June 29, 1986 Pixel Studios Los Angeles, California
((Forgive any spelling mistakes or grammar mistakes because I’m using a keyboard I’m not used to.))
((Live talk show))
Steve McHellen: That’s enough of you, Wayne. *laughing* and next, we have Evan Havvid, recent success and CEO/Founder of Pixel Studios! Evan Havvid: Hey, Steve. I’ve been looking forward to this for a while. How’s it going? Steve McHellen: Good, yourself? Evan Havvid: Not too bad. I take it you want to discuss my games, not my feelings. *laughs* Steve McHellen: Yeah. So, first off - what are your plans for Pixel Studios? I’ve heard a few rumors, and I’d like for you to confirm them. First off, there’s been a rumor going around that you’re a parent company of Cube Studios, and they listen to exactly what you say. Is this true? Evan Havvid: No, although there is a similarity in name, and I can’t deny helping them out at some point in time with licensing, I can honestly tell you that they are currently a solo company. Next question? Steve McHellen: Another one; some people say that there are plans to release Prison Life, which I absolutely love by the way, on the Game Wagon. Is this true, or false? Evan Havvid: Well, honestly, I can tell you that this is… true! Although I don’t know how these plans got leaked out, I have been discussing with Irene Stevenson about licensing for the Game Wagon, and about plans to port Prison Life. Steve McHellen: Thanks for that one. Last question. There are rumors that you are making a new console, which is why you said in a newspaper you were looking for hardware engineers. Evan Havvid: Well, it’s somewhat true. We aren’t looking to make a new console, but to upgrade the console that we already have. We need hardware engineers. Last year, this could’ve beaten the leading PC in anything; but nowadays, the Pixel Cube just isn’t very innovative, except for the fact that we use *cough* cheap to manufacture *cough* CDs, but that’s not the point. We want to make the experience better for our players, and our community. Of course, there might be some extra spending to do to get one of these new ones, but on a good day, if we completely develop and do everything on our own, and don’t hire anyone for a single day, we’ll be able to just raise the price by a slight 10 - 15%. Steve McHellen Well, thanks for coming down. Evan Havvid everybody!
July 7, 1986 Gadgeteer Games Vancouver, British Columbia, Canada Funds: 186.7%
Fractalspace released!
Today Gadgeteer Games released their third title, Fractalspace, on the Pixel Cube. The game, an Action title in the “shoot 'em up” sub-genre, uses a strange new art style to depict its “Abstract”-themed world. It is currently selling for $40, but rumors are that there will be a mandatory price drop in two months time.
July 14th, 1986 Draconic Games
Atlanta,Georgia,USA Funds: 5.0%
Dungeon Hunter Released!
Today Draconic Games’ first game is released, titled “Dungeons Hunters” originally it was have thought to be 17 hours of playtime but the reason it was released so late is because they added another 2 hours of playtime! You can now use Aaron and Luke to find “The End Of The World.” Where supposidley you fall off and never return! We bid good things to Draconic Games to see what they will come up with next!
Also, first twenty copies sold come with two collectible magnets! One shows Aaron and Luke while the other one shows a knight in black armor! Kudos by the neighborhood in which they used to live, as they too wish good luck to Draconic Games!
We, Bail Doors (CEO of Satyr Studios) and Alexander Chaser (CEO of Draconic Games) Declare (It looks like accede (Wat) to some ultra secret-friend club) our Co-Operation.
July 19th, 1986 Draconic Games
Atlanta,Georgia,USA Funds: 5.0%
Confirmation
The CEO of Draconic Games, Alexander Chaser, has recently confirmed to local media that he indeed is in co-operation with Satyr Studios’ CEO, Bail Doors, that they will co-operate to run the marathon TOGETHER towards trying to compete against bigger companies, there are many rumors circulating around this as only a month after Draconic Games giving information of their first game, Satyr Studios has decided to take them under their wing. We hope to see what these companies in co-operation will do.
July 21, 1986 Draconic Games
Atlanta,Georgia,USA Funds: 5.0%
((To CEO of Satyr Studios))
Dear Bail,
I once again want to thank you for giving my company and I a chance of being in a partnership with you and your bigger company, I hope we can help each other out in the future as we are now partners in business.
I came up with an idea of a Subway Manager Tycoon game, what do you think of my plans of releasing this?
Sincerely,
Alexander Chaser, CEO of Draconic Games
P,S: What do you think about consoles when we’re both better funded?
Topics : Simulation
Genres : Bus Driving
Price : 29,99$ (+1$ For Cheat)
Languages : English
Platform : PC
Markets : USA, Canada
-Drive Over 5 Customizable busses,
-Drive them on 3 Full Cities and 2 main areas of others
-Stop on over 600 Bus Stops
-Serve over 40 Other customers
-Use This Game as an normal Driving Simulator
-Be Rich Thanks to bus driving!
-2D Graphic V2 (8 Bit about 256 Colors)
-Animated customers
-Animated Movement of other cars/buses
-Full 32 Sprites
And Many More!
The Game will come also with one small money cheat, which cost is 1$.
Dear Alexander,
If You want to make game like this make sure to it be more Strategy, because I plan to release Simulation game.
And of course remember about marketing.
So, You have my Persmission (Lol).
And, Yes I think Releasing an console will be a good idea, but the most expensive thing in console is marketing. (I think…)
And also We want to create an Portable Console.
My Team has just had this genius idea, but I dont think that we will make it in coming and even another year, because of techonology limit.
We are sorry for so long waiting time (I forgot about that game D: ), but we had some difficuilties.
And, also the Quest Of Minmus havent got so much platform maps in it, it is just VERY Sub-Genre.
July 25, 1986 Draconic Games
Atlanta,Georgia,USA Funds: 5.0%
Re-Reply Letter
Dear Bail,
That’s the problem, I can’t afford to buy any marketing packages, the cheapest one is half my funds! I’ll have to wait and see how good Dungeon Hunter does, otherwise I can’t do much on making another game. But on a happier note I have an idea for our companies to co-operate, perhaps it might boost are sales the slightest bit? What we can do sometimes is make games somehow similar to each and put easter eggs in our games, along with some sort of bonus if they buy the other game. Well, just an idea Bail.
On the subject of a videogame console, I too had the idea of some sort of portable console perhaps one that could run on 16-bit Graphics and at LEAST 256 Colors, though this is just a dream, it will take a long time even if technology experts find out HOW To make 16-bit Graphics. Also even now, I had the idea of releasing a long Fantasy/RPG series but perhaps when graphics turn out more better built, I’m talking about a dream here so forgive me if it sounds stupid. But perhaps graphics that are built to be 3-Dimensional just like humans are, well just an idea Bail, hope we can do this in a few 5 or 6 years, though I doubt it.
Sometimes You just need to risik. And, If I am right the marketing prices can be custom, so Dont worry.
And, the 256 Colors, we can really do it in our times, althrought it is not so easy. I hope that we will see something Three-Dimensional, and that we will be first who will do it.
July 29, 1986 Draconic Games
Atlanta,Georgia,USA Funds: 5.0%
Ojada, The Monster Summoner Announcment!
Topic: Fantasy
Genre: RPG
Price: 30$
Languages: English,Spanish
Platform: PC
Markets: USA, Mexico Release Date: August 30th
Features
-8 Bit Graphics now with 128 Colors!
-A Linear Storyline!
-Savegame Feature!
-Animated Monsters Textures!
-Animated Movement!
-68 Beautifully drawn sprites!
-Character Customization!
-The Simplest “Cut-Scenes”, The AI temporarily takes control of your character!
-Funny and Linear-based Dialogues!
21 hours of gameplay for the casual gamer!
‘Monster Capture System’
-A Magic system which levels up on it’s own which progresses on how much you use the skill!
-Turn-based Combat!
-Top-Down view
Game Description: The game takes place in the land of Requinoth, a land filled with terror as the ruler of this land, King Nonique rules over the government with a terrible,cruel passion! You, Ojada, are a rebel Mage who plans to de-throne the king and murder him to let the land come to a better era of a peace and tranquility. Though Ojada is no ordinary mage, he has the arcane powers of summoning monsters by his side to fight for him! Along with being proficient in Fire Manipulation, which will help besides his monster summoning capabilities.The game has a “Monster Capturing System” in which Ojada, summons a magical arcane circle around the monster who’s health must have been depleted to at least half of what it was originally, to capture the monster. After this the main character, Ojada may summon the monsters he “captured” to fight for him, but once he summons a monster he cannot get him back through any means except by finding a different monster of the same species and capturing it.
We are surprised to see Draconic Games ALREADY working on another game a few weeks after releasing Dungeon Hunter which has not even been reviewed yet! Ojada already seems like a fun game with the released description!
August 1, 1986 Gadgeteer Games Vancouver, British Columbia, Canada Funds: 186.7%
Horsepower released!
Today Gadgeteer Games released their fourth title, Horsepower, on the Pixel Cube and PC. The game, a racing simulator, allows the player to drive and customize over 100 different vehicles based on real street legal cars, racing them on courses around the world. It is currently selling for $40, but rumors are that there will be a mandatory price drop in two months time.
August 10, 1986 Gadgeteer Games Vancouver, British Columbia, Canada Funds: 186.7%
Gadgeteer Games announces new console!
“While there are rumors our competitors have started toying with this idea just recently, I assure you we here at Gadgeteer Games have had this idea in the works for a while.” said lead developer Oliver Zehn in an announcement today. “Presenting the world’s first portable console… The GamePocket!”
“The GamePocket is still about a couple months from release, but we hope to beat any potential competitors to the market.” he finished.
Not much is known about the new console, but it will presumably use cartridges. It also appears to have a monochrome screen.
(IMPORTANT: @Aragon450@Haxor I sincerely apologize for this misinforming post. It was made under the assumption that the level of technology in 1986 would make portable consoles impossible. I have been informed that this is not the case. To make things fair(er), I encourage Draconic Games and Satyr Studios to create a portable console. I will wait two months (October 8th) or until the same day they release their portable console, whichever comes first. Once again, sorry for misinforming everyone, especially because of the unfair advantage it gives me.)
(Yeah I read online about the game and watch and I was like,hm… Wait a minute…but anyway could you give us until December, then I’ll have enough funds to contribute a bit to the project, I can’t afford ANYTHING WHAT-SO-EVER, along with that Haxor won’t be online until tommorow most likely,
I can’t afford anything and I dreamed at the beginning of this RP trying to make a handheld console.
I can’t actually afford ANYTHING WHAT-SO-EVER, because I can’t get reviewed apparently and make money.
This is actually really unfair to be honest, the only annoying thing is that I have only 5.0% so I can’t start developing the console,could you wait until I could make some money perhaps, please?)
(@Aragon450 Well I can’t help you time-wise, but how about a cut of the profits? The thing is that even if I didn’t say what I said you still wouldn’t have the money. But I should have mentioned long ago I had the idea first, so…)
August 15, 1986 Gadgeteer Games Vancouver, British Columbia, Canada Funds: 186.7%
Gadgeteer Games forced into legal settlement.
Today, after a week long legal cat-and-mouse game, Gadgeteer Games and Draconic Games settled out of court on the biggest patent battle in the history of this industry.
For those not in the know, Gadgeteer Games recently announced the portable console known as the “GamePocket”. But they quickly received a cease-and-desist letter from Draconic Games, who had patented the idea weeks earlier.
“It’s our fault really…” said lead developer Oliver Zehn. “We never patented the idea, and now it’s coming back to haunt us.”
In the settlement, Gadgeteer Games will be required to give 1/4 of all profits made from the GamePocket to Draconic Games for the first 4 months after release or until Draconic Games produce a portable console of their own, whichever comes first.
(Oh dear,now I feel guilty for whining about this and the portable console, you did start this up before me I feel so guilty and such a spoiled brat, I’m sorry twyster, I let my immaturity rage get to me…ugh…)
August 16, 1986 Draconic Games
Atlanta,Georgie,USA Funds: 5.0%
To Gadgeteer Games
Dear, Oliver
I again bid you apologies for having to fight over this, we feel guilty we really do. But we had how stated in the media patented the idea before, the main problem being now is Satyr Games, perhaps I shall cut the money with them as well. In return for being so immature we would like to offer you, if it intrests you perhaps we could give each of your member’s a copy of Dungeon Hunter which was released a month or so and still hasen’t gotten reviews, we hope you accept this small token of our gratitude and apologies for acting so immature. Just send us a head-count of each of your employees and we’ll send the copies as soon as possible,along with those magnets for the first two-hundred.
My Deepest Apologies,
Alexander Chaser, CEO of Draconic Games.
August 15, 1986 Gadgeteer Games Vancouver, British Columbia, Canada Funds: 186.7%
To Draconic Games
Dear Mr. Chaser,
Thank you for the offer. I suppose we could use a few copies of your game to research the general artistic styles of the RPG genre, and hereby declare we will not attempt to reverse-engineer the source code. We currently have 52 employees, including our janitor. I’m sure they’d all appreciate the gesture.
Good luck with your own plans for a portable console.