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#icom simulations
retrocgads · 10 months
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USA 1990
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holmesoldfellow · 6 months
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"Sherlock Holmes: Consulting Detective Volume 1" video game released on CDTV, DOS, DVD Player, FM Towns, Macintosh, SEGA CD, TurboGrafx CD, and VIS (1991, ICOM Simulations and Sega) with sequel Volumes 2 and 3
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boredtechnologist · 4 months
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Sherlock Holmes Consulting Detective for the Macintosh computer
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retrogameconnect · 1 year
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Watch here!
Is this port of a port of a film noir detective game a worthwhile return out of the past or does it make us want to take the big sleep?
If you enjoyed this episode, please give it a "like" and subscribe to our channel.
Contact us:
Dan Mastriani https://twitter.com/NewtypeCola www.youtube.com/GaijinD
Ian Butterfield https://twitter.com/iangbutterfield www.youtube.com/PinkZeppelin98
Official tumblr: http://retrogameconnect.tumblr.com/ Official Twitter: https://twitter.com/RetroGameCnct Official Facebook: https://www.facebook.com/Retrogameconnect
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gmlocg · 6 months
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256.) Shadowgate
Release: July 30th, 1987 | GGF: Adventure, Point & Click, Puzzle, Turn-Based | Developer(s): ICOM Simulations, Inc. | Publisher(s): Mindscape, Inc., Kotobuki System Co., Ltd., Viacom New Media | Platform(s): Amiga (1987), Macintosh (1987), Atari ST (1988), DOS (1988), Apple IIgs (1989), NES (1989), Windows 3.x (1993), Game Boy Color (1999), Pocket PC (2002), Nintendo 3DS (2014), PlayStation 4 (2017)
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1000-skulls · 1 year
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Beavis and Butt-Head in Virtual Stupidity (PS1 - 1998 -  ICOM Simulations)
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gamesthatwerent · 2 months
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Global Golf: The Earth Invitational - a lost PC/Mac golf game
Global Golf: The Earth Invitational by ICOM Simulations was a 1993 #PC and #AppleMac CD-ROM golf game set on hypothetical holes at places like Everest + the Grand Canyon. In development for a while, the game was canned shortly after a takeover by Viacom.
https://www.gamesthatwerent.com/2024/02/global-golf-the-earth-invitational/
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tgcnews · 1 year
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Chris Gaizat Inducted Into TGC Hall of Fame
Chris Gaizat is a board game designer and long time member of The Game Crafter community. His company, 317 Games, uses The Game Crafter for prototypes and short runs.
We created a prototype of his game, "Shadowgate: the Living Castle", and it was noticed by Trick or Treat Studios at Gen Con. Soon after, they signed a publishing deal and the game is now available for purchase worldwide!
We're excited for Chris to join the TGC Hall of Fame and below you can read our interview with him:
1. Tell us about yourself and how long you've been designing games.
My name is Chris Gaizat, I'm 44 years old, work professionally in the IT industry for about 15 years, and I'm the co-owner of 317 Games and Project Lead for Shadowgate, The Living Castle. Our team consists of Eric Gaizat, John Durham, Karle Peterson, and Brian Harley. We've been designing board games for probably close to 8 years.
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2. Please tell us about Shadowgate: The Living Castle.
Shadowgate: The Living Castle is a 2-4 player gothic fantasy adventure game, that has players gaining XP points and collecting an inventory of items that help them traverse Castle Shadowgate, by completing Quests, fighting Monsters, solving puzzles, and answering Djinn riddles. As their adventure progresses through Shadowgate, the players will need to assemble the one weapon, the Staff of Ages, that can defeat the Warlock Lord and the Behemoth and stop them from destroying the world. Though you enter Castle Shadowgate as a party, whoever has the most XP points at the end is crowned 'High Lord of the Westland' and claims ultimate victory! (Let the shenanigans begin!)
There are 8 different characters with their own unique traits and abilities that you can choose to play as, and three different boss characters to challenge for variety, and the game itself lasts around 60-90 minutes, depending on how casual you like to play.
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3. Where did the idea for this game come from?
Shadowgate was originally a Macintosh game released in 1987, and then ported over to the Nintendo Entertainment System (where people remember it from mostly). In 2014, Zojoi (formerly ICOM Simulations) Kickstarted a remake of the game that updated the graphics, music and game play to give it a much grittier feel, and it was great in its own right. As part of the 2014 re-release, Zojoi had created a card game called Quests of Shadowgate, and though it was an interesting idea, it felt like Shadowgate in name only. I was an avid Shadowgate collector and fan, and I developed a great working relationship with Dave Marsh, (one of the co-creators of Shadowgate) and asked if we could take the assets of Shadowgate 2014 and turn it into an adventure game, and Dave excitedly said yes! (Dave is a huge fan of Dungeons and Dragons)
So, the obvious question was, HOW did we turn a single player, point-and-click adventure game into a multi-player board game? For that we had to pull from all the lore surrounding Shadowgate, we drew inspiration from the Scholastic novel, "Before Shadowgate" to help answer this question. The card game, though flawed, DID get one thing correct, and that's the characters. Over half of the playable characters appeared in "Before Shadowgate" and it was in the book that I realized, Jair (the hero of Shadowgate) didn't go to Shadowgate alone! So, a multiplayer adventure game wasn't a stretch; it was canon!
Our dedication to the IP is about making it FEEL like a Shadowgate game, and we normally get great feedbacks saying we hit our mark, which has been the most encouraging thing about this journey. One way to get immersed into the game is by playing the 2014 Shadowgate soundtrack in the background; it lends itself to a great atmospheric soundtrack! The composer, Richard Douglas, even created a unique track, just for the board game, which can be found on our 317games.com website!
4. What makes this game special/unique?
One of the things that I think makes this game special, aside from nostalgia, is that it's an adventure game that is easy to jump right into. The pre-made characters cover nearly all the familiar character types, like: Warrior, Wizard, Thief, Cleric, Paladin, Dwarven Smithy, Archer and Shaman, and you'll find plenty of value in subsequent replays with them. We've been working on some possible expansions that add up to 8 more characters with new classes and abilities, as well as new Item types, new Quests, and even co-operative boss battles! If this game does well, it will have an AMAZING future! We also have a version that is in the 8-bit style from the old NES game. We'd like to re-release the game in that style at some point too.
5. How many iterations of your game did you go through, and what was the toughest process to get it to its final state?
Well, our initial iteration of the game was a complete failure! Our major problem was that we wanted a game that played like the WotC game, Betrayal at House on the Hill. Trying to mimic that style of game, where the map just expands on the table had no real flow and was honestly, a complete disaster. After I stopped the game play right in the middle of our first play test, I expressed that I wanted to start over, so we did that. We gathered up the room tiles and it got really quiet. Each one of us went into creativity mode. We all started to give our input, and we then started to break the castle down into three sections and like a domino effect, the addition of other game elements just started falling into place. I'm SO glad the original design fell apart; I didn't want people to say that we were copying Betrayal, and I'm very proud of the unique game it became.
John, Karle, Eric, Brian and I play tested the heck out of it for over a year, and before Trick-or-Treat Studios picked up the game, it probably went through 4 or 5 iterations, mainly cosmetic and mechanic changes. We were introduced to an online group of individuals who helped us with the gameplay, and one of them in particular, (Shirley Wu) also edited the game for me. I'm so grateful to Christian and Josh Mosely, Shirley Wu, Toshiro Sado, and Mike Gallagher, for dedicating every Wednesday night for a year to helping us get it into its final state!
The biggest hurdle we came to was the final boss fight. Originally it was a random event; each player chose one of three cards to destroy with the Staff of Ages, you might get 50, 100 or -25 XP points at random, and though this was probably the closest thing to mirror the actual last fight with the Warlock Lord and Behemoth, it left a lot to be desired and none of us were satisfied by it. We literally stared at the Final Quest for an ENTIRE YEAR and one of our team, John Durham suggested we make it a boss battle, which was a GREAT idea, and when we took that idea and some suggestions from play testers at Gencon we FINALLY broke that obstacle and gave us an idea for an actual boss fight! And just when we thought we were done it was Trick-or-Treat Studios that really pushed us to take that idea and make it even more fun and challenging to the players to use with the Energy cards. Needless to say, it worked, and everyone loved it! How it turned out was much more engaging, and way more competitive.
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6. How did you go about getting your game signed with a game publisher and how has the experience been?
In 2021 we had brought Shadowgate, The Living Castle to Gencon to show it off to the public for the first time. The game was starting to gain traction, and we were just dipping our toes into the crowdfunding scene, however while we were at Gencon, we were in-between gaming sessions of the First Exposure Play Hall, and we were touring the main hall, when we stopped at a booth for the company Trick-or-Treat Studios. If you know anything about Trick-or-Treat Studios, they have their hand in EVERYTHING horror, and hold licenses to pretty much every horror franchise out there, and this was their first year promoting their horror-themed board games. It caught our eye because we've been developing a Trick-or-Treat board game for a few years now of our own, and we started talking to the owner, Chris Zephro, and he told us they were looking for horror-themed board game submissions, so this seemed like a GREAT opportunity to pitch our gothic horror-themed board game! We swapped numbers and play tested it for them online, and they offered to produce it for us that very night!
It's fascinating and scary when you deal with a company to produce your game, as there were several changes the game went through to get it to the final state, and we like to think we know best for our design. I remember feeling very hesitant to let Trick-or-Treat's design team make their changes, but they were very open to our creative suggestions. I think they knew it was our baby, and really changed things for the better and with our approval in mind. Joe Stoken, our assigned project manager, and the designers Jody Henning and Andy Van Zandt were awesome to work with!
7. Could you describe any influence The Game Crafter has had on your success as game designers?
Game Crafter brings our ideas to life in the very real sense of the word, and in an affordable manner! Turn around is quick and when I hear people talk about bringing their game ideas to life, I immediately point them to your website. When we design our games, the first thing I do is look through all the components you have to offer. The fact that Game Crafter is consistently adding new components, gets the gears turning; how can I incorporate this new component to make my game better? I LOVE those emails when they hit my inbox!
8. What's next for you?
What we really want to do next is two-fold. We'd like to get our expansions for Shadowgate out, and there is interest in doing that with Trick-or-Treat Studios, but we've been working on our Trick-or-Treat game for quite a while and may be looking into producing it ourselves. We're getting quotes now, and it has been extremely popular when we bring it to Protospiels all over the mid-west. We think it will do really well.
9. Any last words of encouragement or advice to all of the designers reading this?
I am in a unique position, where I got to meet the man who created one of my favorite game franchises of all time, and in doing that I got to be a part of that franchise I wholeheartedly adore. My 10-year-old self can't believe it! Don't be afraid to talk to people and start your network. It started with just one conversation in a Facebook group. After that, one door opened after another, just because I reached out to Dave Marsh and offered a video service to promote his product. It presented opportunities to meet my play testers, and ultimately pitching it to Trick-or-Treat Studios who were willing to take a chance with our vision. Don't shrink back; the worst they can say is "no," but getting to the "Sure, let's do it!" is all worth it in the end.
I want to thank everyone who helped get it to the finish line, and especially the 317 crew, for allowing me to run project lead on it. Without the creativity of the group I don't think we could have made it.
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thesplintering · 2 years
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#RetroGaming Flashback, #FestivalOfDread edition! “Ghost Manor” - 1992 - ICOM Simulations and Turbo Technologies for TurboGrafx-16 https://www.instagram.com/p/Cj07NUPvP4z/?igshid=NGJjMDIxMWI=
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bolelulici · 2 years
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Icom ic m505 bedienungsanleitung polar
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retrocgads · 10 months
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USA 1990
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holmesoldfellow · 6 months
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"Sherlock Holmes: Consulting Detective Volume 2" video game released on Mega-CD, TurboGrafx-CD, DOS, Mac 0S, and VIS (1992, ICOM Simulations) as a sequel to Volume 1 and followed by Volume 3
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gabaxavoba · 2 years
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Ic m505 bedienungsanleitung polar
  IC M505 BEDIENUNGSANLEITUNG POLAR >> DOWNLOAD LINK vk.cc/c7jKeU
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keleqewulig · 2 years
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Icom ic-m323 bedienungsanleitung philips
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gmlocg · 6 months
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164.) Déjà Vu: A Nightmare Comes True!!
Release: September, 1985 | GGF: Adventure, Point & Click, Detective, Mystery | Developer(s): ICOM Simulations, Inc. | Publisher(s): Mindscape, Inc., Kotobuki Systems Co., Ltd., ICOM Simulations, Inc., Pack-in-Video Co., Ltd. | Platform(s): Macintosh (1985), Amiga (1986), Atari ST (1987), Commodore 64 (1987), DOS (1987), Apple IIgs (1988), NES (1988), PC-98 (1991), Windows 3.x (1991), Game Boy Color (1999), Windows Mobile (2002), PlayStation 4 (2017), Xbox One (2017)
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godiwaviba · 2 years
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Icom ic-m503 bedienungsanleitung yamaha
  ICOM IC-M503 BEDIENUNGSANLEITUNG YAMAHA >> DOWNLOAD LINK vk.cc/c7jKeU
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