We’re happy to share a positive update regarding the Nintendo Switch 2 version of R-Type Dimensions III.
We could recalculate production in a way that wasn’t possible before. As a result, we’ve made the following decision: The entire European and US production of R-Type Dimensions III for Nintendo Switch 2 will be released on a full physical cartridge.
A little downside to this positive news: The price for the retail and the special edition of the NSW2 version will increase by €10 due to the still higher productions costs.
However, as a small thank-you to our early supporters, All early pre-order customers of the special edition will receive the game on cartridge at the original price they ordered.
We’d like to sincerely thank the community for the passionate discussion, the feedback, and the patience over the past days. Your enthusiasm for physical games and for R-Type in particular made this solution possible, and we’re very happy to be able to deliver a true cartridge release.🩵
The body is ready! We can finally show the final design of the M64. Three translucent colors are in manufacturing right now, more than a dozen on the way - goes on sale online and retail soon, we are releasing upcoming colors as easily swappable low-cost body kits!
I’m at a loss for words. It all happened far too suddenly.
Because of the strike, we weren’t able to shoot “OD” for a long time, and we were forced to reschedule to next year. Even during that time, Udo and I exchanged emails frequently. We stayed in close contact. When we met in Milan at the end of September, he told me how much he was looking forward to the shoot starting up again next year. He was full of energy then too, making me laugh with his usual “Udo-isms.”
I still can’t believe this.
Udo wasn’t just an actor. He was truly an “icon” of his time. We’ve lost a great “icon.” There will never be another like him.
Udo, rest in peace. I will never forget you.
Ghosts lurk in every nook and cranny! You’ll have to master the Poltergust 3000 to vacuum them all up in Luigi’s Mansion, available to play now with Nintendo GameCube – Nintendo Classics on #NintendoSwitch2 for #NintendoSwitchOnline + Expansion Pack members!
古代さんからいただいたアーシオンのオープニング曲「Dawn of Earthion」のMMLデータを、実チップ(OPNAM ST-Pro)で鳴らしてみました。低音はもちろんのこと、各パートの音の粒立ちがはっきりしていて非常に迫力があります。超カッコええ!!!
#実チップで鳴らし隊#Earthion#アーシオン
I had some downtime after work today, so I added preliminary support for loading Sega CD games from disk without dumping on SuperStation.
It works very well! I’ll try Sega Saturn when I get a chance.
This is Furukawa. At today's Corporate Management Policy Briefing, we announced that Nintendo Switch software will also be playable on the successor to Nintendo Switch. Nintendo Switch Online will be available on the successor to Nintendo Switch as well. Further information about the successor to Nintendo Switch, including its compatibility with Nintendo Switch, will be announced at a later date.
Banjo-Tooie! On Nintendo Switch for #NintendoSwitchOnline + Expansion members! NEXT WEEK!
Exciting to see this one available in another modern way (alongside @XboxGamePass and Rare Replay), if just so we can watch loads of new players work out how to get into Grunty Industries.
A bit more about the upcoming #shmup#Earthion.
- Made by @yuzokoshiro & @Karu_gamo
- Developed in SGDK
- currently about 40% complete
- Runs in320x224
- 60fps
- Graphics made to look good on CRTs and HDTVs.
- both developers love Gradius II, Darius and Fantasy Zone
ハピネットのブースにてEARTHIONの体験版をプレイできた。さらに欲しくなった!メガドライブファンなら必見っす
La demo de EARTHION sur le stand de Happinet. Le jeu accroche visuellement et le son déchire. Je le veux !
#EARTHION#TGS2024
This is an actual hardware capture of our WIP #GTA 3 port to the Sega #Dreamcast. SUBSTANTIAL framerate gainz have come from converting the model geometry from triangle lists to triangle strips as well as from utilizing KallistiOS's "Direct Rendering" PVR API for fast polygon submission via the SH4 CPU's "Store Queues." Oh... plus we enabled LTO, and it seriously jumped like another 3-5fps.
Funnily enough, there's still PLENTY of room for optimization... Every vertex you see was being transformed by the PS2's vector unit coprocessor, while these transforms are being done in plain C++ on the DC's SH4 CPU... These are being accelerated via the SH4's SIMD and fast-math instructions at this very moment.
Yes, we got clipping bugs, but we've been too excited trying to push polygons and frames-per-second to bother fixing that shit just yet. Oh, and yes, this is now running on a 16MB stock Dreamcast.
#gamedev #retrogaming #indiegamedev