The Portopia Serial Murder Case: Difference between revisions
No edit summary |
No edit summary |
||
Line 14: | Line 14: | ||
| modes = [[Wikipedia:Single player|Single player]] | | modes = [[Wikipedia:Single player|Single player]] | ||
| ratings = | | ratings = | ||
| platforms = ''' | | platforms = '''PC-6001'''<br>'''FM-7'''<br>'''MSX'''<br>'''PC-8001'''<br>'''PC-8801'''<br>'''X1'''<br>Famicom | ||
| media = | | media = | ||
| requirements = | | requirements = | ||
Line 49: | Line 49: | ||
{{Stub}} | {{Stub}} | ||
==Development== | ==Development== | ||
Yuji Horii took an interest in the adventure game genre after reading about such games becoming popular in America in a computer magazine. Realizing that the genre had no Japanese entries, or even a presence in Japan, he took it upon himself to create the first entry. The result was a a non-linear game with approximately 20 screens. While researching the genre, Horii made note that several games had fixed scenarios in which the main incident had already taken place before the player arrived on the scene and decided to craft a narrative that moves as the player makes decisions instead. Horii would later single out [https://en.wikipedia.org/wiki/Mystery_House ''Mystery House''], published by Sierra Online in 1980, as a prime example of these fixed scenarios<ref>僕、もともと漫画家志望だったんで、コンピューターで物語を作ることに夢を抱いていたんです。テキストのやり取りでゲームができたら面白いなと思って。当時、ちょっと思ったのは、アドベンチャーゲームって『ミステリーハウス』もそうなんですけど、現状だけなんですよ。現状から時間が動かない状況で謎を解いていく。そうじゃなくて火曜サスペンス風にして、プレイしながら事件が進んでいって、ドラマティックな仕立てにしてみようと思ったのが『ポートピア連続殺人事件』なんですよね https://archive.is/SYD3j</ref> | |||
===Famicom version=== | |||
The decision to create a version of ''Portopia'' for the Famicom came about in early 1985 after Enix staff noted that Nintendo's hardware was steadily gaining a larger audience. The porting of the game was handled by [[Chunsoft]], marking the first time that Yuji Horii and [[Kōichi Nakamura]] collaborated on commercially released software. Due to the strict limitations of available cartridge space, the dialogue was truncated compared to the PC versions and the number of katakana used in the game was trimmed down to just 21<ref>「ア・イ・ウ・カ・ス・タ・ツ・ッ・テ・ト・ナ・ハ・ヒ・フ・ホ・マ・ヤ・ラ・リ・ロ・ン」</ref>. Despite these limitations the Famicom port still featured new content, with the character Yukiko being created for the console version and there are more indications of Kouzou turning over a new leaf in his elder years. The largest addition is the first-person maze underneath the Yamakawa mansion, which was inspired by the PC RPGs Horii played during the period. | |||
Due to the Famicom featuring a controller with only four buttons instead of a traditional keyboard interface, it was decided to borrow the [[command menu]] system from ''[[The Hokkaidō Serial Murder Case: The Okhotsk Disappearance]]'' (オホーツクに消ゆ) , the sequel to ''Portopia'' released earlier in 1984. The game's structure was reworked to revolve around this interface system instead of the older verb-noun parser design, which lowered the difficulty of the title as players could no longer be halted from progressing due to not guessing the precise word necessary to advance the plot. | |||
==Legacy== | ==Legacy== | ||
{{ | ''Portopia'' was a breakthrough moment for the Japanese video game industry and the influence of the title has spanned more than forty years. The Famicom port in particular was an incredible success for Enix, selling approximately 600,000 units in 1985 and 800,000 units by 1989<ref>『89年版 ヒット商品「88」』講談社、1988年、31頁。NDLJP:11984310/18</ref>. It was among the first games that Eiji Aonuma, the producer of Nintendo's ''Legend of Zelda'' series, ever played<ref>Aonuma: | ||
The very first game that I’ve ever tried is the first version of “DQ”. I fell in love with it. | |||
Fujisawa: | |||
Oh, did you?? | |||
――Wow! You should have told us earlier. (laughs) But it means you were a grown-up when you played it for the first time. | |||
Aonuma: | |||
Actually, I never played a game when I was young. When I landed a job in Nintendo, I asked my girlfriend at that time, “What is a TV game?” And she lent me DQ1. | |||
Fujisawa: | |||
Didn’t you know what TV game is? (laughs) | |||
Aonuma: | |||
Of course, I knew Nintendo was making games, but I’d never played it. It’s a digression, but the next game that I borrowed from her was the “The Portopia Serial Murder Case”. It was even a PC version (laughs).https://news.denfaminicogamer.jp/english/170609b/3</ref>, and he credits the title for cementing his fascination for the video game art form. Hideo Kojima would share the sentiment, stating that ''Portopia'' is one of the four most important games he has ever played along with ''Super Mario Bros.'', ''Outer World'', and ''Xevious''<ref>https://archive.is/1DM3n</ref>.Specifically, Kojima would cite the humor, drama, and fully realized world of the murder mystery as evidence of the limitless potential of the video game medium<ref>Hideo Kojima: It was when I played Portopia Murder Case (Famicom) by Yuji Horii (Dragon Quest). Along with my encountering Super Mario Bros., experiencing this game led to my working in this industry. The player is a detective and tries to solve this murder case with his colleague called Yasu. There's mystery, a 3D dungeon, humor, and a proper background and explanation of why the murderer committed the crime. That is why there was drama in this game. My encountering this game expanded the potential of video games in my mind.https://archive.is/PG73z</ref>. Kojima's love for the game would lead him to including sections of it in the coding of his 2015 stealth game ''Metal Gear Solid V: The Phantom Pain''<ref>https://archive.is/ynJNL</ref>. Specifically, it is the original PC-6001 version. | |||
The Famicom port of the game would prove instrumental to the creation of the {{DQSeries}}, as the runaway success proved that a "slow game" can thrive on hardware primarily known for action titles. This was the evidence that Horii and Nakamura needed to convince Enix supervisor [[Yukinobu Chida]] that the time was right for the Famicom to receive it's first genuine RPG, and development on the then-unnamed ''Dragon Quest'' began that same November. Furthermore the Famicom port proved to be the perfect testing ground for the command menu user interface system that would become the de facto standard for the RPG genre going forward. | |||
==References== | |||
<references/> |
Revision as of 22:21, 16 October 2024
The Portopia Serial Murder Case | |
---|---|
Box art of the Famicom version | |
Developer(s) | Yuji Horii |
Publisher(s) | Enix |
Designer(s) | Yuji Horii |
Platform(s) | PC-6001 FM-7 MSX PC-8001 PC-8801 X1 Famicom |
Release date(s) | PC models JP June 1983 Famicom JP November 29, 1985 |
Genre(s) | Adventure game |
Mode(s) | Single player |
The Portopia Serial Murder Case (ポートピア連続殺人事件) is the first commercially published work of Dragon Quest series creator Yuji Horii.
Gameplay
The game takes place in the real-life seaside city of Kobe, Japan, where the player takes on the role of an unnamed detective referred to only as "Boss" to investigate a murder. The victim was the president of a successful banking corporation, leaving many possible motives for his murder, and complicating matters even further is that the killing took place within a locked room.
Plot
Characters
This article is a stub. You can help by expanding it. |
Development
Yuji Horii took an interest in the adventure game genre after reading about such games becoming popular in America in a computer magazine. Realizing that the genre had no Japanese entries, or even a presence in Japan, he took it upon himself to create the first entry. The result was a a non-linear game with approximately 20 screens. While researching the genre, Horii made note that several games had fixed scenarios in which the main incident had already taken place before the player arrived on the scene and decided to craft a narrative that moves as the player makes decisions instead. Horii would later single out Mystery House, published by Sierra Online in 1980, as a prime example of these fixed scenarios[1]
Famicom version
The decision to create a version of Portopia for the Famicom came about in early 1985 after Enix staff noted that Nintendo's hardware was steadily gaining a larger audience. The porting of the game was handled by Chunsoft, marking the first time that Yuji Horii and Kōichi Nakamura collaborated on commercially released software. Due to the strict limitations of available cartridge space, the dialogue was truncated compared to the PC versions and the number of katakana used in the game was trimmed down to just 21[2]. Despite these limitations the Famicom port still featured new content, with the character Yukiko being created for the console version and there are more indications of Kouzou turning over a new leaf in his elder years. The largest addition is the first-person maze underneath the Yamakawa mansion, which was inspired by the PC RPGs Horii played during the period.
Due to the Famicom featuring a controller with only four buttons instead of a traditional keyboard interface, it was decided to borrow the command menu system from The Hokkaidō Serial Murder Case: The Okhotsk Disappearance (オホーツクに消ゆ) , the sequel to Portopia released earlier in 1984. The game's structure was reworked to revolve around this interface system instead of the older verb-noun parser design, which lowered the difficulty of the title as players could no longer be halted from progressing due to not guessing the precise word necessary to advance the plot.
Legacy
Portopia was a breakthrough moment for the Japanese video game industry and the influence of the title has spanned more than forty years. The Famicom port in particular was an incredible success for Enix, selling approximately 600,000 units in 1985 and 800,000 units by 1989[3]. It was among the first games that Eiji Aonuma, the producer of Nintendo's Legend of Zelda series, ever played[4], and he credits the title for cementing his fascination for the video game art form. Hideo Kojima would share the sentiment, stating that Portopia is one of the four most important games he has ever played along with Super Mario Bros., Outer World, and Xevious[5].Specifically, Kojima would cite the humor, drama, and fully realized world of the murder mystery as evidence of the limitless potential of the video game medium[6]. Kojima's love for the game would lead him to including sections of it in the coding of his 2015 stealth game Metal Gear Solid V: The Phantom Pain[7]. Specifically, it is the original PC-6001 version.
The Famicom port of the game would prove instrumental to the creation of the Dragon Quest series, as the runaway success proved that a "slow game" can thrive on hardware primarily known for action titles. This was the evidence that Horii and Nakamura needed to convince Enix supervisor Yukinobu Chida that the time was right for the Famicom to receive it's first genuine RPG, and development on the then-unnamed Dragon Quest began that same November. Furthermore the Famicom port proved to be the perfect testing ground for the command menu user interface system that would become the de facto standard for the RPG genre going forward.
References
- ↑ 僕、もともと漫画家志望だったんで、コンピューターで物語を作ることに夢を抱いていたんです。テキストのやり取りでゲームができたら面白いなと思って。当時、ちょっと思ったのは、アドベンチャーゲームって『ミステリーハウス』もそうなんですけど、現状だけなんですよ。現状から時間が動かない状況で謎を解いていく。そうじゃなくて火曜サスペンス風にして、プレイしながら事件が進んでいって、ドラマティックな仕立てにしてみようと思ったのが『ポートピア連続殺人事件』なんですよね https://archive.is/SYD3j
- ↑ 「ア・イ・ウ・カ・ス・タ・ツ・ッ・テ・ト・ナ・ハ・ヒ・フ・ホ・マ・ヤ・ラ・リ・ロ・ン」
- ↑ 『89年版 ヒット商品「88」』講談社、1988年、31頁。NDLJP:11984310/18
- ↑ Aonuma: The very first game that I’ve ever tried is the first version of “DQ”. I fell in love with it. Fujisawa: Oh, did you?? ――Wow! You should have told us earlier. (laughs) But it means you were a grown-up when you played it for the first time. Aonuma: Actually, I never played a game when I was young. When I landed a job in Nintendo, I asked my girlfriend at that time, “What is a TV game?” And she lent me DQ1. Fujisawa: Didn’t you know what TV game is? (laughs) Aonuma: Of course, I knew Nintendo was making games, but I’d never played it. It’s a digression, but the next game that I borrowed from her was the “The Portopia Serial Murder Case”. It was even a PC version (laughs).https://news.denfaminicogamer.jp/english/170609b/3
- ↑ https://archive.is/1DM3n
- ↑ Hideo Kojima: It was when I played Portopia Murder Case (Famicom) by Yuji Horii (Dragon Quest). Along with my encountering Super Mario Bros., experiencing this game led to my working in this industry. The player is a detective and tries to solve this murder case with his colleague called Yasu. There's mystery, a 3D dungeon, humor, and a proper background and explanation of why the murderer committed the crime. That is why there was drama in this game. My encountering this game expanded the potential of video games in my mind.https://archive.is/PG73z
- ↑ https://archive.is/ynJNL