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Highly Acclaimed by Director Hideo Kojima! The MSX Version of The Portopia Serial Murder Case

Before the massive success of Dragon Quest, PC-savvy kids recognized Yuji Horii as a master of adventure games. The three titles "The Portopia Serial Murder Case," "Okhotsk ni Kiyu," and "Karuizawa Yukai Annai" were known as the Horii Mystery Trilogy and have been passed down as legendary masterpieces.
In this article, I will discuss the appeal of Portopia, which can be called the prototype for "Okhotsk ni Kiyu," and Karuizawa, which can be considered its evolution.


❶ Is Yasu the Protagonist? The Portopia Serial Murder Case


A ranking from November 1983, right after the release of Portopia. While action games like Alfos were still the main focus, masterpieces like Planet Mephius were also appearing.

Around 1983-1984, the star of PC gaming was the adventure game. As thinking-based games for adults that couldn't be played on home consoles or in arcades, the adventure games introduced in Hello Mycon were the envy of many young gamers.
A significant number of adventure games were produced during this period, but what made the "Horii Mystery Trilogy" decisively different from other works was that the quality of the writing was on a completely different level.

At that time, PC game development was often centered around a single programmer, who was also responsible for the scenario and text, despite being an amateur in those fields. In contrast, the profound stories crafted by Mr. Horii, a "professional writer" with a proven track record, felt like a gateway to the next generation of games that would eventually lead to Dragon Quest.
For reference, let me introduce some adventure games from the same period that I played.

Released in May 1983, around the same time as Portopia, was Crystal Soft's Holy Sword, a work by Kazunari Tomi, the creator of Mugen no Shinzou. I played it obsessively at my friend FM7's house.


It was a text-based adventure game influenced by "Zork," with no CG at all. It followed the classic setup of rescuing a kidnapped princess; try comparing the quality of the text to that of Portopia. The game content is reminiscent of gamebooks like The Warlock of Firetop Mountain.
The tagline, "Is there a game this difficult in the arcade?" brings back memories.


Also released by Crystal Soft in 1983 was Great Detective Appears!.
CG was added, making it more colorful.


At first glance, it's a mystery, but it features a forced premise: "You have been requested to verify that this house is related to a gun smuggling organization. Your mission is to retrieve a gun from inside the house as evidence." In reality, it's a Mystery House-style indoor exploration adventure game. These types of adventure games were common at the time.


A masterpiece of authentic mystery adventure, Keyhole Murder Case. It evolved the Mystery House-style indoor exploration adventure game, and the ability to call and interrogate involved parties at any time was excellent. The release date was October 1983, two months after Portopia. Perhaps they referenced Portopia's system. While it is a first-class mystery, the character depictions were simple, and I feel there was a difference there compared to Portopia.


The legendary text adventure released in April 1983, Minami Aoyama Adventure. The goal is to destroy the mansion of Gunichiro Nishizaki, the supreme advisor of A-Ski Company (presumably modeled after Kazuhiko Nishi—is that okay?! 🤣). The wild premise is that the crime is committed out of spite for having his submissions rejected by magazines over and over again. 😁


It had a Spartan design where both messages and commands were in English. As an elementary school student, I couldn't make heads or tails of it. The difficulty was also brutal, and for some reason, the mansion was filled with Iga ninjas and death traps. What kind of house does Mr. Nishi live in?! However, the presence of shuriken and Muramasa blades makes you grin. It has a vibe that feels like LOGiN magazine. 😁

It might have been inevitable that adventure games of that time prioritized visually impactful graphics over text. There was also a trend of competing over the number of scenes and the speed of rendering, so text tended to be secondary. However, this is just my personal opinion, but I feel that adventure games were "reading material" before they were games.


Released by Nihon Falcom in March 1984, Demon's Ring was marketed for its instantaneous screen display, where the screen would appear in about two seconds. The atmosphere was excellent, but despite the niche occult worldview, there was little textual description, making the setting difficult to understand.


The origin of Nihon Falcom's early horror line, Horror House, released in August 1983. A fine work that added horror to the Mystery House format.


The CG and opening had great style and were genuinely scary.
Nihon Falcom's early days followed this niche path.

The first installment of the "Horii Mystery Trilogy," The Portopia Serial Murder Case had its original PC-6001 version released in June 1983, making it a work from the very early dawn of PC gaming history.
The thing I felt most when playing this game was that the characters were incredibly well-defined. The true culprit of Portopia became famous after being ported to the Famicom, to the point where it was said that "even if you haven't played the game, you know the culprit," but it was already a fairly well-known topic among PC kids.

The PC version package. It still has that early-dawn-of-gaming atmosphere.
The MSX version was released in June 1985, two years after the original, but the scenario had not aged at all. I enjoyed it as an inverted detective story.😁


Games in those days were basically on tape.

So, I started it knowing who the culprit was, but I was still able to enjoy the game thoroughly. It was just like the feeling in "Columbo," where the culprit's careful crime is shown at the beginning, and then Columbo gradually corners them. One of the highlights of "Columbo" is the depiction of the culprit's growing anxiety as the investigation progresses, and I couldn't help but grin at the scene where you are encouraged to drop the investigation with the words, "It was a sad incident, but the case is solved now."


An advertisement from September 1983. Mr. Horii was a PC-6001 user, so the PC-6001 version is the original. I remember the Papikon-kun users bragging about that.


The MSX version was released around the same time as "Okhotsk ni Kiyu."

I believe the protagonist of the story "The Portopia Serial Murder Case" is the "partner" and also an "unreliable narrator" named Yasu, but I doubt there are many people who hold ill feelings toward him for constantly deceiving the player. The tragic background hidden behind his clownish behavior, and the depiction of the guilt and conflict that weigh on him as the investigation progresses, actually illuminate Yasu as a charming character. The line added in the Famicom version,

"If you killed Kozo for revenge, you must have regretted it after finding out the truth."

feels like it symbolizes this work. All the descriptive text in Portopia is unified through Yasu's dialogue, which gives it the feel of a confession he is telling, making it extremely literary. When I saw the final conclusion, I felt the same emotion as finishing a profound mystery novel. I think that was due, above all, to the human drama woven by the fascinating character of "Yasu."


The ability to use violence during interrogations is a real Showa-era touch. However, the foreshadowing with Fumie Sawaki, where the protagonist says, 'I cannot hit a woman,' also brought a knowing smile to my face.


Mr. Horii has stated that he initially envisioned the 1957 classic mystery novel 'Points and Lines' by Seicho Matsumoto. Portopia might just be the first work in history to attempt a video game adaptation of a novel.

Warning: Spoilers ahead! You won't be able to watch this scene without shedding a tear 🥹


I can't forget the line, 'Big brother!'

The Famicom version's ending, which uses the box art, is such a clever touch. Was Yasu really this cool all along?

The package illustration was done by Mr. Shintaro Majima.


Mr. Shintaro Majima was also responsible for the graphic design and packaging for Earth Warrior Lairza.


For some reason, there is a rumor online that the Famicom version's box art was done by Mr. Tsukasa Hojo, so I am posting the evidence here.

I remembered watching the popular show Game Center CX a while back, where guest Director Kojima mentioned 'The Portopia Serial Murder Case' as the game that inspired him to enter the game industry.


From Game Center CX Season 2, Episode 4: 'Konami Wai Wai World'

Director Hideo Kojima

'The deciding factor was definitely The Portopia Serial Murder Case. There was a background story explaining the motive for the murder, and it was truly moving. Since human drama was being expressed within a game, I thought that perhaps this industry, or this medium, had potential...'


I was happy that he also spoke properly about the MSX.

Director Kojima is a pioneer who introduced cinematic direction to games, and I feel it makes perfect sense that Portopia was at the root of that. Come to think of it, Director Kojima is also said to be a fan of 'Columbo'.


What do you mean, "Turn off the MSX power!"? I fell for it perfectly on my first playthrough😁


This joke is so famous it even became a Uniqlo T-shirt. Naturally, as an MSX devotee, I own one😁

The original Metal Gear on MSX also features an "unreliable narrator" reminiscent of "Yasu." Perhaps this development was inspired by Portopia.


I think the time will come to talk about Metal Gear eventually😉

Additional article: Gamebook version of Portopia


It also appeared as The Portopia Serial Murder Case: The Mystery of the Locked-Room Murder in the familiar "Futabasha Famicom Adventure Gamebook" series. The basic story is the same, but the style has more of a detective drama atmosphere. The crucial truth was in a sealed section, but it was already opened when I bought it at a used bookstore😁

Borrowed from Michael Takao's X. Thanks, Takao-san🙇


I also enjoyed the original developments, such as dying in the line of duty during a shootout that wasn't in the original game, or being removed from the investigation for being reprimanded for my investigative methods.

Because there were so many characters, I had the impression that it was difficult to digest the entire story in a gamebook.

The illustrator was Ryo Nakamura. The American comic-style illustrations were a perfect fit. The protagonist's boss has plenty of presence and looks cool!

❷ Fusion of sex appeal and RPG: Karuizawa Kidnapping Guide


The catchphrase was, "Have you seen 'love' in Karuizawa!?"


The MSX version was on ROM, so the loading was fast, which was a big help. It was a good port.

The final installment of the "Horii Mystery Trilogy." Like Portopia, this was the last work where Mr. Horii handled everything himself, including the program, scenario, and graphics for the original version. In a complete turnaround from the tragic tone of the previous two works, the story here progresses with a lighthearted, breezy vibe. If Okhotsk and Portopia are like a "Tuesday Suspense Theater" episode, then Karuizawa feels more like an 80s trendy drama. The setting of Karuizawa also feels quite bubbly.
The writing style is close to the anime magazine "Monthly OUT," which Mr. Horii was contributing to at the time, and perhaps this taste is Mr. Horii's natural writing style.


This "innocent, lighthearted eroticism" is Mr. Horii's true forte. However, the content is very Showa-era.


It wasn't quite as immersive as "Okhotsk ni Kiyu," but it was still fun to get that travel-like feeling.


It might have been the largest-scale adventure game on the MSX. The only drawback was the lack of background music.

I played "Karuizawa Yuukai Annai" at the end of 1986, when Japan was in the grip of unprecedented Dragon Quest fever. My bad influence friend, FM7-kun,

😸 "There's an erotic game made by the creator of Dragon Quest."

That was how I was introduced to it. The MSX version was released right around that time. My childhood friend Namco-kun, who was a Famicom kid, didn't believe it at all, but he was shocked when he saw the images. I got carried away and boasted to the guys in class,

😁 "Heh heh, the Famicom can't imitate this. Only the MSX can play the Horii Mystery Trilogy (a lie™)."

I was bragging to the guys in class.


This panty-shot is a scene that symbolizes Karuizawa.


The final version becomes an RPG that is a prototype for Dragon Quest, and the strongest weapon, the "See-through Sexy Panties," is the key. It would have been even better if it had dedicated graphics like the "Dangerous Swimsuit" that appeared in the MSX1 version of Dragon Quest II 🤣. You really can't port this to the Famicom.

Only the erotic scenes have become legendary, but the development where a girl becomes your partner to investigate allows you to simulate a date in the digital world, which might be the origin of bishoujo games like "Tokimeki Memorial." This taste was also seen in the previously introduced"AVG Wingman".

Also, the twists and turns typical of Horii's works are top-notch, and I think the volume of the work surpasses Okhotsk. Furthermore, homage-like developments reminiscent of early adventure games are inserted throughout, making it truly the culmination of Mr. Horii's adventure games. Since Mr. Horii was exploring the fusion of adventure games and RPGs during this period, I feel it can be said that this is the closest work that led to Dragon Quest.


An article just before the release of Dragon Quest. It is content that shows Mr. Horii also had some anxiety about releasing an RPG on the Famicom.


Although a disk version was also released, it felt like the last great masterpiece of the tape era.

Additional article. April 1985, a conversation between Mr. Horii and Mr. Hikaru Sekino as PC game designers from the Waseda Manga Research Society. This is just before the release of TOKYO Nanpa Street. The comment, "I hate adventure games that are like elementary school compositions," is quite memorable.



❸ How did Mr. Horii perceive PC games?

There are many interview articles with Mr. Horii, but this is one of the earliest from June 1984. He still seems undecided about whether to pursue a career as a magazine writer or a game developer. He also already discusses the division of labor in game development. Additionally, there is content about how he emphasized characters in "The Portopia Serial Murder Case."





This is a PC game feature in an anime magazine that Mr. Horii was in charge of in November 1984. At this time, PC games were still a niche market. I think this is a valuable document that allows us to know what kind of PC games Mr. Horii was focusing on during this period.


The Apple II masterpiece"Pinball Construction Set"became a pioneer in the "game creation tool" genre and was an explosive hit in the United States. The level of programming was also high, so much so that Steve Jobs' partner Wozniak described it as "the best program ever written for an 8-bit machine." Mr. Horii was also an Apple II fan.


Of course, we can't leave out H-games. "Ultra Four-Player Mahjong"is a revolutionary title that led to the subsequent "Professional Mahjong Goku," and it boasts an unparalleled level of perfection. Also, Mr. Horii mentioned that he appeared as an extra in Godzilla.


The star of PC games at the time, AVG, also appeared. I think he was researching various things after all.


Wizardry and Mugen no Shinzou (Heart of Phantasm), which had a major influence on Dragon Quest. Since Mugen no Shinzou was not ported to the Famicom, it is generally a minor work, but it is a masterpiece that had a major influence on Japanese game history, with Yoshio Kiya and Tokihiro Naito highly evaluating it.

❹ In Search of the Origins of Dragon Quest...


Fumie Sawaki, the heroine of Portopia, also makes a guest appearance in Karuizawa. She is the most beautiful character in Karuizawa😍

I had intended to feature an interview with Yuji Horii this time, but before I knew it, it had turned into an article about the "Horii Mystery Trilogy." I truly believe that the origins of Mr. Horii, a storyteller of rare talent, lie in Portopia.


Kumiko Takagi, the heroine of Karuizawa, is hard to call a "beautiful girl" character, but her innocent and kind-hearted personality made her a charming character. The style of drawing players in through the story rather than visuals has been carried over into Dragon Quest as well.

I am of the generation hit directly by Dragon Quest fever, but at the same time, I felt a tinge of sadness, thinking,"It's a shame I can't play Mr. Horii's adventure and PC games."Looking back on those days for this article, I remembered that feeling all over again.


This kind of manga-like direction is unique to Mr. Horii, who once aspired to be a manga artist.

Next time, I want to delve into the mystery of whether there might have been a phantom sequel to "Okhotsk ni Kiyu." Stay tuned!


In the final stages of Karuizawa, Yuji Horii himself, also known as Yu-tei, makes an appearance.
Thank you, Sensei, for all your wonderful works🙇

I am always grateful for your likes💛, your posts introducing my work on X, and your warm comments🙇 Your connection with me is what encourages me to keep posting🥰

                       Cyborg MSX


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