The Portopia Serial Murder Case
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The Portopia Serial Murder Case
, often translated to ''The Portopia Serial Murder Case'' in English, is an adventure game designed by Yuji Horii and published by Enix. It was first released on the NEC PC-6001 in June 1983, and has since been ported to other personal computers, the Nintendo Famicom, and mobile phone services. In the game, the player must resolve a murder mystery by searching for clues, exploring different areas, interacting with characters, and solving item-based puzzles. The game features first-person graphics, nonlinear gameplay, an open world, conversations with non-player characters, branching dialogue choices, suspect interrogations, nonlinear storytelling, and plot twists. The Famicom version also features a command menu system, point-and-click interface, and 3D dungeon maze. Upon its release, ''The Portopia Serial Murder Case'' was well received in Japan. It became an influential title, helping to define the visual novel genre as well as inspiring Japanese game designers such as Hide ...
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Puzzle Game
A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to arrive at the correct or fun solution of the puzzle. There are different genres of puzzles, such as crossword puzzles, word-search puzzles, number puzzles, relational puzzles, and logic puzzles. The academic study of puzzles is called enigmatology. Puzzles are often created to be a form of entertainment but they can also arise from serious mathematical or logical problems. In such cases, their solution may be a significant contribution to mathematical research. Etymology The ''Oxford English Dictionary'' dates the word ''puzzle'' (as a verb) to the end of the 16th century. Its earliest use documented in the ''OED'' was in a book titled ''The Voyage of Robert Dudley...to the West Indies, 1594–95, narrated by Capt. Wyatt, by himself, and by Abram Kendall, master'' (published circa 1595). ...
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Verb
A verb () is a word (part of speech) that in syntax generally conveys an action (''bring'', ''read'', ''walk'', ''run'', ''learn''), an occurrence (''happen'', ''become''), or a state of being (''be'', ''exist'', ''stand''). In the usual description of English, the basic form, with or without the particle ''to'', is the infinitive. In many languages, verbs are inflected (modified in form) to encode tense, aspect, mood, and voice. A verb may also agree with the person, gender or number of some of its arguments, such as its subject, or object. Verbs have tenses: present, to indicate that an action is being carried out; past, to indicate that an action has been done; future, to indicate that an action will be done. For some examples: * I ''washed'' the car yesterday. * The dog ''ate'' my homework. * John ''studies'' English and French. * Lucy ''enjoys'' listening to music. *Barack Obama ''became'' the President of the United States in 2009. ''(occurrence)'' * Mike Trout ''is ...
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First-person Narrative
A first-person narrative is a mode of storytelling in which a storyteller recounts events from their own point of view using the first person It may be narrated by a first-person protagonist (or other focal character), first-person re-teller, first-person witness, or first-person peripheral. A classic example of a first-person protagonist narrator is Charlotte Brontë's ''Jane Eyre'' (1847), in which the title character is also the narrator telling her own story, "I could not unlove him now, merely because I found that he had ceased to notice me". This device allows the audience to see the narrator's mind's eye view of the fictional universe, but it is limited to the narrator's experiences and awareness of the true state of affairs. In some stories, first-person narrators may relay dialogue with other characters or refer to information they heard from the other characters, in order to try to deliver a larger point of view. Other stories may switch the narrator to different cha ...
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Eiji Aonuma
is a Japanese video game designer, director, and producer. He works for Nintendo as the project manager of their ''The Legend of Zelda'' series. Aonuma is also one of the deputy general managers of Nintendo's Entertainment Planning & Development division, having served that role since 2019. Currently, Aonuma is working on a sequel to 2017's game '' The Legend of Zelda: Breath of the Wild'', called '' The Legend of Zelda: Tears of the Kingdom'', scheduled for release in May 2023. Career Aonuma graduated from the Tokyo University of the Arts in 1988 with a masters degree in composition design, working on marionettes. After graduating, he was interviewed at Nintendo. Aonuma met Shigeru Miyamoto during the interview, and showed Miyamoto samples of his college work. He landed a job at Nintendo without ever having played a video game before. He asked his girlfriend about video games, and she introduced him to two Yuji Horii games, ''Dragon Quest'' (1986) on the Famicom and ''The Portop ...
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Nintendo
is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto, Japan. It develops video games and video game consoles. Nintendo was founded in 1889 as by craftsman Fusajiro Yamauchi and originally produced handmade playing cards. After venturing into various lines of business during the 1960s and acquiring a legal status as a public company, Nintendo distributed its first console, the Color TV-Game, in 1977. It gained international recognition with the release of ''Donkey Kong (video game), Donkey Kong'' in 1981 and the Nintendo Entertainment System and ''Super Mario Bros.'' in 1985. Since then, Nintendo has produced some of the most successful consoles in the video game industry, such as the Game Boy, the Super Nintendo Entertainment System, the Nintendo DS, the Wii, and the Nintendo Switch, Switch. It has created numerous major franchises, including ''Mario (franchise), Mario'', ''Donkey Kong'', ''The Legend of Zelda'', ''Pokémon'', '' ...
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Hideo Kojima
is a Japanese video game designer, director, producer and writer. He is regarded as an auteur of video games. He developed a strong passion for action/adventure cinema and literature during his childhood and adolescence. In 1986, he was hired by Konami, for which he designed and wrote ''Metal Gear'' (1987) for the MSX2, a game that laid the foundations for stealth games and the ''Metal Gear'' series, his best known and most appreciated works. He is also known for producing the ''Zone of the Enders'' series, as well as writing and designing '' Snatcher'' (1988) and ''Policenauts'' (1994), graphic adventure games regarded for their cinematic presentation. Kojima founded Kojima Productions within Konami in 2005, and he was appointed vice president of Konami Digital Entertainment in 2011. Kojima Productions split from Konami in 2015, becoming an independent studio. His studio's first game without Konami, ''Death Stranding'', was released in 2019. Early life Kojima was born on A ...
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Point-and-click
Point and click are the actions of a computer user moving a pointer to a certain location on a screen (''pointing'') and then pressing a button on a mouse, usually the left button (''click''), or other pointing device. An example of point and click is in hypermedia, where users click on hyperlinks to navigate from document to document. Point and click can be used with any number of input devices varying from mouses, touch pads, trackpoint, joysticks, scroll buttons, and roller balls. User interfaces, for example graphical user interfaces, are sometimes described as "point-and-click interfaces", often to suggest that they are very easy to use, requiring that the user simply point to indicate their wishes. These interfaces are sometimes referred to condescendingly (e.g., by Unix users) as "click-and-drool" or "point-and-drool" interfaces. The use of this phrase to describe software implies that the interface can be controlled solely through the mouse (or some other means such as ...
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Plot Twist
A plot twist is a literary technique that introduces a radical change in the direction or expected outcome of the plot in a work of fiction. When it happens near the end of a story, it is known as a twist or surprise ending. It may change the audience's perception of the preceding events, or introduce a new conflict that places it in a different context. A plot twist may be foreshadowed, to prepare the audience to accept it. There are a variety of methods used to execute a plot twist, such as withholding information from the audience or misleading it with ambiguous or false information. Revealing a plot twist to readers or viewers in advance is commonly regarded as a "spoiler", since the effectiveness of a plot twist usually relies on the audience's not having expected it. Even revealing the fact that a work contains plot twists – especially at the ending – can also be controversial, as it changes the audience's expectations. However, at least one study suggests that this doe ...
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Dialog Tree
A dialogue tree, or conversation tree, is a gameplay mechanic that is used throughout many adventure games (including action-adventure games) and role-playing video games. When interacting with a non-player character, the player is given a choice of what to say and makes subsequent choices until the conversation ends. Certain video game genres, such as visual novels and dating sims, revolve almost entirely around these character interactions and branching dialogues. History The concept of the dialogue tree has existed long before the advent of video games. The earliest known dialogue tree is described in "The Garden of Forking Paths," a 1941 short story by Jorge Luis Borges, in which the combination book of Ts'ui Pên allows all major outcomes from an event branch into their own chapters. Much like the game counterparts this story reconvenes as it progresses (as possible outcomes would approach n where n is the number of options at each fork and m is the depth of the tree). Th ...
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Non-player Character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In a traditional tabletop role-playing game such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player ...
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