Sunday, October 1, 2017

(Reference) RPGMAKER Playstation Agetec Reviewed

(Happy Birthday RpgmakerArchive! - things have been kind of slow, but there's a lot happening in the world of rpgmaker, I'll try to continue to quietly update this when I can. 
In the meantime, be sure to check out the new thread on RMN, if you're looking for something in particular)










(Zoom In!)

Via Official Playstation Magazine August 2000 Issue 35 "Millionaire Comes Home"
Via RetroMags

(EDIT:Also, Cherry recently updated rpgmaker2003 to allow for better picture in battles functionality. To see what that entails, check out JosephSeraph's thread on RMN - Really Exciting Stuff!)

Wednesday, September 6, 2017

The surprising explosion of RPG Maker on Steam - [PC Gamer]




(from PC Gamer by Matt Sayer - April 12th, 2017)

"Can a game engine as old as the Super Nintendo remain relevant in 2017? If we're talking about RPG Maker, the answer is a resounding yes. After two decades of relative obscurity, the game-making software has exploded in popularity in recent years, leading to gems like To The Moon, LISA, and Always Sometimes Monsters. Since its first release in the early '90s, RPG Maker has mostly avoided mainstream attention, trundling along as a hobbyist tool for hardcore 16-bit JRPG fans. It wasn't until 2007 that the community even established a central repository for sharing advice and distributing their games. Dubbed the RPG Maker Network, it hosted more than 50 games in 2008, and another 74 in 2009. Many of these games were tech demos and proofs-of-concept, small projects made more for the developer's sake than for the player's. Others were fan games, lifting sprites and lore from established properties. Almost no one was selling their games.

All that changed in 2013..."

Via PC Gamer

( I apologize for the lack of updates, currently tied up with other responsibilities - I don't normally post news stories like this, but I thought this was a interesting overview of what rpgmaker means in 2017)

Wednesday, June 21, 2017

The Real Story Behind Xenogears' 'Unfinished' Disc 2 - [Kotaku]


(from Kotaku by Jason Schreier - June 15th, 2017)

Xenogears, widely considered one of the greatest role-playing games ever made, has long felt to fans like an unfinished product thanks to its controversial, seemingly unfinished second disc. Although western gamers have assumed that the team simply ran out of money, the real story—as revealed by director Tetsuya Takahashi to Kotaku today—is a little more nuanced.

Whereas the first disc of Xenogears is a sprawling role-playing game, full of towns and dungeons and beautiful cut-scenes, the second disc takes a different approach. Disc 2 of Xenogears chooses to tell rather than show the game’s epic finale, putting main characters Fei and Elly in a dark room and having them narrate the game’s climactic events while a slideshow plays on a screen in front of them. It’s an unusual and jarring change of pace.

Conventional wisdom has long been this: Square ran out of money and rushed the team, forcing Tetsuya Takahashi to put Xenogears’ second half together with duct tape. Fans have always believed that Takahashi had more ambitious plans but was forced to ditch them because of budget and time issues.

As far as I can tell, however, there’s been no official explanation since Xenogearswas released 19 years ago. So while interviewing Takahashi during E3 in Los Angeles today about his new game, Xenoblade Chronicles 2 (more on that soon), I had to slip in a question about that urban legend. Xenogears is one of my favorite games, I said, but what happened to that second disc?

“Honestly speaking, what had happened is Xenogears as a project was staffed pretty much entirely out of new staff members, young staff members,” said Takahashi, speaking through a translator. “Back then, we had the direction of, ‘All projects take two years and that’s when we need to get it done.’ So on top of developing the game, we had to nurture and teach and grow these younger employees. Things like 3D were extremely new, which led to some delays in the schedule. It just wasn’t possible to get everything done.”

As it became clear that Takahashi and team weren’t going to hit their deadlines, Square’s higher-ups suggested that they just end the game after the first disc, when Fei and his team escape from Solaris.

“It was a rough way to end it, and I felt like if we do that, then the players will not be satisfied,” Takahashi told me. “So we had a proposal—I proposed that if we do disc 2 in this way that it turned out to be, we can finish the game with the current number of staff and the current time allotted for the schedule and the remaining budget we have.”

So they turned disc 2 of Xenogears into the montage that shipped with today’s game. Instead of playing through events like the world’s mutation and the search for Fei, you just have to watch them. And it was Takahashi’s decision—so he could finish the story he wanted to tell rather than cutting it off after the first half.

“I do think my decision was the right one to make,” said Takahashi. “Because if we had just ended at Disc 1 it would have been bad.”

Via Kotaku

(Note:Really bad cold this month, will update more once things are more normal)

Saturday, May 27, 2017

(Reference) Spotted - RPGMAKER - Playstation - Agetec

(Busy this month, have a few posts lined up, but for now I thought I'd upload this)


Like, love at first sight...
(Zoom In!)
Via PSM Playstation Magazine Psm July 2000 Issue 35
Via RetroMags

Friday, May 26, 2017

(Archive) RM2k3 Survivor: NYSE - RM2k - SperSoft

(...I noticed someone was looking for this the other day on the blog, so I thought I'd quickly throw this together. Be sure to, check out this thread on RMN for more info.)


(From Spersoft by JOJOFACE)

"You are a Stock Trader at the New York Stock Exchange. It's your day off, and you are enjoying your stay at the park. Little do you know, that the Stock Market just crashed and you lost all the money you have, except what is in your pocket. Now, you are a bum, on the street. No home, no money. Will you beg for money to make it though the 30 day Depression? Or will you work your way through? The choice is yours."

Mirror Download

(I'll revise this later on with more info. But yeah, RM2k3 Survivor NYSE has been requested quite a bit.)

Thursday, May 18, 2017

(Spotted) MOTHER: Cognitive Dissonance - RM2k3



(Earthbound: Cognitive Dissonance has been on RMN for years, 
and yet no ones knows about it - The game has found an new audience
on Starmen.net and has since then, been remade and renamed - Excellent use of Battle Frames 
here to create the similar psychedelic panorama effects found in Earthbound.

Be sure to check this out!)


Via Starmen.net
MOTHER: Cognitive Dissonance Homepage
Gamepage on RMN

Thursday, May 11, 2017

(Reference) GameCenterCX: Taito Interview



(I wanted to post this on a slow day, but things are getting busy, so I'm posting this here now, in hopes that it'll get buried over the next couple of entries.)

I decided to post another Game Center CX episode.

Not just because this also happens to be the first episode of GameCenter CX, but because there's this really interesting interview Arino conducts with the creator of the Desha de Go/"Go by Train" series, where we learn of Akira Saito's history with Taito and what eventually drove him to create such a unique and interesting series of video games. (@20:00)

There's this interesting sort of revelation, during the interview: That it's not just people who are fixated on "Numbers" or "Game Design" who want to create games, but people from all different walks of life, who simply never had the opportunity to experience certain things (In Saito's case, being a train engineer, being able to drive a train) and video games are often created as an extension towards that - a way to fulfill that experience - very interesting.

As always, please use discretion when sharing.

(Alternative Download - GameCenter CX - Taito/Takeshi No Chousenjou)
(CrunkGames.com write up)
(Go by Train series on Wikipedia)
(GameCenterCX/RetroGameMaster on Amazon)

(from The TV Database - thetvdb.com )

"First Aired 2003-11-04

"In the first episode of Game Center CX, Arino visits Taito to learn it's history and play one of it's most difficult and cruel games Takeshi no Chousenjou. Upon first entering Taito he marvels at the Space Invaders machine. Tomohiro Nishikado, the creator of Space Invaders comes and discusses with Arino the history and impact of the game and they challenge one another to a game. After this Arino meets Akira Saito to discuss the Densha de GO! series. As the tour continues he finds out nobody from the original development team of Takeshi no Chousenjou is left so he meets Tetsuo Egawa instead to discuss it. To find out more about the legendary game he talks to Kazuhiro Hayashi who presents Arino with guidebooks for the game.

Finally we see Arino tackle Takeshi no Chousenjou which includes various hilarious snippits of him getting frustrated at the game's bizarre challenges such as singing karaoke, and waiting one hour without pushing anything. Does Arino complete Takeshi's insane challenge? Watch and find out!"