Often, when a video game relied on a licensed character or movie, the results often were terrible. It is as if so much of the budget was taken up by the licensing fees that there was nothing left over to make a good game or hire good programmers. Most games based off movies are garbage on the NES, no one particularly enjoys having to play through Total Recall, Predator or Hudson Hawk. Many of those games were released by LJN or Acclaim, but picking on them is rather like picking the low hanging fruit.
Instead, I am going to focus on games from developers or publishers with a proven record of good games. My criteria for this blog entry is that the license has to come from another type of media, whether a film, a TV series, a cartoon, a toy line, a comic book or a novel
Konami :
Monster in My Pocket
This is a decent game, but when dealing with Konami, decent just doesn't cut it. While you have two characters you can play as, they aren't really all that different. This side scroller does not have any substantial flaws, but there is nothing especially memorable about it.
Star Trek 25th Anniversary
When I play this game, I get the feeling like it so wants to be the PC game of the same name. This is not surprising because Interplay was responsible for both. The NES game takes some elements of the classic PC adventure game like having crew members on the away team with different strengths and each officer on the bridge having his or her own position. However, the top down exploration stages with constantly respawning hidden enemies and maze-like environments does not feel very Star Trek 25th-Anniversary like to me.
Teenage Mutant Ninja Turtles
Where do I begin? TMNT may have sold well but only because the Turtles craze was just beginning to establish itself. This game does have a certain Konami polish to the graphics and music, but the game is way too unfair. Enemies constantly respawn, there is laughable recovery time after being hit, the turtles have a huge hit area and except for Donatello their weapons do pathetic damage to their enemies. There are tricky jumps and the play control is a tad too loose. Flicker is all over the place.
The next two TMNT games for the NES are much better than this. I always get the feeling that with this first game, Konami really did not "get" the Turtles. While most of the elements that had been established by 1987 were there, the resulting game did not feel like an adaptation of the cartoon series, which was the catalyst and the focus of the phenomenon for the next several years. The moody music and outlandish enemy designs feel like they came more from the original comic than the cartoon.
I understand that the developers had little to work with, only elements from the comic book and season one of the animated cartoon were available as reference materials. However, the arcade game of Teenage Mutant Ninja Turtles was also released in 1989 and does not feature any material beyond season one, yet that game was able to capture the spirit of the franchise admirably. Looks like Konami gave the NES game to the "B Team".
Top Gun I & II
Most NES flying games are not especially memorable, and these are no exception. One of the main problems are the endless hordes of indistinguishable enemies. The NES simply did not have the horsepower for anything more than rail-shooters, so these games don't offer you any real freedom. The first game has some of the most annoying landing sequences ever found in a video game and you cannot seem to turn fast enough to attack enemies. The second game overcompensates by having too sensitive controls and enemies that fly by too fast to hit.
Sunsoft :
Fester's Quest
While Sunsoft appeared to adapt the overhead view of Blaster Master for this game, that was about the only smart thing they did with the title. The Addams' Family is little seen and the Addams Family Mansion is reached only far into the game. The enemies constantly respawn and your gun and whip do little damage. A turbo controller is required to really play. Instead of losing gun or whip power when you get like Blaster Master, you lose it by touching gun and whip downgrades, which become more common as you power them up and are surprisingly easy to touch. Fester moves slowly, and if he gets hit by the flies, his movement rate gets far worse until he finds some shocks. You have a tiny lifebar and the bosses take a long time to beat. You find bosses in these buildings with featureless 3-D Mazes, something I always hated on the NES. There is almost nothing of the quirky macabre humor which the Addams Family was known for.
Platoon
This was a port of a Commodore 64 game, and while its not as bad as the port of Myth to Conan, the original game just isn't that good. The game is essentially a collection of mini-games, and usually in 8-bit land the sum is not the greater of its parts when it comes to different gameplay styles being combined in a cartridge. The first stage is a maze of finding objects, but most of the time you are simply trying to avoid dead ends. You are easy to hit, there are hard to see traps and bullets, and enemies can be unavoidable. The music is appropriately moody, but the backgrounds just appear to be shades of brown. The second stage is something like a 3-D maze, but at least it has something like a map. I never bothered to get past the second stage.
Capcom :
Disney's Adventures in the Magic Kingdom
As with Platoon, noted above, this is another collection of mini-games. The platforming in the Haunted Mansion is passable, but Space Mountain feels like Dragon's Lair with the "press the right button at the right time mechanic."
TaleSpin
Capcom made six games based off Disney TV franchises, and five of them (Ducktales 1 & 2, Chip 'N Dale 1 & 2, Darkwing Duck) were great. This one, while a decent game, is not great. Its a shump and has a certain amount of distinctiveness in that there are horizontal and vertical scrolling portions in the same level and that you can fly forwards and backwards. However, the chief issue is that the scale is wrong, the characters and enemies are too small to be really distinctive. Also, your character moves too slowly and his default gun is hard to aim diagonally, does little damage and upgrades are not plentiful.
Pony Canon/FCI :
Advanced Dungeons and Dragons : Heroes of the Lance
Pony Canon/FCI could usually be counted on for reliable, if not spectacular ports of PC games, but this one is where they utterly failed to release a playable game. Heroes of the Lance is based off the Dragonlance Saga series of novels and AD&D campaign setting from TSR The object of the game is to take a party of eight heroes into a dungeon to recover a magic item. It was released first for PCs and then got a NES port. Whatever virtues the underlying game had, and they seem pretty sparse, were totally lost in translation.
This game has virtually no redeeming features. The in-game graphics suffer from being too small in relation to the background. The status menu takes up half the screen. The character sprites have so little detail and the backgrounds are just drab gray and black. The music is the same monotonous piece that seems to play throughout the game. There are only three types of enemies when you first start, a fighter, a dwarf and a lizard-creature. The latter two are both unfair, the dwarf attacks lower than you normally do, making him hard to hit. The lizard creature shoots projectiles at chest height and impossible to dodge. By the time you close in to melee with him, one of your characters may be dead. The control scheme and hit detection must have been devised in Hell, the very act of attacking is a chore. When you close into attack range, you can hold down the B button to attack, but it rarely registers a hit on a monster regardless of how close you are. Your characters move and attack so slowly. You can run by holding down a directional. Jumping across chasms is pretty much accomplished by luck.
This game has battery backed memory for saving games, but considering how awful this game is, it is a waste. There were far many better games more deserving of a battery save than this piece of garbage.
Kemco :
The Bugs Bunny Crazy Castle
This originally was a Roger Rabbit game when it first appeared on the Famicom Disk System, but Kemco only held the license in Japan so it did a graphics makeover using Bugs Bunny and Looney Tunes characters when it was released. This game is very monotonous, with the same music playing over and over and very few environment changes. Weirdly, most of the enemies are differently colored Sylvesters with occasional appearances of Yosemite Sam, Daffy Duck and Wile E. Coyote. However, in the original game, the Sylvesters were the Weasels, of which there were four in the movie. You cannot really stop yourself going in and out of doors and down an incline or scroll the screen to see what is just outside your view, leading to many cheap deaths.
The Bugs Bunny Birthday Blowout
This game is more ambitious than Kemco's previous offering, but its far easier than you would expect.
Superman
Superman never had a great reputation for spawning great video games, and this one is almost as bad as the N64 title. Super-deformed characters and pastel graphics remind me of the Atari 2600 title, which was no classic. The music is nothing you will be humming in the shower either. Superman in this game can use several powers, but for only a very limited number of times unless you find a way to replenish each special power bar. He default attack is a punch, but the punch has no animation that tells the player the range of the attack. How close do you have to be to an enemy? It is hard to say. Of course, the enemies you first encounter shoot at you, and as either Clark Kent or Superman you are quite vulnerable to bullets. You jump almost to the top of the screen as either Clark or Superman. It does not take too much punishment to kill Superman, enemies can damage you even by touching and when they die they will often release an item that will reduce your life. The game gives you virtually no guidance on what you need to do.
Data East :
Captain America and the Avengers
As far as superhero games go on the NES, this may be the best of the bunch that is not part of the Batman franchise. You can play as Captain America or Hawkeye, but the two are not really that different. Captain America has a more limited range than Hawkeye shield comes flying back and he jump higher, but otherwise there is little else to distinguish the two. The main issue is that the play control is stiff. Graphics are okay, but the music is bland. Compared to X-Men, Silver Surfer and Spider-Man, this is probably the high water mark for Marvel Comics-based NES games, but that is damning with faint praise.
Taito :
Indiana Jones and the Last Crusade
Weirdly, both Taito and Ubisoft released games based off the film Indiana Jones and the Last Crusade. They could not be more completely different. Ubisoft's version was atrocious and looks like a port from the ZX Spectrum. However, Ubisoft doesn't have a reputation for NES classics, Taito does, but not judging by this game. The graphics are small and hard to distinghuish. The game is very monochromatic with brown and gray hues throughout. Trying to digitize real life photographic images never works on the NES, the palette color restrictions make it almost impossible to do well. The music, after a passable rendition of John Williams' music from the film, but otherwise it is pretty nondescript.
The gameplay reminds me of the PC game Bruce Lee, where you run back and forth trying to avoid bad guys, but having to fight them if you cannot. In fact, the Cross of Coronado level requires you to beat a certain number of them before you can acquire the cross. Fighting bad guys is just a button mash and many of them take lots of hits and inflict lots of hits on you. There are also overhead racing sequences like Spy Hunter and a timed puzzle with the move the blocks with one empty block. You are quickly given choices of what you can do, but in order to complete the game, you have to beat all stages.
Rare :
Who Framed Roger Rabbit?
Rare is known for some good NES games, although all its games during this period were published by third parties. Unfortunately, Roger Rabbit's official NES game is no better than what was done with Bugs Bunny's Crazy Castle. Roger Rabbit is an adventure game where you collect items to overcome obstacles and there are lots of items to collect. The most important objects are the four pieces of Marvin Acme's Will, scattered across four areas of Los Angeles. Most items unfortunately only have a limited number of uses and replacements are hard to come by. That is because almost all the items in the game are completely randomized when you start a new game. You can go around the four areas of the game world and talk to people, but most are unhelpful. You have to protect Roger, who is otherwise useless, from the Weasels.
Some items allow you bypass obstacles, rattles get you past rattlesnakes, a rose lets you talk to Jessica Rabbit, and TNT and a Detonator lets you break the barrier to the Toontown tunnel. Others like the gun and exploding cigars, are more useful as weapons. You shouldn't go into caves without a flashlight, rattles and spring boots. You can find and ride Benny the Cab, which is far faster than walking across L.A. If you encounter weasels, you have a limited amount of time to select the punchline to a joke or they capture Roger and you lose a life. You also lose a life if you get run over, fall into a pit or get bumped too many times and lose your sense of humor.
The graphics and music for the game is pretty appropriate. Unfortunately, you will have a hard time from keeping from bumping into things like cats and dogs. They can bump you while you are searching drawers and desks for items or talking to people and you cannot move to avoid them while you search or talk Also, defeating Judge Doom at the end of the game will have you throwing your controller at the screen.
Mostly, this game is about constant searching, everywhere, for everything. There is little sense of progression, just doing the same thing over and over and over again. It takes seemingly forever to search desks and cabinets, and the game has lots and lots of them. The people can sometimes tell you if the building has items in it. The maps reuse the same tiles over and over, making it easy to get lost. The items are mostly randomized, which may have worked in Atari's Adventure when there were only six, but not when you need to collect almost two dozen. Finally, the game gives you three lives and two continues, but when you lose those continues, you have to start over from the beginning. The game has a 22 digit password, but as a final kick in the teeth, you have ONLY 45 SECONDS to write it down.
Showing posts with label Japanese PCs. Show all posts
Showing posts with label Japanese PCs. Show all posts
Tuesday, June 30, 2015
Sunday, March 22, 2015
The Forgotten Switch : The Atari 2600's B&W/Color Switch
The original Atari 2600 VCS had six switches to control the various game functions, Power On/Off, B&W/Color, Left Difficulty, Right Difficulty, Game Select and Game Reset. In the early models of the console, there were six aluminum switches, symmetrically spaced on either side of the cartridge slot, three on the left, three on the right. Later, Atari redesigned the console to reduce costs and put the left and right difficulty switches on the back of the console and used standard plastic switches instead of aluminum. Even with this change, there were still two switches to the left of the cartridge slot and two to the right. This continued into the Atari 2600jr, except that all the chrome switches had been replaced with plastic. Nonetheless, the symmetry of the Atari 2600 is an aesthetic that has been seldom been so rigorously pursued in a console's design throughout its lifespan.
The standard Atari joystick only had one button and the cartridges were too small at first for title screens, menus and logos. Changing settings were done by these switches and the program reading the appropriate port. Only the Power On/Off switch had a fixed function, it was connected directly to the electrical path that powered the console. The other five switches were each connected to a bit on an I/O port. The game could do whatever it wanted with them, but by convention the Game Select and Game Reset switches usually did just as they indicated. While Left and Right difficulty were originally intended to set a handicap for one or both players, human or computer, they could just as easily be used to adjust game characteristics.
The Black and White switch is the focus on this blog entry. It is just as important as the other switches, yet too frequently overlooked and left off modern products. The original intent of this switch was to alter the game to switch its colors when the switch was set to the B&W position. The player should set it if playing on a B&W TV to improve contrast between the player/missile/ball graphics and the playfield/background. The Atari 2600 had sixteen choices of colors or hues and eight levels of brightness or luminances. Typically, when the B&W side of the switch was activated, the program would switch to using the eight monochrome shades offered by the 2600. Sometimes, it would use more muted colors. On a Color TV, the B&W choices would come very close to simulating what the image would like on a true B&W TV. Here are two examples to show when this would be useful :
However, it is very important to remember that a B&W TV was often the second TV in American households in the late 1970s and early 1980s. If the parents did not want the kids to hog the main TV with video games, they would hook the system up to a second TV. Few U.S. TVs had two color TVs during this time frame. Many kids grew up playing video games on B&W TVs, it is a very important part of retro gaming that too often overlooked.
From 1977 until 1982, most Atari and then Activision (made up of ex-Atari programmers) games used the B&W/Color Switch as originally intended. In fact, until Atari's silver label cartridges and Activision's special label cartridges, it is easier to compile a list of games that did not use the B&W/Color switch as originally intended. They are as follows :
Beamrider is the only game where the Activision logo is not always seen during gameplay from the pre-crash era. Beamrider was the first game to use the (c) character instead of the word Copyright. It is also the last time the rainbow version of the Activision logo would be used. Ghostbusters is unique in that it does not have the word Activision is not using the standard appearance. After Ghostbusters, the (c) and year would be instantly replaced with the non-rainbow Activision logo, no scrolling. Also, if the game was licensed from another company, that company's name would appear after Activision's.
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| Atari 2600 Light Six Switch |
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| Atari 2600 Woodgrain Four Switch |
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| Combat - Color Switch |
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| Combat - Color Switch on Simulated B&W TV |
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| Combat - B&W Switch |
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| Air-Sea Battle - Color Switch |
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| Air-Sea Battle - Color Switch on Simulated B&W TV |
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| Air-Sea Battle - B&W Switch |
From 1977 until 1982, most Atari and then Activision (made up of ex-Atari programmers) games used the B&W/Color Switch as originally intended. In fact, until Atari's silver label cartridges and Activision's special label cartridges, it is easier to compile a list of games that did not use the B&W/Color switch as originally intended. They are as follows :
| Atari/Activision Games that Do Not Support B&W |
Atari |
| 3-D Tic-Tac-Toe |
| Asteroids |
| Superman |
| Backgammon |
| Demons to Diamonds |
| Super Breakout |
| Yar's Revenge |
Activision |
| Activision Decathlon |
| Crackpots |
| Dolphin |
| Enduro |
| Frostbite |
| Keystone Capers |
| Oink |
| Plaque Attack |
| Pressure Cooker |
| Robot Tank |
| Spider Fighter |
When it comes to Atari Silver, Children's or Red labels or Activision's Special labels, unless the game was previously released as a text or picture label, it will almost certainly not use the B&W/Color switch as intended. In addition, relatively few third party games released during the 2600's official lifespan use it. There are some exceptions, and this is not intended to be a complete list but for illustrative purposes :
| Other Companies that Support B&W as Originally Intended |
| Alien |
| Star Wars ESB |
| Bank Heist |
| Dragonstomper |
| Frogger |
| Music Machine |
| Star Voyager |
| Seamonster |
| Space Tunnel |
| Realsports Volleyball |
| M.A.S.H. |
| Malagai |
| Mega Force |
| Worm War I |
| Crash Dive |
| Revenge of the Beeksteak Tomatoes |
| Joust |
Finally, there are several games that use the B&W switch for a special function unrelated to its original intent. Often it could be used to pause the game, but other games assigned a unique function to it. Here is a list of games that I have verified :
B&W Switch used for Something Else
Space Shuttle (engine controls)
Cosmic Ark (turn on/off star field on some cartridges)
Fantastic Voyage (pause)
Solaris (inverts planet horizons)
Mouse Trap (removes playfield)
Starmaster (brings up Galactic Chart)
Beany Bopper (pause)
Flash Gordon (pause)
Spacemaster X-7 (pause)
Secret Quest (brings up Status Screen and password)
Secret Quest (brings up Status Screen and password)
There are undoubtedly more games than on this list, but it serves as an illustrative example of why the B&W/Color switch should not be utterly ignored. Devices like the Atari Flashbacks which do not include the B&W/Color switch will not function as originally intended with these games.
Activision Logo
On a totally unrelated Atari 2600 subject, it is interesting to note how consistent Activision was with its in-game logo. Activision always displayed its logo "Activision" on the game screen for every game. In its early games like Fishing Derby, the logo would simply be present somewhere on the bottom of the screen. For the later games, like Pitfall, the text Copyright 198x would appear, then the Copyright text would scroll up and Activision would appear. On games released near the crash, there would be a rainbow leading into the A in Activision. The A itself was redesigned, otherwise the logo pixel pattern seems identical :
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| Scrolling Rainbow Logo 1983-1984 |
Labels:
Adventure Games,
Atari,
DOS Games,
Editorial,
Japanese PCs,
NES,
Nintendo,
RPG,
Sierra,
Ultima
Saturday, March 21, 2015
The Japanese Invasion : Japanese PC games on Western PCs
Japan has a fine tradition of its own home-grown computers. In the United States, Apple, Atari, Commodore, Tandy and Texas Instruments all produced computers for the mass-market that were incompatible with each other and with the emerging IBM PC standard. The United Kingdom had its own computer industry with Sinclair and Commodore and Amstrad churning out budget machines that were not going to replace serious IBM PCs. In Japan, NEC, Fujitsu and Sharp were the big PC players in the 1980s and the MSX machines also had some popularity.
The first three companies produced machines more targeted to the business market. Their machines emphasized resolution over graphics capability. Because Japan used Kanji characters in written communication, high resolution support was necessary for business machines. Kanji characters are difficult to decipher in less than 16x16 pixels, whereas the regular Latin alphabet and Katakana and Hiragana scripts can work with 8x8 pixels. Typically, a Japanese computer had graphics modes that went to 640x400 at 8 or 16 colors. They achieved this resolution at a cost of features and color depth. Any machine that did not support high resolutions, like the MSX machines, were viewed mainly as game consoles like the Famicom and PC Engine.
If the MSX machines were like the Commodore 64 of the Japanese home computer market, then the NEC PC-8801 was the Apple II of that market. Most computer game developers seemed to cut their teeth on this machine, of which there were many iterations. In the beginning it used a Z-80A CPU running at 4MHz, but it was easy to port games from it to its more expensive brother, the 8086 based NEC-9801, and the similar Sharp X1 and Fujitsu FM-7 machines.
Each of these machines supported a 640x200 graphics mode with 8 colors and this is what games primarily used for most of the 1980s. Those colors were often, but not always, the standard eight colors : black, white, red, green, blue, yellow, cyan and magenta. However, the games described here could choose from a palette of 512 colors on the NEC PC-8801. This was more impressive than CGA, PCjr. or Tandy machines using high resolution graphics modes, but EGA and VGA cards could do 640x200x16. In the 640x200x16 mode, the PC ports usually look almost identical to the PC-8801 games, albeit with a somewhat darker color palette. Eventually as the color depths and resolutions improved, they would still use the high resolution, lower color modes compared to imported western games that used lower resolution, higher color 320x200x256 VGA graphics.
However, when it came to sound support, these machines had the IBM PCs beat for most of the decade. The Sharp X1, Fujitsu FM-7s and MSX machines had AY-3-8910s or YM-2149s which were slightly better than the TI SN 76496 used in the IBM PCjr. and Tandy 1000s. By 1985, the PC-8801mkII SR had an internal Yamaha YM-2203 FM and PSG sound chip and the PC-9801s were using more advanced YM-2608s. (The PC-8801s would get the YM-2608 with the PC-8801 FA). Even with fewer sound channels, the YM-2203 had better capabilities than the Adlib YM-3812 and the people who composed for the PC-8801 like Yuzo Kojiro were far more skilled at FM synthesis composition than the Adlib composers.
While Japanese consoles were at the vanguard of the Japanese video game invasion, Japanese computer games also had a smaller, less celebrated role to play. Western games like Ultima and especially Wizardry were extremely popular in Japan for a while, and other genres like adventure games had a niche. Ken Williams of Sierra On-line went to Japan and was so impressed that he established a branch of Sierra over there and secured rights to port several popular Japanese PC titles to IBM PCs and some other Western home computers. From 1987-1990, Sierra released Thexder, Silpheed, Fire Hawk : Thexder II - The Second Contact, Zeliard and Sorcerian. The first four of these games were developed by Game Arts, and the last by Falcom. Sierra was not the only company to get into the act, as Broderbund released Ys The Vanished Omens (also by Falcom), Wibarm (by Arsys Software) and Cosmic Soldier : Psychic War (by Kogado). All these games were originally developed for the NEC PC-8801, so the rest of this blog entry will discuss how the PC releases held up to the Japanese originals.
Thexder
Thexder was Sierra's first release in 1987 and probably its best seller of all the Japanese games it released. However, as far as conversions went, you could tell they were still finding their feet. Thexder is not a very varied game, so the little things count. The beam in NEC Thexder is thin, multi-colored, uses circles to indicate hits and explosions, and uses the sound chip for its sound effects. The title screen has scrolling sky.
The PC version uses the Tandy/PCjr. sound chip for the background music and the PC speaker for the laser beam sound effect. However, when played on a non-Tandy or PCjr., the PC speaker is used for background music, or if the music is turned off, for the beam sound effects. The beam is a thick white line, and there are no contact explosions. Undoubtedly, the PC Speaker does justice to neither the music nor the sound effects. This game was too early for sound card support.
However, one good thing Sierra did was to use the EGA 640x200x16 mode. This allows the PC graphics to appear similar or identical to the Japanese graphics. They would continue to support high resolution modes.for all their future releases. There are also CGA and Tandy and even MCGA graphics, the last of which draws from an expanded range of colors. These graphics were drawn in the lower resolution, 320x200, than any contemporary Japanese version outside the NES or MSX. This made the graphics easy to port, but conversion work was required for players without a VGA or EGA card. Oddly enough but only one of Sierra's releases supports Hercules Graphics (Zeliard), despite the high resolution mode of that card.
It does not appear that Thexder supports a joystick on the PC-8801, but the other games do. The PC-8801 supports a standard Atari-style digital joystick port with two buttons using the MSX pinout. Thexder, like all other PC-8801 games featured in this post, requires a PC-8801 with the V2 graphics mode. This was first introduced with the PC-8801mkII SR in 1985, and all subsequent machines support this. The 8801mkII SR and the later machines also support the joystick, which leads me to believe the lack of joystick support was intentional to make the game harder. However, if that was not sufficiently challenging, the gameplay speed is much faster than Sierra's ports. It plays at Warp Speed by comparison. Even the other Japanese versions are more sedate. Sierra's joystick support and sane speeds makes its version arguably more playable than the original.
In later games, using a digital gamepad is definitely the way to go, whether on a IBM PC compatible or a PC-8801. Of course, on a PC these games only support the standard analog gameport, but these games have simple joystick reading routines where above and below a certain threshold response equals movement on an axis and a reading in between those responses means no movement. A Gravis Gamepad works perfectly with a three state axis reading routines, and is the best way to play these games on real hardware. This stinks if you have a Tandy TX or earlier machine, which has a joystick port that does not function identically to a standard PC port and does not work with Gravis Gamepads, even with an adapter. A Tandy TL can disable its built-in gameports in software, so you can use a standard gameport on an ISA card.
Silpheed
When Silpheed was released in 1988, there was nothing quite like it for western computers. There were shmup like games on the home computers of the time, but they were mainly ports of arcade games and small independent works. Silpheed used a very unusual perspective for its time and since. It plays close to a top-down shooter, but the perspective was angled like a pinball machine. Objects were given the appearance of depth and the original game developers used polygon ship designs. Silpheed is very challenging. The enemies came fast and furious and the difficulty in dodging constant attacks and the difficulty of keeping your ship's lifebar up could get very unforgiving. The overall polish of the product cannot be denied.
Sierra had been transitioning from autodetecting graphical capabilities and supporting Tandy sound if run on a Tandy to fully selectable graphics support and support for popular sound cards. It also introduced document-based copy protection to the Japanese games. This was one of the initial games for which Sierra had included support for sound cards. It supported the Tandy 3-voice sound chip, the Ad Lib Music Feature Card, the Roland MT-32 and the IBM Music Feature. Game Blaster support could be added via a patch and version 2.x supported it out of the box and the Yamaha FB-01 (identical music to the IBM Music Feature). Sierra did the music justice on the MT-32.
However, the rest of the sound presentation left something to be desired. Sierra attempted to recreate Xacalite's speech at the beginning of the game, but failed so miserably that they added subtitles in version 2.0. Sierra used PWM PC Speaker for the effect, but the sound chips could have done better. The original PC-8801 version uses Composite Sine Mode to loosely approximate human speech. Other speech samples, such as when the Silpheed fighter docks with the ship, were not included. The sound effects for the laser gun only use the PC speaker, and there are no sounds when enemy ships are hit. Although the sound effects were not particularly impressive on the original, it is better than silence and PC speaker warble.
However, in version 3.0, Sierra supported the IBM PS/1 Audio/Game Card, which had a DAC. Now Xacalite's speech was clear, the voices when you dock the ship are restored, and the sound effects sound comparatively great. IBM was so impressed with the game that they bundled it with the card. Unfortunately, this version was apparently not released outside IBM's offering, came well after the game's original release in 1991, did not support a wide variety of hardware and was obscure for many years.
Fire Hawk : Thexder II The Second Contact
Fire Hawk continued the improvements to Sierra's releases. One of the best features of Sierra's Japanese releases was that the box art showed some awesome mecha for Thexder and Silpheed, and Thexder's sequel was the best of all. Fire Hawk improved on the original by having power ups in addition to the blaster, more varied enemies and environments and a full music track instead of the two tracks that Thexder used. There was also a substantial back-story and there were some attempts to develop the story during the game. While Fire Hawk could be cheap, it was not quite as unforgiving as Thexder. This was the only other game in this Sierra series to support manual-based copy protection.
Fire Hawk pushed the limit of the PC-8801 series. With a 4MHz machine, there would be no backgrounds, just black space. With an 8MHz machine, the game would draw the backgrounds and the gameplay would be significantly less choppy. Sierra had an install option to instruct the game not to draw these backgrounds on slower systems, but gave the user the choice. Also, the game would take advantage of the more advanced YM-2608 chip found in the later machines to enhance the existing music. The music is not radically different compared to the machines with the YM-2203.
Sierra was beginning to slide a bit by this time. The music compositions are a bit hit and miss if you do not have an MT-32. The MT-32 has its own unique sound which competes heavily with the YM-2608 original tunes. In addition, the Japanese versions had the opening story told in game via Ninja Gaiden-like cinematics, but Sierra relegated it to a comic in the manual. Also, the MCGA graphics option does not take any advantage of the larger color palette (unlike the same option in its predecessor) and looks identical to the Tandy graphics option. There is no CGA option, so owners with that level of graphics capability were out of luck.
With Fire Hawk, Sierra finally allowed sound effects to be played through something other than the PC Speaker. Fire Hawk supports both Tandy and Sound Blaster DACs for the sound effects, and they sound great. Unfortunately, the drivers pair these DACs with their respective sound chips, so you will only be able to officially hear Tandy music with the Tandy DAC option and Ad Lib music with the Sound Blaster option.
Zeliard
Zeliard was the last Game Arts' game Sierra released. The port of the game is excellent, the graphics are nearly identical to the original, the MCGA option is more colorful than the EGA or Tandy or CGA options. The music is spot on, this time, with the Tandy 3-voice music a particuar highlight. (Yes Sierra, you can use the noise channel for percussion!)
The game itself is a side-scrolling action adventure similar to Ys III : Wanderers from Ys. The controls are rather loose, even with a game pad, and hit detection is very generous from the monster's perspective. There are some enemies, like bats, that cannot be hit very easily because the overhead attack is tricky to pull off. The environments are very maze like and virtually mandate the use of maps. Fortunately Sierra included some in the box. Caution is the rule of the day in these games.
Unfortunately, Sierra's marketing for the game seems to be virtually nil. The box art is pretty bad, the manual is slim and only accompanied by a map poster. Music support is limited to PC Speaker, Tandy, Ad Lib and MT-32. However, there is support for CGA and unique among Sierra's ports, Hercules monochrome graphics. Additionally, there is no copy protection in this game or Sorcerian (but the manual is kind of required for the latter). Zeliard uses Composite Sine Mode to loosely approximate voices during the introduction. The PC version does not support this, although the hardware of the YM-3812 in the Ad Lib did support Composite Sine Mode. Instead it uses high to low pitched notes to give some aural expression to the text.
Getting Zeliard to run in a PC-8801 is not obvious, unlike these other games. You need to boot Disk 3 and let it format a user disk (use a copy of Disk 3 with an emulator or a blank formatted disk). Despite what TOSEC says, there are only three game disks. Then start the game with Disk 1 and Disk 2 in drive 1 and 2, respectively, let it get past the intro and then insert the user disk you created.
Sorcerian
Sorcerian was the last direct port from Japanese PC games Sierra released. Sorcerian was originally released by Nihon Falcom in Japan, and is the fifth canonical game in its Dragon Slayer series. Unlike the earlier games, this one only supports 640x200x16 graphics, requiring an EGA or VGA card. It also appears to require a 286-class system, based on the box sticker that says "IBM AT VERSION".
Even though Sorcerian was a side-scrolling adventure like Zeliard and its predecessor, Dragon Slayer IV : Drasle Family (better known as Legacy of the Wizard on the NES), it was very ambitious. It has a character select system like Ultima III that allowed you to create multiple characters and form parties with them. Your characters had classes, occupations and could change as they aged. Each character went into shops to buy his own equipment like Wizardry. You don't control one character but four, which move and jump in unison. The game gave you fifteen quests instead of a singular goal. In Japan Falcom and other companies released expansion scenario disks to add new quests to the game, but Sierra only released Sorcerian with the basic 15 quests.
Sorcerian's music support is limited to the Ad Lib, Game Blaster, MT-32 and the Yamaha FB-01. Unfortunately, Yamaha FB-01 music tends to crash in the gameplay screens, only in the option screens and the music guild. The music guild option is not readily available in the PC-8801 version, but there are more sound effects in the PC-8801. Unfortunately, Sierra went back to its lazy ways of using only the PC speaker for sound effects, regardless of music device chosen.
Unfortunately, Zeliard and Sorcerian were not huge sellers, and Sierra turned from its partnership with Japanese companies. Its next partnership was with the developer it bought, Dynamix.
Here is a list of the graphics and sound support for each of Sierra's releases :
Ys the Vanished Omens, a.k.a. Ys : Ancient Ys Vanished (Omen), Ancient Land of Ys
This is the first Japanese PC game published by Broderbund. This is unfortunate because Ys 1 is a very good game but Broderbund did it no favors. The only graphics options are CGA, Tandy and EGA 320x200 graphics. Hercules graphics are supported, but don't convey the original high resolution graphics of the original Japanese version. As bad as the graphics are, and they make the main character look like a walking turd, this is nothing compared to the laziness of the sound engine. Only PC speaker is supported, and there was no excuse for this in 1989. The port was done by Unlimited Software, Inc., the porting arm of Distinctive Software, Inc. While the company did have some experience with sound chips, their ports generally are rather middling in quality (TMNT U.S. version was impossible to finish, Castlevania with anything but the PC Speaker slows the game to a crawl on 286s), and Ys is no exception.
On the plus side, the game plays like the Japanese original, even down to the keys used to bring up the menu screens. One benefit to having the translated PC versions is that the menu options and other text in English are usually in the same places as in the PC-8801 versions, making games like Ys and Sorcerian much easier to play. But the glorious music, composed in part by the legendary Yuzo Koshiro, is done no justice here. It appears as though the PC speaker was assigned to one instrument, which would have given Tandy music a fuller sound had it been supported. Broderbund also released an Apple IIgs port, and while the graphics are no better than the PC port, the music is done some justice due to the IIgs's synthesizer. The PC port uses disk-based copy protection, which was already considered passe' by the time.
Ys was also ported to the Sega Master System (which uses the same sound chip as the Tandy) and later to the Turbo Grafx 16 CD with its sequel, but these are the only forms which the West ever officially received until the release of Legacy of Ys: Books I and II for the Nintendo DS in 2009. In the PC and Apple IIgs ports, names are changed. Adol Christin becomes Arick andDark Fact becomes Malificus.
Wibarm
Broderbund's second Japanese PC game did improve slightly in the presentation from the first. Wibarm was originally developed by Arsys Software. While the graphics options and resolutions have not changed, this port at least supports Tandy 3-voice music. Fortunately the music is rather good, with nice use of noise channel percussion. It is not the same music as in the PC-8801 version. There is not a lot of music in Wibarm, so what is there becomes repetitive. Document based copy protection is used.
Unfortunately, Wibarm is an unfairly obscure game. I do not believe there is a FAQ or even a full English copy of the manual available. The similarities to Thexder are obvious, but the game uses a hub-like world, first person perspectives inside building, and an odd battle screen that you might fight any enemy you touch. Unfortunately figuring out which enemies you can defeat and whether you can spare the energy is a trial and error process.
It obviously was and not a great seller for Broderbund, who obviously put little marketing behind the title. Considering how close it is to Thexder, which was a big seller, this is surprising. Wibarm is also a small nightmare to get running on a PC without the original install disks and manual or reference card. It does not like being installed on a hard drive other than C: or with more than 50-60 subdirectories in the root of the drive. It needs both WIBARM and WIBARM.DAT as subdirectories in the root directory of the drive.
Cosmic Soldier : Psychic War
This game was known as Cosmic Soldier 2: Psychic War in Japan, and as its name implies, it is a sequel to Cosmic Soldier, both originally developed by Kogado. The game, like Ys, was brought over from Japan by Kyodai Software Marketing, Inc., a joint venture of Japanese computer game developers created to introduce their games to the West. Broderbund handled the distribution.
This game supports CGA, Hercules and Tandy/EGA, PC Speaker, Tandy and Ad Lib sound. One can see the gradual improvement in sound support from Broderbund distributed products, but no high resolution support. Nothing in terms of sound effects, but the original game was rather sparse. The Tandy and Ad Lib music is surprisingly decent.
This is an futuristic RPG with a first person perspective like Wizardry and the Gold Box games. You start as a single character with a female cyborg that acts like a guide. Along the way, you can encounter enemies and sometimes you can bring them to the point of defeat, where they will offer to join your party. You can have a maximum of four party members. Attacking is done by a mental beam, and it like you and your opponent push beams against each other and whoever's beam touches will cause damage.
Koei
Koei released innumerable historical strategy games in the Romance of the Three Kingdoms and Nobunaga's Ambition series, as well as other strategy games detailing other time periods like Napoleon and Liberty or Death as well as fantasy settings in Gemfire. While Koei is must better known for Dynasty Warriors today, in the 1980s and early 1990s it was solely known for its strategy games. They were among the most detailed for their time and more than just simple wargames. You had to manage provinces, supply armies, recruit generals, employ spies and assassins, conduct diplomacy, set tax rates as well as wage war in Koei's turn-based strategy games.
Koei released English-language versions of many of their games for the NES, SNES and Genesis. One might suppose that the slow pacing, intimidating interface and overwhelming number of options of most of their games would deter most people, but Koei kept on releasing games for consoles. They also released sixteen of their games for DOS with full English translations. Apparently people kept buying them, so they kept porting them. Unfortunately, they have generally not aged well.
Koei games are pretty bare-bones hardware-wise. All their earlier games support only 640x200x16 EGA graphics, although the earliest also support 640x200 CGA monochrome graphics (black and white). Its final releases use 640x480x16 VGA graphics and look very nice due to the large number of colors available for the palette. Sound support is usually just the PC speaker, although Adlib and Sound Blaster began to be supported in the 1990s. Mobygames has screenshots for all these games.
The first three companies produced machines more targeted to the business market. Their machines emphasized resolution over graphics capability. Because Japan used Kanji characters in written communication, high resolution support was necessary for business machines. Kanji characters are difficult to decipher in less than 16x16 pixels, whereas the regular Latin alphabet and Katakana and Hiragana scripts can work with 8x8 pixels. Typically, a Japanese computer had graphics modes that went to 640x400 at 8 or 16 colors. They achieved this resolution at a cost of features and color depth. Any machine that did not support high resolutions, like the MSX machines, were viewed mainly as game consoles like the Famicom and PC Engine.
If the MSX machines were like the Commodore 64 of the Japanese home computer market, then the NEC PC-8801 was the Apple II of that market. Most computer game developers seemed to cut their teeth on this machine, of which there were many iterations. In the beginning it used a Z-80A CPU running at 4MHz, but it was easy to port games from it to its more expensive brother, the 8086 based NEC-9801, and the similar Sharp X1 and Fujitsu FM-7 machines.
Each of these machines supported a 640x200 graphics mode with 8 colors and this is what games primarily used for most of the 1980s. Those colors were often, but not always, the standard eight colors : black, white, red, green, blue, yellow, cyan and magenta. However, the games described here could choose from a palette of 512 colors on the NEC PC-8801. This was more impressive than CGA, PCjr. or Tandy machines using high resolution graphics modes, but EGA and VGA cards could do 640x200x16. In the 640x200x16 mode, the PC ports usually look almost identical to the PC-8801 games, albeit with a somewhat darker color palette. Eventually as the color depths and resolutions improved, they would still use the high resolution, lower color modes compared to imported western games that used lower resolution, higher color 320x200x256 VGA graphics.
However, when it came to sound support, these machines had the IBM PCs beat for most of the decade. The Sharp X1, Fujitsu FM-7s and MSX machines had AY-3-8910s or YM-2149s which were slightly better than the TI SN 76496 used in the IBM PCjr. and Tandy 1000s. By 1985, the PC-8801mkII SR had an internal Yamaha YM-2203 FM and PSG sound chip and the PC-9801s were using more advanced YM-2608s. (The PC-8801s would get the YM-2608 with the PC-8801 FA). Even with fewer sound channels, the YM-2203 had better capabilities than the Adlib YM-3812 and the people who composed for the PC-8801 like Yuzo Kojiro were far more skilled at FM synthesis composition than the Adlib composers.
While Japanese consoles were at the vanguard of the Japanese video game invasion, Japanese computer games also had a smaller, less celebrated role to play. Western games like Ultima and especially Wizardry were extremely popular in Japan for a while, and other genres like adventure games had a niche. Ken Williams of Sierra On-line went to Japan and was so impressed that he established a branch of Sierra over there and secured rights to port several popular Japanese PC titles to IBM PCs and some other Western home computers. From 1987-1990, Sierra released Thexder, Silpheed, Fire Hawk : Thexder II - The Second Contact, Zeliard and Sorcerian. The first four of these games were developed by Game Arts, and the last by Falcom. Sierra was not the only company to get into the act, as Broderbund released Ys The Vanished Omens (also by Falcom), Wibarm (by Arsys Software) and Cosmic Soldier : Psychic War (by Kogado). All these games were originally developed for the NEC PC-8801, so the rest of this blog entry will discuss how the PC releases held up to the Japanese originals.
Thexder
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| Thexder PC-8801 Title |
The PC version uses the Tandy/PCjr. sound chip for the background music and the PC speaker for the laser beam sound effect. However, when played on a non-Tandy or PCjr., the PC speaker is used for background music, or if the music is turned off, for the beam sound effects. The beam is a thick white line, and there are no contact explosions. Undoubtedly, the PC Speaker does justice to neither the music nor the sound effects. This game was too early for sound card support.
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| Thexder PC-8801 Game |
It does not appear that Thexder supports a joystick on the PC-8801, but the other games do. The PC-8801 supports a standard Atari-style digital joystick port with two buttons using the MSX pinout. Thexder, like all other PC-8801 games featured in this post, requires a PC-8801 with the V2 graphics mode. This was first introduced with the PC-8801mkII SR in 1985, and all subsequent machines support this. The 8801mkII SR and the later machines also support the joystick, which leads me to believe the lack of joystick support was intentional to make the game harder. However, if that was not sufficiently challenging, the gameplay speed is much faster than Sierra's ports. It plays at Warp Speed by comparison. Even the other Japanese versions are more sedate. Sierra's joystick support and sane speeds makes its version arguably more playable than the original.
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| Thexder - CGA |
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| Thexder - Tandy |
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| Thexder - MCGA |
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| Thexder - EGA |
Silpheed
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| Silpheed PC-8801 Title |
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| Silpheed PC-8801 Game |
However, the rest of the sound presentation left something to be desired. Sierra attempted to recreate Xacalite's speech at the beginning of the game, but failed so miserably that they added subtitles in version 2.0. Sierra used PWM PC Speaker for the effect, but the sound chips could have done better. The original PC-8801 version uses Composite Sine Mode to loosely approximate human speech. Other speech samples, such as when the Silpheed fighter docks with the ship, were not included. The sound effects for the laser gun only use the PC speaker, and there are no sounds when enemy ships are hit. Although the sound effects were not particularly impressive on the original, it is better than silence and PC speaker warble.
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| Silpheed - CGA |
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| Silpheed - Tandy & MCGA |
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| Silpheed - EGA |
Fire Hawk : Thexder II The Second Contact
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| Fire Hawk PC-8801 Title |
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| Fire Hawk PC-8801 Game 4MHz |
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| Fire Hawk PC-8801 Game 8MHz |
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| Fire Hawk PC-8801 Cinematic Sample & Heroine |
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| Fire Hawk - Tandy & MCGA |
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| Fire Hawk - EGA |
With Fire Hawk, Sierra finally allowed sound effects to be played through something other than the PC Speaker. Fire Hawk supports both Tandy and Sound Blaster DACs for the sound effects, and they sound great. Unfortunately, the drivers pair these DACs with their respective sound chips, so you will only be able to officially hear Tandy music with the Tandy DAC option and Ad Lib music with the Sound Blaster option.
Zeliard
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| Zeliard PC-8801 Title |
The game itself is a side-scrolling action adventure similar to Ys III : Wanderers from Ys. The controls are rather loose, even with a game pad, and hit detection is very generous from the monster's perspective. There are some enemies, like bats, that cannot be hit very easily because the overhead attack is tricky to pull off. The environments are very maze like and virtually mandate the use of maps. Fortunately Sierra included some in the box. Caution is the rule of the day in these games.
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| Zeliard PC-8801 Game |
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| Zeliard - CGA |
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| Zeliard - Hercules |
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| Zeliard - Tandy |
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| Zeliard - MCGA |
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| Zeliard - EGA |
Sorcerian
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| Sorcerian PC-8801 Title |
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| Sorcerian PC-8801 Menu |
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| Sorcerian PC-8801 Game |
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| Sorcerian - EGA |
Here is a list of the graphics and sound support for each of Sierra's releases :
| Thexder | Silpheed | Fire Hawk | Zeliard | Sorcerian | |
| CGA | Y | Y$ | N | Y | N |
| Hercules | N | N | N | Y | N |
| Tandy | Y% | Y%$ | Y | Y | N |
| EGA | Y | Y | Y | Y | Y |
| MCGA | Y | Y (16-Color)$ | Y (16-Color) | Y | N |
| PC Speaker | Y | Y | Y | Y | Y |
| Tandy 3-Voice | Y | Y | Y | Y | N |
| Tandy DAC | N | N | Y | N | N |
| Ad Lib MSC | N | Y | Y | Y | Y |
| Sound Blaster DAC | N | N | Y | N | N |
| Game Blaster | N | Y^ | Y | N | Y |
| Roland MT-32 | N | Y | Y | Y | Y |
| IBM Music Feature | N | Y | N | N | NW* |
| Yamaha FB-01 | N | Y^ | N | N | NW |
| IBM PS/1 Audio Game | N | Y& | N | N | N |
| Roland D-110 | N | Y | N | N | Y* |
| Casio MT-540 | N | N | N | N | Y* |
| Casio CT-460/CSM-1 | N | N | N | N | Y* |
| ^ - Version 1.x requires patch | $ - Not available in Version 3.x | ||||
| & - Version 3.x only | % - PCjr Graphics Support (Version 2.x for Silpheed) |
Ys the Vanished Omens, a.k.a. Ys : Ancient Ys Vanished (Omen), Ancient Land of Ys
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| Ancient Ys Vanished PC-8801 Title |
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| Ancient Ys Vanished Omen PC-8801 Game |
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| Ancient Land of Ys - CGA |
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| Ancient Land of Ys - Hercules |
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| Ancient Land of Ys - Tandy & EGA |
Wibarm
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| Wibarm PC-8801 Title |
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| Wibarm - Game Overworld |
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| Wibarm - Game Building |
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| Wibarm - Game Battle |
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| Wibarm - CGA |
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| Wibarm - Hercules |
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| Wibarm - Tandy & EGA |
Cosmic Soldier : Psychic War
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| Cosmic Soldier 2: Psychic War PC-8801 Title |
This game supports CGA, Hercules and Tandy/EGA, PC Speaker, Tandy and Ad Lib sound. One can see the gradual improvement in sound support from Broderbund distributed products, but no high resolution support. Nothing in terms of sound effects, but the original game was rather sparse. The Tandy and Ad Lib music is surprisingly decent.
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| Cosmic Soldier 2: Psychic War PC-8801 Game |
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| Cosmic Soldier 2: Psychic War PC-8801 Game Over |
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| Cosmic War: Psychic Soldier - CGA |
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| Cosmic War: Psychic Soldier - Hercules |
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| Cosmic War: Psychic Soldier - EGA/Tandy |
Koei
Koei released innumerable historical strategy games in the Romance of the Three Kingdoms and Nobunaga's Ambition series, as well as other strategy games detailing other time periods like Napoleon and Liberty or Death as well as fantasy settings in Gemfire. While Koei is must better known for Dynasty Warriors today, in the 1980s and early 1990s it was solely known for its strategy games. They were among the most detailed for their time and more than just simple wargames. You had to manage provinces, supply armies, recruit generals, employ spies and assassins, conduct diplomacy, set tax rates as well as wage war in Koei's turn-based strategy games.
Koei released English-language versions of many of their games for the NES, SNES and Genesis. One might suppose that the slow pacing, intimidating interface and overwhelming number of options of most of their games would deter most people, but Koei kept on releasing games for consoles. They also released sixteen of their games for DOS with full English translations. Apparently people kept buying them, so they kept porting them. Unfortunately, they have generally not aged well.
Koei games are pretty bare-bones hardware-wise. All their earlier games support only 640x200x16 EGA graphics, although the earliest also support 640x200 CGA monochrome graphics (black and white). Its final releases use 640x480x16 VGA graphics and look very nice due to the large number of colors available for the palette. Sound support is usually just the PC speaker, although Adlib and Sound Blaster began to be supported in the 1990s. Mobygames has screenshots for all these games.
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