showing 7 games
name arrow_downward | publisher(developer) | year | tags | description | |
---|---|---|---|---|---|
Mezase Pachi Pro: Pachiokun | Coconuts Japan (Marionette) | 1987 | pachinko pachiokun-series | The second pachinko game for the Famicom. It surprised me that the pachinko simulation is embedded into some sort of adventure mode. You control Pachiokun, a living pachinko ball on legs into a pachinko parlor and try to "beat" all pachinko machines. I'm still skeptical about videogame versions of pachinko, but I must give kudos to Coconuts for upgrading the presentation in that way. The Pachiokun character would eventually become the protagonist in quite a lot of other Cononuts games, becoming some sort of mascot for them. | labelimageminimize |
Pachicom | Toemiland;Toshiba EMI (Shouei System) | 1985 | pachinko score scoreoriented timelimit | This game contains a secret and extensive rant by one of the developers (Y.S.). It takes a whopping 5% of the entire game's ROM space. It is not accessible via gameplay and must be view with a hex editor. The message is in Romaji. An English translation is provided below.[spoiler=show rant;hide]I’M SAYING WHAT I WANT FROM HERE ON IN !! Mr. GOUHARA from JPM planning does absolutely nothing but gives me all sorts of crap anyway. SHUT UP, YOU IDIOT! ———– DEG/NANA/KOYA from company "T" [presumably Toshiba EMI] You RETARDS say one thing, then something else later all the time. I worked ALL NIGHT working on what you told me to; don’t say to me "it was better before"! Who the hell do you think is going to play this, with its boring bonus stage and the balls that get stuck? If you use SELECT to put the JOY right, that’ll make it +1, you idiot! You’re a sound company; quit ignoring pachinko sounds and trying to put these weird sounds in instead! Do you WANT it to be this hard to hear the balls?! I’ve left the PREVIOUS sounds, so edit this if you want to hear it. Set hex address AFFC to 1FAF and AFC4 to E0EE to get decent sounds. (Tiger_V & Kugi) Company "T", you idiots! GOU, you retard! Anyone can tell you what good sound is! ======== Does company "N" develop with company "I"‘s PROS80? I’m AMAZED they can make stuff on that weird (3″ floppy disk) machine! Do they trace the holes when drawing art, too? [i.e. Do they program graphic data directly without the use of any artist tools?] If you’re sick of tracing holes, I’ll sell Bear’s art machine (ROM) and debugger for 5 million YEN... Tel 03-864-6880 That’s cheap if you want pretty art!!! ——– Why did they take out the 6502′s decimal mode [from the NES architecture]? It’s a decimal computer... Did they mess up the mask cutting or something? ======== Anyone who happens across this is a pervert! There’s another message in the MSX Pachi-Com... If you’re a pervert, buy it and see! It’s in Okinawan dialect, though! DON’T TELL ANYBODY YOU SAW THIS!!! by Y.S[/spoiler]***A basic early Pachinko game for the Famicom. As annoying as the real thing. | labelimageminimize |
Pachio-kun 2 | Coconuts Japan (Marionette) | 1989 | pachinko pachiokun-series | labelimageminimize | |
Pachio-kun 3 | Coconuts Japan (Marionette) | 1990 | pachinko pachiokun-series saveram | labelimageminimize | |
Pachio-kun 4 | Coconuts Japan (Marionette) | 1991 | pachinko pachiokun-series saveram | labelimageminimize | |
Pachio-kun 5: Jr no Chousen | Coconuts Japan (Marionette) | 1993 | pachinko pachiokun-series saveram | labelimageminimize | |
Takeshi no Chousenjou | Taito | 1986 | birds cave city civilianprotagonist currency hangglider inventory island japan pachinko pacificocean pirates playertaunting primates realprotagonist scorpions shopping singing skeletons snakes spiders unarmedfighting ursines walking | [media=youtube]j_RH518LyOk[/media]***Now the gameplay design in this game is most bizarre. You are playing a guy (I think representing the Japanese actor Takeshi Kitano himself) who goes on a search for a big treasure. You start in your home city where you have to prepare some things to undergo a trip to a remote pacific island where the treasure is hidden. Some of the game's puzzles are extremely unusual and unfair. Best example is when you get a non-readable treasure map and to make it readable the simplest! solution is to put it in water and wait between five and ten minutes. If you press a single button before the five minutes are over then it won't work. Or the laughable karaoke sequences that make use of the build-in microphone of the second Famicom controller. The action sequences are also more or less stupid and unfair. There is a hangglider shooter sequence where you can move your glider down, left and right but not up. Extremely difficult. This game put in so much unfair and nonsense gameplay that it is often regarded as a prime example of what Japanese people call a "kusoge" (shitty game). With the difference that Taito in this case exactly wanted this game to be unfair and impossible to solve without a walkthrough. It even makes fun about the player who completes the game by saying that you shouldn't take this game so seriously. Well, with a walkthrough the game is at least enjoyable in a sense that you always wonder that nothing makes sense and what the game designers smoked when they came up with some puzzles and curiosities. Not every game is as memorable as this. The graphical representation of the starting city is quite ok. Music is much too repetitive. | labelimageminimize |