Think of this as a bonus entry! |
That being said, while it's easy to argue that many game publishers have died out over the course of the industry because they simply didn't release enough "good" games, it's actually immensely rare to find a publisher that only ever released absolute dreck. Take, for example, a publisher like UFO Interactive, which originally started out back in 2000/2001 with a trio of curious releases on Dreamcast & N64 (the last of which is now a Holy Grail for collectors) before seemingly dying, only to then revive back in 2006 & still operate to this day. Over the years, UFO has released plenty of questionable stuff, like all of Data Design Interactive's infamously bad PS2 & Wii games (alongside Conspiracy Entertainment), but it's also released games that are well worth giving attention to, like Raiden III, IV, & V, Mamorukun Curse, Warriors of the Lost Empire, Milestone's Ultimate Shooting Collection, Dungeon Maker II: The Hidden War, Elminage Original (on PSP, at least), & even Way of the Samurai 3 (on Xbox 360 & iOS, at least). But enough about UFO Interactive, though, because that publisher is still around. No, let's take a look at six forgotten publishers that have long left us, and see what cool or interesting games they left behind!
First up is an neat one, mainly because it was an offshoot of a larger company, but one that actually managed to find its hands on some notable properties before dying out. Created in 1994, Playmates Interactive Entertainment was a subsidiary of Hong Kong-based Playmates Toys, probably best known for putting out action figures related to Teenage Mutant Ninja Turtles during the 90s. PIE at first seemed like a big name upon its debut, as it was the publisher for Earthworm Jim, the Shiny Entertainment-developed 2D platformer for the Sega Genesis & Super Nintendo that wound up becoming a massive multimedia success for the time; amusingly enough, PIE apparently had no high expectations originally, since it was their first game. Even after Shiny was sold to Interplay in 1995, though, PIE still continued to publish Earthworm Jim games up through 1996, whether it was the Special Edition for Sega CD & PC, ports to the Game Boy & Game Gear, or even the sequel for all consoles & PC (though the PS1 version only saw release in Europe). Being a toy company offshoot, it's not surprising that it also published games based on licensed properties, including Doom Troopers: Mutant Chronicles & Skeleton Warriors, the latter of which being the debut game for a small studio called Neversoft, which would later become famous for creating the Tony Hawk's Pro Skater & Guitar Hero franchises.
Beyond those series, though, PIE also found itself the publisher for Takara & Tamsoft's Battle Arena Toshinden series in North America, after Sony Computer Entertainment of America stopped after the first game; Sony Europe, however, would publish up through the third game in that territory. PIE would release BAT2 & BAT3 for PlayStation, as well as the PC port of the original, even adding in Earthworm Jim as a playable character (though he was just a palette swap of Rungo); there's word PIE also considered releasing Nitoshinden as "Toshinden Kids", but I can't find proof of that. Easily the most unique (& today cherished) game to come from PIE was Powerslave, a first-person shooter by Lobotomy Software that was well ahead of its time, both in terms of gameplay (acting as a spiritual predecessor to what Retro Studios would do years later with Metroid Prime) as well as visuals. Specifically, the Sega Saturn version delivered polygonal environments thought impossible on the hardware, so much so that the later PS1 version had to scale things back, and Lobotomy's work here would result in them making similar "impossible" ports of Quake & Duke Nukem 3D for the system, all using the same Slave Driver engine. Finally, to continue that relationship with Shiny Entertainment, PIE's last notable release would be MDK, a wild & over-the-top third-person shooter. Not just that, but it looks like PIE's last release ever was the PS1 port of MDK at the end of 1998, which just so happened to be ported over by Neversoft. After that, PIE never released another game & the company would be officially closed in 2000; MDK for the PS1 would get published in Japan by Interplay in mid-1999. While I'm sure this wasn't the company's M.O., Playmates Interactive Entertainment essentially became a sort of place for newer studios to show their stuff, whether it was Shiny Entertainment's first few forays, Neversoft's initial hired hand work, Tamsoft's attempts to compete in the new world of 3D fighters, or Lobotomy Software's technological leaps.
Up next is Vatical Entertainment, a publisher that I'm sure most might have never even knew existed, and I wouldn't blame you for that, since it was only ever around from 1999 to 2001. While I can't find any info as to who exactly founded the company & any notable relation to other companies, it does seem like Vatical had some relationship with Kemco, as its earliest releases were actually distributing Game Boy Color ports by Kemco, like Top Gear Pocket, Spy vs. Spy, & Déjà Vu I & II. However, the first truly notable game to come from Vatical would be Elemental Gimmick Gear for the Dreamcast, a Zelda-esque action-RPG by Birthday where you played as an amnesiac man inside an egg-shaped armor; today, it's generally considered a strong cult classic on a console known for its abundance of cult classics. EGG was also the start of Vatical's relationship with Hudson Soft, as that company published the game in Japan, which resulted in Vatical releasing a number of Bomberman games throughout 2000. On the Game Boy there was Bomberman Max, in Red Challenger & Blue Champion variants, followed by Bomberman 64: The Second Attack! for the N64, which today is considered a bit of a holy grail for collectors of that system, as it had a very small print run. Finally, there was Bomberman: Party Edition for the PS1, which was a remake of the original NES game, complete with a port of that OG version & the requisite multiplayer battle mode; at the very least, this game did see a digital re-release on the PS Store as a PSOne Classic in 2009.
Easily the most confusing thing about Vatical's existence, though, came in the form of its relationship with Telegames, a publisher known at the time for releasing games for the Atari Lynx & Jaguar long after both systems had died out. Alongside helping publish the Game Boy Color port of Atari ST & PC RPG Towers: Lord Baniff's Deceit, Vatical also helped Telegames with the release of Iron Soldier 3 for the PS1... Maybe? You see, the third & final game in Eclipse Software's series of giant robot combat games apparently saw two variants released at seemingly the same exact time in June 2000: One with Vatical's logo on the cover & one with Telegame's logo on the cover, complete with each cover having its own size distribution between the logo & the giant robot; the backs, in comparison, only differed with logos, spine text, & Telegames' version having a PlayStation Magazine rating. To this day, you can even find both versions for sale on sites like eBay, which I'm sure results in die-hard PS1 collectors needing to buy both; I honestly have no idea if there are any differences between each version beyond the covers. Finally, to just confuse things even more, Eclipse did its own release of the game for Nuon DVD players around the same time. While Iron Soldier 3 itself was generally considered a good game on the whole, its release was just downright confusing.
Beyond all of that, though, the only truly notable thing about Vatical left is that it gave Vicarious Visions its first gigs in the industry, working on Zebco Fishing & Vigilante 8 for the Game Boy Color, as well as Polaris SnoCross & Sea-Doo HydroCross; you can see why I'm not focusing on those games. Vicarious Visions, however, would go on to more worthy acclaim as a porting & remake house, creating the excellent GBA versions of various Tony Hawk Pro Skater, Crash Bandicoot, & Jet Set Radio games, the impressive Xbox port of Doom 3, & more recently Crash Bandicoot N. Sane Trilogy & the upcoming Tony Hawk's Pro Skater 1+2 remake.
It can really be such a small world sometimes, because we go from one forgotten game publisher that had a relation to Kemco to another (plus, they both start with "Va")! While Vatical's founding members aren't exactly known, some of its last games were executive produced by former Kemco employee Oliver Miyashita, and something similar can be said of Valcom Games, which was founded in 2005 by Colin Gordon and Glen Halseth, who were both former Vice Presidents of Kemco USA. In fact, Valcon was essentially the successor to Kemco USA, which had stopped releasing physical console games earlier that same year, & all of its last games (Rogue Ops, Yager, Top Gear RPM Tuning, & Chicago Enforcer) included Gordon & Halseth in the credits. Looking at Valcon's catalog, you'll find a lot of budget releases & licensed titles, like James Pond: Codename Robocod for the GBA, Pirates: Legend of the Black Buccaneer (made by the studio that developed Dead to Rights II?!), Suzuki TT Superbikes, Mountain Bike Adrenaline, Ocean Commander, or Ultimate Board Game Collection. Now, to be fair, that's pretty much what Valcon Games was for its entire life from 2005 to 2011, but in that life it became the publisher of a handful of interesting & even cool Japanese games, which are worth bringing up.
It all started in October 2007, which saw the release of Master Jin Jin's IQ Challenge for the Nintendo DS, a collection of brain teasers seemingly devised by Jin Akiyama, a Japanese mathematician best known for his appearances on NHK, where he presented magic tricks that he then explained mathematically. Obviously, this was an attempt to play off of Nintendo's success with the Brain Age games made with the help of Ryuta Kawashima, but this game marked the start of Valcon's entry into Japanese gaming, which only got better. Two months later, Valcon would then release Dai Senryaku VII: Exceed, a slightly expanded PS2 port of the 2003 Xbox entry in SystemSoft's long-running series of hardcore tactical war games; the main addition here was a new Campain mode. Said original Xbox version had seen an American release in 2005 by Kemco USA, so it's likely Gordon & Halseth used their previous connections from their Kemco days to make this release happen; I wouldn't be surprised if they also just re-used the English translation to save on localization costs. Then, in late 2008, Valcon released Shepherd's Crossing for the PS2, a localization of Success' Youkoso Hitsujimura/Welcome to Sheep Village, a Harvest Moon/Story of Seasons-esque game that added in some RPG elements, like defending your farm & livestock from wild animals via dogs; Graffiti Entertainment would then publish a PSP port & DS sequel in America in 2010. With a working relationship with Success in place, this would lead to Valcon's most iconic release: May 2009's Raiden Fighters Aces for the Xbox 360. A collection of all three entries in Seibu Kaihatsu's spin-off to its iconic Raiden shooter series, this was a long-awaited release for shooter fans, and was definitely an excellent conversion of all three games by Gulti.
Unfortunately, while Valcon looked to be all for continuing to publish "non-mainstream Japanese releases", it would never do so again, though one was in the works. An English localization of DreamFactory & Marvelous Entertainment's Ikki Tousen: Shining Dragon for the PS2 was coming, but about a week after Raiden Fighters Aces' release Valcon announced it was cancelled. The reason was because the ESRB gave it a "Mature" rating, and Valcon felt that the rating hurt its sales potential too much; they also knew that no one would buy a censored release just to get a "Teen" rating. One can argue that the cancellation was a mistake, though, as FUNimation would re-release the original anime series on DVD later that same month, so Valcon could have possibly had enough cross-promotional momentum to make it past the "Mature" hill on front of them. In the end, Valcon Games looked to be on the verge of finding a niche it could potentially live off of, only to falter.
Okay, those first three were mere lightweights compared to what comes next, and we're starting with a publisher that first made its name during the super-late era of PS1 releases, which (quite frankly) was an era of budget-priced insanity, & I mean that in both good & bad. While the first year+ following the PS2's launch in October 2000 saw the PS1 receive more or less standard support, it was the last three years (2002 to 2004) where SCEA seemingly told publishers "Release whatever the hell you want; we don't care!"... So some publishers took advantage of this & released Japan-produced games years after their initial domestic releases. Natsume put out Gekioh: Shooting King & Turnabout three years after their respective 1999 & 2000 releases in Japan, Working Designs' long-awaited Arc the Lad Collection in 2002 contained games from 1995 to 1999, & Atari tried making a quick buck by puking out Dragon Ball Z: Ultimate Battle 22 eight years after its original 1995 release! However, the company with probably the weirdest collection might have been Mud Duck Productions, which was a budget-priced division of ZeniMax Media, now best known as the overlords of id Software, Bethesda Game Studios, & others.
While Mud Duck did exist as a company from 2002 to 2007, its most interesting time was easily its first two years, when it published various PS1 games, because it's definitely an eclectic lot. It all started with the PS1 port of Gubble, an American game co-designed by the creator of Crystal Castles & ported by Goo!, which originally came out in Japan by ASK in 1998, followed by Family Card Games Fun Pack, which also came out in Japan back in 1998. The interesting thing is that the latter game is actually available digitally as a PSOne Classic import under its original name, Trump Shiyouyo!: Fukkoku-ban (in Japan, "trump" is the loan word for playing cards), via GungHo; you can also just get its expanded sequel, Motto Trump Shiyouyo!. In 2003, though, Mud Duck went into overload, releasing 12 PS1 games! Of those, we have three games by Altron, best known as a Japanese for-hire studio that's still around to this day. There were ports of Taito's Puzznic & Cleopatra's Fortune, which both came out in Japan in 2001, but the most random of all is easily Robo-Pit 2, a game released back in 1997 that was the sequel to the original Robo-Pit, which actually saw American release on the PS1 & Saturn by THQ's short-lived Kokopeli label back in 1996. Think about that for a moment... While Japanese fans of Robo-Pit only had to wait about a year for the sequel, American (& European) fans had to wait seven years(!) to finally play the sequel; in fact, I'm sure most fans completely forgot about that game by the time Robo-Pit 2 came out. Not content with just a trio of years-divorced PS1 releases, though, Mud Duck also released Baldies, a port of Creative Edge's bizarre real-time strategy game, which Banpresto released on PS1 back in (you guessed it!) 1998. Because of this, the long-forgotten PlayStation Mouse technically saw official support for pretty much the entire life of Sony's first console! Finally, Mud Duck also released the PS1 port of Taito's Qix Neo, a.k.a. Volfied, which in Japan was actually Vol. 80 of D3's Simple 1500 Series.
After 2003, Mud Duck left the PS1 market & moved on to PS2 & Xbox games, of which there were really only two of any notability: 2004's Malice & Power Drome. This is because these were two of the very last games developed by Argonaut Games, the team behind Star Fox, X for the Game Boy, the Super FX chip, Croc: Legend of the Gobbos, Buck Bumble (of Super Smash Bros. fame!), Alien Resurrection for the PS1 (the game that introduced proper dual-analog FPS controls to console), & I-Ninja. While Power Drome was your standard futuristic racing game, Malice went through an infamously tumultuous development, going from featuring all of No Doubt as voice actors (& Gwen Stefani as Malice herself) to being cancelled to being resurrected as a budget-priced shell of what it was originally conceived to be; it's honestly amazing enough that Malice actually saw release. Following some AMF-licensed bowling games, including one for the Wii, & a WWII-themed cover-based shooter (by the same studio that did the Pirates game for Valcom), Mud Duck was shut down by ZeniMax in 2007. Yes, Mud Duck's last game came out sandwiched between The Elder Scrolls IV: Oblivion & Fallout 3... It's easy to see why ZeniMax had no more need for a budget-priced publisher at this point. Still, I say we should salute Mud Duck Productions for its legacy of bonkers choices of late-era PS1 releases, & for giving Argonaut Games a final farewell, even if it wasn't exactly a graceful one.
While Mud Duck's catalog was definitely a bit of a mish-mash, though, they were at least known for being decent-to-good releases, accurate to their original forms. The same couldn't always be said of what saw release by XS Games, however, which may or may not still be around to this day; the publisher's website is still up, but it hasn't released anything since 2011... Maybe. Founded in 2002 by Steve Grossman, who had previously been an executive producer for the legendary 1990 Nintendo World Championships before founding ASC Games, which itself went bankrupt in 2000, XS made its debut on the PS1 after licensing a fair number of Japanese games, many of which were licensed with the help of Four Winds, Inc. This resulted in titles developed by Warashi, Nippon Ichi, Magical Company, Alfa System, Yumedia, Shoeisha, & even Psikyo, ranging from 1995 to 2002, seeing American release... Though usually with some sort of alterations.
Some simply got name changes, like the DDR-esque Love Para: Lovely Tokyo Para-Para Musume turning into Superstar Dance Club: #1 Hits! or Arkanoid clone Prism Land Story becoming Sorcerer's Maze, while the likes of Jigsaw Madness & Monster/Killer Bass were more or less untouched. Others, though, saw some cuts, like Sol Divide not having any of its story sequences (though the endings, oddly enough, were left untranslated) & its save function being removed completely. However, the worst of all came with three specific releases. Yumedia's Dodge de Ball! got mutated into XS Junior League Dodgeball, turning it from an all-female game into a mixed gender one... Yes, some of the girls were turned into boys. All of the other XS Junior League games were original creations, so why XS altered a Japanese game for this one is a mystery. The most infamous of all, though, are Mobile Light Force 1 & 2, which in reality are Psikyo's Gunbird for PS1 & Alfa System's Castle of Shikigami for PS2, respectively. In an attempt to appeal to more a more "Western" audience, each game's unique art style was hidden as much as possible when it came to the covers, with both releases featuring the same exact Charlie's Angels rip-off artwork, only with a difference in color usage. As for the game's themselves, all of their story sequences were removed, most of the in-game Japanese voice clips were missing, and while Shikigami's characters got to keep all their names, two of Gunbird's characters got renamed. Ash became Jason Last, Tetsu became John Suarez (both of which named after some of XS' staff), while Valnus became... MILF 2000; yeah, I got nothing else to say there. Also, the European release of Mobile Light Force 2 was titled MLF 2, even though the first game got to keep its altered title in Europe, which makes no sense.
Obviously, there was some anger regarding these (for lack of a better word) bastardizations of two classic shooters, and to XS Games' credit they did make up for this with late 2004's Castle Shikigami 2, which was a straight translation of Alfa System's sequel to the original game... To a fault. You see, while XS did indeed translate everything for the sequel (which, oddly enough, did NOT happen for the European release, but that's the fault of Play It, not XS), the staff did so in such a literal fashion that it's now considered one of the most gloriously bad English translations ever, and the fact that all the story sequences were (poorly) dubbed into English makes it all the more amazing; while Alfa System played up the silliness in this game, XS' translation makes it hilariously more awkward than intended. After that, however, XS Games became more of a standard C-tier publisher, though still putting out the occasional noteworthy game, like Syberia I & II for the Xbox, Commando: Steel Disaster for the DS (which quickly became notorious for its intro music being a blatant copy of a song from Gundam Wing: Endless Duel; this song was removed for the DSiWare re-release), & Grandprix's Power Punch for the Wii (the spiritual successor to the Hajime no Ippo/Victorious Boxers games for PS2 & Wii). Easily the best thing released by XS Games, though, would have to be The Red Star, a beat-em-up/shooter fusion based on the comic of the same name. Development was originally started by Acclaim & Iguana Entertainment for PS2 & Xbox with a scheduled release in 2004, but Acclaim's bankruptcy that same year killed the release; some magazines even published reviews, though only a demo for the Xbox version became publicly available. XS then got the rights, gathered together enough of Iguana's staff together to finish the PS2 version, & released it in April 2007. Today, it's one of the console's best cult-classics, and even saw ports to the PSP & iOS in 2010.
Today, XS' status is unknown, though a fair number of its early PS1 & PS2 games, including Castle Shikigami 2, The Red Star, & (yes) even Mobile Light Force 1, did receive digital re-releases on the PS Store from 2010 to 2013 to be played on PS3, PSP, &/or Vita. Meanwhile, a company called Console Classics re-released a couple of XS Games' releases on Steam (their website also includes the likes of Toshinden 2, Koudelka, D, & even Tatsunoko Fight, which aren't available & likely were never even legally licensed), while Steve Grossman has gone on to become CEO of Planet Entertainment... Which recently got into legal troubles with its release of Cooking Mama: Cookstar on Switch. Seriously, the story of XS Games (& Steve Grossman, apparently) is one that can't simply be fully told in just a few paragraphs.
In comparison, our final entry is much simpler, but notable in its own way. Formed in 2001, Destination Software, Inc.'s first game was the Game Boy Advance port of PC cult classic (& Puzzle Bobble clone) Snood, but really first made a name for itself by becoming an "authorized distributor" for other publishers, most notably Rockstar Games & Electronic Arts. This resulted in the no-name Destination Software, which would switch over to the simpler name of DSI Games in mid-2003, publishing GBA ports of many iconic, or at least timely, properties, all within its first couple years. What's all the more interesting about these ports is that most of them were pretty damn ambitious for the hardware, like Rebellion giving Smuggler's Run voxel-based open world environments, Wing Commander: Prophecy being an excellent showcase of Raylight Studios' polygon-pushing Blue Roses engine, Magic Pockets giving the Road Rash franchise a more-than-respectable final farewell with its port of RR: Jailbreak, or Full Fat expanding on its impressive isometric work with Dave Mirra Freestyle BMX 2 & 3 on the GBA (similar to what Vicarious Visions was doing with Tony Hawk) to accommodate the over-the-top nature of EA Sports Big property Freekstyle, not to mention also managing to make Sim City 2000 work as well as could be on the handheld. Of course, sometimes ambition wasn't a good thing, as seen with Rebellion's infamous port of Medal of Honor: Underground. DSI would end 2003 with Gekido Advance: Kintaro's Revenge, a 2D sequel to Naps Team's 3D brawler Gekido: Urban Fighters for PS1, which actually saw a remastered release on modern consoles & PC in 2018.
In 2004, DSI published Magic Pocket's super impressive GBA port of Interplay's Baldur's Gate: Dark Alliance, giving the handheld the closest thing to Diablo it could possibly get while also becoming one of DSI's best-received games ever, second only to the Punch Out!-esque Wade Hixton's Counter Punch. After that would come DSI's last tryst with EA, publishing Pocketeers' port of Need for Speed: Porsche Unleashed, one of the best-looking polygonal racers on the system. DSI would also work again with Raylight Studios for two more releases, though they were not equally as impressive. While the GBA port of Namco's arcade taxi racer Smashing Drive was yet another Blue Roses-powered technological feat, Raylight's port of Irem's R-Type III: The Third Lightning was absolutely terrible, especially since ports of SNES games were kind of the GBA's bread-&-butter. Word is that Raylight was never provided the original source code for the game from Irem, so the studio had to literally recreate the game from scratch, and was just too compromised to even be considered playable when released.
Sadly, this marked the end of DSI Games' time in the notability spotlight, as starting with 2005 the company became nothing more than a notoriously bad budget publisher, releasing a barrage of Atari/Midway/Habsro multicarts, & a crap ton of licensed property fodder for GBA, DS, & Wii until its eventual purchase by GreenScreen Interactive Software in 2008, where it simply became the North American division of Europe's Zoo Entertainment. In 2010, Zoo Entertainment became indiePub, which was true to its name & published a number of independently-developed games for PC, mobile, Xbox Live, & PSN. The most notable of indiePub's releases, though, was easily 2012's Diamond Trust of London... The only Nintendo DS game ever produced via crowdfunding, due to developer Jason Rohrer insisting on a physical release; it raised a little over $90,000 on Kickstarter & is still available for purchase at $30. Sure, this wasn't technically a release by DSI Games, but this was just too cool to NOT bring up, and it did involve the company that bought DSI.
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Not every video game publisher is going to wind up the next big thing in the industry, and many will simply die out, in the end. Still, if what that publisher did in its life made the blood pulse through the body of gamers, and made them bleed deeper, than something larger than life, then its essence, its releases, will be immortalized by the storytellers, by the loyalty, by the memory of those who honor it and make the publishing it did live forever.
Look, I couldn't think of any way to end this is a semi-poetic fashion, so sue me for parodying the final speech by the Ultimate Warrior; it was a damn good speech, after all.
Seventh Cross Evolution & I-Spy: Industrial Espionage © 1998, 1999 NEC Home Electronics, Ltd.
Super Bowling © Athena 1999
Warriors of the Lost Empire © 2007 Ertrain Corporation
Raiden III, IV, & V © Moss, Licensed by Seibu Kaihatsu
Way of the Samurai 3 © 2008, 2009 Spike Chunsoft
Ultimate Shooting Collection © 2008 Milestone, Inc.
Skeleton Warriors © 1996 Landmark Entertainment Group
Battle Arena Toshinden 2 © Takara Tomy 1996, Programmed © Tamsoft 1996
Earthworm Jim, MDK, Baldur's Gate: Dark Alliance © Interplay Entertainment
PowerSlave © Throwback Entertainment
Doom Troopers: Mutant Chronicles © 1995 Target Games AB
Bomberman 64: The Second Attack & Bomberman: Party Edition © 1999, 2000 Konami
Elemental Gimmick Gear © 1999 Konami © 1999 Birthday
Iron Soldier 3 © Eclipse Sotware
Dai Senryaku VII: Exceed © 2007 SystemSoft Alpha Corporation
Shepherd's Crossing © 2008 Success
Raiden Fighters Aces © Success/Seibu Kaihatsu/Gulti
Master Jin Jin's IQ Challenge © 2006 ASK Co., Ltd.
Ikki Tousen: Shining Dragon © 2007 Yuji Shiozaki・Wani Books/Ikki Tousen DD Partners © 2007 Marvelous
Robo Pit 2 © 1996, 1997 Altron Corp.
Family Card Games Fun Pack © GungHo Online Entertainment
Puzznic & Cleopatra's Fortune © 1989, 1996 Taito Corporation © 2001 Altron Corp.
Qix Neo © Taito Corporation (2003)
Baldies © Creative Edge Software
Gubble © Actual Entertainment/ASK/Bitwave 1998
Power Drome & Malice © 2004 Argonaut Games PLC
Jigsaw Madness © 2002 XS Games LLC © 1996 Nippon Ichi Software Inc.
Mobile Light Force © 2003 XS Games LLC © 1995 City Connection
Mobile Light Force 2 © 2003 XS Games LLC © 2001 Alfa System Co., Ltd.
Castle Shikigami 2 © 2001, 2003 Alfa System Co., Ltd.
XS Junior League Dodgeball © 2003 XS Games LLC
Sol Divide © 1997, 1998 City Connection
Power Punch © XS Games
The Red Star (Video Game) © Christian Gossett 2002-2005
Superstar Dance Club: #1 Hits! © 2002 XS Games LLC © 2001 Media Rings Corporation © 2001 Warashi
Syberia I & II © 2003, 2004 Microids
Sorcerer's Maze © 2002 XS Games LLC © DCruise, Ltd./Sinesta, Inc.
Commando: Steel Disaster © Manasoft Co., Ltd. 2008
Smuggler's Run (GBA) © 2002 Take Two Interactive Studios
Gekido Advance: Kintaro's Revenge (GBA) © 2002 Naps Team
Medal of Honor: Underground, Wing Commander: Prophecy, Need for Speed: Porsche Unleashed, Road Rash Jailbreak, & Sim City 2000 (GBA) © 2002, 2003 Electronic Arts, Inc.
Smashing Drive (GBA) © 2002, 2004 Gaelco SA
R-Type III: The Third Lightning (GBA) © 1993-2003 Irem Software Engineering Inc.
(There is no copyright listing for Diamond Trust of London)
Snood is in all the app stores now: https://www.snoodworld.com/snood-news/
ReplyDeleteQuick correction on MDK's release dates: PIE released MDK on PS1 in November 1997 in North America (Interplay would release it in Europe that same month, Sony would release it in Japan in August of 1999).
ReplyDeleteThis GamePro issue from December of 1997 has a review of MDK for PS1 showing it available in November (PDF pg. 150) as well as an ad saying that it's available now (PDF pg. 55): https://retrocdn.net/images/f/fd/GamePro_US_111.pdf
Edge UK Christmas 1997 review listing that it's out now: https://retrocdn.net/images/4/45/Edge_UK_053.pdf
Image of NTSC-J MDK PS1 release by Sony: https://i.ebayimg.com/images/g/~dMAAOSwYEVcTAA3/s-l1600.jpg
-Electricboogaloo
I'm absolutely glad I found this site!
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