Showing posts with label Japanese computers. Show all posts
Showing posts with label Japanese computers. Show all posts

Monday, August 8, 2011

Who framed created PITMAN?




Read another thrilling crime story in Hardcore Gaming 101's Video Game History Casebook #3, in which private investigator derboo finally succeeds in solving his first case.


You might have read our article on the unique Game Boy puzzle game Catrap from last year. It contains a lot of research on the game's origins—in Japan the game is known as PITMAN, and constitutes a remake/sequel to a very old game that designer Yutaka Isokawa submitted to a magazine called Oh!MZ back in 1985. With its source code printed, the game spawned a number of adaptions in the following months and apparently became popular enough in Japan to warrant the revival five years later, as well as an inofficial GBA remake in 2004 and a number of mobile games.

So far little story is going along nicely, until a reader named hitchhikr contributed a post on our forums that threatens to shatter its very foundation: In 2004, he made an MS-DOS port of PITMAN, not based on Isokawa's code, but rather a version that one Sylvain Bizoirre, founder of old-computers.com, had programmed to demo his own interpreter MBasic in 2001.

The catch: A little comment at the top of the 2001 source code saying "a MBasic adaptation from a game I wrote for the Sharp MZ 80K computer in march 1984." Isokawa's PITMAN was printed in August 1985, but his HuBasic source code for the Sharp MZ-700 and MZ-1500 models is labeled 1985.3, still a whole year after the date given by Bizoirre. Neither mentions an original version or even an inspiration, that would make one of the two guilty of plagiarism. But is PITMAN a French game or a Japanese game?

Although mostly identical in their gameplay mechanics, the HuBasic and MBasic source codes are structure very differently—almost as if either version was programmed without seeing the source code of the other, despite both being freely viewable, as Basic programs used to be compiled at runtime with pretty much all 8-bit home computers. The binary level data, however, is exactly the same—save for the fact that Bizzoire's game ends after 22 levels, while Isokawa made it a whooping 50, which would favor the notion that his game could be an upgrade of Bizzoire's. Both feature a level editor (which the 2004 DOS version by hitchhikr omits).

Now what could each programmer's motives look like? Bizoirre wouldn't have much of a reason to consciously fake authorship—in 2001 he just included PITMAN as a simple program to demo his interpreter, nothing important. That also means, however, that he not necessarily would have cared much about its exact origins—he made have found the code among his old files, confused the date, forgotten that he had based it on another's code. Just a bit far fetched, but not impossible.

The stakes were a bit higher on Isokawa's end, at least after his code was printed in the magazine: PITMAN, so it appears, became the most meaningful work in his portfolio until today. Revealing that the game that essentially kickstarted his professional career was in fact a mere convertion at this point probably would have had serious consequences.

Pitmania Unlimited (Mobile)


"Geez, derboo!" You might wanna say after all this fishing in the dark. "Just shut up and ask the guys, willya?!" Well, it's not like I didn't try. Unfortunately, Sylvain Bizoirre apparently has not so long ago made major changes to his life, cutting his ties to the retro computer community entirely. Yutaka Isokawa keeps an online presence, though he stopped posting in fall 2010 and I couldn't get any reply to my emails. It's as if both have fallen off the face of the earth just in time to escape my questioning.


We're nonetheless getting to our happy ending, though, as one keyphrase finally came to my mind: Circulation of Knowledge!

The question remains, after all, as to how Isokawa would have learned about Bizoirre's game in the first place, or vice versa. The French programmer at one point contributed a bunch of photos and coverscans of the Oh!MZ magazine to a Sharp MZ fan page, which shows that he at one point probably had access to the 1985 version. (The collection in the last photo looks large enough to be complete.) If he had seen his game claimed by someone else, wouldn't that have him caused to react in any way? Given, in the 80's (though it is not known when Bizoirre would have acquired the magazines, there has to have been some kind of information flow) it would have been much more difficult to communicate. If Isokawa on the other hand indeed took Bizzoire's game and built upon it, how would he have known about a French homebrew game to begin with?

As it turns out Sylvain Bizoirre used to be president of the French Sharp User Club, the Sharpentiers, from 1982-1986, and editor to the club's own magazine focused on the Japanese manufacturer's range of computers. La Revue des Sharpentiers is fortunately preserved online (at least from issue #5, but #13 contains a complete index of past contents), and combing through the issues finally brought up some result in issue #15—November 1985.

"PITMAN est un jeu inspiré d'une revue japonaise et adapté au S.BASIC. Il fonctionne donc sur MZ 700 et MZ 800 en mode 700 avec BASIC 700."


or translated into English:

"PITMAN is a game inspired from a Japanese magazine and adapted to S.BASIC. It works with MZ 700 and MZ 800 in 700 mode with BASIC 700."


This conversion retains the structure of Isokawa's original code, and also retains his credits. Although it remains a mystery why Bizoirre decided to leave that out in his 2001 reprogrammed version, and how did he get the March 1984 date, we can now safely assert that Yutaka Isokawa is indeed the original creator of PITMAN.

Catrap (Game Boy)


Source Codes:
Isokawa's Original HuBasic Source Code scanned from Oh!MZ August 1985
French S.Basic Source Code from Sharpentiers #15 (November 1985)
Bizoirre's MBasic Source Code from January 2001

I'm trying to get the original version running in an emulator, but it's proving more difficult than I thought, because I can't access many of the necessary special characters in HuBasic, as it replaces their mappings with its own functions. Might try my luck with the French S.Basic version later...



Friday, November 5, 2010

The Japanese Version of Police Quest 2

Back in the late 80s, Ken Williams, president of Sierra Online, made a trip to Japan to license some of their PC games for North American release. He brought back the likes of Zeliard, Sorcerian, Silpheed, and Thexder. Around the same time, a handful of the companies adventure titles were ported to Japanese PCs, including King's Quest V, Space Quest IV, Quest for Glory I (the original version, not the remake), and Police Quest II. King's Quest and Space Quest suffered the most because they needed to be downgraded from 256 VGA graphics to the 16-color (but higher resolution) Japanese PC display. However, other than the technical issues and the translations, most of these games were identical to their American counterparts.

Except Police Quest II:






Yup, in the usual fear that the realistic-ish graphics of the original version would be off putting to Japanese games, this port redraws the characters in a manga style. Sonny Bond, previously a milquetoast clean cut blond guy, now has ridiculous green hair.





There aren't many close-ups, but you can plainly see the larger, rounder eyes in most of the characters too. These are especially amusing in the mugshot profiles you find in the computer and are used for copy protection. Jesse Bains, the villain, now has blue hair!





The character sprites have been slightly altered, but not by much. You can see Sonny has a few extra pixels of hair.





My favorite one is that the sterotypical hardass police sergeant now has a purple afro for some reason.





I love how they even turned the pin-up girl poster into an anime chick.





I'm at a loss to explain this one. If you start randomly firing your pistol, you'll get this newspaper showing Sonny gone crazy. Except they didn't redraw Sonny the same way in the Japanese version, they just gave him extra kooky eyes and a Joker grin.

Incidentally, you can see it to understand instructions in English. You can also play the game entirely in English, with subtitled Japanese text displayed beneath it. The higher resolution makes it possible to show crisp Japanese characters but doesn't affect the rest of the game at all. This version I found only displays 8 colors, but apparently there are some versions which show the full 16 colors too.

These sort of changes are not entirely unprecendented. The Japanese release of Zak McKracken and the Alien Mindbenders made the character's eyes slightly larger in an attempt to manga-fy them, although it's a pretty minor change compared to these redesigns. (They also got a full 256 color version that was, strangely enough, never released anywhere else.) Still, it's strange that this is the one they picked to give a redesign. It is unquestionably the grittest of the titles that Sierra localized and maybe needed a lighter tone, but perhaps brighter anime-style designs would've worked better in the adventure-RPG hybrid Quest for Glory.

At any rate, thanks to OmerMor in the SCUMMVM forums for stumbling upon these. There's this video on Youtube, too.



Monday, April 5, 2010

Pictures of Japanese computer games

Following on from a major article on Japanese home computers in Retro Gamer, I post all my unused images of insanely cool games you’ve likely never heard of.

Eight months ago, bored from the lack of Japanese coverage in Retro Gamer, I pitched a major feature on Japanese home computers. I was graciously assisted by the experts over at Tokugawa forums and, I hope, it will act as a permanent record of their sterling work when it comes to archiving English-language knowledge on the obtuse Japanese computer scene. It's also been emailed to HG101 central for later posting as a feature.

Anyway, the designer decided to focus the article on a series of hardware shots I’d accumulated (thanks to NFG for those), with maybe 3 or 4 screens dedicated to the actual games. I find the hardware ugly and mostly pointless thanks to emulation, so here are my original game screen-grabs with my original intended captions. They’re not spectacular, since I was on a tight deadline, and stuff like Edge is only superficially similar to Strider, but hey, it all adds to the mystique, right? Battle Gorilla might also be the most amazing strategy game I’ve never played. I gave it about an hour, barely scratching the surface due to the difficulty of the Japanese interface, but my impression is of something truly special. If any fan-translators want a challenge, I recommend they look into it.

These are in a random order, and the selection is based partially on what I like, what’s easily playable in English, what’s actually available to download (some are bloody tough to find), and what’s exclusive to the hardware or in some way especially interesting.

Many thanks to Ben, Danjuro, Peter and everyone else at the Tokugawa forums for providing so much expert help, photos and more information than we could ever print. Also, thanks to www.NFGgames.com and www.pc98.org and for use of images.


CLICK TO ENLARGE – the blog annoyingly shrinks them, losing the pixelised detail which I strived so hard to maintain when converting to low-colour gifs.


Technopolis
Technopolis was a slightly naughty magazine covering Japanese computers back in the day. Comiket coverage was often more than 10 pages, with a detailed floor-plan and listing of every single doujinsoft available.




Battle Gorilla
Format: NEC PC88
Year: 1988
By: Xtalsoft
Of all the games listed this is the most difficult to learn, but also the most rewarding due to its uniqueness (and that rockin’ music). Imagine a roguelike-styled, tactical version of Commando where bullets and enemies only move when you do – there’s nothing else quite like it. Using Numkeys, Space and Esc at the menu: 1) choose map, 2) stats, 3) free mode, 4) buy weapons, 5) check weapons, 6) start. During the game Space accesses the inventory and Shift shoots.


Night Slave
Format: NEC PC98
Year: 1996
By: Melody
What could be better than an action-packed clone of Assault Suits Valken crossed with the weapons system of Gradius plus (optional) scenes of graphic lesbian bondage? Not much, we’d wager. Although not the smoothest of games, Night Slave’s intense diversity makes it shine, with your mecha rampaging through rainy jungles, snowy wastes, alien bases (pictured) and more. The armaments system, with recoil physics, also has you permanently levelling up your various main- and sub-weapons in an RPG-like fashion using power-orbs.


Kagirinaki Tatakai (限りなき戦い)

Format: Sharp X1
Year: 1983
By: H. Ishikawa (Enix)
With non-mirrored, separately drawn sprites for the left-and-right walking animations, a diverse range of interesting enemies, fully destructible environments, a convincing physics engine, plus a for-the-time plethora of weapons, this could be the most revolutionary forgotten gem of its time. While carrying three weapons or more has been done by most games since (except Halo), and plenty have had destructible environments (except Halo), you must remember this was released in 1983 on cassette tape. Still, miles f***ing better than Halo. Known in Japanese as: 限りなき戦い.

Die Bahnwelt
Format: X68000
Year: 1992 (now freeware)
By: Glodia
Despite predating it by a year, this feels like a Japanese version of Chaos Engine. Anime cut-scenes, bizarre sci-fi plot (which is fan-translated!), plus different sidekicks with good AI whom you can chat with or order to adopt various tactics (conserve ammo, cover me, etc). As you wander the post-apocalyptic ruins there are plenty of weapons to collect, and they can be changed in real-time. Find items and maps, unlock doors and stockpile ammo. Just don’t forget to share with your partner!


Tatsujin-Oh
Format: FM Towns
Year: 1993
By: Toaplan
Although temptation was to go with Wrestle Angels for some girl-on-girl fun, a shmup seemed more appropriate (and Rayxanber sadly isn’t as good). Also known as Truxton 2, this was the only home version of Toaplan’s frenetic arcade shooter, ported by Ving. With relentless waves of enemies, screenshots can never convey how intense things are. A simple power-up system, plus super bombs, keep everything intuitive despite the high difficulty. Regarded by many as the system’s best shooter.


Aquales
[X68000] Thumping rock soundtrack, sumptuous graphics, multiple crazy weapons and Bionic Commando-style swinging: Aquales is absolutely essential.

The Scheme
[PC88] With music by Yuzo Koshiro and a design similar to Metroid, games like The Scheme are the reason for searching archives.


Hover Attack
[PC88] Flying mechas, maze-like levels, and missiles shooting everywhere – Hover Attack was the inspiration for Treasure’s Bangai-O.



WiBArm
[PC88] WiBArm has you roaming realistically rendered 3D worlds, fighting aliens in 2D and transforming from a mecha into a tank and flying jet! Utterly amazing, and also released for DOS in English.

Sorcerian
[PC88] Sorcerian is a magnificently complex action-RPG by Falcom, but if you’re not fluent in Japanese get the DOS version instead.

Rayxanber
[FM Towns] While not as good as its two successors, there’s only one machine you can play the original Rayxanber on.


Popful Mail
[PC98] Trust us on this one – Popful Mail, whichever system it’s on, will be the best gaming experience of your life... unless it’s the dull SNES version.

Genesis
[PC88] One of Square’s earliest games was Genesis: Beyond the Revelation, a post-apocalyptic RPG now fan-translated.

Touhou
[PC98] Developed by just one man, the first five games of the Touhou Project, a series of bullet-hell shmups, are only available on PC98.

Dracula
[X68000] Though ported to the PS1 as Castlevania Chronicles, the original Dracula version is still highly recommended.

Silpheed
[PC88] Silpheed was released after Game Arts’ Thexder, and both were brought to America by Sierra.

Thunder Force
[X1] Like a free-roaming Xevious, the original Thunder Force by Tecno Soft has little resemblance to later titles (better on the X1 than PC88).

Super Mario Bros Special
[PC88] Super Mario Bros Special is not a port – it’s a wholly new, sadistic, surreal and slightly insane take on SMB, by Hudson.

Edge
[PC98] Fancy some ultra-fast, futuristic, Strider-meets-Double-Dragon brawling? You’ll be wanting to play Edge then. Quick, someone call Langdale!



Farland Story
[PC98] All six of the Farland Story games have been translated, giving plenty of Shining Force-style strategic battles to work through – with mouse support!

Rusty
[PC98] Think of your favourite console game, and there’s probably a computer equivalent. Rusty mimics Super Castlevania quite nicely.

Briganty
[PC98] Hack away with swords, grapple with throws, or knock-em-out with kicks – Briganty proves to be quite an adept fighter.

Usagi Panic
[PC98] It’s a mad, crazy dash in Usagina Panic, to defeat enemies and collect carrots on the way to the exit, all while your health slowly ticks down.


Galt Rio
[PC98] A lot of cool games aren’t in Western general circulation. Galt-Rio was accidentally found on a Japanese blog.