Game Dev Tycoon RP (On-Topic)

December 10, 1985
Gadgeteer Games
Vancouver, British Columbia, Canada
Funds: 13%

Buddy Bear’s Toyland arrives for Pixel Cube!

Despite the console being unsupported by it’s owner, Pixel Studios, Gadgeteer Games today released a port of their hit game Buddy Bear’s Toyland to the Pixel Cube.

“We took special care to ensure the controls would be smooth and responsive, and the game bug-free.” said Lead Developer Oliver Zehn, “Nothing ruins a kid’s Christmas like a game you can’t even play.”

In addition, the graphics and sound in the game have been upgraded for the console, as the CD format and powerful hardware allows much larger games with better graphics, and even actual music!

The game is now available across North America for $25, but does not include any of the purchase bonuses of the PC game. It does come with a manual that is just as packed with gameplay information and artwork as the PC version, though!

December 12, 1985
Dark Entertainment

Official Release Of:

Terror Ville

Reprint of the Original Case Cover:

The Game:

In this Survival-Horror Adventure game, experience an epic thrilling nightmare of terror with animated blood and amazing 2D graphics! Customize your own look in the game and choose a name for yourself. Choose your weapon as you scavenge this deserted village with your family. You can also pick up food, water, tools, and other things you’ll need to survive this adventure. There are also short cutscenes to make the story more interesting.

Endure a time based gameplay, so don’t expect things to be too easy. Don’t worry about it being too hard though, because you’ll have difficulty options to choose from. You don’t even have to worry about losing your progress when you have to stop. You can now save your progress with save files, but you’ll still lose progress when you die (and you’ll reset to where you last saved).

Additional Info:
Topic: Survival-Horror
Genre: Adventure
View: 2D Overhead
Platform: PC Only
Languages: English and Spanish (Español)
Release and Pricing: USA ($25), Canada (30 Canadian Dollars), and Mexico (350 Pesos)
Marketing: Small Magazine Ad (In the US only, thus meaning there were no ads in Mexico nor Canada.)

:

December 13, 1985

Dark Entertainment’s Plans for 1986:

Drake Baker (Co-Programmer): What are we doing next?

John H. (CEO): If we get enough profit through Terror Ville, I plan to release another game called “No More Him”.

Drake Baker (Co-Programmer): Are we gonna release it to Europe or Asia?

John H. (CEO): Maybe Europe, but no promises. Although, Asia will not receive a game from us for some time though. It will definitely go to the USA for sure, and if we can, we’ll ship it to Mexico and Canada.

Drake Baker (Co-Programmer): Are we going to translate the game to French?

John H. (CEO): Most likely no, but it will definitely be available in English and Spanish.

Drake Baker (Co-Programmer): PC Only, right?

John H. (CEO): Totally.

Drake Baker (Co-Programmer): What’s it gonna be about?

John H. (CEO): I plan to make it some Romance Adventure game. It’ll be most likely a Point and Click. I won’t go through the details of what I plan for the storyline since I hate spoiling even a tiny bit of the adventure. Which (I might add) that that was one of the trickiest things of writing the back of the box for Terror Ville. I had to make sure I wasn’t spoiling the storyline too much.

Drake Baker (Co-Programmer): What else will we do next year?

John H. (CEO): Expect some actual merchandise for “No More Him”. I’m afraid there won’t be merchandises for Terror Ville. We’ll most likely make 1-2 more games. Hopefully more if we get the chance. That’s all there is to hear fans.

Drake Baker (Co-Programmer): Wait, is this talk going to the public?!?

John H. (CEO): Uh, ya.

December 16, 1985
Horse-Drawn Games
Scottsdale, Vermont, USA

Astrid’s Pony Tales II Released

The much-anticipated sequel to Astrid’s Pony Tales was released today. Astrid’s Pony Tales II shares its predecessor’s storybook presentation, and is once again narrated by Astrid. The world, town, and dungeon maps are presented from an isometric viewpoint, but battles are seen from the side-view of the original game. The writing is a bit more complex this time around, but is still accessible to young players. There are five playable characters, all of whom can fight at the same time.

Astrid’s Pony Tales II is priced at $50. It includes a storybook, stickers, and a poster depicting the five protagonists in watercolor. The stickers depict the protagonists and significant villains.

Pony Christmas ornaments are also now available, for $2.50 apiece. There is an ornament available for each default protagonist from Astrid’s Pony Tales, as well as the protagonists of Astrid’s Pony Tales II. Pony Hero posable figures, plush toys, and collectable figures modeled after the protagonists of Astrid’s Pony Tales II are also available, priced at $2.50, $4, or $13, respectively.

December 20, 1985
Gadgeteer Games
Vancouver, British Columbia, Canada
Funds: 13%

Gadgeteer Games discusses plans for 1986

Reporter: So you’ve found sudden success with your platformer game, Buddy Bear’s Toyland. But with the New Year approaching fast, the fans want to know: “What’s next on the horizon for Gadgeteer Games?”

Oliver Zehn: We’re glad you asked. Right now the team and I have a tough decision to make, and depending on what we do we’ll be going in completely different directions.

Reporter: Oh? And what would that be?

Oliver Zehn: Well, we’ve determined that PCs are currently not powerful enough to do what we’d like accomplish with our games. And until the sales figures come in for this month, we have no idea if we should continue developing for the Pixel Cube. But if there’s one thing we learned when we entered this industry it’s that we can’t sit idle. So our options are to begin development of our next game on the Pixel Cube in hopes of boosting this great free-to-develop console, or to buy a Gamewagon license from Horse-Drawn Games and go with the flow.

Reporter: But the Gamewagon has 4-bit color just like the PC version of Buddy Bear’s Toyland. Isn’t that flawed logic?

Oliver Zehn: You have to think long-term. Gamewagon today, Super Gamewagon tomorrow. If we go with the Gamewagon we can survive until then, but if we go with the Pixel Cube we can provide better product so long as our games sell more consoles leading to more developer interest.

Reporter: Sounds like a tough choice. Well, that’s all the time we have. Merry Christmas and Happy New Year.

(Off-Topic: lol, the holiday greetings are late by a few days!)

(Sorry I was wrong The date is beginning of the February, Im sorry :stuck_out_tongue: )
Sorry D:
Sorry

(You can edit your post, just in case you didn’t know. Click the little grey pencil icon under the post in question.)

(I did… I know about that… my first post on this forum was edited 2 times…)

December 27th, 1985

Jim and Ned Discuss!

Today’s topic is the holiday sales season!

(Please note this was written in early December for Game Giant magazine’s January edition, and thus will not be up-to-date with every minor detail upon release on December 27th.)

Jim: So I’m sure a lot of companies are now evaluating how they handled the holiday season. This is a critical time of year for game sales.

Ned: Indeed it is. Christmas and related holidays bring in a massive boost to game sales, but there is a risk. Release too little before the 25th, and you won’t feel the full benefits. Release too early, and game sales will drop off by the time the holidays come around.

Jim: The best times to release are when your game will get a huge boost to starting sales from the shopping season, or when your game will start to drop off in sales just when that holiday rush starts so that your game continues to sell for another few weeks.

Ned: But don’t be too hasty! Any game developed from scratch needs the same amount of time to be produced, even if it means missing the holidays. Ports have shorter development times, but the rules all hold true, so don’t rush porting either.

Jim: If you fail to heed that advice, you’ll get what’s coming to you. We all remember the 1983 debacle with the E.T. the Extraterrestrial game that lead to the current game market. Rushed games are always full of bugs and can ruin a companies’ reputation.

Ned: Speaking of which, what will happen to this year’s big holiday releases?

Jim: Well, since this won’t be published until January, we just don’t know. Gadgeteer Games claims they took the time to do the Pixel Cube port of Buddy Bear’s Toyland right, but is it just luck that they released on the 10th?

Ned: And their big-time rivals at Horse-Drawn Games may not be innocent of game-rushing either. They did announce December for the game’s release on the Gamewagon, but is it really a coincidence that Astrid’s Pony Tales II came out six days after Gadgeteer Games’ offering did?

Jim: There’s also the case of Terrorville on the PC. Dark Entertainment is actually behind schedule, having to announce a delay on the original release date itself because of a factory fire. They seem to be on top of the ball, but with the “curse” stigma surrounding the game, I wouldn’t be surprised if something else went wrong.

Ned: Well, that’s all we’ve got. See you next year, folks!

Satyr Studios
Logo

Maybe its late, but we have now offical company logo:

January 3, 1986
Gadgeteer Games
Vancouver, British Columbia, Canada

Kumocha no Bōken

Buddy Bear’s Toyland marketing now in effect for Japan

According to sources in the land of the rising sun, the game will release there on February 8th.

  • Three new types of posters created by Blink! Wall Art, Ltd. can now be seen in Japanese toy store and electronics shop windows for the upcoming PC game Kumocha no Bōken, and are available for puchase. Prices are $0.75 USD and are to be lowered to $0.50 USD once the game is released. Limit 3 per customer.
  • The first poster is a Japanese animation-style picture of Kumocha (Buddy Bear) jumping over an enemy that is not actually in the game. The Japanese title, Kumocha no Bōken (a play on “Omocha no Kuma no Bōken” or “Toy Bear Adventure”) is displayed in it’s cartoon-y logo form near the bottom.
  • The second is of the Ningyō Hime (Pretty Princess Fashion Doll), in Japanese animation style. The Japanese title, Omocha no Kumocha no Bōken (a play on “Omocha no Kuma no Bōken” or “Toy Bear Adventure”) is displayed in it’s cartoon-y logo form near the bottom.
  • The third is a Japanese animation-styled version of Kumocha posing in the Omochāmā (Windup Armor).
  • “Joi Paresu” toy stores that are selling the game will be giving away free 6-inch Kumocha stuffed toys and a set of stickers depicting Kumocha, Ningyō Hime, and Goburin-ō (Homework Goblin King) with a purchase of the game while supplies last.
  • “Denshi Habu” electronics stores will not be giving away the free toy, but will instead provide all three North American posters while supplies last.

Analysis by BizKnow Magazine

“The merchandising deal is a bit different. The posters deal is the same except the Japanese posters will be shipped to Japan by Blink! Wall Art, Ltd. to be used as advertisement and merchandise. The American posters are apparently surplus and will be given away at ‘Denshi Habu’ electronics stores. Bashō Novelties, the Japanese parent company of Bashō USA, has agreed to produce the toys and stickers for the Japanese release, when they will be given away with copies of the game at ‘Joi Paresu’ toy stores. The 12-inch Buddy Bear and ‘Pretty Princess’ Barbara-Ann from Bashō USA will not be sold in the Far-East nation.

The new overseas marketing campaign will cost Gadgeteer Games another 250k in addition to the 250k they already spent on the North American campaign.”

January 10, 1986
Gadgeteer Games
Vancouver, British Columbia, Canada
Funds: 10.5%

Concept art for Gadgeteer Games’ next title leaked!

With Buddy Bear’s Toyland for PC, the port for the Pixel Cube, and now the Japanese version Kumocha no Bōken, fans are starting to think Gadgeteer Games may be a one-hit wonder.

But with this recent “leak” from an informant claiming to be in the know, Gadgeteer Games may just have another game up their sleeve.

The supposed concept art for Gadgeteer Games’ second title is pictured below…

November Charts

No new games released this month

November Chart:
Beyond Human: 100,000 (+25%)
Buddy Bear’s Toyland: 40,000 (+7%)
Car Shop: 13,500 (+2.7%)
Gamewagon (Europe): 100,000 (+87.5%)

January 17, 1986
Gadgeteer Games
Vancouver, British Columbia, Canada
Funds: 17.5%

REAL concept art for Gadgeteer Games’ next title released!

Turns out the source for last week’s “concept art leak” couldn’t get the genuine thing out of the offices, so he lied to us and gave us a hoax.

BUT, as it turns out there was more than just a grain of truth to it. The following concept art was commissioned from a solo artist by Gadgeteer Games…

An undersea city? What could this possibly be? We wait in eager anticipation…

(NOTE: I do not own that image. I just wanted something to better illustrate the concept. The above illustration is by James Carson.)

January 24, 86
Satyr Studios
#Announcement

We want to announce our new coming title called Transport Manager. As the title says You will steer with all transport ways and try to make money with it.

Transport Manager

Topics : Transport
Genres : Simulation, Strategy, Sandbox(?)
Price : 34,99$
Languages : English
Platform : PC
Markets : USA, Canada

-Manage Your land (Cars, Trucks and trains), air (Planes) and sea (Ships) ways of transport
-You can do It on 3 different maps (Based on America, Africa and Australia)
-Make Lots of money
-About 700 textures of vechiles

-2D Graphic V 1
-Fully animated things like cars wheels, plane starting and pepole walking on streets
-High Scores
-3 Difficuilties (Easy, Medium and Hard)
-Working loan system
-Sandbox-like gameplay

And Even More!

Release Date : End Of March This Year

(Off-Topic: I know I’m not in charge, but I feel you should be warned; either change the name of “Transport Tycoon” or cancel it. The final rule that DonMac posted is “No obvious rip-offs/real names please.”.)

January 25, 1986
Dark Entertainment

Official Announcement Of:
No More Him

Game Plans

Release Date of No More Him: February-March, 1986

“All stats from our previous news shall stay as said. We are still unsure of releasing the game to Europe. The game will not be translated to French (like John said).” - Drake Baker

Merchandise Announcement

“We are now launching posters and pillow cases of No More Him to both North America and Europe today. They will be specifically launched to the USA, Canada, Mexico, UK, and Spain (in their appropriate languages). There will be two types of posters and two types of soft pillow cases. Four poster limit per person. Two pillow case limit per person.” - John H.

Prices: 1 dollar for posters and 5 dollars for pillow cases in the USA. Prices in other countries will be converted to the exact estimated amount + an additional fee (due to shipping). 25% more in other North American countries and 50% more in European countries.

Merchandises By: Anne Hachet, the Dev Team’s Artist

Posters:

Note: Not actual sizes.

The Protagonist All Alone (Type 1):

World Design Concept Art (Type 2):

Soft Pillow Cases:

Note: Not actual sizes.

Emily, The Protagonist (Type 1):

Emily’s Boyfriend, Jonathan (Type 2):

(Oh… Sorry I forgot that there is game like that.)

(Don’t worry, I was just surprised a major player would post that. Glad to see it was just an honest mistake.)

February 2, 1986
Gadgeteer Games
Vancouver, British Columbia, Canada
Funds: 17.5%

Gadgeteer Games has announced their second game today, a simulation-strategy of a new design…

Aquatopia

Topic: City/Ocean
Genre: Simulation-Strategy
Price: $29.99
Languages: English, French, Spanish
Platform: PC, other platforms TBA.
Demographic: Everyone

It is the year 2049. Mankind has exhausted the possibilities of life on land. Any further expansion into the forests and mountains will only lead to the slippery slope of ecological collapse. In desperation, the nations of Earth look to the sea.

What they find gives them hope. For in the murky depths lie the hidden treasures of frontiers never mined and deep-sea oil reserves.

Now you, a politician who was kicked upstairs for a mishap involving Antarctic treaties, have been put in charge of the underfunded laughingstock of the new sea race: The Canadian Ocean Colonization program, or COC.

Can you turn the first Canadian sea colony and the organization whose fate is riding on its success into a Dark Horse Victor? Or will you fail just as everyone says you will?

Features:

  • Players who choose the Spanish language option on startup will play as the Mexican Sea Colony Administration / Administracion de la Colonia del mar en Mexico (ACM)!
  • Build the sea colony as you see fit, but remember that what you want and what will work can be two very different things!
  • Unlock buildings to increase the value of your colony! Aquatic hotels! Submarine Oil Rigs! Transoceanic Highways!
  • A high score table to measure your cash reserves at their peak!
  • Save your game at any time!
  • Two player mode! Cooperate to build a better colony, or run two rival organizations and compete for resources!
  • Support for printers: Print out a map of your colony!
  • Achievements return! Can you discover the secrets of the deep?
  • Disasters! Defend and rebuild your city from earthquakes and submarine volcanoes!
  • Random events! Find an ancient shipwreck? Sell the artifacts to rich collectors, or gain public favor by putting them in a museum! The ruins of Atlantis? Cue a massive tourism boom that will put you in the money!

Release TBA