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Giten Megami Tensei: Tokyo Mokushiroku

Giten Megami Tensei: Tokyo Mokushiroku

ASCII Corporation, Atlus

The game is set in an alternate reality, in which Tokyo is invaded by hordes of demons. You play the role of a young man who lives in an underground shelter and is training to become a demon hunter with help of special programs. One day, during a training, one of the programs goes berserk, and as a result you are thrown into the world where you must fight for your life against vicious demons. Giten Megami Tensei: Tokyo Mokushiroku is a non-canonical part of Megaten universe, featuring recurrent setting and story elements of the franchise. Like in classic Shin Megami Tensei games, the largest part of the game is spent in 3D dungeons, which are viewed from first-person perspective. The battle system introduces some unusual elements: enemies are visible before the actual battle begins, and during your dungeon exploration, you will be sometimes attacked from different sides. You will have to turn around to face the enemy in real time, but the game will be paused when you select commands from menu, in a traditional turn-based fashion.

Point-and-clickRole-playing (RPG)Visual Novel
Revelations: Persona

Revelations: Persona

Atlus, ASCII Corporation

Revelations: Persona is a role-playing video game developed and published by Atlus. It is the first entry in the Persona series, itself a subseries of the Megami Tensei franchise, and the first role-playing entry in the series to be released in the west. The game has been ported to Playstation Portable with the title of Shin Megami Tensei: Persona and featured new cutscenes and a redone localization. The story focuses on a group of high school students as they are confronted by a series of supernatural incidents. After playing a fortune-telling game, the group each gain the ability to summon Personas, the multiple selves within them. Using this power under the guidance of Philemon, a benevolent being representing humanity's subconscious, the group face off against multiple forces that threaten the world. Gameplay revolves around the characters navigating environments around their town and fighting enemies using their Personas. During the course of the game, the player can create new Personae for battle using spell cards gained in battle or by talking with enemies.

Role-playing (RPG)
Soko-Ban

Soko-Ban

Thinking Rabbit, Spectrum HoloByte, Inc., Tandy, Sega Enterprises, Ltd., ASCII Corporation

Sokoban ("warehouse keeper") is a is a classic puzzle game created in 1981 by Hiroyuki Imabayashi, and published in 1982 by Thinking Rabbit, a software house based in Takarazuka, Japan. In 1984 the ASCII Corporation published a version produced by Khaled Bentebal. It was the basis of numerous clones in the later years. It is set in a warehouse. On each level, the player must push crates (from square to square) to get them onto designated spots; once each crate is on a marked spot, the level is complete. Crates can only be pushed one at a time (so two crates next to each other cannot be pushed together), and cannot be pulled--so it's possible to get a crate stuck in a corner, where it cannot be retrieved! By the last levels, you must plan 40 steps in advance.

Puzzle
Kumdor no Ken

Kumdor no Ken

ASCII Corporation

In this touch-typing JRPG for PC-98, created by Michiaki Tsubaki with ASCII, you play as the Milky Way's #1 typist, summoned to planet Kumdor to fight mysterious monsters with typographic magic — but you lose all your keyboard keys and your QWERTY skills in a crash landing. Worse yet, the planet suffers from a petrified economy and natural disasters. Can you recover your skills, prove your identity, and save the world? The game has a surreal atmosphere, quirky dialogue, and a distinctive visual style. It also features a control scheme built entirely around touch typing, using no directional keys or joypad input. By improving your typing accuracy and agility, you must travel across a classic JRPG overworld, helping people and fighting off monsters to improve yourself.

AdventureRole-playing (RPG)
Wizardry: The Return of Werdna - The Fourth Scenario

Wizardry: The Return of Werdna - The Fourth Scenario

Sir-tech Software, ASCII Corporation

The fourth game in the Wizardry series, The Return of Werdna takes a decidedly different approach from all the games that preceded it. Instead of playing as a party of six player-generated characters, the player controls Werdna himself, the evil Archmage from the first game. It seems that after Werdna was defeated by the party of adventurers who stole his amulet, he was imprisoned at the bottom of his ten-level labyrinth in an eternal slumber to be tortured by nightmares for eternity. Although Werdna was supposed to sleep forever, somehow he has awakened, and now he is out for revenge. At the beginning of the game Werdna finds himself in a situation that is singularly unique for most arch-villains: he is stripped of his powers, trapped within his own former stronghold, and filled with the realization that the same traps and monsters he created to keep adventurers out now act as obstacles to his freedom. Werdna will slowly regain his magical powers as well as have the ability to summon helpful monsters to accompany him on his journey and aid him in combat. Unlike other role-playing games, no experience is awarded for defeating enemies. Instead, Werdna can only become stronger by searching for pentagrams found in the labyrinth. Accessing a new pentagram allows Werdna to summon stronger monsters and restore his health and spellcasting powers. Werdna will have to fight a variety of monsters and guardians, but many of the randomly appearing enemies in the game are parties of adventurers not unlike those who were controlled by the player in the previous three games. In addition, Werdna is being chased by the rather ticked-off ghost of his old enemy Trebor. The game features a somewhat tweaked version of the same engine and graphics used in the earlier installments of the series. The difficulty level has been increased due to the lack of an experience points system, which often leaves the player-controlled party underpowered. The labyrinth contains abundant traps and complex mazes. For obvious reasons it is no longer possible to import characters from the previous games. The game features three different endings: a good ending, an evil ending, and a special Grandmaster ending which is often considered to be the single most difficult task to achieve in the entire series.

Role-playing (RPG)
Professional Mahjong Gokuu

Professional Mahjong Gokuu

Chat Noir, ASCII Corporation

This ASCII-published mahjong game was released for the Famicom Disk System in 1986. It was not released outside of Japan. Professional Mahjong Goku is the third game for the Famicom to be based on Mahjong, the competitive tile game popular in China and Japan. It is a four-person version of the game, which is generally how the game is played in real life, though uncommon in simulations during this era due to the additional computing power needed for three AI opponents. As a "professional" Mahjong game, there is an opportunity to play a mode where the player can gamble on outcomes beforehand. The amount of cash gained or lost is usually based on the quality of the winning hand, but occasionally the player can also make bets to increase their take should they win (though, of course, any money gambled in this way is lost if someone else wins the hand).

Card & Board GameSport
Warroid

Warroid

ASCII Corporation

As the pilot of the United Nation's new FX1-BS weapon, you fall from the moon land land on Earth, now occupied by the Exoa aliens, and must defeat as many of their own warroids as possible. Warroid pits two players (or one player and the AI) against each other in a robot versus robot fight. Your goal: shoot the enemy until it has no energy left! Destroying the enemy warroid will give the victor one point on the six-point scale (players start out with three points each). Once all points are lit in the player's color, the player wins the game. Each warroid auto-aims their weapon fire, but kick attacks only work at close range. There are multiple platform-laden levels for players to fight in. You can also press the escape key to bring up a menu for setting handicaps and changing warroid colors. [Expanded from MobyGames]

ArcadeFightingShooter
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