VGDensetsu

VGDensetsu

@vgdensetsu.bsky.social

Hi! I talk about video games (History, illustrations, graphic design, cancelled games, sales figures, etc.) By @domauffret.bsky.social http://vgdensetsu.net/ https://www.patreon.com/vgdensetsu

8,550 Followers 875 Following 2,073 Posts Joined Aug 2023
26 minutes ago
on the back of the box of the NGPC game Biomotor Unitron:
"Developed by Yumekobo
Yumekobo™
©Yumekobo 1999"

Ok, got it.
www.mobygames.com/game/36776/b...

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1 day ago
Zanac box art

Zanac box art by Tsukasa Tajima / 田島司.
vgdensetsu.net/tsukasatajima/

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1 day ago

A chaque "Salo" prononcé, on entend au loin quelqu'un ajouter "ou les 120 Journées de Sodome".

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1 day ago

Je sais pas si t'as jeté un oeil aux crédits de fin de Night Striker Gear ; le titre a été réalisé par Hiroshi Iuchi (Gradius V, Ikaruga, Radiant Silvergun).

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2 days ago

J'ai l'impression que ça a une portée plus proche des Molières que des Césars. Ca concerne essentiellement la profession et les journalistes, l'essentiel du public ayant l'air de ne pas s'y intéresser. C'est sympa pour les récompensés, mais je doute que ça ait un impact significatif sur les ventes.

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3 days ago
Preview
Guwange – 2010 Developer Interview - shmuplations.com This insightful Guwange interview with lead designer Junya Inoue first appeared in the Esprade/Guwange Artworks book published in 2010.

This week we have a special treat for shmup fans: a rare Guwange interview with character designer Junya Inoue! For fans of Cave's haunting Muromachi-era danmaku, this interview covers it all: the influences, game design, challenges, concept art, characters, and more! shmuplations.com/guwange

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5 days ago
Mallow drawn by Minaba Geno drawn by Minaba

Hideo Minaba designed Geno and Mallow (short for Marshmallow) for Super Mario RPG, based on ideas submitted by the dev team. Some of their ideas were used for the NPCs.

Each employee had a Mac LC and it was only in the last few months that they got 2 Silicon Graphics stations.

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5 days ago
Super Mario RPG main visual

On March 9, 1996, a few weeks after Square announced that it was developing Final Fantasy VII for the PS1 rather than the N64, Super Mario RPG was released on Super Famicom.

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5 days ago
4 sprites drawn by Ryushiro Miyazaki

Mutation Nation enemies drawn by Ryushiro Miyazaki

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5 days ago
Painting in red tones of several heroic fantasy characters

Bahamut Senki back cover by Hiroaki Shioya / 塩谷博明.
The game turns 35 today.
vgdensetsu.net/hiroakishioya/

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1 year ago
16 photos of women who have developed or illustrated video games.

I've also added a page listing the profiles of female video game developers and artists that I've put online. The list is still short, but it will grow very soon.
vgdensetsu.net/womeningames/

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5 days ago

Je reconnais au film d'avoir su trouver un lieu qui colle très bien avec la scène de l'intro sur le parking du premier screen.

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5 days ago
an autumn scene with Mega Man walking to the right a winter scene with Mega Man walking to the right a spring scene with Mega Man walking to the right a rainy scene with Mega Man walking to the right

Mega Man 2 ending illustrations by Yasuaki Kishimoto:
xcancel.com/ak_blueprint...

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5 days ago
an illustration of Mega Man Rockman title screen, featuring a pixelated version of the previous illustration

Rockman title screen:
Rough sketch = Akira Kitamura
Line art = Keiji Inafune
Pixel art = Yasuaki Kishimoto (who worked on the game's backgrounds)
xcancel.com/ak_blueprint...

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6 days ago
チラシ&広告 でぇたべえす

If you were looking for Famicom Disk System game flyers, there's a website for that (yes, it's very specific):
pony.velvet.jp/fcdisk/fmcmd...

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6 days ago
YouTube
Violence Fight [034] Arcade Longplay/Walkthrough/Playthrough (FULL GAME) YouTube video by Virtual Gaming Library - VGL

According to Akiman, the idea of adding an idle animation to the characters in Street Fighter II ((which turns 35 today) came from Taito's 1989 arcade game Violence Fight.
xcancel.com/akiman7/stat...
www.youtube.com/watch?v=qBKM...

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1 week ago
Preview
真説・セガハード─第3回 世界初公開の真相Scoop!! セガサターンアクセラレーター幻の企画「TRIP」の真相に迫る!─|Beep21 当時のセガハード開発者へ複数の関係者を集め、ロングインタビューによって、未発掘だった真相を明らかにし、後世に遺していく企画「真説・セガハード」。 第1回はゲームギア35周年を記念したゲームギア開発秘話をお届けしました。 続く第2回は、セガが家庭用ゲーム機事業を立ち上げる前夜の様子と、立ち上げメンバーが集結してきた話をお届けしました。 第3回はその続きをお届けする予定でしたが、掲載順を変...

The Saturn graphics accelerator was real, as confirmed in this BEEP interview between Kenji Tosaki and Junichi Naoi! And Virtua Fighter 3 and Shenmue indeed were developed with the accelerator in mind.

note.com/beep21/n/n5c...

#sega #saturn #segasaturn #retrogaming #videogames #セガ #セガサターン

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1 week ago

World order

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1 week ago

This article aptly captures the real state of Japanese game dev right now. For years, companies have prioritized outsourcing/contract hires because of fewer legal obligations. But as this piece describes, it also lets them skirt around layoff laws by ceasing to contract that external work at all.

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1 week ago

Pense à toutes ces personnes qui vivent grâce au marché de l'unboxing ainsi qu'à tous ces plastiquophiles.

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1 week ago

There's a Magician Lord 2 prototype on NeoGeo Pocket Color.

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1 week ago

Probably, yes.

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1 week ago

Tokeijikake no Aquario, Nekketsu Oyako, Blast Wind, etc.

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1 week ago

The Hyper Neo Geo 64 system was originally designed for 2D, and a prototype racing game similar to Outrun using 2D sprites was in development (probably Roads Edge / Round Trip). But along the way, the system and the project switched to 3D.
5/5

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1 week ago
Pinball Fantasia: Last Odyssey title screen

The NeoGeo game Pinball Fantasia: Last Odyssey underwent a location test at the same time as World Heroes Perfect in 1995, but with less exposure, in an isolated corner of the NeoGeo Land in Osaka. The game was completed but never released.
Video:
youtu.be/R6CjyIyzJb4?...
4/5

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1 week ago

Mutation Nation was scheduled for release in 1991 and was even completed by that date, but SNK spread out the releases of its beat 'em ups, and Robo Army and Eight Man were released first, partly due to their results in location tests.
3/5

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1 week ago

Mutation Nation was originally called Dream Over, but the name was changed by SNK's marketing department. Among the ideas that were scrapped were battles with hoverboards, similar to those in Back to the Future.
2/5

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1 week ago
YouTube
【10/13・19時より公開生配信!】NEOGEOトークRound1(1回目)元SNKグラフィックJ.MIKAMI出演!ネオジオ開発トーク&ネオジオ実機ゲームプレイ(MAX90分のトーク) YouTube video by GAME IMPACT

In 2024, Masashi Mikami gave a lecture in which he discussed his years at SNK.
www.youtube.com/watch?v=R6Cj...
www.youtube.com/watch?v=uGGY...
According to him, Shinkiro was also involved in game development when he started at SNK; for example, he did playtesting on Soccer Brawl.
1/5

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1 week ago
Post image

The console looks like a flat NeoGeo CDZ

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1 week ago
"As February comes to an end, I’d like to reintroduce myself.
I’m JM (real name: MASASHI MIKAMI), and I was with SNK from April 1, 1991 to January 1995.
When I first joined, I worked at SNK’s Tokyo development studio, which was located in Akihabara at the time.
Later, in the fall of 1991, SNK Tokyo Development was closed and the team relocated to the Osaka headquarters.
During my time there, I was mainly involved in the development of titles such as Mutation Nation, Samurai Shodown, Super Sidekicks, Savage Reign, and the Sega Genesis version of Art of Fighting. I was responsible for character and background pixel art on these projects.
I hope to continue sharing memories and behind-the-scenes stories from those days. Thank you for your support.
“JM” comes from “J. MIKAMI,” the name used in the staff credits of my early works." I, JM, was with SAURUS from February 1995 to February 1997. SAURUS was established in part as a tax strategy for SNK, which was making tremendous profits at the time. All of its shares were 100% owned by SNK’s Executive Vice President, Nishiyama. I also believe it was meant to fulfill the promise of bringing the former SNK Tokyo development team back to Tokyo.
During my time there, I was mainly involved in the development of titles such as Pleasure Goal: 5 on 5 Mini Soccer and Shock Troopers.

After that, I joined Grams (the company that developed titles like QUOVADIS) at the invitation of a junior colleague from my SNK days, and I participated in the development of the Avalon Hill series. However, the company went bankrupt just six months later…

Former SNK / Saurus / GLAM / Camelot graphic designer Masashi Mikami on SNK and Saurus:
xcancel.com/JM_NewBreed/...
xcancel.com/JM_NewBreed/...

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