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R-Type by COMPILE
Post Posted: Mon Mar 08, 2004 9:30 am
I was told recently by Masato (Loose-Logic) who won a SMS dev cartridge (the model with two connectors, shown http://www.smspower.org/misc/collections/omar-collection-boards.html) of R-Type, that it originated from COMPILE.

So I gave a look at the code and compared it with Golvellius:

Golvellius R-Type
00000000: F3 DI 00000000: F3 DI
00000001: ED 56 IM 1 00000001: ED 56 IM 1
00000003: 21 FC FF LD HL,FFFCh 00000003: 21 FC FF LD HL,FFFCh
00000006: 36 00 LD (HL),00h 00000006: 36 00 LD (HL),00h
00000008: 2C INC L 00000008: 2C INC L
00000009: 36 00 LD (HL),00h 00000009: 36 00 LD (HL),00h
0000000B: 2C INC L 0000000B: 2C INC L
0000000C: 36 01 LD (HL),01h 0000000C: 36 01 LD (HL),01h
0000000E: 2C INC L 0000000E: 2C INC L
0000000F: 36 02 LD (HL),02h 0000000F: 36 02 LD (HL),02h
00000011: 21 01 C0 LD HL,C001h 00000011: 21 01 C0 LD HL,C001h
00000014: 11 02 C0 LD DE,C002h 00000014: 11 02 C0 LD DE,C002h
00000017: 01 EE 1F LD BC,1FEEh 00000017: 01 EE 1F LD BC,1FEEh
0000001A: 36 00 LD (HL),00h 0000001A: 36 00 LD (HL),00h
0000001C: ED B0 LDIR 0000001C: ED B0 LDIR
0000001E: F9 LD SP,HL 0000001E: F9 LD SP,HL
0000001F: 3A 00 C0 LD A,(C000h) 0000001F: 3A 00 C0 LD A,(C000h)
00000022: 32 01 C0 LD (C001h),A 00000022: 32 01 C0 LD (C001h),A
00000025: CD 7F 00 CALL 007Fh 00000025: CD 6F 00 CALL 006Fh
00000028: CD A1 00 CALL 00A1h 00000028: CD 91 00 CALL 0091h
0000002B: B7 OR A 0000002B: B7 OR A
0000002C: CC 93 00 CALL Z,0093h 0000002C: CC 83 00 CALL Z,0083h
0000002F: CD C3 00 CALL 00C3h 0000002F: CD B3 00 CALL 00B3h
00000032: CD 24 03 CALL 0324h 00000032: CD DF 06 CALL 06DFh
00000035: C3 05 04 JP 0405h 00000035: C3 14 0A JP 0A14h
00000038: F5 PUSH AF 00000038: F5 PUSH AF


The probability for code from different sources to be so similar is nearly null... so very likely COMPILE did the port of R-Type to the Master System! Although there's no mention of that in the game.

If you think about it, developpers were not well credited back in the days, and few teams were working on the SMS. So that is fairly logical: interesting porting projects were done by teams already working on SMS.

We may want to look the same at other "ported" games (Double Dragon, Ys, etc.).

It's fantastic to think that after 15 years, people can get credited for their job.
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Post Posted: Mon Mar 08, 2004 12:48 pm
kinda makes you wonder how many games compile ported???
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Post Posted: Mon Mar 08, 2004 5:59 pm
Quote
> I was told recently by Masato (Loose-Logic) who won a SMS dev cartridge (the model with two connectors, shown http://www.smspower.org/misc/collections/omar-collection-boards.html) of R-Type, that it originated from COMPILE.

> So I gave a look at the code and compared it with Golvellius:
>

> Golvellius R-Type
> 00000000: F3 DI 00000000: F3 DI
> 00000001: ED 56 IM 1 00000001: ED 56 IM 1
> 00000003: 21 FC FF LD HL,FFFCh 00000003: 21 FC FF LD HL,FFFCh
> 00000006: 36 00 LD (HL),00h 00000006: 36 00 LD (HL),00h
> 00000008: 2C INC L 00000008: 2C INC L
> 00000009: 36 00 LD (HL),00h 00000009: 36 00 LD (HL),00h
> 0000000B: 2C INC L 0000000B: 2C INC L
> 0000000C: 36 01 LD (HL),01h 0000000C: 36 01 LD (HL),01h
> 0000000E: 2C INC L 0000000E: 2C INC L
> 0000000F: 36 02 LD (HL),02h 0000000F: 36 02 LD (HL),02h
> 00000011: 21 01 C0 LD HL,C001h 00000011: 21 01 C0 LD HL,C001h
> 00000014: 11 02 C0 LD DE,C002h 00000014: 11 02 C0 LD DE,C002h
> 00000017: 01 EE 1F LD BC,1FEEh 00000017: 01 EE 1F LD BC,1FEEh
> 0000001A: 36 00 LD (HL),00h 0000001A: 36 00 LD (HL),00h
> 0000001C: ED B0 LDIR 0000001C: ED B0 LDIR
> 0000001E: F9 LD SP,HL 0000001E: F9 LD SP,HL
> 0000001F: 3A 00 C0 LD A,(C000h) 0000001F: 3A 00 C0 LD A,(C000h)
> 00000022: 32 01 C0 LD (C001h),A 00000022: 32 01 C0 LD (C001h),A
> 00000025: CD 7F 00 CALL 007Fh 00000025: CD 6F 00 CALL 006Fh
> 00000028: CD A1 00 CALL 00A1h 00000028: CD 91 00 CALL 0091h
> 0000002B: B7 OR A 0000002B: B7 OR A
> 0000002C: CC 93 00 CALL Z,0093h 0000002C: CC 83 00 CALL Z,0083h
> 0000002F: CD C3 00 CALL 00C3h 0000002F: CD B3 00 CALL 00B3h
> 00000032: CD 24 03 CALL 0324h 00000032: CD DF 06 CALL 06DFh
> 00000035: C3 05 04 JP 0405h 00000035: C3 14 0A JP 0A14h
> 00000038: F5 PUSH AF 00000038: F5 PUSH AF
>


> The probability for code from different sources to be so similar is nearly null... so very likely COMPILE did the port of R-Type to the Master System! Although there's no mention of that in the game.

Wow, that's a cool find... It reminds me of Ancient not being credited for the SMS version of Sonic 1.

Say... How hard would it be to make a program to find automatically the ROMs that share the same engine? Or maybe implement it to Maxim's SMS Checker? It wouldn't be something of vital importance, but very informative at least...
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Heuristic
Post Posted: Mon Mar 08, 2004 6:24 pm
Quote
> Wow, that's a cool find... It reminds me of Ancient not
> being credited for the SMS version of Sonic 1.

> Say... How hard would it be to make a program to
> find automatically the ROMs that share the same
> engine? Or maybe implement it to Maxim's SMS Checker?
> It wouldn't be something of vital importance, but very
> informative at least...

I think it's faisible.

One idea would be that a disassembler (eg: Martin's SMS Examine) could output a list of ordered instructions with all reference to memory addresses removed (but immediate value would be kept).

Then, another tool could analyze both of those logs and search for matching sequences. An heuristic value then could be computed based on the frequency and length of matching code sequences.

I think it would work well this way. For exemple, SMS/GG ports of a same game could get a rating of ~90%, while R-Type and Golvellius would probably get something between 5% and 50% (just a guess).

It also has the advantage that with a bit more elaboration, we could generate a database of all code reusage accross all Sega 8-bits games.

I don't know if anyone would have the time to do such thing, however. Martin? ;)
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Many SG-1000 credits
Post Posted: Tue Mar 09, 2004 9:33 am
Tera Homepage (japanese) apparently have many credits (R-Type is listed as COMPILE here), especially for SG-1000 games:

http://www6.airnet.ne.jp/tera/sega/datas/sg_list.html

Border Line, Safari Hunting : Compile
Pop Flamer, Exerion : Jaleco
Sega Galala : Namco
Zippy Race : Irem
Lode Runner : Broderbund
Hustle Chumy : Compile
Konami no Shinnyushain Tooru Kun : Konami (obviously)
Konami no Hyper Sports : Konami (...)
Star Force : Tehkan
Othello : Tsukuda Original
Space Invaders : Taito
The Castle : ASCII
Choplifter : Broderbund, Compile
Pitfall II : Activision
Drol : Broderbund
Chack'n Pop : Taito
Rockn' Bolt : Activision
Elevator Action : Taito
Soukoban : Thinking Rabbit
Championship Lode Runner : Broderbund
H.E.R.O. : Activision
Bomb Jack : Tehkan
Gulkave : Compile
The Black Onyx : BPS

I'm unsure where they got all information, and weither they are all developers. I wonder if Broderbund really developped for SG-1000.
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Re: Heuristic
Post Posted: Tue Mar 09, 2004 2:39 pm
Quote
>[...]
> I don't know if anyone would have the time to do such thing, however. Martin? ;)

It sounds great. But unfortunately I don't have the time for this. Also, I'm not working on SMS Examine anymore anyway.

But if someone else wants to do it, that would be great :)
 
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Re: Heuristic
Post Posted: Tue Mar 09, 2004 3:22 pm
Quote
> >[...]
> > I don't know if anyone would have the time to do such thing, however. Martin? ;)

> It sounds great. But unfortunately I don't have the time for this. Also, I'm not working on SMS Examine anymore anyway.

Would you release your sources to help ?
I think it's really easier to do such tool along with a disassembler.

Quote
> But if someone else wants to do it, that would be great :)

Hmm, no time currently either. :(
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Re: Heuristic
Post Posted: Wed Mar 10, 2004 12:59 pm
Quote
> > >[...]
> > > I don't know if anyone would have the time to do such thing, however. Martin? ;)

> > It sounds great. But unfortunately I don't have the time for this. Also, I'm not working on SMS Examine anymore anyway.

> Would you release your sources to help ?
> I think it's really easier to do such tool along with a disassembler.

No, sorry, I'm not going to do that. It would be too much work to comment the source and explain it ;) And I don't even think someone would work with it.

I will probably work on it again, but I don't know when and I don't know in what form.
 
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Re: Heuristic
Post Posted: Wed Mar 10, 2004 3:12 pm
Quote
> > > >[...]
> > > > I don't know if anyone would have the time to do such thing, however. Martin? ;)

> > > It sounds great. But unfortunately I don't have the time for this. Also, I'm not working on SMS Examine anymore anyway.

> > Would you release your sources to help ?
> > I think it's really easier to do such tool along with a disassembler.

> No, sorry, I'm not going to do that. It would be too much work to comment the source and explain it ;) And I don't even think someone would work with it.


Non commented sources are better than nothing.
I myself released my SMS code for exemple, knowing that it is pure crap, but it helped a few people :)

Also, adding such kind functionnality (for exemple) doesn't require much knowledge of the inner structure. It's always possible to write something that parse the disassembler output, but that's a bit reinventing the whell.

Quote
> I will probably work on it again, but I don't know when and I don't know in what form.

Ok.
 
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Re: Many SG-1000 credits
Post Posted: Fri Mar 12, 2004 6:54 am
Quote
> I'm unsure where they got all information, and weither they are all developers. I wonder if Broderbund really developped for SG-1000.


The way I try to make sense of these things are there are three main phases of a game's production:

(1) Developer: Original company that creates the game.

(2) Conversion: Company that takes the original game and programs it for a particular platform.

(3) Publisher: The company that actually publishes the game.

To make things more specific (and complicated) you can add the following to the above:

(1) Add specific development team (i.e. Sonic Team, AM2, etc).

(2) Add translation / regionalization information (i.e. SoA, SoE, Tec Toy, etc). Of course this could also be applied at the publisher level, but probably fits better here.

(3) Add Distributor if different from publisher (i.e. Tonka, Irwin, etc).

My guess about the SG-1000 list is that they were referring to the Original Developers. So Broderbund made the *original* Lode Runner, but probably had nothing to do with the SG-1000 conversion of it.
 
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Re: Many SG-1000 credits
Post Posted: Sat Jan 01, 2005 5:37 pm
Isn't there a chance, that the code is from an official development library used by both games?
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Re: Many SG-1000 credits
Post Posted: Sat Jan 01, 2005 5:44 pm
Marc Klemp wrote
Isn't there a chance, that the code is from an official development library used by both games?


There was no library provided by Sega to developers AFAIK.
Well, there's still a chance that the code has been extracted from somewhere, but it's not very probable. It's possible that Sega has been sharing code among selected developers. I don't know.

In this exact case, the site listing R-Type SMS as being from Compile and the board my friend in addition to the similar code remove any doubt.
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Post Posted: Fri Mar 11, 2005 3:59 pm
Bringing back a old topic, but with interesting news.

Checking the old Compile site, I found:

Games developed to Mark 3:
http://web.archive.org/web/20010718044451/www.compile.co.jp/game/other/mk3.html

Games developed to SG-1000:
http://web.archive.org/web/20010718045741/www.compile.co.jp/game/other/sg.html

Games developed to GG:
http://web.archive.org/web/20010718043613/www.compile.co.jp/game/other/gg.html

Index:
http://web.archive.org/web/20010628043616/www.compile.co.jp/game/index.html



PD
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Post Posted: Fri Mar 11, 2005 4:32 pm
Excellent find!

Quick translation of game names:

For Mark III / Master System:

Maou Golvellius (Golvellius)
Casino Games *new info*
Aleste (Power Strike)
R-Type
Party Games (Family Games, Parlour Games) *new info*
Ghostbusters *new info*

Casino Games, Party Games and Ghostbusters being developped by Compile is a news.

Interesting that they mention "Party Games" since the game is officially named Family Games in Japan and Parlour Games in US/Europe. :)

Note also that they don't mention Power Strike II for Master System... don't know why.

For SG-1000:

Champion Billiard *new info*
Gulkave
C_So! *new info*
Choplifter *new info*
Championship Lode Runner *new info*
Hustle Chumy
Border Line *new info*
Safari Hunting *new info*
N-Sub *new info*

See the three last games on the list, we're talking about the first SG-1000 games. The first Sega home console games were developped by Compile.

For Game Gear

Mahou Monogatari I, II, III, A
Aleste I and II
Puyo Puyo, Puyo Puyo 2
Nazo Puyo, Nazo Puyo 2, Nazo Puyo Aruru no Ru

No news there.
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Post Posted: Fri Mar 11, 2005 8:09 pm
Very interesting.

Bock wrote
Ghostbusters *new info*


Didn't Compile also do the Gen/MD version?

Bock wrote
C_So! *new info*


Not news (in MSX circles, anyway)...

Bock wrote
See the three last games on the list, we're talking about the first SG-1000 games. The first Sega home console games were developped by Compile.


Did Sega have some part-ownership in Compile or something?
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Post Posted: Fri Mar 11, 2005 11:38 pm
CRV wrote
Bock wrote
Ghostbusters *new info*

Didn't Compile also do the Gen/MD version?


Yes. It's on their website, in the Megadrive section.

Quote
Did Sega have some part-ownership in Compile or something?


No idea...
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Post Posted: Sat Mar 12, 2005 5:36 pm
One thing I noticed is that the trademark Compile sound is in the Sound Test. To get to it, you have to be at 00, hold 2 and press left. Then, you can cycle backwards through the sounds. This sound is used in every compile game (I'm pretty sure). It's the 1 up sound from Zanac and Power Strike.
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Post Posted: Mon Mar 14, 2005 5:48 pm
Although it isn't listed on the Compile site archive shown Bomber Raid totally seems like a Compile game with its Aleste similarities. Can anyone confirm that it is?

Also I'm interested in seeing all those lists for the various systems on the Compile site but for some reason all the Japanese text is messed up for me. I have Japanese text support but it's not working on that site. I could get the names if I could see the katakana. Anyone know how I could fix the text?
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(OT) Browser encodings
Post Posted: Mon Mar 14, 2005 10:40 pm
Your browser should have a menu to choose "Encoding". Set it to "Auto", "East Asian", "Japanese" or, at the last step, "Shift-JIS". In Firefox, View -> Character Encoding -> Auto-Detect -> one of those options (I use East Asian).
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Post Posted: Mon Mar 14, 2005 11:17 pm
Bock wrote
Note also that they don't mention Power Strike II for Master System... don't know why.


Turns out they do...

http://web.archive.org/web/20010718043631/www.compile.co.jp/game/other/ma.html

Listed under "Ma-Sys (USA)."
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Re: (OT) Browser encodings
Post Posted: Tue Mar 15, 2005 12:15 am
Maxim wrote
Your browser should have a menu to choose "Encoding". Set it to "Auto", "East Asian", "Japanese" or, at the last step, "Shift-JIS". In Firefox, View -> Character Encoding -> Auto-Detect -> one of those options (I use East Asian).


Thanks. It shows up completely blank under Japanese but it works on the Chinese setting. I can't figure out the names with those characters though. I'll fiddle with it more. There doesn't seem to be an East Asian setting with my Internet Explorer.

*edit - once I restarted my computer it worked.
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Post Posted: Wed May 04, 2005 1:31 am
NeoZeedeater wrote
Although it isn't listed on the Compile site archive shown Bomber Raid totally seems like a Compile game with its Aleste similarities. Can anyone confirm that it is?


I looked through the ROM image a while ago, looking for exactly that information. The credits are there (enclosed below), but none of the names mentioned are the usual Compile names. Since Compile otherwise was a very tightly-knit group through twenty years, it seems unlikely that they would hire a dozen new employees for one mediocre shooter (Bomber raid is hardly Aleste material), then fire them again.

Program: CHICKEN JUN, KIMURON, BOARD KOBA, ATSUBANBA
Sound: OHTORII
Planning: HIDE ITOEN
Visuel design: NANNORIO, HIDE ITOEN
Special thanks: R NAKAMURA, HARUCHAN, CUP OZEKI, HIROKUN, NOBORUNRUN
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Post Posted: Fri May 06, 2005 9:48 am
idrougge wrote
NeoZeedeater wrote
Although it isn't listed on the Compile site archive shown Bomber Raid totally seems like a Compile game with its Aleste similarities. Can anyone confirm that it is?


I looked through the ROM image a while ago, looking for exactly that information. The credits are there (enclosed below), but none of the names mentioned are the usual Compile names.
Program: CHICKEN JUN, KIMURON, BOARD KOBA, ATSUBANBA
Sound: OHTORII
Planning: HIDE ITOEN
Visuel design: NANNORIO, HIDE ITOEN
Special thanks: R NAKAMURA, HARUCHAN, CUP OZEKI, HIROKUN, NOBORUNRUN


Many of those names show up (quick GREP) in an interestingly limited series of SMS Roms.

Chicken Jun : Programmer in Slapshot & Alien Syndrome
Kimuron : Programmer in Wanted
Ootorii (note the spelling) : SOUND_DESIGN in Wanted, Composer in SlapShot
Nannorio : VISUAL_DESIGN in Wanted, Planning in Double Hawk, Planning in Assault City, Special Thanks in Golf Mania, Listed in Tennis Ace.
Hide Itoen : Planner in Slapshot, Tennis Ace
Noborunrun: Director: Double Hawk, Tennis Ace ("NOBORIN" is thanked in Assault city)
 
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Post Posted: Fri May 06, 2005 10:01 am
You mention grep so I'll assume you're a *nix fiend with a penchant for Perl scripts and other forms of masochism. This may be too wild an assumption.

Could you cook something up with RomSearcher or something equivalent (since that's interactive, it might be unscriptable) to do a similar task? Some kind of "RomGrep" perhaps. You can probably do it with a regular expression anyway, but I have no clue how.
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Post Posted: Fri May 06, 2005 1:51 pm
Yeah, sorry, I made RomSearcher interactive. But the C(++) source is there so if you know your C, you could easily make it all command-line based.

http://www.zyx.com/chrisc/romsearchera.html#download
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Post Posted: Fri May 06, 2005 4:03 pm
Oh, by the way, I did read the secret hidden in the source, but I'm still here, both kidneys.
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Post Posted: Sat May 07, 2005 2:53 am
Maxim wrote
You mention grep so I'll assume you're a *nix fiend with a penchant for Perl scripts and other forms of masochism. This may be too wild an assumption.
Could you cook something up with url=http://www.zyx.com/chrisc/romsearcher.html]RomSearcher[/url]


Sorry it is to much of assumption! - I have zero scripting skills :(
To find these I used a mix of unix grep and Wingrep http://www.wingrep.com/

To further add to the puzzle a "Nannorio" and "Ciikin Jun" show up in the credits of this arcade game "Kiki-Ippatsu Mayumi-chan"
Uvlist lists the publisher as "Victory L.L.C." but the credits also say its a "Sanritsu" game.

Sanritsu have known ties to Sega - there's Gamegear titles credited to them (Fantasy Zone Gear) as well as other Sega Arcade titles (They apparently originally developed "Bank Panic") & Appoooh - the Wrestling Game)
 
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Post Posted: Sun Jun 19, 2005 8:08 pm
Guys, guys, Sega wasn't trying to hide anything from us. In the American television commercials for the Sega Master System, the name "Compile" was displayed at the bottom of footage from R-Type. You can't give the designers of a game much more credit than that!

What's really a surprise is that Compile also designed the first Godzilla game for the NES. It sure looked and felt like their work, but it was only after a fellow NES fan searched for the word "Compile" in the code that the game's origins were revealed. This company's made a lot of fantastic games... it's a shame they're not still around.

JR
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Post Posted: Mon Jun 20, 2005 11:01 am
They made Godzilla-kun for the MSX, too. It must be one of their earliest games. If you search the code for that game, you'll find a long story by one of the programmers about the day-to-day goings-on at Compile headquarters back in the day, as well as a bit or two about the contacts with Toho, who wanted to change the title (and the artist wept, for he had already drawn a title screen). It seems that they were based in Hiroshima back then, but moved to Saitama (just north of Tokyo) after that.

Nowadays, the remnants of Compile are in a new company called Aiky, still based in Saitama. Moo Nitani is still their boss.
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Post Posted: Tue Jun 21, 2005 9:10 am
Cool, Aiky retained most of their intellectual properties, too! That opens the door for Aleste and Guardian Legend sequels on the next generation of handheld systems!

(It looks like Sega kept Puyo Puyo, but who cares? Both Sega and Compile had wrung that series dry over the past decade. There's only so many ways you can stack piles of blobs before it becomes redundant)

JR
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Post Posted: Thu Jun 23, 2005 9:20 pm
Heh, looks like they also retained the rights to Gurulogi Champ, or at least to the used characters.


I guess these changes in the company were the reason why SEGA had to change the characters for Puyo Pop Fever. Arle just makes a small cameo in the Vs mode (with a different design, of course) and Carbunkle is nowhere to be seen. I was pretty disappointed with that, myself. =\

EDIT: By the way, any clues on what's this and this about? There's many Compile games, some of them for the MSX (including Golvellious)...
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Post Posted: Sat Jun 25, 2005 7:04 pm
The first link is about Diskstation, a diskmag published by Compile in the late eighties/early nineties. DS was filled with small games (and larger ones published in instalments to keep you buying the next issue), rereleases of older softs, and example code.
The second link is for some kind of pay-to-play official emulator.
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