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*Yōhi Okoi (夕日 おこい): a popular stripper who works in the shadier side of Kobe. Her profession keeps her connected to the seedier side of society, and she aids in the investigation as an informant. | *Yōhi Okoi (夕日 おこい): a popular stripper who works in the shadier side of Kobe. Her profession keeps her connected to the seedier side of society, and she aids in the investigation as an informant. | ||
==Development== | ==Development== | ||
Yuji Horii began development of ''Portopia'' when he was 27 years old after | Yuji Horii began development of ''Portopia'' when he was 27 years old, after discovering the adventure game genre through a magazine article detailing the Apple II title ''[https://en.wikipedia.org/wiki/Deadline_(1982_video_game) Deadline]'' <ref>**— まず、お2人のアドベンチャーゲームとの出会いについてお聞きしたいのですが・・・・・・。堀井: ボクは、もとはフリーのライターをやっていて漫画原作どを書いていたんです。あるとき、雑誌にアップルの「デッドライン」というゲームが出ているのを見て「人間がコンピュータと会話しながらゲームをやるのか、おもしろそうだな」と思った。これが「ポートピア」を作るきっかけになったんです。 Beep magazine, March 1987</ref>. Realizing that the genre had no Japanese entries, or even a meaningful presence in Japan, Horii took it upon himself to create the first entry. The result was a a non-linear game with approximately 20 screens programmed for the [https://en.wikipedia.org/wiki/PC-6000_series PC 6001], created entirely by Horii alone. While researching the genre, Horii made note that several games had fixed scenarios in which player merely shifted from one screen to another without much influence on the sequence of events, 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=== | ===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 later 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. | 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 later 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. | ||