MegaApple

@megaapple18.bsky.social

"I've seen the creation of life on the PlayStation 2" - title of my upcoming video essay https://backloggd.com/u/MegaApple

Finished : Dragon Quest II (iOS/Android remake) Second RPG I've ever beaten, first being... Dragon Quest 1.. Somehow still fun; feels like going on adventures w/ friends. Grinding for better gear is nice. Bit easy until last area. Top 10 overworld music.

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I'm trembling while writing this: Kamaitachi no yoru—not the PC remake, not the iOS port, but the actual original SFC version—has been translated at last by ButThouMust, who graciously brought us an English patch for Otogirisou in the past. This is HISTORICAL.

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Finished : Professor Layton vs Phoenix Wright on 3DS. Game like this can never be made again - two different companies coming together to make a genre mashup that works despite all odds (troubled dev)! There's lotta flaws, but it's SO worth it for final case.

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A-Train 5 on both PS1 & PC has an intro movie that looks like prerendered CG, but what you might not know is that it's actually video of a *realtime* intro demo from the PC version, except you needed a PowerVR card to even load it, and a rad person recently captured it. Keep in mind this is 1996:

A5: A-Train 5 / A列車で行こう5 (1996) Opening - NEC PowerVR PCX1 (PC 3DEngine) & Pentium Pro 200 computer

Here is footage of the opening cutscene/cinematic in A5 (Version 1.0.0 compiled on December 20th 1996). This is NOT an FMV cinematic, this is running in real-time (at a resolution of 640x480 pixels) on the NEC PowerVR PCX1 3D accelerator (GPU) and Pentium Pro processor. The shadows that buildings and trains cast in the footage are shadow volumes rendered by the PowerVR 3D card and are part of the hardware features of the Series 1 cards (PCX1 and its successor PCX2). The opening can NOT be watched unless a PowerVR Series 1 card is installed in the system, but the game can still be played without a PowerVR card (albeit without 3D view/3D graphics available, only 2D view will work). The shadow volumes do not appear in the game itself, only in the opening. The Playstation version's opening is an FMV sequence based on a video recording of the original PowerVR version of A5. The game is called "Urban Development Simulation Game A-Train 5" according to the application's title bar. The "バージョン情報" (version information) screen, which is basically the "About..." section of A5, indicates that the game can be run in both "Normal CPU Mode" and also an MMX enhanced mode according to the manual, as A5 is one of the first x86 applications to support MMX instructions usage/optimizations. Here are the specifications for the computer/PC being used: - Dell OptiPlex GXPro case and motherboard (manufactured in July 1996) - Intel 440FX chipset - Intel Pentium Pro 200 Mhz (256KB L2 cache) processor - S3 Trio64V+ (2MB) video card - NEC PC 3DEngine (NEC PowerVR PCX1) accelerator card - Creative Labs Sound Blaster AWE32 (CT3900) sound card - 256 MBs of EDO DRAM/memory - Microsoft Windows 95 (Japanese OSR 2.1 OEM) operating system Drivers used for the NEC PC 3DEngine card: 1.0.0c1. Drivers used for the S3 Trio64V+ card: Default Win95 OSR 2.1 drivers. The game uses the SGL (Super Graphics Library) API for native PowerVR 3D acceleration. In late 1996, Videologic and NEC together produced and released the first commercially available PowerVR 3D accelerator card (not counting the Midas3 installed/bundled in Compaq Presario 8000 series computers); the NEC PC3DEngine, powered by the Videologic-licensed and NEC-manufactured PCX1 (codenamed Midas4) chip/IC. The PCX1 was a chip ahead of its time in some ways and gravely misunderstood at the time due to its lack of bi-linear filtering and need for a somewhat faster processor to perform at an adequate level in contrast to other 3D accelerators of the time (although that would depend on how any given game was coded). 24-bit color depth and very impressive shadow volume effects were possible thanks to the nature of the PCX1's depth cueing (hidden-surface removal) hardware and tile-based deferred rendering (TBDR), making it possible to get said visual benefits at a negligible performance cost. Despite lacking bi-linear texture filtering, mip-mapping is still accounted for to reduce visual artifacts at a distance. The PCX1 ran at its best using the SGL API developed for the PowerVR Series 1 cards (Series 2 being the CLX2 as used in the Sega Dreamcast). A Ressha De Ikou 5 by Artdink (1996) #windows95 #atrain #powervr #artdink

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TIL - Indian TV Bindass did a female superhero/vigilante show called "Shakira: The End of Evil". Takes too many cues from Marvel Elektra's design, but few tweaks, this would've been great.

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to promote Wizardry Daphne's collab with FFXI (not XIV), 4gamer had Robert Woodhead talk to Square's Hiromichi Tanaka🇯🇵 interestingly, Tanaka's description of the initial, scrapped Seiken Densetsu differs greatly from most accounts—he says it was a Wizardry-esque game a la LucaFilm Games' The Eidolon

WizardryとFFが紡いだ日米RPGの半世紀――「Wizardry Variants Daphne」FF11コラボ記念,Robert Woodhead氏×田中弘道氏スペシャル対談【PR】

Wizardryの生みの親,トレボーことRobert Woodhead氏が,久方ぶりに来日した。FFシリーズのI〜IIIで初期のスクウェアを支えた田中弘道氏との対談のためである。DaphneのFF1…

4gamer.net

【VIPインタビュー】夫婦で築いたコーエーテクモグループの45年。襟川恵子氏・陽一氏が語る、『川中島の合戦』『アンジェリーク』『仁王』を生んだ挑戦と未来への“野望” www.famitsu.com/article/2026... 誕生日プレゼントのPCから始まったゲーム事業。その軌跡、そして世界トップ10入りを目指す未来とは。 x.com/famitsu/stat...

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Rare India post - This hits me personally. While American companies were coveted in Indian engineering colleges, people still wanted to join ISRO. National pride + working on hard problems. So it and scientist being treated like crap is agonizing to watch.

SpaceIndia’s Space Brain Drain: ISRO Scientists Quitting is a Symptom of a Larger Problem
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Asmita Bharadwaj15 hours ago
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For decades, ISRO benefited from a compact between state prestige and scientific purpose. The organisation offered something beyond salary: legitimacy, national relevance, participation in a historic project of development. That compact is now under strain.