Welp. Here I am again. I don't actually have any desire to resume posting, but I suppose I should link out to my art. Work on my music has slowed recently. Lately, I have been focusing more on my fonts:
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Hi! you were the one who did the JAWA equipment guide right? I'm stuck in the part where you have to change your face to enter a cave, but I do not know how to change into the Mii...
Yes, that's me. I think this is the funniest PM I have ever received. You are lucky that I happened to click through to a post on here, I don't use this website anymore.
I'm very sorry, I don't remember, I wrote that guide eight years ago. I got stuck there, too. I don't have access to my copy of the game at the moment, either, but Spike's trailer suggests that you should talk to "Mii Kid" in town:
https://www.youtube.com/watch?v=WcgNB-41mZE
So, uh. I had been gone? When I was on cohost? And nobody told me that in the intervening time, Automattic had just forcibly opted everybody in to having their data sold to AI companies. I got no truck with that. There's nowhere else to run. I hold out little hope for rekindling the fire of Online Community if the Web continues on its current path of degradation. Take care of yourselves and reject corporatization ✌️
I thought I'd take a crack at digitizing Maxim Zhukov's wonderful Меандр from 1972. The original design features only Cyrillic and lowercase Latin characters, so I made a full set of uppercase Latin characters to go with them. I hope that speakers of languages which use Cyrillic will forgive me for using Б and У for b and y, respectively. The design is abstract enough that I don't think it reads as faux Cyrillic. The name seemed appropriate given its grid-based construction.
The third run of Disc Station (1993-2000) can now be found on the Internet Archive.
Disc Station was Compile’s disk magazine, published from 1988 to 2000. Succeeding Disc Station 98 and the original run of Disc Station on the MSX, this incarnation spans the height of their commercial success in the early 1990s to their eventual decline and bankruptcy in the early 2000s. Although Compile is best known for Puyo Puyo (a spinoff of dungeon crawler Madou Monogatari, which got its start in Disc Station), they were a prolific and tirelessly creative company with hundreds of original titles to their name. Everything they did exudes a strong passion for making and playing games. I found that passion irresistibly infectious, and I hope you do, too.
The media on these disks is eclectic. Expect a mix of games, videos, artwork, fan content, offline HTML pages, AIDS prevention advocacy, screensavers, calendars, and myriad other goodies.
Huge, colossal thank you to @fmtownsmarty for helping preserve these, and to ghotik for being so amazingly helpful in making DxWnd more compatible with them.
Click through for an FAQ troubleshooting guide if you’ve having problems running them, or don’t know where to start.
The second run of Disc Station (1990-1992) can now be found on the Internet Archive.
Disc Station 98 was the first appearance of Compile’s disk magazine on the NEC PC-98, marking a shift from the MSX standard to a platform with increased graphical and sonic fidelity. While early issues offered a variety of software from third parties, Compile eventually transitioned to making almost all of the diskmag’s content in-house during its short three year run, and in the process created several series that would endure with Compile staff and Disc Station readers until its dissolution in 2000.
As with other incarnations of the magazine, there is a smörgåsbord of applications, games, and fan content on offer, all of which can be readily enjoyed from the comfort of your PC-98 emulator of choice. Big thanks to the same folks from the previous post, and also Super! Lonely Terminal, from where most of the scans originate.
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Not sure if this has ever been pointed out before, but Compile’s distinctive logo seems to derive from the custom (?) typeface used for the science fiction magazine Omni, first published in 1978. Omni was contemporary with Compile, which was founded in 1982, but did not start using their pink “worm” logo in their games until the release of Guardic and Zanac EX circa 1986. The same typeface ended up being used later on Compute! magazine in the early 1990s. A Wikipedia user claims that the two magazines shared design staff, but I was unable to confirm this.
The Omni logotype, more often set in red, was almost certainly influenced by Bruce Blackburn’s classic NASA logo, introduced in 1975.
It’s in it! Hidden Palace just released an Illbleed prototype, and Hell’s Insurance is in it. Illbleed had a health insurance mechanic at some point in development, which ended up getting scrapped. In the final game, Hell’s Insurance is replaced with the Visitor Bank. I don’t know yet if those mechanics still exist in this version of the game, but the assets still do. Digging around, I also saw some references to the cut blood transfusion mechanic, but no major revelations apart from that.
I’ll be playing through the prototype and documenting anything interesting the folks at Hidden Palace missed. Besides Hell’s Insurance, obviously, but that might not jump out at you if you aren’t super familiar with the game.
Mkay. Went through most of this. Content overview:
Everywhere
- Title screen is different
- Hardly any sound is implemented, and some is different
- Many shock events are missing
- Items are sometimes not where they should be, and do not disappear when picked up
- Many items are missing or have programmer art
- Many cutscenes are buggy, missing, or incomplete
- The map screen cannot be scrolled
- Attempting to use certain items or load certain areas will crash the game
- Minor UI differences on the character screen
- ERs within stages are possibly unusable
- Most of the stage briefing screens are unfinished
- There is a debug menu on the title screen, as well as one on briefing screens, activated by holding the Y button
Hub area
- The Visitor Bank is Hell’s Insurance
- The drug store, photo studio, and insurance building are all unstaffed and unusable
- The ER, graveyard, and Michael Reynolds’ Museum cannot be entered
The Homerun Of Death
- Still called “The Homerun Goes To Death”
- There are many encounters with enemies from later in the game that should not be there
- Banballow’s voice does not have a pitch-shifting effect on it like in the retail version
- The end of the stage lacks the ID card reader, and the ID card must be used on the gate directly to exit the stage
The Revenge Of Queen Worm
- Unplayable, almost totally unimplemented
Woodpuppets
- Very close to final, minus the missing sound
Killer Department Store
- Only partially implemented, unbeatable
- Some minor level design differences, including an ER not present in the final game
Killerman
- Unplayable, unbeatable, largely unimplemented
- The control room linking the early stage and warehouse areas is absent
Toy Hunter
- Mostly playable
- Cork’s voice sounds less goofy
Misc
- Eriko is still referred to as Christy in the debug menu and Japanese subtitles
- You can load into the school environment used in a few cutscenes
- You can load into the “good end” cutscene environment, as well as several others, where you cannot move around
- There is some Japanese voice acting for Homerun Of Death, which is odd, since the retail version of the Japanese release is subtitled English dialogue
Overall, nothing revelatory here. At least, nothing that I could find. It was nice, though, to be able to see the Hell’s Insurance sign with greater clarity than a postage stamp-sized screenshot in a magazine.
It’s in it! Hidden Palace just released an Illbleed prototype, and Hell’s Insurance is in it. Illbleed had a health insurance mechanic at some point in development, which ended up getting scrapped. In the final game, Hell’s Insurance is replaced with the Visitor Bank. I don’t know yet if those mechanics still exist in this version of the game, but the assets still do. Digging around, I also saw some references to the cut blood transfusion mechanic, but no major revelations apart from that.
I’ll be playing through the prototype and documenting anything interesting the folks at Hidden Palace missed. Besides Hell’s Insurance, obviously, but that might not jump out at you if you aren’t super familiar with the game.
The third run of Disc Station (1993-2000) can now be found on the Internet Archive.
Disc Station was Compile’s disk magazine, published from 1988 to 2000. Succeeding Disc Station 98 and the original run of Disc Station on the MSX, this incarnation spans the height of their commercial success in the early 1990s to their eventual decline and bankruptcy in the early 2000s. Although Compile is best known for Puyo Puyo (a spinoff of dungeon crawler Madou Monogatari, which got its start in Disc Station), they were a prolific and tirelessly creative company with hundreds of original titles to their name. Everything they did exudes a strong passion for making and playing games. I found that passion irresistibly infectious, and I hope you do, too.
The media on these disks is eclectic. Expect a mix of games, videos, artwork, fan content, offline HTML pages, AIDS prevention advocacy, screensavers, calendars, and myriad other goodies.
Huge, colossal thank you to @fmtownsmarty for helping preserve these, and to ghotik for being so amazingly helpful in making DxWnd more compatible with them.
Click through for an FAQ troubleshooting guide if you’ve having problems running them, or don’t know where to start.
The Korean-language versions of Disc Station (Vol. 12, 14-19, 21) are now also available on the Internet Archive. These largely mirror their Japanese counterparts, with some missing, unique, or shuffled-around content. In addition to the games, some of the Madou Monogatari animations have been dubbed in Korean, there are Korean promo videos for other Compile software, promo videos for SICAF, and the like. There are even little voice messages from Arle (and others) in Korean.
Vol. 7 and 8 were released as part of the Korean magazine 게임마니아 (Game Mania) as opposed to being released with their own physical Disc Station magazine. I have not been successful in extracting the individual releases of 7 and 8 from the dark crevices of the Korean warez web, but I did find blurry photographs of all of the magazines and discs, as well as blurry photographs of the inside of Vol. 1.
I must have read this like 800 times and had at least four other sets of eyes on it before I posted it, and nobody caught my typo. Apparently, that doesn’t bother anyone else since nobody told me (or maybe did not notice), but it bothers me. So I fixed it. Also the text I forgot to un-italicize. You can see the fixed version at a higher resolution on imgur. Please do not cyberbully me for my bad cloning.
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Anya is LIVE right now
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The third run of Disc Station (1993-2000) can now be found on the Internet Archive.
Disc Station was Compile’s disk magazine, published from 1988 to 2000. Succeeding Disc Station 98 and the original run of Disc Station on the MSX, this incarnation spans the height of their commercial success in the early 1990s to their eventual decline and bankruptcy in the early 2000s. Although Compile is best known for Puyo Puyo (a spinoff of dungeon crawler Madou Monogatari, which got its start in Disc Station), they were a prolific and tirelessly creative company with hundreds of original titles to their name. Everything they did exudes a strong passion for making and playing games. I found that passion irresistibly infectious, and I hope you do, too.
The media on these disks is eclectic. Expect a mix of games, videos, artwork, fan content, offline HTML pages, AIDS prevention advocacy, screensavers, calendars, and myriad other goodies.
Huge, colossal thank you to @fmtownsmarty for helping preserve these, and to ghotik for being so amazingly helpful in making DxWnd more compatible with them.
Click through for an FAQ troubleshooting guide if you’ve having problems running them, or don’t know where to start.
Saw someone on twitter struggling with this. I recommend:
- Using WinCDEmu for mounting.
- Running the menu program (DSSHELL.EXE) in 95/98 compatibility mode, although it is not necessary to install games and software through it. They can be manually copied off of the CD. DSSHELL can be fussy about running depending on your version of DirectX, so Explore the disc to bypass the AutoRun if it’s not cooperative.
The third run of Disc Station (1993-2000) can now be found on the Internet Archive.
Disc Station was Compile’s disk magazine, published from 1988 to 2000. Succeeding Disc Station 98 and the original run of Disc Station on the MSX, this incarnation spans the height of their commercial success in the early 1990s to their eventual decline and bankruptcy in the early 2000s. Although Compile is best known for Puyo Puyo (a spinoff of dungeon crawler Madou Monogatari, which got its start in Disc Station), they were a prolific and tirelessly creative company with hundreds of original titles to their name. Everything they did exudes a strong passion for making and playing games. I found that passion irresistibly infectious, and I hope you do, too.
The media on these disks is eclectic. Expect a mix of games, videos, artwork, fan content, offline HTML pages, AIDS prevention advocacy, screensavers, calendars, and myriad other goodies.
Huge, colossal thank you to @fmtownsmarty for helping preserve these, and to ghotik for being so amazingly helpful in making DxWnd more compatible with them.
Click through for an FAQ troubleshooting guide if you’ve having problems running them, or don’t know where to start.
Q: How do I actually experience these diskmags?
A: Volumes 1-8 are floppy disk images that will work in your PC-98 emulator of choice. I prefer Neko Project II.
Volumes 9-11 are CD-ROM images that must be installed through the PC-98 version of Windows 95/98, which is unfortunately very difficult to get working. I do not have an easy solution for you at the moment, I am sorry to say.
Volumes 12-27 are CD-ROM images that are compatible with Windows 95 and up. I suggest mounting them as a virtual drive.
Q: What’s even on these things?
A: Lots of stuff, too much to list. Japanese Wikipedia has a list of the games in each volume.
Q: I’m so bummed that you don’t have scans of all of the magazines!
A: You and me both.
Q: How do I actually run these ancient Windows games?
A: Through DxWnd.
Q: Ok, but, this program has 800,000 options??
A: Most games will run ok with mostly default settings. Just make sure to set them to 640x480 if you want nice crispy pixels (or double that if your resolution is big enough), because that is their native resolution. “Inject suspended process” in the Hook tab is also generally recommended, as is “Recover Alt+PrtScrn” in the Input tab if you want to take nice screenshots of some more obstinate games that disable Print Screen.
Q: These games sound like butt!
A: Most likely, you are using the default Microsoft GS Wavetable Synth MIDI device, which is not particularly well regarded. You can install third party drivers like VirtualMIDISynth that will allow you to use higher quality soundfonts. Which soundfont to use is subjective and beyond the scope of this FAQ. Google it. A good starting point might be the Roland SC-55.
Q: The game crashes!
A: Try enabling “VirtualHeap” or “Handle Exceptions” in the Compat. tab.
Q: My mouse won’t click!
A: Try enabling “Correct MOUSEHOOK callback” or “Correct MESSAGEHOOK callback” in the Mouse tab.
Q: I keep clicking outside the window accidentally!
A: Try turning "Mouse Clipper” ON in the Mouse tab.
Q: The text is all garbled!
A: Run DxWnd through AppLocale in Japanese (日本語), or use a similar program if you are on Windows 10.
Q: The text is too wide!
A: Try enabling “Shrink font width” in the Libs tab.
Q: I can’t turn the dang game down in the Windows sound mixer!
A: Try enabling “Safe midi” in the Sound tab. This may also fix some crashes.
Q: The game keeps hanging every few seconds!
A: Try disabling “Optimize for AERO mode” in the DirectX tab.
Q: The game says it can’t find a file in some “EN” directory!
A: Create the directory where the game says it’s looking and copy the contents of the “JP” folder into it.
Q: What should I play, though??
A: I recommend starting with Comet Summoner on Vol. 20, that’s probably my favorite.
Hi! Thank you so much for finding a way to play the entire Bounty Arms level! Bounty Arms is my favorite unreleased game, to the point where I tracked down and dumped that demo many years ago. If I may ask, what values did you disable and re-enable to get past the mid-boss? And which emulator were you using? Please forgive my ignorance if the answer is obvious, as I've never used Cheat Engine until today.
I only started using it two days ago, myself. Consequently, I do not at all understand how pointer scanning is supposed to work, or what stupid hex math I’m supposed to do to find pointers manually. So I cannot just upload a cheat table for anyone to use. But I will explain how to find the addresses on your own. As long as you complete the first few steps of Cheat Engine’s tutorial that teach you the interface and basic functionality, you should understand how to use it well enough to do this. I used PSXjin 2.0.2 and Cheat Engine 6.7.
1. Attach Cheat Engine to PSXjin, and begin the game. Don’t move.
2. Perform a new scan for the value 240, with the scan type “exact value” and the value type “4 byte”. Then move your character forward until the screen scrolls, stop, change the scan type to “increased value”, and scan again. This will whittle down the number of results to the point where you should see a stack of addresses like this, with values in the low hundreds:
These are all of the addresses tied to the screen scrolling. When you do this, the addresses will not be exactly the same, but the last four digits will be, and they should be in the same order. Add the “boss” and “collision” addresses to your list (I recommend renaming them to avoid confusion), and then add the one for “trees” (this is not strictly necessary, but it will make things easier, and is the least likely of the above block of addresses to break anything).
3. Reset PSXjin. Tick the boxes for the “boss” and “collision” addresses in the address list, and begin the game. Keeping these values locked at 0 for the time being will prevent the miniboss from spawning, and also prevent the game from loading background collision while the level scrolls (this is necessary to bypass the rivers, which appear to be broken). When you reach where the miniboss would normally spawn, you should be able to progress beyond that point. Once you pass the far bank of the second river the game wants you to grapple across, stop. The “trees” address should have continued ticking up, and should now have a value of around 4200. Change the values for the “boss” and “collision” addresses to be the same, and then untick the boxes. Proceed forward, and the boss should load in.
Believe me, I did try to create a cheat table to make it a little easier, but it just wasn’t happening. I hope this, at least, will help bring some closure to the one other person on the planet who cares about this game.
Wow, this totally worked! Thank you! It even worked with ePSXe! I fought the lightning snake boss and everything! Granted, the boss is the only new enemy; the second half of the stage just serves up bigger clusters of the same mechanized foes from the first half. But it’s great to play the whole level at long last!
Yes, this should work on any PlayStation emulator. I recommended PSXjin because it seems to display some of the menu graphics a little more accurately, but there’s a bit of an audio quality tradeoff.
Delighted to help. As the game’s #1 Superfan, I hope you’ll write a new post about it on your blog. Or record a video, maybe.
Hi! Thank you so much for finding a way to play the entire Bounty Arms level! Bounty Arms is my favorite unreleased game, to the point where I tracked down and dumped that demo many years ago. If I may ask, what values did you disable and re-enable to get past the mid-boss? And which emulator were you using? Please forgive my ignorance if the answer is obvious, as I've never used Cheat Engine until today.
I only started using it two days ago, myself. Consequently, I do not at all understand how pointer scanning is supposed to work, or what stupid hex math I’m supposed to do to find pointers manually. So I cannot just upload a cheat table for anyone to use. But I will explain how to find the addresses on your own. As long as you complete the first few steps of Cheat Engine’s tutorial that teach you the interface and basic functionality, you should understand how to use it well enough to do this. I used PSXjin 2.0.2 and Cheat Engine 6.7.
1. Attach Cheat Engine to PSXjin, and begin the game. Don’t move.
2. Perform a new scan for the value 240, with the scan type “exact value” and the value type “4 byte”. Then move your character forward until the screen scrolls, stop, change the scan type to “increased value”, and scan again. This will whittle down the number of results to the point where you should see a stack of addresses like this, with values in the low hundreds:
These are all of the addresses tied to the screen scrolling. When you do this, the addresses will not be exactly the same, but the last four digits will be, and they should be in the same order. Add the “boss” and “collision” addresses to your list (I recommend renaming them to avoid confusion), and then add the one for “trees” (this is not strictly necessary, but it will make things easier, and is the least likely of the above block of addresses to break anything).
3. Reset PSXjin. Tick the boxes for the “boss” and “collision” addresses in the address list, and begin the game. Keeping these values locked at 0 for the time being will prevent the miniboss from spawning, and also prevent the game from loading background collision while the level scrolls (this is necessary to bypass the rivers, which appear to be broken). When you reach where the miniboss would normally spawn, you should be able to progress beyond that point. Once you pass the far bank of the second river the game wants you to grapple across, stop. The “trees” address should have continued ticking up, and should now have a value of around 4200. Change the values for the “boss” and “collision” addresses to be the same, and then untick the boxes. Proceed forward, and the boss should load in.
Believe me, I did try to create a cheat table to make it a little easier, but it just wasn’t happening. I hope this, at least, will help bring some closure to the one other person on the planet who cares about this game.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality
Anya is LIVE right now
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Free to watch • No registration required • HD streaming
Data West’s Bounty Arms appeared as a playable demo on Vol. 5 of Sony’s DemoDemo series for the PlayStation in 1995, but ultimately never came out. It’s a shame, because stretchy-armed protagonists are a pretty easy sell for me. The game is very rough, but kinda reminds me of playing Erin in Arcus Odyssey.
Although footage exists of assets for the entire first level, the demo abruptly cuts to the game over screen upon defeating the miniboss. Sitting still runs up an invisible timer that game overs you after two and a half minutes. That makes it pretty difficult to hear the full song. I managed to disable the timer using Cheat Engine so I could record the music in its entirety.
As the screen scrolls upwards, a value is incremented, which spawns the miniboss when it hits a certain number. Temporarily disabling this and then updating the value once I’d walked past the miniboss arena allowed me to bypass the fight and see the rest of the level, which is normally inaccessible.
The grapple points seen in the promo video are present, and fully functional.
As is the boss. Defeating it also sends you to the game over screen.
There is an invisible wall at a river that I was unable to bypass through normal means, so I also had to disable collision. But the whole level is present and more or less functional. I do not possess the knowledge to do so, but it would hypothetically be possible to hack the game or maybe even create a cheat code that allowed the entire level to be played.
I’m not sure why this was dummied out. The same address governs both bosses, so it could be that players were intended to be able to experience the whole level, but somebody goofed.
Early UI elements left over from an early build of the game. The characters Alicia Evans and Wong Cheung Yi were likely cut very early on, and possibly never even made it to the design stage. In this build, Eriko Christy was still called Christy Redgrave.
The life insurance mechanic mentioned in both Dreamcast Magazine (Japan) and Official Dreamcast Magazine (US) previews was ultimately cut from the game.
Hell’s Insurance would become the Visitor Bank in the final game (scan courtesy segaretro.org)
Kevin Kertsman usually appears first in UI graphics and filenames, suggesting he might have been the original protagonist.
It would seem that this early build of the game had a much more complex Shock Event scoring system, which was abandoned in the final game in favor of grading you only on your physical condition.
It would also seem that in this early build, guns consumed ammo (like most survival horror games), whereas in the final game they do not.
The reference to "treasures" is interesting, as this is how Cuty Mary refers to items in cutscenes, which seems like an odd word choice.