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cookies help us deliver our services. by using our services, you agree to our use of cookies. main page from game developer research institute jump to: navigation , search follow gdri on twitter :: blog [ rss ] :: recent changes [ rss ] gdri (game developer research institute) is a website dedicated to researching the companies and people involved with video game development, especially the hidden world of contract development. to find out more about who we are and what we do, read our about page . otherwise, please click one of the links on the menu to the left, or read our blog below. (for increased enjoyment, go to a random page .) atlus hotline crv ( talk ) 15:39, 20 may 2018 (utc) [permalink] someone posted a nice little surprise on twitter — two lists of atlus games they received when they interviewed at the company years ago. [1] the first is a list of games developed for other companies going back to 1986, when atlus was established. well-worn ground on this site, but it's nice to have official documentation straight from the source. yes, atlus toiled away as a contract developer in its early years, making games like karate kid for ljn in between bigger projects like megami tensei and xexyz . games like megami tensei showed that atlus had more going on than a lot of contractors, which brings us to the second list. these are original titles that were self-published, starting in 1989. and the rest, as they say, is history. below is a translation of the lists, followed by some notes and observations: [more...] metal fangs (mega drive)‎‎ crv ( talk ) 03:59, 25 march 2018 (utc) [permalink] in this combat racer from publisher victor, you assemble a team of cybernetic cyber punks, then drive around a track and earn points by hitting and wrecking your opponents and just not bumping into stuff. afterwards, you can upgrade your vehicles' parts and weapons. and every character looks like a cyber version of a bonafide celebrity . if you dig that cyberpunk aesthetic, you might enjoy the presentation of metal fangs . but once you get past the title screen and menus, it becomes apparent that the game can't possibly live up to all that. (what could?) then there's the fact this was delayed for well over a year. it wasn't released in japan until december 1993, yet the rom build date is june 1992. it doesn't seem like that time was used to improve the game. further digging hints at what might have caused the long wait — a change of format. jvc, victor's american counterpart, was planning on bringing metal fangs over on cd. it was even on display at sega's big press event for the launch of sega cd in october 1992. it was also listed for sega cd in a sega newsletter . in the end, it was not released outside of japan in any form. the development of metal fangs is commonly attributed to sega or sega am2. one reason for that may be the music, which sounds like it was crafted by sega maestro hiroshi kawaguchi né miyauchi (see also sword of vermilion and rent a hero ). sound is credited to an "h.m". programming appears to have been done by a former am2 programmer and founding member of genki by the name of tomoharu kimura, credited as "t.k". following that track, the graphic designer is "m.t," who could be genki founding member/graphic designer manabu tamura ( burning soldier , robotica ). so might genki have been the developer? the company was started in late 1990, and the game was supposed to come out in 1992, which would mean development probably started in 1991. however, it was never listed on their website. one other hypothesis is that metal fangs was originally a sega game that they dropped at some point. maybe members of genki took it with them when they left sega? that would mean development started in at least 1990, but there's no evidence sega was ever involved. update: an unused yonezawa copyright notice was found in the game's graphics. yonezawa was a toy company that, under the party room 21 label, published games for famicom, super famicom, and game boy, but not for any sega systems. in 1994, it was taken over by sega . video: https://www.youtube.com/watch?v=erlleaegfds starblade: the home ports‎‎ crv ( talk ) 03:36, 15 march 2018 (utc) [permalink] an update to an earlier post : a former technosoft staffer has settled the debate on how the sega cd version of starblade functions, and there's new information on the 3do version. in case you don't know, starblade is an arcade rail shooter released by namco in 1991. unlike their earlier galaxian³ attraction, starblade' s impressive 3d graphics are done entirely in real-time and do not rely in any way on laserdiscs. after the initial hoopla died down, it was then some poor developer's turn to make this game run on a home machine that had no business running it. on the mega cd/sega cd, that developer was technosoft. yes, the same technosoft that made the thunder force games. ex-employee naosuke arai gave a brief technical explanation in the book untold history of japanese game developers volume 3 : "the indestructible background elements were indeed streaming off the cd based on the player's coordinates. so it was partially real-time, in a way. other elements were real-time, but there were no actual polygonal calculations." it doesn't sound like fmv was used as some previously thought. arai also said he believed they were working through a middleman, but he didn't say which one. japanese internet posts say it was telenet japan. strangely enough, gamefan reported in their very first issue that a number of mega cd titles were in the planning stages in japan including starblade from wolf team, which was owned by telenet japan. ( golden axe 3 , thunder force v , and shining force 3 were among the others named.) this might just be a coincidence, however, as they indignantly dismissed these claims in issue 4 , claims they made, while bashing other magazines' international coverage. (i should also note that another former employee tweeted in october 2017 that starblade was their last game at technosoft before they left.) video: https://www.youtube.com/watch?v=udbd5ep-09o starblade also made its way to the next generation 3do. i talked to one of the programmers, akihito koriyama , who was a contractor with developer hightech lab. japan . he confirmed that the 3do port uses fmv for the background imagery and "flying objects" are pre-rendered 2d graphics. during gameplay, those objects are rendered behind the fmv and, after some trickery with transparencies (as illustrated here ), can appear to come out from behind elements in the fmv. so despite the fact the 3do was a more powerful system, there's apparently no 3d used here either. koriyama added that "it was a big job" for the graphic designers and programmers. the animations were huge, and files totaled over 100,000 during production. he gave most of the credit to yuji shingai, who he described as a "real genius programmer." shingai, who was also a contractor, was formerly a colleague of koriyama's at game freak and later contributed to games like intelligent qube . on starblade , he was responsible for retrieving all 3d vertex data from the arcade machine using an in-circuit emulator. this took several days, as koriyama recalled, but the data was then used by the cg team to render the fmv with lightwave 3d using amigas and raptor workstations. most of the original programming was done by shingai, while koriyama mainly programmed tools and edited the audio and video. all that effort paid off because the effect is quite convincing. i've put together a side-by-side comparison video (see below) of the fmv from the first segment of the game and footage captured from 3do hardware. you have to look very closely, but you can see shootable objects peek out from behind the fmv. the playstation port, called starblade alpha , was also developed by hightech lab. japan. this seems to use at least some real-time 3d graphics. (koriyama helped a little bit with programming, but he

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Domain Name: SMSPOWER.ORG
Registry Domain ID: D26931200-LROR
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