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

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
Balance of Power: Geopolitics in the Nuclear Age

Balance of Power: Geopolitics in the Nuclear Age

Mindscape, ASCII Corporation

It has been more than forty years since the first nuclear bomb exploded. In that time, the shape of the world has changed dramatically. The power to destroy civilization rests in the hands of the superpowers and now, as either the president of the U.S. or as the General Secretary of the U.S.S.R., you have total responsibility for your nation's course. To succeed, you must enhance your country's prestige without infringing too much on your adversary's interests. If you play the isolationist, you will find yourself alone in a world dominated by your opponent. If you are too aggressive, you could unleash the war that annihilates humankind- and both sides lose. Balance Of Power uses a huge statistical database, a meticulously detailed display of the world, and advanced artificial intelligence techniques to put you in command of one of the world's superpowers. You have vast amounts of information available as you press your country's interest and resist the pressure of the other side. Noted game designer Chris Crawford has created a model of the world which will entertain, educate, challenge, and perhaps frighten you in ways no computer game has ever done before. Covers the eight years from 1986 to 1994.

StrategyTactical
True Love Story 2

True Love Story 2

Bits Laboratory, ASCII Corporation

Each of the three discs is available for the first, second and third semesters, and you can play through to the end of the game without having to replace the disc. Each semester, the characters, events and opening movies are different versions. It is a sequel that continues the concept of the previous work and attempts to enrich the content. The player becomes a second-year student at Aobadai High School and aims to create a girlfriend in about a month before transferring to another school. The theme is "preciousness". At the start of the play, you select three keywords, the semester, the main character's ability tendency. The ability tendency is linked with the preference of the target character, and changes the rising curve of appearance event, friendliness and admiration. Keywords can be used as your favorite topic when you have a conversation on your way home from school, and their response also changes depending on your partner's preference.

Visual Novel
True Love Story

True Love Story

Bits Laboratory, ASCII Corporation

True Love Story is a visual novel styled love simulation game where the protagonist meets many girls and has one month's time to make one of them fall in love with him. The player moved to a new town and is living with his younger sister. The story progresses in a typical visual novel style where one reads onscreen text, talks to present characters and moves from location to location in a determined order. Free movement is not done directly on a map but is rather scheduled. During school and lunch breaks the player can schedule places on school campus he wishes to visit, and after school additional scheduling of the place around the town can be selected. Depending on place one visits, the location will have different girls to talk to, or if noone and the player will soon leave the place without engaging in any dialogue with anyone.

Visual Novel
Ishidó: The Way of Stones

Ishidó: The Way of Stones

Software Resources International, Fujitsu Interactive, Hiro Co., Ltd., Accolade, ASCII Corporation

Ishido: The Way of Stones is a puzzle video game released in 1990 by Accolade and developed by Publishing International. It was designed by Michael Feinberg and programmed by Ian Gilman and Michael Sandige. Producer was Brad Fregger, and Brodie Lockard (the designer of the Shanghai computer game) contributed with graphics. "One misty spring morning in 1989, in the remote mountains of China's Han Shan province, a Mendicant monk of the Northern School of the White Crane branch of Taoism, walked silently out through the front gates of the Heavenly Peak Temple The monk carried a stone board, a set of seventy-two carved stone pieces, and an ancient scroll inscribed with brush and ink in elegant calligraphic script. He also carried with him a secret which had lain cloistered and hidden for thousands of years."

PuzzleStrategy
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