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Games developed by Aisystem Tokyo

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

Change Air Blade

Arcade 1999
In 1999, a game was released in arcades that revolutionized the racing genre – Change Air Blade. Developed by Sega, this fast-paced arcade game offered players a unique and thrilling experience like no other. With its cutting edge technology and immersive gameplay, Change Air Blade quickly gained a cult following and became a must-play for any arcade enthusiast. One of the main selling points of this game was its innovative hovercraft vehicles. Unlike traditional racing games, Change Air Blade allowed players to take to the skies in futuristic, high-speed hovercrafts. From sleek and agile models to larger and more powerful ones, players had a variety of vehicles to choose from, each with its own unique characteristics and abilities. To make the gameplay even more intense, Change Air Blade featured tracks with multiple routes and shortcuts, adding an element of strategy to the race. Players had to carefully navigate through these tracks, utilizing their vehicle's abilities to gain an edge over their opponents. Additionally, the game also had a boost system, which allowed players to increase their speed for a limited time, further adding to the adrenaline rush. One of the aspects that made Change Air Blade stand out from other arcade games was its stunning graphics. The game featured 3D environments that were ahead of its time, immersing players into the futuristic world of high-speed racing. From neon-lit cityscapes to detailed and intricate race tracks, the game was a visual feast for the eyes. Moreover, Change Air Blade was also praised for its realistic and responsive controls. The precision and sensitivity of the controls added a layer of realism to the gameplay, making it feel like players were truly piloting a high-speed hovercraft. The game also had a wide array of game modes, including a challenging single-player campaign and multiplayer options for up to four players. This made Change Air Blade a hit at parties and arcades, with players competing against each other to see who could master the hovercrafts and come out on top.

Ferrari Grand Prix Challenge

Genesis 1992
After the Nakajima Satoru F1 Grand Prix, Varie produced another racing simulator using the license. This time, races are contested from a first-person view, mimicking the Monaco Grand Prix. The car configuration can be modified before taking to the track. There is a Time Attack mode, which allows you to go for the fastest possible lap time on any of the game's 20 circuits (which include all 16 tracks from the 1992 Formula 1 season), as well as a full season mode, with qualifying and the race itself. The time can be customized in Time Attack mode, but is chosen randomly in Grand Prix mode, while you can only choose one of the D-level teams (the 4 weakest of the 16) in Grand Prix mode, but you can drive for McLaren, Williams and others in Time Attack.

Nice On

Nice On burst onto the WonderSwan scene in 1999, arriving at a moment when Bandai unleashed a handheld competing with pocket machines. The title occupies a niche in the system’s early library, a period marked by experimentation and compact, budget friendly experiences. Players in Japan first encountered a small cartridge whose value rested less on blockbuster spectacle and more on the odd charm of compact design. What makes Nice On stand out is less a grand narrative than a stubborn refusal to pretend this tiny device could host a slave to epic grandeur. It plays to intimacy. Its bravura invites observant play. From a hardware perspective Nice On embraces constraints with nimble elegance. The WonderSwan’s screen and speaker push the action into clear, unadorned silhouettes, while the cartridge carries a handful of modes that demand timing, cunning, and a pinch of luck. Bright sprites flicker against a muted backdrop, and the soundscape relies on jaunty chiptune cues that season the play sessions without demanding the listener’s full attention. The interface favors straightforward inputs, turning sessions into rapid loops where a single mistake can reset momentum and invite another brisk attempt. Casual players find it approachable, while completists chase hidden credentials. Rarity compounds the story of Nice On, elevating it to collectible status among WonderSwan aficionados. With limited print runs and a landscape crowded by more prominent releases, the game became a curiosity that enthusiasts discuss in hushed tones at retro gatherings. Box art, manual prose, and in some cases a subtle social ripple around its release contribute to a mythos that outlives the cartridge. For many players the appeal lies in the way a modest title can spark a conversation about handheld design, restraint, and the dare to experiment under budgetary pressure. Its story survives as a whisper among fans. Nice On stands as a snapshot of 1999 hardware optimism and indie spirit. It embodies a philosophy where restraint becomes a virtue, inviting players to extract personality from economy rather than spectacle. The title may not dethrone behemoths, yet it contributes texture to the WonderSwan’s tapestry and reminds collectors that curiosity often travels best on compact rails of memory. For new generations peering at early portable gaming, this obscure release offers a gateway into the peculiar warmth and stubborn charm of a console that believed clever design could outshine grand scale. Its influence echoes in later minimalist projects.
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