Hidden 10 yrs ago Post by DiamondBlizzard
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Game Dev Tycoon Roleplay: Session 1 - 1989-2030


The year is January (Q1) 1989, videogames are becoming increasingly more and more popular. 16-bit Graphics and Stereo sound has only recently become available to new developers! Though lately, companies trying to go into the video game industry such as Sony and Nintendo decided it was best to stick to their own! This is /your/ chance to make history!

OOC Notes: Finally got this up, thanks for the interest guys expect a long and fun ride! We are starting in Winter Q1 1989, 16 bit graphics, stereo sound, and 16-bit music is available!

Everyone who STARTS with a Console (SimYouLater, Vacant (send me a PM) ) starts with $44,000,000 and must start by ANNOUNCING a console, then marketing, then releasing it in three seperate turns!

Everyone who is NOT a Console Developer starts with $3,000,000

You are allowed to release a game automatically, sales will be normal and no merchandise was made. On this turn you can also market a game which you presumably announced last quarter year and announce a new one today. Tomorrow you would release the marketed game and market the announced game and get profit from your first game!

Please wait until my first post to see how it works!

Important Notice (OOC)

I will be, sadly, moving on Saturday (or Sunday or Monday) and will have to pause the RP for a week, or until I have Internet access again, I beg you all to stay with me and I'm sorry for that delay! If we post a lot we'll be able to timeskip! And yes, the first 1-3 days WILL be boring, sorry about that! Reviews AND sales are made on the same day and SimYouLater and whomever can be a good secondary GM will review my games (I calculate sales for all)
GM Statement

There are currently no trends or events going on, everything has just started.-
Hidden 10 yrs ago Post by DiamondBlizzard
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Draconic Studios
Q1 Winter, 1989
HQs: Georgia, Atlanta (US/CA)
$2,400,000 (was $3,000,000)


Throwing Daggers Released!



Throwing Daggers - Main Theme/Credits/Main Menu

Draconic Studios presents......
Throwing Daggers

Topic: Assassin, Medieval
Genre: Action/RPG
Price: $30
Platforms: PC
Audience: Rated T for Teens (13+) (There is Young, Everyone, Everyone 10+, T for Teens (13+), MT (Mature Teens 16+), M (Mature 18+), A (Adult, 21+ has a chance of being banned)
Languages: English, Spanish, French, Japanese
Markets: North America, Japan

-Beautiful 16-bit Graphics
-50 armors and weapons to buy in shops!
-Two items that you will earn alongside the story! Poison and a Blowdart Gun!
-A Branching Storyline with twelve hours of gameplay!
-7 Achievements to find and unlock!
-Stereo Sound
-Doomsday System
-New Options! Muting & Change Controls!
-Easy to learn tutorials!
-Ending Score!
-Storyline Choices
-Side Quests!
-Bored of missions? Kill and attack random guards to kill time, no need to do a mission!
-Multiple Endings!

Plot: Throwing Daggers is about an expert assassin in France, Ferdinand Vilford, whom tries to stop the 2012 Apocalypse! To do so he must follow God's will through-out the whole game, he has many weapons at his disposal to eliminate those who are to bring doomsday upon the world. The world must be cleansed of evil......
Will you stop Doomsday in the far future of 2012 and will you obey God's will or betray it?

Doomsday System: The game has a special system which triggers choices made in the game, depending on what you do accelerates the doomsday system or slows it down, at the end of the game your score will be tallied up by what you bought, how slow you brought doomsday too, and storyline completion!
Monsters & Magicks Marketed!

Draconic Studios has already announced their second game only three monthes ago! Monsters and Magicks will be a pen and paper RPG that will have a simple but fun system to use, available for the PC only! You are even able to create your own stories and have six pre-set backgrounds for maps! With this Level Editor you'll create your own adventures for your friends to be able to play! It will have up to 4 players, 1 as a Gamemaster, the other 3 as players, you only need one keyboard as well!

Pen & Paper fans are excited about M&M and hope it will be as good as Dungeons and Dragons or Pathfinder! Draconic Studios' CEO says that the system will be 'simple but fun' so EVERYONE can play! The game has been marketed with a Mini Marketing campaign in Japan and in the US/CA Regions! Full-color ads in newspapers and gaming magazines are showing how this will be fun for all types of gamers!

-$500,000 (x2 Mini Marketing campaigns, Normal Sales)
Gensokyo Announced!

Draconic Studios is quite new to the gaming industry and has already announced ANOTHER GAME. Draconic Studios say they have been looking into Japanese interest and have decided to try and make it popular in the West. A variant of a shooting game called a bullet hell or danmaku game will be released this Summer for the PC and perhaps an Arcade version as well. The game will involve you having to dodge patterns of bullets and try not to die, it is not for those with a faint heart and will be a real challenge for hardcore gamers! Here is concept art drawn on how the game will play, though the graphics themselves will be MUCH better.



People are excited! Will Draconic Studios be able to bring Japanese Interests to the West?!

-$100,000 (base cost)
Alex, Shane, Josh, Sawyer, and Michael were in the conference room debating about their "strategy" on introducing the games to the public.

"We already have a game released and two on the way, this Gensokyo plan will be a big hit I tell you!" said Michael across the conference table to everyone.

"Yes, but it's intended for more hardcore gamers and it's quite difficult..." said Shane.

"Here in the West we've always been interested about the Oriental, even if slightly this should go as planned...Throwing Daggers may or may not do good and Monsters & Magicks seems to be recieving a lot of hype, and I also have more ideas for all of us." Alex said.

Alex brought up his briefcase from his side, opening it up to show folders titled: Legend of Dracos and Duels of Honor. These were game concepts for a Fantasy RPG series and a Martial Arts Action-Fighting game series.

"We want to deliver a wide variety of games, we shouldn't just concentrate on one, our main focuses will be Gensokyo, Legend of Dracos, and Duels of Honor, at least for now.....so pick up those folders and tell me what you think." Alex said to his friends.

And the five friends began to debate on these ideas and their current games that were announced, released, or being currently marketed.
Hidden 10 yrs ago Post by Jerkchicken
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Rakia Ocean
Winter, 1989
HQs: Belgrade, Serbia (SRB)
$3,000,000, now: $222,5000
Ракија оцеан поклони!
One night in Kosovo.
Topic: Murder mystery, Realistic fiction
Genre: Adventure game/ Interactive fiction
Rated: MT
Market: All of Europe except Turkey.
Languages: French,Germany, Serbian, Italian, Portuguese

Features:
MADE IN SERBIA BY ALL SERBIAN CREW
None-password save system
Engrossing mystery story line running many hours
Branching story with choices and consequences
Beautifully rendered 16 bit still images
Intuitive puzzles: No more tiring puzzles like those of mentally deficient American devs (Fuck you sierra game logic)

Plot: You are a INTERPOL detective doing investigation over a murdered diplomat. However one morning you wake up implicated with the murder of the diplomat. With only a week to clear your name. You must delve into a seedy underworld amongst the city streets and discover the events and people that led to what happened today
Marketing
DORADUS
Topic: Sci-fi
Genre: SHMP/Action
Markets: Europe & USSR
Language: ALL OF THE CYRILLIC!, German, French, Italian, Spanish, etc

Features:

MOST AMBITIOUS SERBIAN GAME MADE IN SERBIA
Attractive psychedelic & futuristic looking art direction
Equally complementary soundtrack
5 different vessels with different characteristics to enhance play values
Limited customization: LT. Bubalo knows he cannot take on the Yjorliztoc alone and must keep his ship in working order.
Game features a primitive upgrade system that offers some customization of each fighters unique features and some generic changes to things like firing rate, hit toughness, etc
Power ups
11+ stages

Plot: In the distant future of 30XX Lt mankind has reached the stars and expanded beyond their terrestrial home. Nico Bubalo among others is part of proud Earth Nations Space Navy. However mankind is not alone and they have awakened an ancient space evil that consumes all through its rampaging path. Surviving an assault on planet Tangayr-II Lt. Bubalo boards into an experimental starfighter on a mission to save humanity!

Small advertisement: 750K
Feelies: Instruction manual that doubles as art book featuring game hints. Also contains short narrative framing the story. 25k
Announcing:

Researching into: Better graphics. 32 bit 2D?

Releasing an announcement to computer enthusiant press: The CEO of Rakia Oceans says that despite handicaps posed by their location that they will be working on ways to advancing visual quality to keep up with more advanced nations for pride of nation.
---
Hidden 10 yrs ago 10 yrs ago Post by SimYouLater
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Video Gadgeteer
Q1 Winter, 1989
HQs: Medicine Hat, Alberta (CA/US)
$42,750,000 (was $44,000,000)

---
Gadgeteer Kitten released!

Video Gadgeteer presents......
Gadgeteer Kitten

Topic: Cartoon, Sci-Fi
Genre: Action (2D Puzzle-Platformer)
Price: $30
Platforms: PC
Audience: Rated E for Everyone
Languages: English, Spanish, French, Japanese
Markets: North America, Japan

- Amazing 16-bit Graphics
- Over 30 different weapons and tools to navigate stages! Earn them as you play and keep them permanently!
- Navigate your way from the high-tech city of Mechanopolis through the forest, grasslands, mountain, desert and ocean to the Stone Sorcerer's evil floating castle lair!
- Stereo Sound
- Multiple routes to your destination! Over 5 hours of area to explore!
- Custom control options!
- Tutorials for learning the ropes of the game!
- A "normal" and "good" ending! Collect the 10 Platinum Cogs to get the secret ending!

Plot: The evil Stone Sorcerer has always been envious of the amazing non-magical devices that originate from the city of Mechanopolis. All the more irritating is that Mechanopolis was founded by the former animal residents of the forest, whom he used to rule over with an iron fist until they overthrew him with the first of those very technological instruments.

Now, the Stone Sorcerer has kidnapped the 10 Master Machinists who keep the city running, and stolen the 10 Platinum Cogs that keep the city's Perpetual Motion Power Generator running! Without any alternative, the inhabitants of Mechanopolis have turned to using coal to power the machines, knowing all the while that the surrounding forest is being choked by the fumes...

Galvan K. Windup, or "G.K.", a cat who was the apprentice of one of the Master Machinists, is the city's last hope. Taking his teacher's prototype Extend-O-Punch machine and heading into the forest to find the Stone Sorcerer's golem minion, G.K. must defeat the granite giant and free his teacher if Mechanopolis is to have any hope of surviving.

But it won't stop there, because to truly fix THIS problem, he'll need to locate the other 9 Master Machinists and the Platinum Cogs that the Stone Sorcerer has hidden across the continent. Only then will Mechanopolis and the surrounding landscape be in harmony once again!

---
Aquatopia marketed!

Three months ago, Video Gadgeteer announced a side project which has tested so well with focus groups that the project has been greatly expanded. Aquatopia will be a infrastructure management simulation for the PC in which you are in charge of constructing an undersea colony for Canada's underfunded Ministry of Oceanic Resources & Subaquatic Prospecting. It will have a map editor and a random map generator, and randomly generated events both good and bad will affect your colony or even give you a choice between different bonuses and/or penalties! It will also have a two-player mode that requires a pair of PCs networked together, allowing two competing colonies to attempt to outgrow each other and gain as much resources as possible!

City simulation fans are hyped over the descriptions and screenshots in the latest Pixel Power magazine issue! Video Gadgeteer's Lead Developer says that the game will not be the last, with hope to improve on the formula in future sequels! The game has been given a Mini marketing campaign in North America and Japan.

Here is some concept art seen in Pixel Power Magazine:

(Real life credit goes to James Carson)

-$500,000 (x2 Mini Marketing campaigns, Normal Sales)
---
Fractalspace released!

Video Gadgeteer has also inherited the rights to the vaporware arcade cabinet Fractalspace after purchasing the failed start-up "nPC Games" last year. Video Gadgeteer says they have been looking into potential interest in Japan and have decided to complete the project. A somewhat typical Shoot-Em-Up or "Shmup", the game sets itself apart for having a detailed story (based on the Victorian novel Flatland) that is integrated with the gameplay, complete with RPG-style text window conversations. The game will involve you having to dodge patterns of bullets which split into smaller bullets at regular intervals, but the game allows the player to insert quarters for extra lives (which should give them points with arcade owners too, the press wryly remarks). Beta screenshots have already made it into publication in last quarter's Pixel Power issue, though the graphics looked simplistic and were reportedly close to final (supposedly a "stylistic choice").



Though opinions are mixed, the game is certainly already being talked about by arcade owners looking to end the slow decrease in customer turnout that has been noticed in the past few years.

Video Gadgeteer presents......
Fractalspace

Topic: Abstract Shapes
Genre: Action (Shmup)
Price: $3000
Platforms: Arcade
Audience: Rated E for Everyone
Languages: English, Spanish, French, Japanese
Markets: North America, Japan

- Runs at an amazing 100 Frames Per Second!
- Over 15 different types of projectile power-ups!
- Stereo Sound
- Put in a quarter while playing, get an extra life!

Plot: In the 2nd Dimension, there is a strict hierarchy amongst the shapes. Circles are at the bottom for "having one side", followed by lines for having two. Triangles are lower than quadrilaterals which are lower than pentagons, which are lower than hexagons, and so forth. But no matter how many sides a shape has, they all must bow to the fractals, who have "infinite sides".

Now, a team of two triangles and a quadrilateral have had enough, and are waging a three-shape war against the entire social structure. Destroy the arrogant and greedy fractals, and save the 2nd Dimension from this dystopian society!

-$750,000 (base cost) Note that arcades are released in 1 quarter, so I'll do this instead of announcing a game.
---
Oliver Zehn, "Artie" Leonardo, May Ramona and Jerod Hayvins were in the office late, discussing how to introducing the games to the public.

"The arcade owners were practically begging to order the machines in advance! I know how that sounds too good to be true, but what worries me is the moral implications. We're essentially asking kids to throw away their allowances to be able to win this game, and you know they won't say no." Oliver said, hesitant about the idea. "Are you sure we can't put in a mode where they get infinite lives but don't get a recorded score?"

"We're too far into production for that. The circuit board blueprints are already sent out to the manufacturers, and the designs won't have enough memory." said Jerod.

"Okay, what have we got for Aquatopia?" Oliver asked.

"My team are almost done the sprite tileset." Artie explained. "May says the programming team can have it coded by the end of the week, but..."

"But?" Oliver asked.

"There's never been a game like this to date. We have no basis for an 'Infrastructure Management Simulation', so we'll have to create a framework from scratch." May explained. "Shmups and Platformers have been done before, but we're stabbing in the dark with this one."

"And our 'mascot platformer'?"

"There's been no hiccups. The games are shipping to stores tonight." Jerod recapped.

"Good. Ladies and Gentlemen, I brought you here tonight for more than just a routine meeting." Oliver said. "Now, you've all expressed concerns, doubt and hesitation to trust me when over 80% of our original investment capital was recorded by accounting as being used to fund 'Project Timepiece', which I refused to elaborate upon for almost a year now. Now I'm finally going to put those fears to rest..." he said, taking a small object from his pocket.



"What is that thing?" Jerod asked, unsure what he was looking at.

"This, my friends, is the future. A prototype of the world's first portable games console. The secret development team working in the basement has taken to calling it the Game Pocket. Just one catch... We're out of funds for the project."

"You BANKRUPTED US?!" Jerod said, exasperated.

"No, of course not. We've got enough to release Gadgeteer Kitten and finish the two other games we've got lined up, the sales of which will give us the funds to finish this little beauty. And then? We hit the big time. I've already had a reporter in to look at it, the word will be out by the end of the week. The Game Pocket is going to change this industry, I can feel it!"
Hidden 10 yrs ago Post by DiamondBlizzard
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Draconic Studios
Q1 Winter, 1989
HQs: Georgia, Atlanta (US/CA)
$900,000 (was $2,400,000)


Gensokyo: Fairy Stopper Released!

Draconic Studios has released an Arcade "prequel" to Gensokyo for the PC version, which will be named Gensokyo: Flying Fallen Angels. Though, people are in for a surprise, like Fractalspace, Gensokyo has a plotline as well and may in the future bring a few RPG elements into it!

Draconic Studios presents......
Gensokyo: Fairy Stopper




Gensokyo: Fairy Stopper - Main Theme/Hiela's Theme - An Ice Fairy's Strength!

Topic: Bullet Hell/Danmaku, Shooter
Genre: Shooter
Price: $6,000
Platforms: Arcade
Audience: Everyone 10+
Languages: English, Spanish, French, Japanese
Markets: USA/CA, Japan

-Beautiful 16-bit Graphics
-Play as Hiela! An Ice Fairy who has to stop the evil fairy Umbria from taking over the world!
-Five tough stages to play through! Each with a boss at the end!
-A Plotline to follow with dialogue!
-Weave your way through patterns of danmaku bullets constantly!
-A 'Focused' shooting mode, which allows you to go slower to dodge the bullets.
-Two different "shooter types" Reckless and Cautious! (Reckless is faster moving speed, more dangerous but more damage, Cautious is slower moving speed, less damage, but "homing" attacks.)
-Bombs! You need to clear the stage! (Only one bomb in the game, no choices)
-Three Difficulties: Normal, Easy, and Hard!
-A rustic feel to the game via music, 8-bit music! But also 16-bit themes!
-Leaderboards of course!

Plot: Hiela is an Ice Fairy and lives calmly in the Lake within Gensokyo. Though, an evil Fairy named Umbria who is a Fairy of Darkness wishes to enslave all the Fairies and be the master of all and then try to take over Gensokyo! Can Hiela the Ice Fairy stop Umbria from taking over Gensokyo through five tough stages of faries who are enslaved by her or actually loyal to her?

Freezing System: A unique system in this game will allow you to freeze all the bullets in front of you (in a range of course) and let them become harmless to you, to freeze bullets you have to spend 100% of your Strength Bar, you start with 200% and it goes all the way up to 500% collect Frozen Frogs to increase you Strength bar, enemies drop them! It's not easy to get Frozen Frogs but not too hard either!
"It's done, Alex, Fairy Stopper has been released." Michael said, while all of the five were sat in the conference room.

Alex looked over the final designs of the cabinet and nodded, as well as all his other comrades who thought the game was going to be a great introduction and prequel to Gensokyo: Fallen Flying Angel.

"Now then, have we all agreed on Legend of Dracos and Duels of Honor as our next games?" Alex asked.

Everyone nodded as Alex broke out into a confident smile.

"As Hiela would say, We're the strongest! Let's see if we can pull off Gensokyo, eh?" Alex said before sending Shane, Josh, Michael, and Sawyer back to work.
Hidden 10 yrs ago Post by Professor_Wyvern
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Народный Развлечения студия
Q1 Winter, 1989
HQs: Moscow, Russia (USSR)
Start- $3,000,000
Current: $2,250,000
Name: Это Герой времени. (It is Hero-Time)
Genre: Adventure
Topic: Adventure/RPG
Audience: E
Price: $25
Regions: USSR
Languages: Russian
Platform: PC

Features
- Made by the Glorious USSR.
- Soviet Allegory
- 16 bit graphics
- Stereo sound
- Linear Storyline

Plot: You are an agent of the mystical kingdom of Anglemor . There are reports of a Evil Political Cult that wishes to bring down the Just Kingdom of Anglemor. Bring them to Justice.
Small Marketing (-750,000)
Советский Действие (Soviet Action)
Genre: Historical
Topic: Shooter
Audience: MT
Market: USSR
Language: Russian

Features
- 16 bit
- Stereo-sound
- Unique Stages
- Multiple Lifes
- Enemy Nazis have 5 unique death moans
- In game character can perform a Salute for the Soviet Union
- SECRET BOSS (If you do not die during the battles)

Plot: You are a glorious soldier of the Red Army during WWII in the Russian Theatre. You play through various battles of the War, leading up to the Red Army's Capture of Berlin.
Boris Kryuchkov glanced at his employees, as he reached under his desk and pulled out a small tray of shot-glasses, and a bottle of vodka. He poured the drink into the cups, as his crew eagerly took the drinks. "Приветствия." He raised up the shot-glass, as did his employees as they quickly downed the drink. Boris waved his left hand as the rest of the crew headed back to the computers ready to work.
Hidden 10 yrs ago Post by SimYouLater
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Video Gadgeteer
Q2 Spring, 1989
HQs: Medicine Hat, Alberta (CA/US)
$42,350,000 (was $42,750,000)

Aquatopia Released!

Video Gadgeteer presents......
Aquatopia

Topic: Sci-Fi
Genre: Simulation/Strategy (City Builder)
Price: $30
Platforms: PC
Audience: Rated E for Everyone
Languages: English, Spanish, French, Japanese
Markets: North America, Japan

-16-bit Graphics
-Over 60 different buildings to use to expand your colony!
-Random events! No two games will be exactly alike!
-Stereo Sound
-Map generator! Using the same map seed will generate the same map, so you can write them down!
-Custom map editor!
-Tutorials for learning the ropes of the game!

Plot: It is the year 20XX, and life on land has reached its limits. Any further expansion of cities or farmland into the delicate remaining natural ecosystems would cause the biosphere to implode. Desperate for an alternative for supporting the ever-expanding populations, the world's nations have built arcology structures in major cities and are creating undersea colonies.

One nation, however, had such a surplus of land that the latter option was ignored far too long. In Canada, the prairie agricultural areas gave so much surplus that they could afford to expand Calgary and Edmonton into the largest cities in the world by land area, but it didn't last. Now faced with the fact that the remaining farms no longer give a food surplus, the Canadian Government is forced to rapidly ramp up the funding to the Ministry of Oceanic Resources and Subaquatic Prospecting (MORSP) to attempt to compete with the American and Russian programs that have already claimed most of the good parts of the sea floor in the Pacific, Atlantic and Arctic oceans.

You have been recently promoted to the position of a colony manager. Your job is to upgrade an existing colony to be able to compete with other nations, or to start a new colony to take advantage of one of the few remaining resource-rich areas.

Good luck!

(-$400,000 for publishing)
Eccojari anounced!

Video Gadgeteer has announced a new type of RPG-like game for the upcoming GamePocket! Details are scarce, but it looks* interesting!

*Screenshots taken from an IRL game (obviously) and will not be fully representative of the plot or gameplay mechanics of Eccojari.



Pixel Power Magazine
Q2 1989

Throwing Daggers - 7.75
Fairy Stopper - 7.25
Hidden 10 yrs ago Post by DiamondBlizzard
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Q2 Spring 1989 Reviews/ Sales
Reviews

Throwing Daggers - 7.75

Gensokyo: Fairy Stopper (Arcade) - 7.25

Gadgeteer Kitten - 7.75

Fractalspace - 7.5

One Night in Kosovo - 7.5

It is Hero-Time - 7
Sales

Throwing Daggers - $15 x 80,000 = $1,200,000 [30,000 (US/CA) 30,000 (JA) 20,000 (MX) ] (2 quarter years)

Gensokyo: Fairy Stopper - $3,000 x 750 = $2,250,000 [450 (JA) 300 (US/CA)] (3 quarter years) [Note: All Arcades with 6+ rating last a year, anything that's a hit will last an extra quarter year or two, refer to the Arcade part of the Rules, they bring in more income]

One Night in Kosovo - $15 x 75,000 = 1,125,000 [75,000 (EU)] (2 quarter years) [Note: You have to put the price of the game in your release, I let it slide this time as you didn't know, the price can be ANYTHING reasonable, I gave you $30 as so I could calculate]

Gadgeteer Kitten - $15 x 80,000 = $1,200,000 [30,000 (US/CA) 30,000 (JA) 20,000 (MX) ] (2 quarter years)

Fractalspace (Arcade) - $3,000 x 750 = $2,250,000 [300 (JA) 450 (US/CA)] (3 quarter years) [Note: This was meant to be an arcade, I know you made a mistake, so I just calculated for ya, plus you stated in your RP it WAS a Cabinet]

It is Hero-Time - $12.50 x 70,000 = $875,000 [70,000 (USSR)] (2 quarter years)
The first quarter year is over, and important OOC news!

It IS Q2, but important OOC news, I WILL be moving on Sunday and be VERY busy on Saturday, Quarter TWO will be extended for 3-5 days until new PC is installed, I am VERY sorry for the delay and hope you guys can forgive me.
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Draconic Studios
Q2 Spring, 1989
HQs: Georgia, Atlanta (US/CA)
$2,900,000 (was $4,350,000)


Legend of Dracos Announced!

A Fantasy-RPG/Adventure game has been announced by Draconic Studios! Legend of Dracos will revolve around the main character, Raphael whom is a Draconic: Half Man, Half Dragon, he has to undergo a great quest as to save one of the Elder Dragons in the land of Aragonia; the year is 200 A.D, only 1,000 years after Bleda saved the world; the world itself is young and has many dangers and treasures, adventuring is a common thing, but you will do more than that, Raphael MUST save the Elder Dragon Atilla (not the god).

-$100,000k (Dev Costs)

Gensokyo: Flying Fallen Angels Marketed!

Gensokyo: Flying Fallen Angels has been marketed with a Mini Marketing Campaign in Mexico, Japan, and the US/CA Regions. Full-color magazine and newspaper ads have been placed as to advertise the game, the game is to be only slightly related to Fairy Stopper and due to it doing quite well, fans have already begun to adored Hiela and are dying to see her in the game. Only to hype fans up even more, though Hiela will not be a playable character in the game she WILL appear as the Stage 3 Boss (there are 6 stages) and buyers will be handed out free copies of the game's soundtrack on Floppy Discs! It seems Hiela has begun to start her fame. Due to her small bit of popularity, you can go to a nearby retailer store or Arcade to pick up a free floppy disc of a remixed (8-bit) version of Hiela's Theme: An Ice Fairy's Strength!

Hiela's Theme - Limited Edition 8-bit Remix: An Ice Fairy's Strength!

-$750,000 For Mini Marketing Campaigns (Mexico, Japan, US/CA)
-$0 for Cosmetic Merchandise (Soundtrack on discs/floppy discs)

Monsters & Magicks Released!



Monsters & Magicks - Secret 8-bit Main Menu Theme

Draconic Studios presents......
Monsters & Magicks

Topic: Pen & Paper, Fantasy, Medieval
Genre: RPG
Price: $40
Platforms: PC
Audience: Rated T for Teens (13+)
Languages: English, Spanish, French, Japanese
Markets: US/CA, Japan

-Great 16-bit Graphics!
-Stereo sound and a mix of 8-bit and 16-bit music!
-Nostalgic for Pen & Paper fans, they'll fit right at home! Dice rolling as always!
-Simple systems so anyone can play: Classes and Proficiency System!
-Make countless characters (Within the data allowed of course)
-Play with up to four players! 1 as a GM the other three as players!
-Two Save-files, so you can start fresh, you know?
-For Gamemasters, you can create your OWN adventure in a special file template, six pre-set backdrops which you can edit and play around with, over thirty items to customize the terrain!
-For Gamemasters, create custom gear (Weapons, helmet, necklaces, rings, chestplate, greaves, gauntlets, boots) as item drops and what-not! Even legendary items!
-Over three-hundred pre-made /normal gear/, 10 pre-made enchantments, and 10 pre-made Legendary Gear!
-Six built in Scenarios/Adventures you can start playing with, each ranging from two to six hours! All of them follow a plotline, so have fun with the campaign! [Four Players compatibility]
-Endless hours of gameplay!

Plot/Setting: Have you ever wished you could play a Pen & Paper game in a more automated way, the computer helping you and simplifying algorithms and what-not? Well now you can! With Monsters & Magicks, it's a Fantasy-RPG P&P game right on your computer, with four players compatibility! Create your character and roleplay however you wish to roleplay!

Unique Systems: It's a pen and paper, fantasy-RPG game on your PC, it does the rolls, algorithms and what-not for you just at the press of a button!

-$600,000 (Publishing in Japan and US/CA)
"I tell you, Alex, this is gonna be GREAT!" Sawyer said, whilst the friends were in the conference room.

"The Pen and Paper gimmick is original and sure to bring in fans and revenue, think of it a pen and paper ROLEPLAYING game on the COMPUTER!" He said.

Everyone looked over the arts and mechanics again, nodding in approval before looking over to Alex.

"Well, it's a very good idea, we may be able to do more with it in the future. Flying Fallen Angels has just been marketed, and we just announced Legend of Dracos, I say in three monthes or so we'll announce Duels of Honor and we have our main plans out there." Alex said.

"Yeah, but if we do good we're gonna have to pick a few mascots to sponser our company." Josh said.

"Well, it seems people are REALLY liking Hiela, I of course /love/ her as a character. If things go well with Gensokyo and fans want more Hiela, then Hiela will be our sponser. She's sure to bring in fans and profit." Alex said.

"So, apparently instead of trying for Ako Yakami, Hiela seems to be more wanted...funny...well then, my team is done marketing Gensokyo, what about you, Shane?" Michael said.

"Done, I announced Legend of Dracos and got Hiela's remix out." Shane said.

"And I of course released M&M, which is sure to be good for us all." Sawyer said.

Alex nodded at them all and they went back to their desks as to get back to work.
Hidden 10 yrs ago Post by darkwolf687
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Bell tower Ltd
Q2 1989
Bell Estate, UK
2,250,000 (down from 3,000,000)

Releasing:
Wargames
Genre: Military
Topic: Strategy
Audience: MT
Price: 30
Regions: US/CA, UK, Oceania
Languages: English
Platform: PC
Features
-3 of the 4 campaigns are real world conflicts, only Red Dawn (the obligatory Soviet versus US cold war era chest beating) is fictional
-Each conflict contains very different units, relevant to their tine period
-Historical context and information
-16 bit graphics
-Traditional RTS style
-Stereo sound
-A "military version" of the Belltower logo... Where a tank bashes through the Bell estate and fires at the camera, cutting to blakc before loading the main screen.
-Different sound track, relevant to the years the conflict occurred in
-The player does not get buildings or to train more units, even in the custom battle option. Instead, they are either given the units (historical battles) or allowed to choose at the begining after being assigned a requisition cost. The player can earn "requisition" by completing objectives, seizing tactical positions or killing the enemy.
-Several modes in custom battle, where the player faces off against up to three AI opponents. Deathmatch: First player to have no units and insufficient requisition to call in more loses. King of the Hill: players must take and hold the objective for set amount of time. Infection: The dead rise! The players must try to survive with limited units (unlocked by completing all four campaigns) while a zombie apocalypse occurs. Anyone who dies will rise again after 30 seconds, and zombies can never truly die. The player must outlast the others, either through skill or by giving their soldiers a little help into the grave... Capture the Intel: Capture the flag with a briefcase.
-Secrets that can be unlocked through certain requirements. This includes being able to insert a code to turn the campaign selection screen into a game of pong.
Plot: Several. There are "campaigns each with their own set of levels and plots. Three of the Four are real world conflicts Both sides in the conflict are playable, they are:
Red Dawn (World War Three. Allies Versus Soviet Union)
World in Flames (WW2. Allies Versus Axis)
The Falklands War (UK Versus Argentina)
Algiers (France Versus Algerian Rebels)

Red Dawn is done through a campaign map, and is clearly the focus point. The player can only attack and conquer countries next to one they own, or with a sea line, though they may raid countries that are further away to disrupt the enemy. They are taken to a battlefield when they launch an attack and must complete the task they set. The quicker the player can end the war, and with a better outcome, effect the rating.
The other three follow the most prominent battles of their respective wars, where the player either chooses one faction and the other. Each battle is prefaced by some context and description. The battles are given level like names before them (For instance, the third battle of the Falklands War, where the UK lands on the Falklands, is titled 'The Empire Strikes Back' in reference to the newspaper headline that read the same during the conflict). These levels include less well known events, such as the SAS raid on Argentine airbases or the role of the French resistance in ending WW2. The game side steps any morale judgement, any morally reprehensible events are presented in the levels in the way they happened in the actual war. For instance, in the ending of Algiers it shows the lynching of Loyalists by the FLN in the aftermath of the conflict
Systems: None. Its just a pretty standard RTS.

Marketing!
Ill met by moonlight
Genre: Survival-Horror
Topic: 2d point and click
Audience: M
Price: 35
Regions: UK/IE, Europe, North America
Languages: English, Continental European languages (Excluding Russian, as there's no access to the USSR anyway)
Platform: PC
Features
-16 bit graphics, with the shading applied to make the textures look dark and foreboding
-Stereo sound
-creepy voice acting
-Point and click
-Inventory screen
-Jump scares (Don't you just love the little girl ghost? No? Too bad, here she is again!) What? No, of course that aint a cheap scare!
-Tension. The monsters can see light, so the player is often forced to go dark when they encounter a monster... Which leads to the player praying they wont be horribly consumed
-A "horror" version of the Bell Tower logo; clouds gather above it and with a clap of thunder, lightning strikes it just before the transition to the main menu... Because someone in the office clearly had too much time on their hands and some stock sounds...
-A "lighting" and "torch" system. The player can find and carry a flashlight, which will help to illuminate the path ahead, or a lamp, which lights up all around the player, but doesn't have the reach of the flashlight. When the player has neither of these, for instance if the fuel/battery dies, the area surrounding the player duller and harder to see, while the ends of the screen are completely dark, which can mean the player misses items or even fail to see dangers until its too late.)
-The player is not a fighter, they are expected to hide from monsters. When the player acquires a melee weapon, it usually breaks quickly and often serves only to provide a brief window to run away. The guns that can be found also have very limited ammo, and has a chance to "attract" more monsters, spawning them.
-If the player looks close enough, they will realise that the monsters bear a resemblance to the different towns people seen at the beginning. A bit of plot relevant shock... If the player is lucky (or unlucky, and their death cries can "attract" more monsters, spawning more trouble) enough to kill one of the monsters, it wont appear again in the game and the respective person will be absent from the ending.
-A non-password save system
-A unique score: Town of the damned. Consists of a low track of classical music in the background, with a ghostly girls voice singing over it..
-Double clicking will make the character run, which might "attract" monsters or alert those unaware of the player, but is faster than walking. The player automatically enters "sneak mode" if they see a monster but none are , which makes much less sound but moves very slowly. This can be broken by running
-Multiple endings
-Codes, because whats a game without some good old codes?
-To encourage movement, if the player remains in one location for too long, the "stitch eye ghost" will appear. This ghost will "attract monsters", forcing the player to relocate
Plot: The game story is revealed over time. The player is a traveller known as "Sarah Foster" who breaks down along the road. She gets out of the car heads towards a light in the distance. She arrives in a small town, where a mechanic agrees to fix her car. The game begins and the player is able to either talk to various residents or just head straight on to the inn and continue the game if they want, though they will miss both an old newspaper clipping that can be found by talking to the man at the nearby newsagents, which mentions a young girl who went missing, as well as the elderly Mrs Annabelle Till who lives in the mansion at the centre of town and tells the player "Not to mind all the rumours" about the mansion and that "They're just old wives tales". She checks in at the inn, but she is awoken in the middle of the night by a crash outside, and looks out the window to discover a thick mist has descended on the town and to see something dart away on all fours. The player proceeds downstairs to discover that everyone has vanished... The player must explore the town and discover the dark secret surrounding the town and the mansion that lies at its centre.
Proceeding through the inn, she finds a map which the player uses to navigate the town. The player proceeds through the game, avoiding the hideous monsters which now infest the town. The player proceeds through the town, where they encounter notes, newspaper clippings and diary entries revealing terrible fragments of the past, such as more information about the girl the newsagent mentioned, "Emily Till". The players will encounter the terrifying spirit of a girl whose eyes are stitched shut, with a cheerful music playing. From the news paper clippings description of the body of the girl, it appears she is Emily Till
Finally, the player will make their way through the dark and eerie mansion and find the elderly Mrs Till, who tells Sarah that she is an immortal witch who cursed the townsfolk and all their blood line during the 19th century as she believes the town Sheriff covered up the murder of her daughter, because the killer was the mayors deranged son. Depending on what the player found, they may be forced to try and kill Mrs Till or convince her to end the curse as the towns people responsible are long since dead and it is their descendants being tormented.
The games states in the instructions that there is no "fail" state. The story always ends...
Ending A: (very bad ending) This ending occurs is killed (A dark still image of the killer appears in the death scene) The secret of the town is never discovered and another car is shown driving towards the town the next day, its occupants a man, his wife and two young children... a ghostly childs voice proclaims "The curse remains..."
Ending B (Middle ending): Sarah kills Mrs Till, the curse is lifted but the mansion collapses and kills Sarah.
Ending C (Good ending...?) This requires the player to not have visited the asylum and discovered the secret of the mayors son. Sarah convinces Mrs Till to lift the curse and leaves the following morning... However as she drives away, Mrs Till is whispering to the "stitch eye ghost". It is left ambiguous as to whether Mrs Till truly lifted the curse.
Ending D (Good ending) This requires the player to have visited the asylum and discovered that the mayors son was secretly committed shortly after the killing. As the player learns from his scrawlings and the nurses notes, he didn't commit the killing. After she was mauled by a bear, his insanity led him to believe he could bring her back to life through some bizarre machinations that were the reason he stitched her eyes shut and stitched all her wounds up, placing a music box in her chest in a mad attempt to give her a voice again... Sarah convinces Mrs Till to lift the curse and leaves the following morning. As she leaves, the "stitch eye ghost" aka Emily Till is revealed to have been trying to break the curse and is finally laid to rest now her mother knows the truth. The mansion crumbles, implying that Mrs Till let herself die after 197 years of life.
Ending E (Bad ending/middle ending depending on a players personal feelings) Sarah waits out the night and survives. This can be done through surviving all through the night but not reaching the endgame. The town returns to its normal state, none of the residents nor Sarah have any memories of the event, and Sarah drives away... However, identically to ending A, a family is shown arriving in the town and a ghostly little voice announces that the curse continues
Ending F (...) The player kills all 30 of the monsters which is no small feat without cheating (which stops the ending anyway) The player stops moving and the mist leaves the town, revealing that with all its victims killed, the curse has ended. However, all does not end well for Sarah. It is revealed that the bodies retained their wounds upon return to human form, and after a police investigation, Sarah is arrested and commited to an asylum for the criminally insane.
Ending G (The cheater ending) This ending supersedes all others if the player enters a code (Except for one code that actually makes the game harder) Whenever they access what would have been one of the other endings, they are instead treated to the message "Cheaters never win" and a jump scare.
Systems: Although not really a system, the concept of survival horror is relatively unique at that time period. Most horror games of the time were platformers or action games with horror themes rather than true horror games
Mini marketing for US/CA, UK/IE and AU/NZ: -750,000
Nano marketing for all other regions it is to be released in
Hidden 10 yrs ago Post by SimYouLater
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SimYouLater

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Video Gadgeteer
Q3 Summer, 1989
HQs: Medicine Hat, Alberta (CA/US)
$43,550,000 (was $42,350,000)

Eccojari and the Game Pocket marketed!

In a combined magazine/newspaper ad campaign throughout North America, the UK and Japan, the Game Pocket console and Eccojari have been shown to soon be available in a Game/Console bundle, or separately. The phrase "Never do crosswords on the bus again!" is printed below images of the bundle, console and game screenshots..

(-$2,250,000 for marketing)
Gadgeteer Kitten 1.5 anounced!

Video Gadgeteer has announced a sequel to Gadgeteer Kitten for the Game Pocket. Not much is known yet, but hype is already building. Supposedly the game will be smaller than its predecessor to accommodate the portable system it will be on.
Pixel Power Magazine
Q3 1989

Monsters & Magicks - 8.75
(A letter arrives at the People's Entertainment Studio, having been professionally translated into Russian before being sent.)

Mr. Kryuchkov,

Video Gadgeteer would be willing to provide you with $2,500,000 to distribute to the people of the USSR if you were to create a game for our new portable console, the Game Pocket. To sweeten the deal, we will license you to distribute the Game Pocket (under a different name) in the USSR and grant you 75% of the profits.

~ Oliver Zehn, Lead Developer
Video Gadgeteer
Hidden 10 yrs ago Post by DiamondBlizzard
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DiamondBlizzard

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Q3 Summer 1989

Reviews
Aquatopia - 8

Monsters and Magicks - 8.75

Wargames - 8.25
Current Game of The Year - Monsters and Magicks [8.75] (GoY "mechanics" will be introduced at the end of the first IC year)
Sales

Throwing Daggers - $15 x 60,000 = $900,000 [20,000 (US/CA) 20,000 (JA) 20,000 (MX) ] (1 quarter years)

Gensokyo: Fairy Stopper (Arcade) - $3,000 x 750 = $1,950,000 [350 (JA) 300 (US/CA)] (2 quarter years)

One Night in Kosovo - $15 x 55,000 = $825,000 [55,000 (EU)] (1 quarter years) [Note: You have to put the price of the game in your release, I let it slide this time as you didn't know, the price can be ANYTHING reasonable, I gave you $30 as so I could calculate]

Gadgeteer Kitten - $15 x 60,000 = $900,000 [20,000 (US/CA) 20,000 (JA) 20,000 (MX) ] (1 quarter years)

Fractalspace (Arcade) - $3,000 x 650 = $1,950,000 [300 (JA) 350 (US/CA)] (2 quarter years)

It is Hero-Time - $12.50 x 50,000 = $625,000 [70,000 (USSR)] (1 quarter years)

Aquatopia - $15 × 80,000 = $1,200,000 [30,000 (US/CA) 30,000 (JA) 20,000 (MX)] (2 quarter years)

Monsters & Magicks - $20 × 120,000 = $2,400,000 [40,000 (US/CA) 40,000 (JA) 40,000 (MX) ] (3 quarter years)

Wargames - $15 × 100,000 = $1,500,000 [40,000 (US/CA) 30,000 (UK/IE) 30,000 (AU/NZ) ] (3 quarter years) *Fans like Wargames! It will stay on the market another three months!
Game of the Year

Recently, Pixel Power has set up a convention to host the Game of the Year awards, the winner will receive bragging rights and attention to their company along with $2,000,000! That's a lot!

(OOC: When everybody's got a console, you'll find this quite blah)

Fractalspace Vs. Gensokyo

Everyone knew Gensokyo was coming ever since Draconic Studios opened their doors and it seems Video Gadgeteer heard of this idea and tried swoop it up with Fractalspace, the games are at a war and Draconic Studios seems, despite being quite small compared to Video Gadgeteer, will use legal actions.
Hidden 10 yrs ago Post by DiamondBlizzard
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DiamondBlizzard

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Draconic Studios
Q3 Summer, 1989
HQs: Atlanta, Georgia (US/CA)
$6,750,000 (was $8,150,000)[/b]
Duels of Honor Announced

Draconic Studios has recently announced a Martial Arts Action-Fighting game, it will play quite differently and special moves will involve simultaneous joystick turns and button combos such as z's, quarter circle turns, and so on. People are excited!

-$100k (Development cost)

Legend of Dracos Marketed!

Legend of Dracos has been Mini Marketed in the UK/IE regions, US/CA regions, AU/NZ Regions, Japan, and Mexico! The game will be a real-time fantasy RPG/Adventure game and will star Raphael, a Draconic, half man, half dragon. The game will be available for everyone to play!

Draconic Studios has released Legend of Dracos Stickers and Magnets to buy in local retailer stores! The choices are Raphael, a Dragon, and a goblin!



-$1,250,000 (Mini Marketing in, North America, Japan, Oceania, and UK/IE [5 regions] )

-$50,000 (Stickers & Magnets Merchandise, +2,500 unit sales)

A Letter arrives at Video Gadgeteer

Dear Mr. Zehn,

Seeing as you have developed Fractalspace just as word of Gensokyo was announced it appears to me that you may have been "inspired" by Gensokyo and thus made the game. I do like the idea of appealing both to hardcore and softcore audiences and I am not harsh, I am willing to debate a deal between the two of us in person. Please come to (address here) at the Farell Diner (Madeup) inside this letter is a ticket to come to Atlanta.

[I]From,
Alexander Chaser, CEO & Head Developer of Draconic Studios[\i]

(Note: Q3 will last until tomorrow 7:00 PM Central US time!)
Hidden 10 yrs ago Post by darkwolf687
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darkwolf687

Member Seen 4 mos ago

Q3, 1989
Bell tower ltd
Bell Estate, UK
3,550,000 (was 3,750,000)

Ill met by moonlight released

Publishing cost: 200,000
Ill met by moonlight
Genre: Survival-Horror
Topic: 2d point and click
Audience: M
Price: 35
Regions: UK/IE, Europe, North America
Languages: English, Continental European languages (Excluding Russian, as there's no access to the USSR anyway)
Platform: PC
Features
-16 bit graphics, with the shading applied to make the textures look dark and foreboding
-Stereo sound
-creepy voice acting
-Point and click
-Inventory screen
-Jump scares (Don't you just love the little girl ghost? No? Too bad, here she is again!) What? No, of course that aint a cheap scare!
-Tension. The monsters can see light, so the player is often forced to go dark when they encounter a monster... Which leads to the player praying they wont be horribly consumed
-A "horror" version of the Bell Tower logo; clouds gather above it and with a clap of thunder, lightning strikes it just before the transition to the main menu... Because someone in the office clearly had too much time on their hands and some stock sounds...
-A "lighting" and "torch" system. The player can find and carry a flashlight, which will help to illuminate the path ahead, or a lamp, which lights up all around the player, but doesn't have the reach of the flashlight. When the player has neither of these, for instance if the fuel/battery dies, the area surrounding the player duller and harder to see, while the ends of the screen are completely dark, which can mean the player misses items or even fail to see dangers until its too late.)
-The player is not a fighter, they are expected to hide from monsters. When the player acquires a melee weapon, it usually breaks quickly and often serves only to provide a brief window to run away. The guns that can be found also have very limited ammo, and has a chance to "attract" more monsters, spawning them.
-If the player looks close enough, they will realise that the monsters bear a resemblance to the different towns people seen at the beginning. A bit of plot relevant shock... If the player is lucky (or unlucky, and their death cries can "attract" more monsters, spawning more trouble) enough to kill one of the monsters, it wont appear again in the game and the respective person will be absent from the ending.
-A non-password save system
-A unique score: Town of the damned. Consists of a low track of classical music in the background, with a ghostly girls voice singing over it..
-Double clicking will make the character run, which might "attract" monsters or alert those unaware of the player, but is faster than walking. The player automatically enters "sneak mode" if they see a monster but none are , which makes much less sound but moves very slowly. This can be broken by running
-Multiple endings
-Codes, because whats a game without some good old codes?
-To encourage movement, if the player remains in one location for too long, the "stitch eye ghost" will appear. This ghost will "attract monsters", forcing the player to relocate
Plot: The game story is revealed over time. The player is a traveller known as "Sarah Foster" who breaks down along the road. She gets out of the car heads towards a light in the distance. She arrives in a small town, where a mechanic agrees to fix her car. The game begins and the player is able to either talk to various residents or just head straight on to the inn and continue the game if they want, though they will miss both an old newspaper clipping that can be found by talking to the man at the nearby newsagents, which mentions a young girl who went missing, as well as the elderly Mrs Annabelle Till who lives in the mansion at the centre of town and tells the player "Not to mind all the rumours" about the mansion and that "They're just old wives tales". She checks in at the inn, but she is awoken in the middle of the night by a crash outside, and looks out the window to discover a thick mist has descended on the town and to see something dart away on all fours. The player proceeds downstairs to discover that everyone has vanished... The player must explore the town and discover the dark secret surrounding the town and the mansion that lies at its centre.
Proceeding through the inn, she finds a map which the player uses to navigate the town. The player proceeds through the game, avoiding the hideous monsters which now infest the town. The player proceeds through the town, where they encounter notes, newspaper clippings and diary entries revealing terrible fragments of the past, such as more information about the girl the newsagent mentioned, "Emily Till". The players will encounter the terrifying spirit of a girl whose eyes are stitched shut, with a cheerful music playing. From the news paper clippings description of the body of the girl, it appears she is Emily Till
Finally, the player will make their way through the dark and eerie mansion and find the elderly Mrs Till, who tells Sarah that she is an immortal witch who cursed the townsfolk and all their blood line during the 19th century as she believes the town Sheriff covered up the murder of her daughter, because the killer was the mayors deranged son. Depending on what the player found, they may be forced to try and kill Mrs Till or convince her to end the curse as the towns people responsible are long since dead and it is their descendants being tormented.
The games states in the instructions that there is no "fail" state. The story always ends...
Ending A: (very bad ending) This ending occurs is killed (A dark still image of the killer appears in the death scene) The secret of the town is never discovered and another car is shown driving towards the town the next day, its occupants a man, his wife and two young children... a ghostly childs voice proclaims "The curse remains..."
Ending B (Middle ending): Sarah kills Mrs Till, the curse is lifted but the mansion collapses and kills Sarah.
Ending C (Good ending...?) This requires the player to not have visited the asylum and discovered the secret of the mayors son. Sarah convinces Mrs Till to lift the curse and leaves the following morning... However as she drives away, Mrs Till is whispering to the "stitch eye ghost". It is left ambiguous as to whether Mrs Till truly lifted the curse.
Ending D (Good ending) This requires the player to have visited the asylum and discovered that the mayors son was secretly committed shortly after the killing. As the player learns from his scrawlings and the nurses notes, he didn't commit the killing. After she was mauled by a bear, his insanity led him to believe he could bring her back to life through some bizarre machinations that were the reason he stitched her eyes shut and stitched all her wounds up, placing a music box in her chest in a mad attempt to give her a voice again... Sarah convinces Mrs Till to lift the curse and leaves the following morning. As she leaves, the "stitch eye ghost" aka Emily Till is revealed to have been trying to break the curse and is finally laid to rest now her mother knows the truth. The mansion crumbles, implying that Mrs Till let herself die after 197 years of life.
Ending E (Bad ending/middle ending depending on a players personal feelings) Sarah waits out the night and survives. This can be done through surviving all through the night but not reaching the endgame. The town returns to its normal state, none of the residents nor Sarah have any memories of the event, and Sarah drives away... However, identically to ending A, a family is shown arriving in the town and a ghostly little voice announces that the curse continues
Ending F (...) The player kills all 30 of the monsters which is no small feat without cheating (which stops the ending anyway) The player stops moving and the mist leaves the town, revealing that with all its victims killed, the curse has ended. However, all does not end well for Sarah. It is revealed that the bodies retained their wounds upon return to human form, and after a police investigation, Sarah is arrested and commited to an asylum for the criminally insane.
Ending G (The cheater ending) This ending supersedes all others if the player enters a code (Except for one code that actually makes the game harder) Whenever they access what would have been one of the other endings, they are instead treated to the message "Cheaters never win" and a jump scare.
Systems: Although not really a system, the concept of survival horror is relatively unique at that time period. Most horror games of the time were platformers or action games with horror themes rather than true horror games
Hidden 10 yrs ago Post by DiamondBlizzard
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Sorry for inactivity but I am busy with moving and not the RP should be unpaused after x-mas or so
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The RP has been unpaused, I am SO sorry for the terrible start-off. Q3 will last an extra two days until tomorrow night at 12 AM then Q4 will begin the day after. I seriously hope people are still interested...
Hidden 10 yrs ago Post by SimYouLater
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Video Gadgeteer
Q3 Summer, 1989
HQs: Medicine Hat, Alberta (CA/US)
$43,550,000

(A letter arrives at Draconic Studios...)

Mr. Chaser,

I regret to inform you that I will not be able to meet in person. However, we recognize that, due to an unfortunate coincidence, you copyrighted your game first even though we were genuinely ignorant of its existence. We would be willing to try and settle this out of court by selling you the rights to Fractalspace; price is negotiable.

~ Oliver Zehn, Lead Developer
Video Gadgeteer
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Draconic Studios
Q3 Summer, 1989
HQs: Atlanta, Georgia (US/CA)
$6,750,000


Dear Mr. Zehn,

I am willing to let you keep the rights for Fractalspace but from now on, half of the sales go to Draconic Studios and will be licensed under us. It will be a solid way to solidify the shooter market and will benefit both of us. Fractalspace for the younger and more softcore audiences whilst Gensokyo will be more oriental-based and much more difficulty. Do you agree to these terms?

From,
Alexander Chaser, Head Developer and CEO of Draconic Studios
Hidden 10 yrs ago 9 yrs ago Post by SimYouLater
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Video Gadgeteer
Q3 Summer, 1989
HQs: Medicine Hat, Alberta (CA/US)
$43,550,000

---
(A letter arrives at Draconic Studios...)

Mr. Chaser,
Your terms, while generous, don't appear to allow Video Gadgeteer to sustain profit on development of Fractalspace IP games. We would be more than willing to sell you the IP outright and leave our hands clean of the fallout from this mix-up. How does $1,000,000 sound? Keep in mind the cabinets have given us nearly double that amount in 3 months.

~ Oliver Zehn, Lead Developer
Video Gadgeteer
Hidden 10 yrs ago Post by DiamondBlizzard
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RP is paused until I receive confirmation darkwolf is still interested....hopefully a new member or two will join...
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