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A Minor Primer: Japanese Adventure Games

Welcome to a series on things I generally don't understand but have picked up enough information about them to apparently be confident enough to write an edifying guide about them? This week it's Japanese adventure games, and next week it'll be "stringing a sentence together".

A giant rat, you say? Looks more like a wireframe Jabba the Hutt. Ahh, so nostalgic.
A giant rat, you say? Looks more like a wireframe Jabba the Hutt. Ahh, so nostalgic.

Japanese adventure games are like JRPGs, in that both genres began at the same origin point for both East and West video game design but quickly diverged and evolved in completely different directions. If I wanted to pull an example from RPGs: Both Eastern and Western RPG fandom began with early games like Wizardry and Akalabeth and Temple of Apshai: Real basic, graphically primitive, no-frills D&D adaptations from the early 80s that paved the way for the similarly fantasy-focused RPGs to come. In the West's case, these evolved to complex CRPGs like Ultima and eventually stuff like Baldur's Gate - D&D has consistently been a big deal in the sort of circles to which computer RPGs cater, and it wasn't until relatively recently that CRPGs kind of broke off from that venerable table-top ruleset (or one like it, like Germany's The Dark Eye) to be their own independent game-by-game thing. Japanese RPGs, of course, took the Wizardry template and added more slimes and dudes with big hair to the constantly-shifting formula, creating Dragon Quest and Final Fantasy and all those crazy tales about saving the world from fetus bosses and Christian mechas and eggbears that came thereafter.

As with RPGs, Adventure games share a similar "Indo-European" primordial origin, in that the earliest adventure games were entirely text-driven types like Zork that could be easily understood and created by fiction-writing developers on either side of the cultural divide. Westerners kind of went from text adventures to stuff like the mouse-driven ICOM MacVentures, those games in which you forget to put on your pants and press buttons knowing full well that it'll kill you, and eventually to the point-and-click graphic adventures that made Sierra and LucasFilm the [> TALK] of the town.

Japanese adventure games, though, went in an almost entirely separate direction:

Beginnings

After moving past text adventures on early computers with typically robotic names like PC-8801 and FM-7, most Japanese adventure games kind of became these menu-driven things in which you had a list of options to choose from ("talk", "look" and the like, sort of like the early SCUMM stuff) and a little window with graphics in it and you basically tried all of the options provided until the game let you continue. There was less emphasis on inventory puzzles and more on paying attention to what NPCs were telling you and relaying it at a future point in the story. This aspect was enforced by how frequently these early adventure games were detective whodunnits, in which clues and information were as valuable as some screwdriver you found in a drawer or a rubber chicken with a pulley in it ("poulet" is french for chicken meat, you know. I wonder how that gag played in the French language version?).

Unfortunately, these games never had a 'quip' command after discovering a body. How is this anything like real police work?
Unfortunately, these games never had a 'quip' command after discovering a body. How is this anything like real police work?

The most notable of which would probably be Portopia Renzoku Satsujin Jiken. Penned by Dragon Quest head honcho Yuji Horii, it was the first big adventure game hit for the Famicom (that's the NES to us) and became one of the four "classic models" of Famicom game from which all others purportedly sprang. Sprung? Spreng? It helps Horii's case that he was a guy who knew what he was doing that he's actually responsible for two of those four models: Dragon Quest (JRPGs) and Portopia - and it's also probably no surprise that ol' Shiggy Miyamoto was responsible for the other two: Mario (side-scrolling platformers) and Zelda (top-down action-adventure games). If you were to look at the output for the Famicom, excluding American games (which tended to be more fist- and gun-based action fare) and arcade ports, any given game will almost certainly have been derived from one of those four exemplars.

Digressions aside, Portopia basically set the standard for Famicom adventure games. Though the West received relatively few - they were probably only slightly more common than Mahjong and Go games, possibly due to the amount of text that would need to be translated - we did get the occasional one like Princess Tomato in the Salad Kingdom. Anyone who played that game can attest to the amount of trial and error guesswork and superfluous 3D maze sequences that were commonplace in Japanese adventure games at the time. Fortunately, with the miraculous future being what it is, many of these old Famicom adventure games have been translated, either by professional developers (as is the case with that Jake Hunter DS game a while back, which included enhanced ports of many of the Detective Saburou Jinguuji Famicom games) or by magnanimous (and/or unemployed) fan translators. They're generally primitive stuff, but an obvious antecedent to the adventure games from that region that we see today. Talking of which:

Endings (or Currentings?)

Japanese adventure games would divert into two types around this point: The classic whodunnit games that required a bit of guesswork from the player, and visual novels in which the player was basically a passive participant but for a few multiple choice decisions. The latter was clearly intended to reach people who perhaps don't play a lot of games but do enjoy fiction. The whole "Choose Your Own Adventure" angle is one that's old as dirt, but also unusually rare for video games at the time.

Hotel Dusk could've easily been called 'Getting Too Old For This Shit: The Game'. Good thing Kyle has his Bourbon.
Hotel Dusk could've easily been called 'Getting Too Old For This Shit: The Game'. Good thing Kyle has his Bourbon.

While we had visual novels going on, there were also more games with hard-boiled detectives in them in which the player had to poke at dead bodies and wring information out of witnesses and track down the dames what done them wrong. This eventually gave way to deliberately throwback modern Japanese adventure games like Phoenix Wright and Hotel Dusk: Room 215: Oft-times a game over resulted from simply not following the clues correctly, getting something wrong and finding oneself in a dead-end with the investigation, as opposed to the rather more visceral game overs that used to be limited to getting whomped on the head by an ogre or falling off a cliff or touching absolutely anything on an alien planet in Space Quest.

Chances are, if you were to pick up an adventure game made in Japan, it would either be one of those visual novels (which may or may not include naked people hugging each other) or a whodunnit mystery game with a bit more interactivity to it. Maybe a combination of both, like Phoenix Wright - it's kind of clever about how it does that: The investigations are the "classic" Famicom adventure games with all the examining and item-finding, while the court scenes are more like visual novels in which the player is expected to answer questions correctly to move the plot forward.

There's probably far more nuance in games in this genre then I'm giving them credit for, but the primary focus of any Japanese adventure game is to tell a story. How often these games deign to allow the player in on all this story-telling and decision-making is dependent on the game in question.

Conclusion

Man, this all reminds me that I need to play 999 already. Can't believe how tricky it is to track down a reasonably priced copy. Hasn't Nintendo ever heard of digital distribution? Rasslefrasslegrumblegrumble...

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Mento

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Welcome to a series on things I generally don't understand but have picked up enough information about them to apparently be confident enough to write an edifying guide about them? This week it's Japanese adventure games, and next week it'll be "stringing a sentence together".

A giant rat, you say? Looks more like a wireframe Jabba the Hutt. Ahh, so nostalgic.
A giant rat, you say? Looks more like a wireframe Jabba the Hutt. Ahh, so nostalgic.

Japanese adventure games are like JRPGs, in that both genres began at the same origin point for both East and West video game design but quickly diverged and evolved in completely different directions. If I wanted to pull an example from RPGs: Both Eastern and Western RPG fandom began with early games like Wizardry and Akalabeth and Temple of Apshai: Real basic, graphically primitive, no-frills D&D adaptations from the early 80s that paved the way for the similarly fantasy-focused RPGs to come. In the West's case, these evolved to complex CRPGs like Ultima and eventually stuff like Baldur's Gate - D&D has consistently been a big deal in the sort of circles to which computer RPGs cater, and it wasn't until relatively recently that CRPGs kind of broke off from that venerable table-top ruleset (or one like it, like Germany's The Dark Eye) to be their own independent game-by-game thing. Japanese RPGs, of course, took the Wizardry template and added more slimes and dudes with big hair to the constantly-shifting formula, creating Dragon Quest and Final Fantasy and all those crazy tales about saving the world from fetus bosses and Christian mechas and eggbears that came thereafter.

As with RPGs, Adventure games share a similar "Indo-European" primordial origin, in that the earliest adventure games were entirely text-driven types like Zork that could be easily understood and created by fiction-writing developers on either side of the cultural divide. Westerners kind of went from text adventures to stuff like the mouse-driven ICOM MacVentures, those games in which you forget to put on your pants and press buttons knowing full well that it'll kill you, and eventually to the point-and-click graphic adventures that made Sierra and LucasFilm the [> TALK] of the town.

Japanese adventure games, though, went in an almost entirely separate direction:

Beginnings

After moving past text adventures on early computers with typically robotic names like PC-8801 and FM-7, most Japanese adventure games kind of became these menu-driven things in which you had a list of options to choose from ("talk", "look" and the like, sort of like the early SCUMM stuff) and a little window with graphics in it and you basically tried all of the options provided until the game let you continue. There was less emphasis on inventory puzzles and more on paying attention to what NPCs were telling you and relaying it at a future point in the story. This aspect was enforced by how frequently these early adventure games were detective whodunnits, in which clues and information were as valuable as some screwdriver you found in a drawer or a rubber chicken with a pulley in it ("poulet" is french for chicken meat, you know. I wonder how that gag played in the French language version?).

Unfortunately, these games never had a
Unfortunately, these games never had a "quip" command after discovering a body. How is this anything like real police work?

The most notable of which would probably be Portopia Renzoku Satsujin Jiken. Penned by Dragon Quest head honcho Yuji Horii, it was the first big adventure game hit for the Famicom (that's the NES to us) and became one of the four "classic models" of Famicom game from which all others purportedly sprang. Sprung? Spreng? It helps Horii's case that he was a guy who knew what he was doing that he's actually responsible for two of those four models: Dragon Quest (JRPGs) and Portopia - and it's also probably no surprise that ol' Shiggy Miyamoto was responsible for the other two: Mario (side-scrolling platformers) and Zelda (top-down action-adventure games). If you were to look at the output for the Famicom, excluding American games (which tended to be more fist- and gun-based action fare) and arcade ports, any given game will almost certainly have been derived from one of those four exemplars.

Digressions aside, Portopia basically set the standard for Famicom adventure games. Though the West received relatively few - they were probably only slightly more common than Mahjong and Go games, possibly due to the amount of text that would need to be translated - we did get the occasional one like Princess Tomato in the Salad Kingdom. Anyone who played that game can attest to the amount of trial and error guesswork and superfluous 3D maze sequences that were commonplace in Japanese adventure games at the time. Fortunately, with the miraculous future being what it is, many of these old Famicom adventure games have been translated, either by professional developers (as is the case with that Jake Hunter DS game a while back, which included enhanced ports of many of the Detective Saburou Jinguuji Famicom games) or by magnanimous (and/or unemployed) fan translators. They're generally primitive stuff, but an obvious antecedent to the adventure games from that region that we see today. Talking of which:

Endings (or Currentings?)

Japanese adventure games would divert into two types around this point: The classic whodunnit games that required a bit of guesswork from the player, and visual novels in which the player was basically a passive participant but for a few multiple choice decisions. The latter was clearly intended to reach people who perhaps don't play a lot of games but do enjoy fiction. The whole "Choose Your Own Adventure" angle is one that's old as dirt, but also unusually rare for video games at the time.

Hotel Dusk could've easily been called
Hotel Dusk could've easily been called "Getting Too Old For This Shit: The Game". Good thing Kyle has his Bourbon.

While we had visual novels going on, there were also more games with hard-boiled detectives in them in which the player had to poke at dead bodies and wring information out of witnesses and track down the dames what done them wrong. This eventually gave way to deliberately throwback modern Japanese adventure games like Phoenix Wright and Hotel Dusk: Room 215: Oft-times a game over resulted from simply not following the clues correctly, getting something wrong and finding oneself in a dead-end with the investigation, as opposed to the rather more visceral game overs that used to be limited to getting whomped on the head by an ogre or falling off a cliff or touching absolutely anything on an alien planet in Space Quest.

Chances are, if you were to pick up an adventure game made in Japan, it would either be one of those visual novels (which may or may not include naked people hugging each other) or a whodunnit mystery game with a bit more interactivity to it. Maybe a combination of both, like Phoenix Wright - it's kind of clever about how it does that: The investigations are the "classic" Famicom adventure games with all the examining and item-finding, while the court scenes are more like visual novels in which the player is expected to answer questions correctly to move the plot forward.

There's probably far more nuance in games in this genre then I'm giving them credit for, but the primary focus of any Japanese adventure game is to tell a story. How often these games deign to allow the player in on all this story-telling and decision-making is dependent on the game in question.

Conclusion

Man, this all reminds me that I need to play 999 already. Can't believe how tricky it is to track down a reasonably priced copy. Hasn't Nintendo ever heard of digital distribution? Rasslefrasslegrumblegrumble...

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Video_Game_King

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Same here on that 999 thing, though. I even have a copy, but still haven't touched it. (Amnesia beckons, plus I'm busy as all hell.)

That's really all I can say on the subject, because you've said everything I pretty much could: Japanese adventure games were more cinematic and menu-oriented....which suspiciously sounds like JRPGs, too. Maybe there's a connection there.

Oh, and you forgot Middlings. Let me amend that for you:

Middlings

Snatcher and Policenauts are pretty cool, and you've probably never heard of Famicom Tantei Club. That's cool, too.

Also

I just now realized that "yay cameo" in your last blog was me. I don't even know how to interpret this reaction.

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@Video_Game_King: Snatcher and Policenauts are classic examples of the sort of detective fiction that most Japanese adventure games invariably are, though obviously they have a bit more going on thanks to Kojima's involvement (that "bit more going on" usually being "oh hey, this sure seems similar to a certain 80s movie"). Kojima's early games are interesting from a historical perspective (which sounds like I'm saying "they're awful to actually play, though", which they aren't, really) because it tells you a lot about how the Metal Gear Solid games came to be: A mix of "tactical espionage action" (the early MSX/NES Metal Gears) and a heavy emphasis on narrative (Snatcher and Policenauts).

Famicom Tantei Club's the same deal too, which was probably the only series to rival Detective Saburou Jinguujii for popularity/population on the Famicom. Watching as many episodes of Chrontendo as I have (which I really ought to have credited somewhere), I've seen that the amount of NES adventure games that base themselves on the Portopia model are truly legion. It's almost all detective/mystery shit, and only very occasionally vegetable people in serious peril.

/ETA: Oh, you should play Amnesia. Hours of fun. Don't deprive yourself of some suspenseful horror by using your usual windowed methods either, because it's less fun that way.

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Given how easy it is for me to find Japanese translations of Sherlock Holmes and that one show that I can't remember right now but was referenced during the King's Game in Persona 4 (it was replaced with a Raidou Kuzunoha reference in English), I'd say Japan just has a boner for detectives.

Too late on the "don't play it in windowed mode" suggestion, since I'm already pretty far in the game. I imagine you'd be able to gauge my progress through the game if I ever bothered uploading my screenshots to Steam.

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@Video_Game_King: There's at least three non-canonical Japanese Sherlock Holmes games for the NES (and one for the Master System). I think you're right; it's endemic.

I threw in a few GB Chat cameos in that comic. You're the only one who's found yours yet, or at least has said so. It's also highly probable you're the only one who has seen the comics at all.

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....How many canonical ones are there?

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@Video_Game_King: Heh, I meant games that don't follow one of the original Sir Arthur Conan Doyle stories, but I guess it sounded like I was suggesting that the old guy was around in the 80s making NES games and getting so pissed that there were all these knock-offs floating around in Japan.

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You mean Sir Arthur Conan Doyle wasn't around to write these stories? That Batman comics aren't always right? WHY MUST YOU LIE TO ME, DC COMICS!?