reposting w/ alt text
21.11.2025 21:09 โ ๐ 2086 ๐ 1733 ๐ฌ 7 ๐ 1@rarealone.bsky.social
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reposting w/ alt text
21.11.2025 21:09 โ ๐ 2086 ๐ 1733 ๐ฌ 7 ๐ 1Morio Kishimoto's Main Works 1992 - Super Space Fortress Macross (AC) 1993 - Gunnail (AC) 1994 - Rapid Hero (AC) 1995 - Desert War (AC) Source (Timestamped): https://www.youtube.com/live/Xv2bzzc5b9k?&t=10055 *Note - Macross II is not listed here even though he was credited in the staff roll as a planner as "MORx100๐". Bomb Jack Twin also has "MOR" as the default initials in the high score screen.
Tranlated via Google: "Thank you for your support! Even though I am making a hedgehog game, I have not forgotten the soul I cultivated in the production of NMK's shooting games when I was young!!" Source - https://x.com/moq_46/status/1571784297446797315
Tranlated via Google: "The director and planner of CAB is Mr. Kishimoto, a former NMK developer who was working at Sammy at the time. Mr. Namiki, also a former NMK developer, had a high opinion of GG Aleste II, which led to an exchange between the two, and he introduced me to Mr. Kishimoto." Source - https://x.com/Z80B_XOR_A/status/1687373193420713984 *Note - "CAB" refers to Change Air Blade, which Sammy released in 1999.
SEGASammy logo
Morio Kishimoto, director of Team Sonic, was an NMK alumni. He worked on a lot of shmups there, including Gunnail, Macross, Rapid Hero, and Desert War.
Desert War was NMK's last video game, and sometime after Kishimoto went to Sammy. Guess who Sammy merged with years later?
It felt like a way of keeping up with modern releases in markets where upgrading to modern consoles was prohibitively expensive
You were basically being sold a fantasy
I'm lucky because PT quickly shed the need for bootleg systems by the mid to late 90s. Others weren't so lucky
Trading messages with a JP dude about my bootleg videos, made me realize there's a bit of context I never properly explained:
Bootleg games like Street Fighter & Donkey Kong Countryon NES or Tekken on the Mega Drive existed because +
Not that it doesn't make it less jarring for those who're used to the separate physics of these specific Mario games individually, but still
13.11.2025 08:54 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0From what I recall, the physics all being the same between the styles was intentional to keep it all consistent
13.11.2025 08:19 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Feels very PS1-ish
13.11.2025 07:45 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Obligatory:
youtu.be/lGnGvx7Q0HU
Backed by the Heritage Foundation and Big Tech, KOSA will force everyone to upload their ID to access the internet. In an age when Palantir has direct ties to ICE, where technofascists are in power and want to eliminate and censor everything, we CANNOT allow KOSA to pass.
It NEEDS mass pushback.
head's up #youtube is being Gross and is forcing automatic AI dubbing shit on everyone. you have to opt out by going into youtube studio, settings, upload defaults, advanced settings- you know. such an obvious place for it to be...
21.10.2025 08:16 โ ๐ 190 ๐ 119 ๐ฌ 3 ๐ 1Se empiezan a hacer eco de la movida en medios extranjeros โจ๏ธ bsky.app/profile/game...
15.10.2025 18:14 โ ๐ 122 ๐ 35 ๐ฌ 5 ๐ 0Report: Metroid Dread developer MercurySteamworks accused of retaliation and forced crunch
16.10.2025 17:57 โ ๐ 80 ๐ 30 ๐ฌ 2 ๐ 9Trouble has been brewing at Spanish developer MercurySteam for a while now, and the latest findings reveal a culture of crunch, lack of communication, and veiled threats.
www.gamewatcher.com/news/mercury...
Fantastic stuff!
25.09.2025 20:31 โ ๐ 229 ๐ 20 ๐ฌ 1 ๐ 0We have started a fundraiser to help our brother & friend Mel (Sega Lord X) & his family.
Mel's sister is battling cancer again, and his mom has gone broke doing all she can to fight it. He did NOT ask us to do this, but we have to help our brother out! โฅ
www.paypal.com/donate?campa...
1993-08 Mega Power pg 14
1993-12 MEGA Machines pg 22
1984-12 Commodore Computing International pg 22
Nick Alexander
Co-founder of Virgin Games and subsequently head of Sega Europe, Alexander was in large part responsible for Sega's enduring identity in Europe.
www.sega-16.com/2008/09/inte...
@st1ka.bsky.social
14.09.2025 19:42 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Let's chat about Sega and the importance of multiple perspectives.
thehistoryofhowweplay.wordpress.com/2025/08/26/s...
Thanks to @ftb1979.bsky.social for the thumbnail!
Sega's booth at the 1993 Summer CES.
Sega's booth at the 1993 Amusement Machine trade show.
Person in a Sonic costume at the 1993 AOU trade show.
Sega on the rise in 1993, at several trade shows.
22.12.2024 00:27 โ ๐ 45 ๐ 14 ๐ฌ 1 ๐ 0Scenes from Sega, circa 1979.
05.07.2023 00:29 โ ๐ 3 ๐ 2 ๐ฌ 0 ๐ 0Looking for some Super Mario news in my old issues of Game Machine and came across these two articles in early 86.
-2.5 million carts were sold in 5 months.
-Arcade ops were using Famicoms to play SMB since no arcade ver. existed.
-How to Master SMB book was super popular.
Yeah, old online info and articles being lost fucking sucks ass
01.09.2025 13:45 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0Given what game players actually thought back then, and how well the PS actually performed even back during its '95 US launch, it was sorta clear even in 1996 that Sony's console was the winner, to say the least
01.09.2025 12:34 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Sony area just kind of has a ton of TVs lined up on a wall
Somehow Sonic Xtreme was being pushed instead of more important games like Nights...not sure what is up with that
The nintendo 64 area looks a bit like a zoo with lots of people packed in
Custom made Konami Sports photo where the editor is holding his own magazine and has a signature from the lady in the photo...
Scenes from E3 1996 taken by Japanese editors (this is just from one issue and one article...there a bunch of these in different magazines). I like the awkward period before it became clear who the winner in the 32-bit/64-bit race would be...
12.07.2025 12:07 โ ๐ 2 ๐ 1 ๐ฌ 2 ๐ 0The main Nichibutsu office in Osaka.
A view of various departments within Nichibutsu, including development.
In 1980, Nichibutsu put out a brochure which advertised their company, including an extensive look inside their offices.
A very rare peak at the extensive inner workings of even a small Japanese coin-op company.
www.flyercade.com/nichibutsu-v...
Some time later, Minoru Maeda, another member of Studio Juno, created illustrations for Excitebike (1984) and The Legend of Zelda (probably the first instalment), and the studio worked on several games such as Time Gal and Sonic CD.
xcancel.com/181ino/statu...
xcancel.com/eguchi_1203/...
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A picture of Takao Kลzai and Miu Tomioka taken in 2020
Punch-Out!! Japanese flyer, featuring some of the characters drawn by Kลzai
Takao Kลzai / ้ฆ่ฅฟ้็ท, former animator at Toei and founder of Studio Junio, passed away on April 29, 2024 at 86. He was responsible for drawing the characters for the arcade game Punch-Out!! on celluloid before they were adapted into pixels by Nintendo graphic designers.
xcancel.com/tomiokamiu/s...
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@fuchsfein.bsky.social
Hey, sorry; sent you a DM I'm unsure you got
@icoshrine.neocities.org
26.08.2025 08:51 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Fucking honestly, man. We need to go back to calling them "software" and/or "programs"; leave "apps" for touchscreen devices (smartphones and tablets)
18.08.2025 12:13 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0