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Messages - Hudson Soft Fan

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Nintendo Gaming / Re: The 90's Arcade Racer - Update #13: Wii U
« on: February 08, 2014, 08:49:07 AM »

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As you probably know, part of working together brought along the opportunity get '90s Arcade Racer on Wii U (among other places). The development is moving along well and for this update we'll share some details related to the Wii U version of the game and our plans.

Fortunately, moving the game from PC/windows environment to Wii U has been a straight forward process. The project is being built on top of Unity and the team porting Unity to Wii U have obviously been doing a great job; that alone has made our part of getting running on Wii U much easier than expected. Of course, the process hasn't been without it's fair share of challenges. Without getting into minutia that we're probably not allowed to share in great detail, some things that worked on PC couldn't be ported exactly over to Wii U without affecting performance on the Nintendo console--and probably other consoles, too.

However, we're very happy with the results. Fidelity, image quality and a smooth framerate are our priorities. Detractors note, Wii U is proving very capable of running the game at 60fps at 720p with 4xMSAA and FXAA resulting in a crystal clear image. Here are some Wii U shots:
On the programming side these past few weeks our main programmer has been busy working on the AI and creating the type of competition we've discussed in the past--focusing on a fun arcade experience. Our goal is to be able to race against 30 cars in each race. If we hit that number we'll be quite happy.

Many of you have emailed us asking for a release date, unfortunately it's hard to give you a solid date but mid 2014 is our goal for now.

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Here's a much higher quality video of the game that is actually HD 720p when you turn up the resolution [click on the little gear on the lower right when you're on YT: http://www.youtube.com/watch?v=ymQQssVsi9Y





You cannot change the resolution to HD in the embedded video ^ though.


The other versions of the video posted here, including the one I posted, are not actually HD and are of low quality.

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Aww, crap....




Sonic multiplatform 2015 game listing 'incorrect', says Sega


http://www.joystiq.com/2014/02/04/sonic-multiplatform-2015-game-listing-incorrect-says-sega/?ncid=rss_truncated


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Sega wagged a finger of "nope" to reports of a Sonic game coming to PS4, Xbox One and Wii U in 2015, after a promo at a German toy fair seemed to let the chili dog out of the bun.

"The recent information coming out of Nuremburg Toy Fair was incorrect," Community Manager Kellie Parker wrote on the Sega forums, as later reiterated by Sega to Eurogamer.

"Sega has yet to announce details of upcoming console video games for Sonic the Hedgehog, or further details regarding the new Sonic CG TV series.

"The placard in question was put up by Sonic merchandiser Jazwares, and it omitted a third Nintendo exclusive following Sonic: Lost World (above) and Mario & Sonic at the Sochi 2014 Winter Games.  Nintendo and Sega entered a partnership on three Sonic games in 2013.

Is Sega being economical with the truth here? Nintendo deal or no, we can't see the spiky mascot and his predilection for big multiplatform releases being staved off for too long.

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I've always been a fan of SEGA, but mainly for their coin-op arcade machines, and, the classic Phantasy Star turn-based RPGs.   


While I enjoyed the original Sonic The Hedgehog and Sonic 2 on Genesis in '91 and '92, I was never a Sonic fan.


That said, the Wii U version looks decent, and that's all that really matters at this point for Wii U. 


It goes without saying, Nintendo's console needs 3rd party support, badly, so anything decent at this point is... More than welcome.

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teaser-trailer:http://video.lefigaro.fr/figaro/video/la-bande-annonce-de-sonic-boom/3161522154001/


Also on YouTube:
http://www.youtube.com/watch?v=OYwDg8ZPvNU

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I was raised with the Sega Master System and Genesis during the late 80s. The first Nintendo products I purchased were the Super NES (packed with SMW) at Toys 'R Us, and Pilotwings at Babbage's, at the very end of August 1991.  So when I did eventually get a Nintendo system, I got it at launch, day one.


A Link To The Past was the first Zelda game I ever played. Loved that experience, and it made me a Zelda fan too.

Twilight Princess and the first Super Mario Galaxy are my favorite 3D entries in those series.




Could someone please tell me whether or not the following two trailers are the actual, official Nintendo Twilight Princess launch trailers for the Wii and GameCube versions? 


https://www.youtube.com/watch?v=qw0KjTfPGrY


https://www.youtube.com/watch?v=yCIKwHjxhoY

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http://video.cnbc.com/gallery/?video=3000240027


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David Gibson, Senior Analyst and Regional Head of Software & Services at Macquarie Research Japan, says Nintendo is unlikely to scrap its consoles and instead will focus on opening up its own platform for developers.


I personally expect Nintendo to launch the successor to 3DS in 2016 and the replacement for Wii U in 2017.


Iwata stated, one year ago, that they started a project in 2012 to create a common hardware & software architecture for their next platforms.  This will not be a hybrid machine, though. It means two new platforms (obviously a handheld and a separate console) that share similar hardware from an architectural standpoint, but with different specs.


http://www.videogamer.com/news/nintendo_discusses_its_next-gen_strategy_beyond_wii_u_and_3ds.html


http://www.nintendo.co.jp/ir/en/library/events/130131/05.html


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As you might already know from some newspaper reports, we will reorganize our development divisions next month for the first time in nine years. Two divisions which have independently developed handheld devices and home consoles will be united to form the Integrated Research & Development Division, which will be headed by Genyo Takeda, Senior Managing Director.

Last year we also started a project to integrate the architecture for our future platforms. What we mean by integrating platforms is not integrating handhelds devices and home consoles to make only one machine. What we are aiming at is to integrate the architecture to form a common basis for software development so that we can make software assets more transferrable, and operating systems and their build-in applications more portable, regardless of form factor or performance of each platform. They will also work to avoid software lineup shortages or software development delays which tend to happen just after the launch of new hardware.

Some time ago it was technologically impossible to have the same architecture for handheld devices and home consoles and what we did was therefore reasonable. Although it has not been long since we began to integrate the architecture and this will have no short-term result, we believe that it will provide a great benefit to our platform business in the long run. I am covering this topic as today is our Corporate Management Policy Briefing.


I would not be surprised if Nintendo makes a statement with regard to its future platforms at E3 this year.







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And here are all three beta trailers edited together,  E3 2004 - GDC 2005 - E3 2005:


https://www.youtube.com/watch?v=ByNl1zizwoI

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This is Reggie's peak.  He's done nothing but annoy and disappoint me ever since.



Absolutely agree.


The best E3 EVER! I miss this nintendo, where have they gone...
Yeah, easily my favorite E3.

I bought a GameCube that year and a DS early  the next year (my first Nintendo handheld ever) all because of E3 2004.

Twilight Princess would later become my favorite Zelda of all time. I bought the Wii and TP day one at launch. Then bought the GameCube version 3 weeks later, the day it arrived at GameStop.  I loved that game, both versions.   

The only thing more I could've wanted in Twilight Princess were all the things seen in the second trailer, shown at the Game Developers Conference in early 2005 during Iwata's keynote speech: https://www.youtube.com/watch?v=ViTiPDZGLBc

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Yes, it has been nearly TEN years now since Reggie Fils-Aime introduced himself to us.


He was about kickin' ass, about takin' names, and showed us how Nintendo was all about makin' games.


This was the Reggie we all remember.






The 2004 Electronics Entertainment Expo, during Nintendo's E3 press conference.


There was a fantastic reel in the beginning with all the new GameCube games that would be coming out over the next year.


Games Worth Playing.


https://www.youtube.com/watch?v=59gY8iJ4DWw


The Nintendo DS was revealed for the first time here, too.


Iwata also announced the next home console, Revolution, what would later become known as Wii.




And of course what Nintendo's E3 2004 press conference is best remembered for.


"But before you leave, I'd like you to step inside, one, more world for Nintendo GameCube"


The stunning reveal of the Zelda game that everyone had wanted since GameCube was first revealed at Space World 2000. The Zelda that would become Twilight Princess.


And then Miyamoto stepped out on stage with sword & shield in hand...





...All the while the crowd is going absolutely nuts!




Several different videos of the same reveal and the crowd's reaction


https://www.youtube.com/watch?v=z0Xnv6LQGRw
https://www.youtube.com/watch?v=yWfZSBP4S7k
https://www.youtube.com/watch?v=98VjTbC4gC4






Zelda, Mario and Nintendo in general, cannot stand still, and I know they won't!




There will be yet another, new day for Nintendo.


Just hang in there!




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With the recent release of 3D Altered Beast on 3DS eShop in western countries late last year, which is based on the watered-down Mega Drive / Genesis version, I thought people who never played or even saw the original 1988 arcade version which ran on Sega's System 16B hardware should see what it's like. 


The arcade version of Altered Beast was released on the Wii Virtual Console Arcade some years ago:


https://www.youtube.com/watch?v=Lf_qMouRKZI


Here is the Mega Drive / Genesis version on the regular Wii Virtual Console:
https://www.youtube.com/watch?v=nHGT9Z_l5GA




Here's footage of a restored real Altered Beast coin-op arcade machine:
https://www.youtube.com/watch?v=Eb_J-ckrYdw


And finally, here is a longplay of arcade Altered Beast which includes the kewl ending not found in the MD/Genesis or 3DS versions, but is in the Wii VC Arcade, PS2, Xbox 360 and PS3 arcade ports:


https://www.youtube.com/watch?v=-0INNw2kUpQ

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This is a pretty cool read


Yeah.


I was getting every EGM magazine starting with their 2nd full issue in the middle of summer 1989.  I subscribed right after their 3rd issue so I remember reading all three of the articles on what was happening with those two different devices designed by BDL in 1990-'91.     


I never bought a Game Boy but really wanted the NES-compatible Express. Was looking forward to it, would've bought one in a freaking heartbeat if Camerica had bought it out.    I never owned a Nintendo handheld until I bought the original DS in early 2006, new, with free Advance Wars: Dual Strike that Game Stop included. I guess that was around the time DS Lite launched.   


In 2011, I bought 3DS within a week or two of the NA launch.   I play all my DS and 3DS games on my original 3DS, but I really, really want an XL now.

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Electronic Gaming Monthly #17,  December 1990



EGM #23, June 1991
   


There was also an eariler article in EGM #9, April 1990 on the BDL Express which had to be completely typed out by hand. They said there had been rumors of a ColorBoy or Game Boy 2.  Keep in mind, this was 8 years before the official Nintendo Game Boy Color came out in 1998.


(Youtube screen capture)





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BDL's Nintendo Express


With talk and rumors of all kinds of color hand-held and portable systems coming from all the major guns, many insiders have been waiting for Nintendo to make a similar announcement with a new ColorBoy or GameBoy 2 color machine.  For the time being, however, Nintendo has officially stated that they have no plans to release such a device.


But wait! It appears that a portable Nintendo game system will appear this year! BDL, a new high-tech company with an extremely bright future, has secretly engineered the new system and will now produce the machine themselves with Nintendo's seal of approval. Without a doubt the most exciting of all the new portables, the BDL unit not only utilize a special color screen, but will also play all current NES cartridges!


Called the Nintendo Express, BDL's new wonder-system uses a specially constructed 4 inch color CRT with a unique back-lit system that produces vivid picture quality. Carts snap into the back of the unit and provide all of the enjoyment of standard NES games on the go!


Through special designing by high-tech wizard Paul Biederman, BDL eliminated unnecessary circuitry and scaled the system down onto a board that measures only three inches by five inches. The end result is a NES with a handle and built-in screen that's light-weight and completely portable.


the Nintendo Express increases the features of the normal NES as well. the system comes with a special stereo simulator built-in and accessible through standard headphones which plug into the unit. The Express sends parallel sound info into a special stereo chip, much the same way other controllers like the Hudson Sansui SSS do. The effect this has on game play is quite impressive.


Since the Nintendo Express is still in an early prototype form, several questions remain in regards to player/machine interface. BDL was uncertain as to whether or not a cross-pad configuration would be built into the surface of Express, or if normal joystick ports would be used to allow players to use their favorite controllers.


With such a large screen (bigger than any other competing portable), you may be asking yourself how long the batteries last. Surprisingly, the Nintendo Express is said to outlast even the black and white Nintendo GameBoy, with an average battery life that reaches between 40 and 60 hours! This incredible feat is done by using a special AC/DC transformer arrangement. It must be noted, however, that this could not be confirmed. The Nintendo Express will also come with an AC adapter and car cigarette lighter interface for extra power when it's needed.


The Nintendo Express is now being finished up for final tooling and production. Since the system will take advantage of a special procedure that embeds the circuitry into the plastic casing, BDL is attempting to get the size down even more before release.


Will a portable Nintendo excite players? Most likely, considering the fact that over 20 million standard NES machines are now in service. While the Express won't offer anything new in terms of game play, doesn't it sound exciting to be able to play Ninja GaiDen wherever and whenever you want to? As you know, a system is only as good as the games it plays - and the Nintendo Express will play a lot.

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Finally, a couple more sources of information on Iron Man / Tetsujin and how it was transformed into the PC-FX hardware, translated by Google.




http://tinyurl.com/mzhu8ab

http://tinyurl.com/l9mgx4c













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I dare not edit any of my posts for fear of messing them all up again.


Just wanted to list one more source for my info:


http://faberp.tripod.com/IronMan.htm

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Now this could be really telling if someone could do some homework. An NEC PC-FX console disassembled, revealing all the guts, including the processor(s) / chips on the motherboard.










































credit to Lawrence on NFGgames.com for doing this work, a very long time ago.

It would be nice to finally know & understand how the chips in the final consumer PC-FX console released in late 1994 relate to those on the Iron Man / Tetsujin development board shown in back 1992.

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Oh wow, found an article from EDGE that sheds at least some light on the Iron Man / Tetsujin development board and the PC-FX console.









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Below is a screen capture from the 1st of those three Hi-Ten Chara Bomb youtube videos of footage taken in 1997 at NHK.
 
Keep in mind Chara Bomb was the enhanced revision with Bonk made in '94 apparently using the Iron Man / Tetsujin hardware.




Somewhere in that mess of expensive equipment should be that Iron Man board,  perhaps hidden within one of those big workstations. 


It has always been far from crystal clear exactly what base hardware from NEC or IBM, in combination with exactly what custom hardware from Hudson drove the first version of Hi-Ten in '93.  How did the Iron Man board come about (from the special circuit boards in the workstation that powered the first version?) and exactly what specs changed when Iron Man was re-developed into the PC-FX tower console released in Japan at the end of 1994.     Very confusing to say the least.




There were rumors of an NEC 32-Bit console (it would be developed by Hudson like all the others) as far back as the middle of 1990, months before the first rumors of Sega's 32-Bit console started.









EDIT: The following is from the Gamasutra interview with Hudson's Takahashi-Meijin in 2008.




 It answers some of questions I have, but really only ends up opening up even more questions for me.




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With the HD Bomberman [Hi-Ten Bomberman] that was playable in one of these Caravan events, it was really kind of groundbreaking, because there wasn't any real HD technology at that time, and also it was 10-player. Can you go a little bit into the origin of that?




TM: Back then in Japan, there was a national TV company called NHK. They were trying to push HDTV, so with that overall flow, Hudson was thinking, "Okay, if TV gets that good, the program itself needs to be that good as well."




Also, the screen ratio was going to be 16:9, so that's why 10-player was possible, because you have more characters lined up versus 4:3. They didn't have the graphic board to support that back then, so they had to manually put one together one.


And that became the Iron Man board, correct?


TM: Tetsujin, yeah. It was only used internally. How could you know all this? (laughter)


Just to clarify because some people have been confused, even though Hi-Ten Bomberman was created on the Tetsujin board, it was never intended for PC-FX, correct? Even though the PC-FX was based on the Tetsujin board.


TM: The PC-FX was based on the Tetsujin board but it wasn't quite the same. The graphics weren't in HD because we didn't use the HD graphics board. The FX was not in our vision when we first developed that game. We developed it simply for use in HD.



http://www.gamasutra.com/view/feature/132195/the_game_master_speaks_hudsons_.php?page=3




I remember your posts on neogaf.


Sweet.
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Also weren't there some kind of browser Bomberman game?


Yeah, this one http://bombermine.clay.io

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I read all the way to the end thinking of Saturn Bomberman and then you mentioned it.


Of course.


Saturn Bomberman is no doubt the very best one that got released.  The main game and the multiplayer modes are both completely awesome. 

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Sorry about that, had to edit out all the HTML code.


Everything *should* look & work okay now.

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General Gaming / The ULTIMATE Bomberman game--Never to be played ever again
« on: December 26, 2013, 01:25:44 PM »


All about the holy grail of Bomberman from two decades ago.


There were actually two versions of the game: Hi-Ten Bomberman made in 1993 and Hi-Ten Chara Bomb made in 1994.






Hi-Ten refers to High Definition and ten players.

These were never commercial products, never released to the consumer market for purchase, never emulated, and almost certainly never to be played or seen again. Hudson was bought by Konami and there's no trace of Hudson left there either. Supposedly the last remaining Hi-Ten unit ended up in a dumpster.







Hi-Ten Bomberman was a special demonstration tournament Bomberman game developed by Hudson Soft in 1993 for Japan's defunct analog High Definition standard (MUSE or Hi-Vision) which was in early RnD by the Japanese Broadcasting Corporation NHK for several decades before the 1990s. Japanese consumer versions were demo'ed in the United States in the early 1980s.

From Wikipedia:

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In 1981, the MUSE system was demonstrated for the first time in the United States, using the same 5:3 aspect ratio as the Japanese system.Upon visiting a demonstration of MUSE in Washington, US President Ronald Reaganwas most impressed and officially declared it "a matter of national interest" to introduce HDTV to the US. Several systems were proposed as the new standard for the US, including the Japanese MUSE system, but all were rejected by the FCC because of their higher bandwidth requirements. At this time, the number of television channels was growing rapidly and bandwidth was already a problem. A new standard had to be more efficient, needing less bandwidth for HDTV than the existing NTSC.

In '93 and '94 the two versions of Hi-Ten were played on very expensive plasma HDTVs.

Yeah, consumer analog HD broadcasts and plasma HDTV sets did indeed exist in Japan in the early 90s, but at tremendous cost. This was not the modern digital MPEG-2 based HDTV standard we have today with 720p, 1080i and 1080p, but something like 1035i.

Anyway Hudson took the five Hi-Ten units it produced (at a cost of about $2 million each in todays inflation-adjusted U.S. dollars at today's exchange rates) on tour to their Summer Caravan gaming events in Japan.


Hi-Ten Bomberman, and its enhanced version with playable Bonk, Hi-Ten Chara Bomb, each used different specialized hardware to drive the games and convert them to the analog HD standard. The first version used a high-end PC/workstation from either NEC or IBM with circuit boards custom designed by Hudson for the graphics.A pair of standard PC-Engine CoreGrafx (or CoreGrafx II) consoles with multitaps (supporting 5 controllers each) were used for player input only. The PC-Engine CoreGrafx I/II were simply cheaper & cheaper revisions of the PC-Engine which was Japan's version of our TurboGrafx-16.


^Notice the monster high-end workstation computer, two CoreGrafx II consoles, and what is probably all kinds of other HD adapter / converter equipment to output the game to the analog HDTV display.The second version (Chara Bomb) used Hudson's 32-Bit prototype development board, based on the special circuit boards in the first version. This was called Project Tetsujin, also known as the Iron Man board.

Hudson's 32-Bit Tetsujin / Iron Man board from 1992 (forerunner of NEC's PC-FX console of late 1994)





The Iron Man / Tetsujin board was later modified & reworked, in less ambitious, scaled-back form, into the NEC PC-FX 32-Bit console that released in Japan in late 1994 around the time of the Japanese PlayStation and Sega Saturn launches.



From Giant Bomb:

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The case of the PC-FX is shaped like a computer and was designed to be an upgradeable console.  The hardware, designed in 1992, was codenamed "Iron Man" and was supposed to be implemented in a new console to replace the PC-Engine after it was developed.  PC-Engine developers were upset that NEC was releasing a new console when the market was still expanding so NEC held out another two years while continuing to support the PC-Engine.  In 1994, NEC receieved pressure from 3DO, Sega, and Sony with new consoles on the horizon for that year.  With few options, the severely outdated Iron Man hardware was used to make the PC-FX, with the intentions of releasing a 3D expansion to compensate for the unit's underpowered graphics.



However the NEC PC-FX did not, and could not play the Hi-Ten Bomberman games because PC-FX could not run games in HD resolutons. Also, NEC marketed the console for a special genre of games (FMV /anime). Bomberman was not a fit.

Several years later (1996) Hudson made Saturn Bomberman. It had a multiplayer mode with upto 10 players. When there were 8 or more players playing, it displayed in a widescreen aspect ratio but obviously not in any actual HD pixel/line resolution of any kind.

The multiplayer mode sprites on Saturn were not nearly as fancy as they were in Hi-Ten either, or even as detailed as they were in the main campaign on Saturn. However Hi-Ten was Hudson's inspiration for 10-player Saturn Bomberman.

This is footage from 1997 when Hi-Ten was still playable at NHK in Japan.

(Hi-Ten Bomberman)

http://www.youtube.com/watch?v=c5bZz5Xofi8
http://www.youtube.com/watch?v=8ryRP26QNtk


(Hi-Ten Chara Bomb)

http://www.youtube.com/watch?v=PGVJTJSz9Xg
http://www.youtube.com/watch?v=0MvS0OH3_tw
http://www.youtube.com/watch?v=TtH8wZSKSkA


So you can compare the graphics of Hi-Ten to what 10-player matches looked like in Saturn Bomberman:

http://www.youtube.com/watch?v=i5zUzBJaN6E
http://www.youtube.com/watch?v=4cXy2CAPemw
http://www.youtube.com/watch?v=R_u0Ig8hXOg
http://www.youtube.com/watch?v=hj8mMxuGvxA
http://www.youtube.com/watch?v=c9iehuO1fVU
http://www.youtube.com/watch?v=uP5cbDW5PfE
http://www.youtube.com/watch?v=73BzsP0Kwrk

sources I used for this post:


http://randomhoohaas.flyingomelette.com/bomb/arc-hiten/
http://www.gamasutra.com/view/feature/132195/the_game_master_speaks_hudsons_.php?page=3
http://www.giantbomb.com/pc-fx/3045-75/

http://www.pcenginefx.com/PC-FX/html/pc-fx_world_-_f_r_-_hi-ten_bom.html
http://bonkzonk.com/game.ktn?Game=htbm
http://en.wikipedia.org/wiki/High-definition_television

-EDGE magazine issue 17
-Next Generation magazine issue 3

-Video Games & Computer Entertainment magazine, October 1992
-article scan from unknown 1992 issue of Electronic Gaming Monthly or special coverage insert

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