Oh hey, I took that screenshot. Seriously. Pasokon Deacon's my social media handle. I gave a bunch of these screenshots of this game (GAGE, developed by M.N.M. Software in 1992 with Yuzo Koshiro music) to Szczepaniak when he was finishing up his second volume of Japanese game dev interviews.
Nice! lolOh hey, I took that screenshot. Seriously. Pasokon Deacon's my social media handle,. I gave a bunch of these screenshots of this game (GAGE, developed by M.N.M. Software in 1992 with Yuzo Koshiro music) to Szczepaniak when he was finishing up his second volume of Japanese game dev interviews.
Dio said:Power Slave:
Youjuu Senki - A.D. 2048:
SVC Chaos:
Knights of Xentar:
Samurai Shodown II:
鋼鐵騎士團:
Uchū no Kishi Tekkaman Blade: Orbital Ring Dakkai Sakusen:
Slayers PC-98:
KOF '94:
If you look closely at that one:
If you're reading this, you probably know Akira inspired a shitload of game backgrounds.
Virgin Angel:
Travel Junction:
Sei Shouju Sentai Lakers 3:
Reira:
Red (it's FM TOWNS)
Another shot of Possessioner, which was on the front page:
Nova:
Kaiketsu Nikki:
AmbivalenZ Niritsu Haihan
Angel Halo
Guernica (I adore the floor in this shot)
Liena Crystal
Merry Go Round
Possessioner yet again
Time Stripper Mako-chan
Toumei Ningen
Toushin Toshi 2
Data Erase does glitch art using PC-98 eroge as a base. Users like noirlac and fmtownsmarty don't interest me as much anymore because a lot of the stuff they post I've seen while trawling across Japanese Web pages filled with such images.This "aesthetic" is currently quite popular online for some reason. TUMBLRFADGRAFIX
Data Erase does some really cool glitch art using PC-98 eroge as a common base. Users like noirlac and fmtownsmarty don't interest me as much anymore because a lot of the stuff they post I've seen while trawling across Japanese Web pages filled with such images.
Definitely not the same platform. There was overlap between the PC Engine and PC-xx development/consumer communities, of course, and the PC-FX was a conscious effort by NEC to bridge the gap more.Is this the same as the PC Game Engine? Krejlooc wrote up a great post about a DBZ game on the PC Engine that I archived here. I agree that the old school anime look is extremely appealing.
Is this the same as the PC Game Engine? Krejlooc wrote up a great post about a DBZ game on the PC Engine that I archived here. I agree that the old school anime look is extremely appealing.
Is this the same as the PC Game Engine?
Oh, damn. I spent all this time thinking they were the same thing.No, the PC Engine is an NEC console, it's the japanese version of the Turbo Grafx 16.
The PC-98 is the successor to the PC-88, also by NEC. They were desktop computers. The PC-88 used an 8-bit z80 CPU, while the PC-98 used the 16/32 bit x86 cpu. They were the most popular PC in japan in their time, but their popularity never reached the levels that PCs reached in the US, or microcomputers reached in Europe.
Post pc98 / pcengine / x68k mech art pls.
The art for these PC-98 games didn't require super-advanced draftsmanship and technical skills to make. I think the real cleverness most J-PC developers excelled at was scanning and dithering artwork to look more crisp and unique than before, after which point it's possible to also recycle assets in a way that doesn't feel lazy and rushed.
YU-NO was a really good game. It was worth taking all those steps to install the translated Windows version(Except for that stupid epilogue chapter).
Indeed. Bayer ordered dithering patterns were increasingly popular for PC-98 developers to us, in addition to others. Lots of games have customized dithering of the sort rarely seen in console games from that period because TV machines were built to have better tech rather than the anemic video modes NEC used for the PC-x8 line.I think it's a by product of knowing your art is going to be displayed on an RGB monitor rather than an SDTV, and thus they use dithering slightly differently. You see more varied dither patterns instead of pure 50-50 blends like you do in console games.
Naice
Indeed. Bayer ordered dithering patterns were increasingly popular for PC-98 developers to us, in addition to others. Lots of games have customized dithering of the sort rarely seen in console games from that period because TV machines were built to have better tech rather than the anemic video modes NEC used for the PC-x8 line.
Post pc98 / pcengine / x68k mech art pls.
When anime used to look cool.
Dragon Knight 4:
More GIFs:
EUGEA, Kazuhiro Furuhata, MZ-700 (only capable of rendering text/shape primitives vs. custom RGB graphics the PC-88 had), 1987
I have an insane love for this stuff.
I have a bunch of shots from that era. Not all necesssarily PC-98, but some are.
When anime used to look cool.
Worth noting: Furuhata qualifies as a demoscene programmer, routinely sending in his code to Oh! MZ (Oh! X later) Magazine for others to type into their machines and witness. He even made a couple of animated movies using these same graphical primitives, which are impressive to watch and also seem to tell full stories.This game is brilliant when you consider how modern the gameplay feels, and precisely how it was created.
You're correct.I wanna say this is X-Girl from Fairytale Redzone. I've seen my fair share of eroge screens.