port Nintendo 3DS software to Wii U. If the transition of software from platform to platform can be made simpler, this will help solve the problem of game shortages in the launch periods of new platforms. Also, as technological advances took place at such a dramatic rate, and we were forced to choose the best technologies for video games under cost restrictions, each time we developed a new platform, we always ended up developing a system that was completely different from its predecessor. The only exception was when we went from Nintendo GameCube to Wii. Though the controller changed completely, the actual computer and graphics chips were developed very smoothly as they were very similar to those of Nintendo GameCube, but all the other systems required ground-up effort. However, I think that we no longer need this kind of effort under the current circumstances. In this perspective, while we are only going to be able to start this with the next system, it will become important for us to accurately take advantage of what we have done with the Wii U architecture. It of course does not mean that we are going to use exactly the same architecture as Wii U, but we are going to create a system that can absorb the Wii U architecture adequately. When this happens, home consoles and handheld devices will no longer be completely different, and they will become like brothers in a family of systems.
Still, I am not sure if the form factor (the size and configuration of the hardware) will be integrated. In contrast, the number of form factors might increase. Currently, we can only provide two form factors because if we had three or four different architectures, we would face serious shortages of software on every platform. To cite a specific case, Apple is able to release smart devices with various form factors one after another because there is one way of programming adopted by all platforms. Apple has a common platform called iOS. Another example is Android. Though there are various models, Android does not face software shortages because there is one common way of programming on the Android platform that works with various models. The point is, Nintendo platforms should be like those two examples. Whether we will ultimately need just one device will be determined by what consumers demand in the future, and that is not something we know at the moment. However, we are hoping to change and correct the situation in which we develop games for different platforms individually and sometimes disappoint consumers with game shortages as we attempt to move from one platform to another, and we believe that we will be able to deliver tangible results in the future.
QuoteRacingI don't know if the picture of the racing game is meant to be real-time, like the part of that 'Super Star Soldier 3D' that was real-time flat-shaded polygons, or what.
NEC HE
Looks like this title might have been a victim of NEC's strict guidelines for what games could be made for the FX. NEC didn't want certain games to be made for the FX, and though NEC HE started development on this racer that was supposed to be based on F1 Circus from the PC-Engine, it was scrapped almost as quickly as it begun. Very unfortunate.
QuotePlot:
The game is considered a retelling of the first arcade Strider game with elements from the NES console game. As in the arcade classic game the story tells how the Strider organization sends their best assassin Strider Hiryu to kill the villain, Grandmaster, Meio in Kazakh City
QuoteDevelopment:http://en.wikipedia.org/wiki/Strider_(2014_video_game)
In 2009, a Strider reboot was in development by Grin. However, due to financial difficulties that bankrupted the company, the game was cancelled.
Development of the 2014 game was made possible thanks to the series' popularity especially in thanks to Capcom's surveys and forums. Strider was announced by Capcom in July 2013 during the San Diego Comic-Con. Capcom found Studio Helix could work well with their Osaka studio which is handling the character designs and game design.
Producers from the game commented they wanted to make the classic Strider games less linear and expand their length to satisfy current generation's players. Due to the character's popularity, developers want him to retain all of his abilities from the first and second Strider games but at the same time encourage the players to obtain new skills in order to progress and provide more variety.
This was how the team had the idea of giving Cypher the power to change forms. Additionally, the team wanted to contrast other games that start with the character completely powered up just to remove most of his skills in the game's beginning.
Kouichi Yotsui, also known as "Isuke" and original designer of the first arcade version of Strider, is not involved in the development of the 2014 game but gave his blessing by giving his prayers to Capcom USA.
One of the staff's main influences is the video game Shadow Complex as producer Andrew Szymanski as wanted Strider to imitate the game's balance between the combat and the speed and sort of the exploratory elements. The action in the reboot is eight times faster than in the original game which makes the balance one of the staff's greatest challenges. Hiryu's appearances in the Marvel vs. Capcom series also influenced the character's gameplay mechanics.
The game's soundtrack is set to feature multiple homages to classic Strider themes but with several modifications. The sound quality is also meant to resemble the ones from the classic games.
Quote from: esteban on 01/18/2014, 04:58 AMAwesome.The scans / pics were here on this page for anyone to use:
Dude, if you have a way of creating high-quality scan/photo from tripod, you gotta share them with Nulltard and me: https://archives.tg-16.com/magazine_database.htm?col=pub&val=gapr
Quote from: Tatsujin on 01/18/2014, 07:30 AMlol, and I thought some new PCE clones coming out hereI was debating whether or not I should put 'March 1990' in the title, but decided to put it in the beginning of the post
Quote from: esteban on 01/05/2014, 11:11 AMHeck yeah. What's funny is that, as a kid, I had no idea that there was a name for this genre (sub-genre). It was just "dance music" to me, and when I was older, and anyone would mention "freestyle" I never knew what they were referring to until they started spouting off songs.Same here.
Quote from: Joe Redifer on 12/06/2013, 02:58 PMJust got off the phone with Best Buy. They confirmed that the SuperGrafx has been selling a lot more and it's been hard to keep in stock since this interview came out.LOL
QuoteWith regards to the GigaDrive's architecture, what level of hardware are we talking about?The whole interview is great but I won't mention any more since that would be going completely off topic. I just think it's kewl that Naoki Horii mentioned the PC Engine SuperGrafx and it's featured on Sega's blog
NH: We've expanded the flexibility of the MegaDrive, to a larger extent than for instance how the PC Engine Super Grafx multiplied the number of sprites and backgrounds that the PC Engine had, and added memory to it. With the GigaDrive, Video Processor functions were added for the expanded game functionality, there are more sprite tables, you can use six background layers, the backgrounds have depth, all objects have depth, etc. Once you've got all this working, you can build Sonic The Hedgehog in 3D.
Quote"Sony came to us after they had been rebuffed by Nintendo," remembers Kalinske.The whole MCV article here
"They had wanted Nintendo to use some technology that they had, and Nintendo instead chose to work with Philips. That really annoyed Sony. Olaf Olafsson [Sony Electronic Publishing President] and Micky Schulhof [President of Sony America] came to my office and said: 'Tom, we really don't like Nintendo. You don't like Nintendo. We have this little studio down in Santa Monica [Imagesoft] working on video games, we don't know what to do with it, we'd like Sega's help in training our guys. And we think the optical disc will be the best format.'
"Well I agreed with them, I thought CDs would be the next format as well. But in those days nobody knew how to programme on optical discs. So I said, "Ok. Let's combine our efforts. Let's finance Imagesoft, and let's finance this little developer called Digital Pictures, which seemed to be furthest along in knowing how to programme on optical disc.' And they financed three titles from Digital Pictures and we did as well.
"So our relationship with Sony was very close and very tight. We together worked a lot of these things out. And Sega of America and Sony were both convinced that the next platform had to use optical discs. We had been working on this CD ROM attachment to the Genesis [Mega CD], which we knew really wasn't adequate, but it taught us how to make games on this format.
"We had the Sony guys and our engineers in the United States come up with specs for what this next optical-based hardware system would be. And with these specs, Olafsson, Schulhof and I went to Japan, and we met with Sony's Ken Kutaragi.
"He said it was a great idea, and as we all lose money on hardware, let's jointly market a single system – the Sega Sony hardware system – and whatever loss we make, we split that loss."
Kalinske loved the sound of this deal. As Sega made some of the biggest games in the world, he was certain it would be Sega that would make the most money from this deal. All he needed was the Sega Board to say yes.
"Next we went to Nakayama [Sega President] and the Board at Sega, and they basically turned me down. They said: 'That's a stupid idea, Sony doesn't know how to make hardware. They don't know how to make software either. Why would we want to do this?' That is what caused the division between Sega and Sony and caused Sony to become our competitor and launch its own hardware platform."
This was the first of many disagreements between Sega Japan and its US team in the build-up to E3. In fact, Sega America had little faith in the Saturn and was desperate to improve it.
QuoteNEC's Power Console! This was the massive attachment meant to go on sale in Spring 1990 following the Winter release of the SuperGrafx system. It was planned to usher in a new dimension of gameplay, similar to Capcom's much later Steel Battalion mecha command centre, by fitting over the entire body of the SuperGrafx console and taking over all controls. In the meantime, the SuperGrafx was a huge flop, and, tragically, plans for the Power Console and games that used it were shelved.
So, what do I have here? It's a prototype of the Power Console, sporting features that even the Japanese gaming press hadn't caught a glimpse of when a later (stripped-down) demo model of the Power Console was shown to them at NEC's unveiling party. Not only that, but my console came with 3 EPROM cards containing completely unreleased and unheard-of games/programs that were meant to showcase the power of the SuperGrafx and Power Console. But more about that later.
QuoteFirst, what features does the Console have? For starters, it has the basic direction buttons of the usual PC-Engine, configured as a round, arcade-style joystick, Select and Run in the centre, and 1,2,3, and 4 action buttons (that means 2 additional buttons over usual PCE pads) with rapid-fire switches for buttons 1 and 2. There is a large steering wheel / flight yoke in the centre that has triggers on the handles. The triggers are the same as the 1 and 2 buttons. The wheel has analogue movement both left and right, and up and down, augmented with an analogue throttle on the left side of the console for full 3-D movement in flight simulators or driving games.
Getting weirder, there is a jog dial as seen on VCR controls (top-left of the Console) and a 16-button numerical keypad (more of a calculator keypad) that is used for setting time & date on an LCD display as well as operating recording/playback of button presses, just as programmable joysticks on other systems are capable of. Did I say LCD? Yep, in the upper centre of the unit there is an LCD display that shows time (AM/PM/Date) as well as the settings for the button programming function. Next to that there is an LED array arranged like an airplane's radar that lights up dots to show the horizon, or approaching enemies in games like Battle Ace. Is this Hubris? Megalomania on the part of NEC? I say no: NEC knew what gamers wanted in a peripheral and were willing to pass on the cost to the buyer if it meant adding all the features anyone could ever want -- and some that few would ever want -- into the ultimate accessory. Because there's even more:
A few other features I haven't yet mentioned are a power switch (for the whole system) and reset button, and as can be seen, a full 5-player multitap built into the right side of the Console! (Player 1 uses the built-in joystick, of course.) Other ports down the left side are an additional video output from the Console, and a coin slot and bill feeder too! NEC's engineers thought of everything!! How come there's no cup holder, though, eh?
QuotePower Console Software
QuoteBefore you ask, no, the sample cards above don't contain SGX Strider or Galaxy Force. But they do contain three pieces of software I'm sure you've never, ever seen before! They were bundled with my prototype Power Console and used (obviously) to showcase and test out the superior features of the SuperGrafx and Power Console. Two cards have black protective covers on them and the third has no cover, presumably since it was always having its chips updated (being a hardware test card and all). So, let's have a look at the games!
QuoteThe Super Kung-Fu
This one will be familiar to everyone already, since The Kung-Fu was the very first game Hudson ever developed for the PC-Engine in 1987. The original game was used to showcase the PCE and the vast gulf in graphics capability between it and the then-reigning Famicom. Well, obviously Hudson wanted to show the same vast gulf again with its new SuperGrafx console since our fighter's character in-game is MASSIVE! He takes up literally the full height of the screen, with his feet almost disappearing off the bottom of the screen and his head obscuring the life meter above. This really is a SUPER sequel, since the enemies are just as large, obstacles such as rocks are twice the size as before, and there is now true parallax scrolling of mountains, trees, etc. in the background thanks to the SGX's dual playfields.
Criticism of the first game's sloppy controls and rough animation has been addressed since our hero now animates much more smoothly and punches and kicks faster, too. The only downside to the game is now that everything is much larger, enemy bosses and the hero can't both easily fit on the same screen, so it's difficult to anticipate their moves when half of their bodies are off the right edge of the screen. At any rate, even if it may still be a shallow showcase of the system's technical capabilities, this awesome game should have been released!!!
QuotePower Tool
The third and final card we have is more or less what the title screen says: a tool for testing out the many hardware functions of the Power Console itself. Thus, I don't think it was intended to get a consumer release anyway. I'm sure it was used more for diagnostics and perhaps as a low-level interface that other Power Console-aware games might have incorporated. The options after the title screen are pretty limited but include a memory viewer, a testing screen for the programmable joystick function of the Console, and an input / output test as seen below. All the buttons and analogue inputs can be easily checked, and the LCD and LED displays on the Power Console can be tested for correct operation.
QuoteAs I'd mentioned before, this prototype Power Console comes equipped with a working 100-yen coin slot and yen bill feeder(!), just as arcade games and vending, token and change machines do. One can only wonder for what purpose NEC were planning such a feature in a home system. Maybe to bring more of that arcade feel home? Or perhaps to enable SGX games and hardware to be incorporated themselves into an arcade unit? Sort of a reversal of the original SGX philosophy: "With the SuperGrafx, we've made home videogames into an arcade-like experience again, so why not take original SGX games to the arcade?" Who knows?
Anyway, I guess any gamer who was willing to pay the cost of the Power Console was more than happy to keep feeding it more money even after purchase...
QuoteIn conclusion, all I have to say is what an amazing list of features in a single peripheral!! NEC tried to demonstrate just how ambitious and original they were back in the early days of the PC-Engine and SuperGrafx. It's just too bad the market wasn't ready for such innovation. The 3 pieces of software shown here that got shelved also show Hudon's and NEC's competitiveness in the late '80s and early '90s: The Super Kung-Fu is a clear shot across Sega's bow with their new 16-bit Mega Drive and games like Super Thunder Blade and The Super Shinobi. The message is, "You're not the only one who can make 'Super' enhanced games on new hardware." Taisen Pro Mah-Jongg could be a reaction to Nintendo's Game Boy, with its link-up capability and 2-player, 2-screen (one on each GB) mah-jongg game Yakuman. And finally, the Power Tool makes complete use of all the Power Console's features. Although this test software didn't get released itself, it's clear that the on-screen interface of Battle Ace is an evolution (or devolution?) of the off-screen Power Console interface, with its radar scanner, on-screen crosshairs similar to the flight yoke indicator, and so on. It would have been great if the SuperGrafx had been released with additional games like these, games that totally show off the sheer power, or, er, at least difference, of the SGX system compared to all other consoles.Everything here
QuoteNamco's Lost Game Console - Super SystemFirst of all, I don't believe this guy came up with this on his own. He used one of the EGM news clips that *I* took a photo of. That much I know for certain.
Written by Rev. Robert A. Vinciguerra Sunday, 02 April 2006
When? 1989. Where? Japan. Who? Namco.
After creating the most recognized video game mascot, in the 1980's Namco felt that they could do anything. Traditionally an arcade developer, Namco saw the success of Nintendo's Famicom (NES) system in Japan and abroad and felt that Pacman could take on Mario.
After Nintendo began to reveal information about their Super Famicom (SNES), Namco revealed that they were working on a true 16-bit console of their own, one which would have rivaled the processing speed of the MegaDrive (Genesis) and surpassed the color pallet and sound capabilities of the Super Famicom. It promised to be the most powerful 16-bit game console in the world, hence earning the name 'Super System.'
What happened?
In 1989 a console called the PC Engine was the number one selling game machine in Japan. In the West, American's were patiently waiting for their iteration of the system, the TurboGrafix, to hit their shores. The PC Engine was a joint venture between Japanese electronics giant NEC, and game development powerhouse Hudson Soft.
Namco began to question how they could compete in a market were veterans like Nintendo, Sega and NEC/Hudson were all gearing up for a prolific struggle for domination of the console hardware market.
They decided to align themselves with insurgent NEC. NEC recognized the brand power that came with Namco. In a time where video games were relatively underground or regarded as a kid's toy, Pacman was instantly recognizable and transcended all facets of society; age, gender, race and social class.
NEC and Hudson were already in the designing phase for a PC Engine 2. This would have also been a true 16-bit console, a follow-up to the PC Engine, and a guarantee that the PC Engine brand would endure for another hardware generation.
Talks between NEC and Namco were ongoing, and Namco's console was nearly complete and ready to be integrated with NEC's technology. It would have been ready for the US market within a year.
No Namco materialization or manifestation?
Jealousy has been known to humankind for as far back as history is recorded, and beyond. Just as jealousy exists in human society and even in the animal kingdom, it is also present in the business world.
Hudson feared that they would lose control over the PC Engine to Namco and that NEC would favor this new partner. As a result, Hudson pushed the PC Engine2 to the market, the version that they had co-designed with NEC, leaving Namco and their impressive hardware back in the lab.
This PC Engine2 came to be known as the ill-fated and ill-remembered SuperGrafx. The SuperGrapfx was more like a PC Engine 1.5 than a version 2.0. It featured upgraded graphics, but used the same 8-bit core, not living up to the promise of a true 16-bit console. It also offered no upgraded sound capabilities. Backwards compatible with the PC Engine's HuCards, the SuperGrafx hailed few supporters. NEC and Hudson would try one more time to enter the hardware market to compete with Sony and Sega with a 32-bit machine with CD based media, but the PC-FX faded even faster than its 16-bit ancestor.
Namco never released their Super System on their own and very little is know about the machine. There are no prototypes know to exist anywhere in the world, though it is widely speculated that Namco still owns at least one prototype as well as specifications.
...And all that could have been
The landscape of the game industry could've been very different had NEC partnered with Namco, or had Namco gone the same route as Sony when Nintendo backed out of their deal to create a CD add-on device for the Super Famicom codenamed "Playstation."
Had the SuperGrafx been canned in favor of the Namco console, Namco/NEC might still be major players today. Namco is one arcade developer who could've handily capitalized on their universally recognizable IP such as Pacman and Dig Dug, and as well as the success of their modern arcade hits such as Ridge Racer, Tekken, Soul Calibur and Time Crisis, and develop new IP such as Kalona and Ace Combat.
If Namco 'pulled a Sony' and decided to release their Super System on their own they may have wound up on top and remain major player today -or- Namco might have deteriorated under the pressure and costs of hardware development and folded before such classics and Soul Calibur and Dead to Rights could be imagined.
Despite the historical outcome of Namco's experiments with their own home videogame system, it would still be interesting today to see their 1989 Super System in action!
QuoteHowever note that NEC is coming out with a PC Engine 2, and Namco (I think) has a new 16 bit machine they're thinking about marketing.http://tinyurl.com/k2dwvug
QuoteONCE TOUGHT TO BE POSSIBLE PLAYERShttp://faberp.tripod.com/Future.htm
Acorn (with a video game system based on the Archimedes/Risc PC platform)
Amstrad (with a CD-I compatible system)
Data East (they worked on a Neo Geo-type system called DECO)
Epson (they worked on a 32-bit system)
Namco (they had a 16-bit and a 32-bit system ready)
Seta (like DE they worked on a Neo Geo-type system)
SNK (with a Hyper Neo Geo 64 home version...)
Sony (with a Gameboy-like handheld system that some sources said it had a color screen)
Taito (look here!)
Quote from: TheClash603 on 07/07/2013, 04:42 PMQuestion #1 - What is this Namco system of which they speak?Almost nothing is known about the Namco system. Supposedly it was nearly complete by mid-1989 but Namco didn't know how / or feel capable of marketing it with so many new systems coming out in 1989-1990. I believe it eventually became the NA-1 and NA-2 arcade boards. Note their very simple, clean motherboards. Very console like, as with Sega's Mega-Tech, System C-2 and Mega Play boards, all based on the MD/Genesis.
Quote from: seieienbu on 07/06/2013, 01:13 PMI had an EGM with a CES report thing from 1993 (I believe) that had a ton of Turbo CD games that ended up never coming out. I can't remember all of the games, but it claimed that Loddoss war and Gradius 2 and a few other games were slated for coming over. I looked through all of my old magazines a few years ago but couldn't find it. I'll look again next time I'm at my parents and if I find it I'll be sure to scan it/post it.I actually went to Summer CES 1993 and Summer CES 1994 in Chicago.