So, whenever talk about Tower of Druaga's community guides from the '80s comes up, I struggle to find good primary sources for that trend. After all, either arcades trashed those books/boards years after Druaga's peak, or they became private heirlooms.

Then comes this tweet!
Another example, this time for the console ports. It's neat how this game, with all its inscrutable traps & tricks, spawned a grassroots strategy guide scene. (Arguably less cool how it heralded an age of games only fun when using said strategy guides.)

This user points out the ubiquity of similar guides anywhere you'd find a Druaga cab, even ones in English! It's this "help a stranger help you" attitude, predating the Web even, that influenced the Souls series & others with similar kinds of mysteries.

Immediately after Druaga arrived & popularized the concept of games you can only beat by sharing tips & secrets (schoolyard knowledge!), Japanese PC developers adopted the concept for many new titles.

The original Xanadu, for instance, was very hard w/o knowing its secret items!
Druaga's closest sales competitor on J-PCs in 1984—The Black Onyx, a Wizardy-inspired dungeon crawler—also introduced Japanese players to more complex xRPGs which incentivized making maps & sharing "the meta" with friends & classmates (ex. which classes/party comps worked best). Image
Druaga, Black Onyx, Hydlide, & finally Xanadu were a quartet of popular but considerably lengthier, more difficult games vs. what one usually played in arcades & on consoles in '84 & '85.

They all shared one thing in common: an explicit or implicit push towards sharing strats. Image
When Druaga, Hydlide, & their ilk came West via console ports, little if any of this cultural context came with.

Nintendo's own take on the concept with Zelda & Metroid involved literally giving players maps & hints in box. Hydlide was both older & had a far worse help bundle! Image
Back home, Druaga had already done well enough to have a large presence in player fanzines like this one:

'Zines & big publications for both PC & console players filled a niche for learning to play these otherwise inscrutable games during their heyday.
I don't mean to say that Nintendo Power, EGM, etc. somehow weren't doing anything similar, but neither Druaga nor Hydlide got the kind of coverage & guides in those mags that they had back home (Dragon Quest fared better, but arguably didn't need as much help as its predecessors)
By the late-'80s, even Xanadu had its own console reimagining (Faxanadu) to accommodate players who couldn't easily afford mags/zines or get a friend's help. Meanwhile, Druaga had enough cachet for its sequel, Return of Ishtar, to require a second player!

It's useful to track how these regionally beloved, yet globally obscure & demanding games influenced design trends that people often just call "Nintendo Hard".

Only 2 years after Xanadu, Falcom famously launched their "age of kindness" with Ys & Sorcerian, both a lot easier.
Many new developers around that time themselves used guides for the games they enjoy. A schism opened between teams creating increasingly easier, more intuitive titles like Ys & Zavas vs. those still valuing difficulty & guide/hintbook usage for titles like Ishtar & Hydlide III. Image
When I see current design/fandom talk about whether or not games should cater to intuition or shared prior knowledge, I can always think back on this era & what trends arose from the confluence of meta-driven arcade & PC games.

Games had become more than just you @ the joystick!
I don't think I'm exaggerating the importance of these titles too much, either. Game Freak famously started as a fanzine covering arcade games, from Namco to Taito & beyond. The early mid-'80s saw many paradigm shifts in Japan's arcade & PC games communities which we feel today. Image
Anyhow, I need to get back to editing today's #PasokonSunday video. This one's another PC-98 game which, big surprise, really wants you to use the manual & share hints with friends! Only it's a decade after these greats, and a raising/survival sim at that.

Back to recording! Image

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More from @DragEnRegalia

Dec 21, 2022
Hard to believe now, but Sorcerian was one of the PC-88's most advanced games when it released:

-Smooth-ish side-scrolling action
-Meaningful party growth & management
-Custom spellmaking with around ~100 possibilities
-15 lengthy campaigns
-One of Falcom's best-ever soundtracks
On a technical level, Sorcerian is still impressive for such limited hardware. PC-88 scrolling is no joke!

This article from the doujin disk PC88 Game World (preserved by @gamepres) goes into further detail about every known trick Yoshio Kiya & co. used: gamepres.org/pc88/library/1…
I've been skimming through LOGiN Magazine's Dec '87 issue and it's chock full of Sorcerian love, with a 4-page preview & plenty of ad space.

The '87 holiday season was flush with heavyweights beyond Falcom (Reviver, War of the Dead, Daiva, Testament, etc.), but few as prominent.
Read 11 tweets
Aug 14, 2022
This #PasokonSunday, it's a PC-88 golf game couple: Computer the Golf & Golf Island!

With the former's English fan patch from @GeofrontTeam, it's never been easier to experience Falcom's pre-Ys/-RPG period, let alone Tecno Soft's early PC games. It's digital golf for the masses!
I know, neither look as exciting as Shin Sex 2: The Sequel to the Motion Picture, but look at it this way:

Falcom & Tecno Soft got folks skipping the golf club a year before Nintendo. Why spend possibly *millions* of yen on a club membership when a PC & game went for way less?
If anything, Nintendo's Golf from 1984 owes part of its design to earlier J-PC golf titles like these. Satoru Iwata was still making PC games up through '83, after all, & he's the coder behind so many early Famicom releases.

Both games would have been very appealing until then.
Read 14 tweets
Aug 14, 2022
Very cool video as expected. I knew Possessioner was underwhelming vs. its Western reception based entirely on said GIFs & music, but I didn't think it was *this* flawed.

If anyone asks why I'm so picky with covering ADVs/proto-VNs for any J-PC...well, this kind of game is why.
The differences between titles like Risky Jewel & Possessioner are many, but I think how they handle sex appeal stands out

Jewel's heroines have some Sailor Moon-style ecchi moments, mainly the transformation CGs centered around the girls' agency/maturity
Possessioner, meanwhile, uses sex scenes much less for characterization & much more for fetishization. Beyond just male gaze, they actively waste the potential romantic dynamics between characters.

By contrast, Jewel teases nudity with thematic purpose, not just to objectify.
Read 6 tweets
Aug 13, 2022
NHK recently aired a feature about Brother's '80s & '90s "black company" years, starring subjects like their iconic Takeru floppy software vending machines.

It's funny that Brother considers this era their "black" period, as if legally rewriting user floppies was/is dubious.
Brother's R&D team came up with Takeru in the early-'80s as a way to reuse excess disk stock from other products. It never made as much profit as the company desired, but Takeru ATMs remained in operation well into the '90s. They were home to many doujin/eroge titles as a result.
While this meant some J-PC games got commercial distribution when they otherwise wouldn't have, it's also increasingly hard to find & preserve Takeru exclusives due to how often disks got overwritten.

Brother also had to deal with pirating/counterfeiting of Takeru disks, too.
Read 4 tweets
May 9, 2021
This #PasokonSunday, it's time for PC-98 recommendations charts!

It's been forever since I promised these, but they're finally happening. 5 infographics, 84 selections, 12700069420 hours in MS Paint.

So many games you can pick up & try right now, listed with icons & quick info!
Pt 2: action, xRPGs, and shooters!

Quick facts on these reccographics:
•Nearly all games are SFW
•Most games require relatively little set-up thanks to pre-made images/emulators
•Twitter's crop changes probably messed up how these look—apologies in advance

Spread 'em around!
My usual emulation path:
•Windows users can buy some games from @project_egg & emulate that way
•RetroArch now has solid PC-98 emulation via Neko Project II—you’ll need to find ROM/font files and the games somewhere on Internet Archive
•Archive also has a Neo Kobe emulator pak
Read 9 tweets
Mar 29, 2020
This #PasokonSunday, let's de-stress with some Metal Force on PC-98!

This vertical STG from CHIME nails the bread-and-butter aspects of J-PC doujin shooters--more polished than usual.

-Great BGM from KID (of Final Crisis fame)
-Fun boost/weapon systems
-Smooth difficulty curve
YouTube longplay for Metal Force butchers its resolution/video quality, so I'll upload the lengthy intro here for now.

Though published by eroge firm Youentai, Metal Force's the work of a rather unknown studio called CHIME; its developers might have helped develop Final Crisis.
As KEYNES BLACK, a typical arcade sci-fi ace dude, it's on you to stop an enemy invasion of Earth.

Macross-like story aside, expect a robust vertical STG with audiovisuals pushing the PC-98's limits. Its composer, Daisuke Takahashi (KID), also worked on Final Crisis!
Read 9 tweets

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