30 | Game Designer(?) | Arcade Lover | KOF Hippie™ | Ascended & Unhinged Sonic Fan | Sudden Onset Touhou Fan (it's terminal)


beatmania Song Of The Day
cohost.org/5keysongoftheday

dog
@dog

I recently played the remake of The Portopia Serial Murder Case which has me thinking about old Japanese-style adventure games and and when exactly they landed on the modern multiple-selection menus you see in modern games like Ace Attorney, etc.

Screenshot of Portopia showing simple graphics, and a pure text-based UI where the player must type their commands

The earliest Japanese adventure games were for computers and used a text parser system like western interactive fiction games. It was all pure text: you type in commands and the game interprets them, or tells you it doesn't get what you're trying to say. Portopia (1983) is a pretty good example, with a cute extra bit of framing that the things you're typing are actually commands you're giving to your eager second in command in your murder investigation. Check out that "Boss?" text prompt.

Screenshot of a similar scene in the NES version of Portopia, with a text menu instead of text input

@highimpactsex pointed out that the NES port of Portopa (1985) was one of the first games with a menu-based input instead of a text parser. No guessing what the game wants from you - instead, you pick verbs and objects from that text-based menu on the right side of the screen. This one's very simple, but it's actually kind of remarkable how modern it seems. It's not that different from, say, the text-based investigation menus in Ace Attorney.

Screenshot of Animal Land Murder Case for MSX

But when I talked about Animal Land Satsujin Jiken (MSX, 1987) awhile back, I had a bit of a realization. That's also a menu system - but it's a different one. Those numbers on the right side of the screen are a menu system too, it just uses the numpad on your computer keyboard to pick options instead of a curser controlled with a d-pad. When'd that first show up?

Screenshot of Hokkaidō Rensa Satsujin, showing its menu system

I did a big of digging, and I think the answer is Hokkaidō Rensa Satsujin: Okhotsk ni Kiyu, which came out for various computers between 1984 and 1985. This screenshot, for the PC-88 version from 1984, shows the new menu system on the right. Even though you've got the same "boss?" prompt from your junior, this is a totally menu-based game: you can pick your verbs and objects to use from the menu, no more typing or guessing. The part that really surprises me here is that this came out before the NES version of Portopia; I wonder if this is the game that invented the modern style of menu that every Japanese adventure's been using since?

Screenshot of Snatcher for MSX, showing an identical number menu

The number-based menu stuck around for another few years - some people might have seen the original PC-88/MSX2 version of Snatcher from 1988, which uses basically the identical system as Hokkaidō Rensa Satsujin. It surprised me at first, but when I had a think about it it started to make sense. Menu systems are all about reducing friction - they're meant to be easier than the old way of typing in commands. The d-pad menu system was picked because there were more menu options than buttons on a game controller... but what if you have a keyboard with a numpad? Why not let you just assign one key to every action?

Screenshot of Yu-No for PC-98, showing its mouse-based menu

Given that, it makes sense to me that this kind of menu disappeared not because computer games started copying console games, but because computers started getting mice. AFAICT mice weren't common on Japanese home computers until more advanced models of the PC-98, alongside the X68000 and FM Towns, and games made before that just didn't use them. But as soon as mice showed up, adventure games started using them - hence menu systems where you click different options instead of pressing a key for them, and games incorporating point-and-click elements like Yu-No (1996).

I'd never really thought about it before getting down that rabbithole, but honestly it's pretty cool seeing how this stuff changed over the years.

(All screenshots from HG101 except Famicom Portopia, which I took)


You must log in to comment.

in reply to @dog's post:

i've always been kind of vaguely aware of Okhotsk ni Kiyu by way of a Mega Man 4 romhack lifting a song from it - really interesting to know that it inspired the direction of menus in JP adventure games for years to come until mice came and shook things up! fun read

I wonder what role language plays in all this. Even if the narrative displayed all the text in Japanese, Japanese adventure games still required you to input instructions in English, so it's easy to assume the numbered menu system arose specifically to get around asking players to type instructions in a language they might not even speak. Further, this might also have hindered nostalgia for text-parser interactive fiction specifically going forward, although I suspect sound novels and visual novels eating up the space interactive fiction would have otherwise occupied also plays a significant factor.

I based my comment off what I remembered from this article:

https://www.filfre.net/2012/07/japanese-adventuring/

Which, looking over it now, explains:

Because of the complexity of parsing Japanese text, adventure games moved to menu-based systems much faster than in the West, and the few parser-based games that were released either required input in English or did a no-frills two word Japanese parser that was completely ungrammatical.

(The quote immediately mentions the translations of Infocom games as parsing natural-sounding Japanese, but it's clear from context they're the exception and not the norm.)

So it turns out it varied between games, but both options served to motivate developers toward finding a more elegant solution than what they were forced to work with.

You can actually trace the origins of menu-based adventure games a little further back to Micro Cabin's Eiyuu Densetsu Saga(This was August 1984 while Hokkaidō Rensa Satsujin: Okhotsk ni Kiyu was December 1984). It kind of feels like an attempt at doing a dungeon crawler through an adventure game, I did not like it much outside of the art. It also doesn't have number menus, but is controlled with arrow keys and pressing enter similar to how consoles would do it. There's also Koei's November 1984 game Corridor (https://cohost.org/umbrellaterms/post/80709-corridor-pc-8801) which is also a combo adventure game/RPG controlled purely through number based menus.

If you wanted to stretch the definition of "menu-based" adventure game, you could actually go back to Enix's June 1983 eroge Joshi Ryou Panic (CW for misogyny, queerphobia, fatphobia, etc. if you decide to look it up). This game has a contextual menu-based system controlled entirely by the four arrow keys. So sometimes up may simply be "move forward", but on another screen it is "grab item", or a dialogue option, etc.

There's also SystemSoft's March 1984 adventure game called Miko and Akemi's Jungle Adventure (ミコとアケミのジャングルアドベンチャ), which has a halfway between menu-based and input-based where you construct the parser command word by word through a menu.

On the point of English parsers vs. Japanese parsers, from what I've played it's kind of a 50/50 split. Some are purely English, some are Hiragana/Katakana. The issue was that the Japanese parsers were very basic. In a lot of earlier Japanese adventure games you might get the basic [Direction]にいく line or [Object]を[Verb], if that, other times you can't even put the particle and just put a space. One notable outlier was SystemSoft's Infocom ports in the 90s (not sure if the same SystemSoft as Miko and Akemi's Jungle Adventure), which transferred over the complexity of Infocom's English parser to Japanese (https://cohost.org/umbrellaterms/post/218485-planetfall-pc-9801).

In addition there's a kind of offshoot style of Japanese "parser" that I've seen appear in a few games that I'd call an "obstacle course" parser. Where there's no movement or collecting items, but you are on one screen and have to type the right solution to move on or it's a game over. The parser has a keyword bank for each situation, usually one or two words make a keyword. As long as your answer contains one of the keywords it recognizes, you will solve the obstacle. This can lead to answers where you might have said the opposite thing of the solution, but since you put the keyword you pass anyways, or you can try to cram as many keywords into an answer to see if one sticks. A lot of CSK adventure games fall under this type of parser.

Thank you! This is all really interesting - I knew about Eiyuu Densetsu Saga (which totally slipped my mind when I was writing this) but the rest of that is totally new to me. I'll have to read up on those posts you linked!

No problem! There could be other stuff I've missed, haven't looked into every Japanese adventure game from 1982-1984, but it kind of goes to show that many developers were working towards simplifying/getting rid of the parser.

Somewhat related, there's also at least one major attempt at an English menu-based adventure game in 1984 that I found: Sierra's Gelfling Adventure (https://cohost.org/umbrellaterms/post/461652-gelfling-adventure). But seeing as how this menu-based system was only present in the "children's" version of the game, you can see why it never quite caught on.

if i recall correctly, Okhotsk ni Kiyu is a work by horii who actually programmed that game and then ported the port for it later. Portopia adopted that and that was the game that got popular, a bit like how Demon’s Souls laid the ground for Dark Souls’s success.

also, check out the playstation 1/sega saturn adaptation of Zork 1 for japanese audiences. it’s wild and interesting. you are grabbing text from the game’s text itself — it’s like a hybrid of what we would do with twine and text parsers but even more cumbersome!