Based on that gif I came up with the following rendition of the game. I found the 8 box layout a little boring, so I added a little variety. So I alternated a second style of map. Since I didn't have a clue about the scoring or what the second number meant of the two number at the top left of the screen, I just had the player hit a key when she returned to base in the red area to signal that she was finished collecting.
Although I was able to load the game into an emulator by James "the Animal" Tamer called "VTrek" (for virtual NEC Trek--the name of the version of the computer unsuccessfully distributed by NEC in North America) either bugs in the emulator or differences between the NEC Trek and the PC-6001 wouldn't allow me to run the game. So I had to rely on a video in which a Russian vlogger, Panteryasha, does a walkthrough/review of the game: https://youtu.be/xUDRF9JGlfk
Later my son Charlie used some of his computer voodoo skills to download the subtitles of the video and translate them into English, which was really helpful (see below). For one thing, Panteryasha noticed a bug that occurs in higher levels where you are required to collect 7 of each item, but the algorithm that randomly creates the layout of the items in the rooms/boxes (versus blank spaces and purple barriers) can only guarantee a maximum of 6 items for each item type. So you could end up with a screen that it was impossible to clear. However, unlike Panteryasha, I was able to see in the code that there was a possible out. You could let yourself be killed and then hit the "h" key and the screen would be re-drawn with new resources and a time penalty. I changed the 'h' key to "H" and instead of a time penalty I made it so that you lost any points you had accumulated on that screen.
This feature is not just useful for higher levels. Even on lower levels, if you are killed while carrying a load of items, you must then go back out and get at least enough new items for one of the item categories to push your number over the number required for that screen (the second number at the top left). Unless you reach that number the computer will not register that you have collected any items or give you a score for them when you return to the red home base. However, if you have collected all the items on the screen before returning to your base and are killed, then you will not be able to have those items scored so you can complete the screen. I suspect the programmer added the "H/Help" restart feature to allow you to sacrifice a life in order to continue. The moral of the story is that you must get back to the red base area with at least one category of items at the target number if collected items are to be registered for scoring purposes.
I also replaced with pure Basic all the machine language calls and code in the original that handled player and monster movement. The NEC PC6001's Basic was a little slow, so I suspect that the programmers had to use machine code routines to get speed for the player and monster movement. Luckily the programmer used Basic for all the scoring and screen transitions. I did use a M/L Timer USR function provided by Darren/Mechacoco to handle the countdown timer part of the game, so it should portray accurate seconds. Thanks Darren! And thanks Charlie for translating the comments of the Russian reviewer for me. Here's what I came up with:
I also replaced with pure Basic all the machine language calls and code in the original that handled player and monster movement. The NEC PC6001's Basic was a little slow, so I suspect that the programmers had to use machine code routines to get speed for the player and monster movement. Luckily the programmer used Basic for all the scoring and screen transitions. I did use a M/L Timer USR function provided by Darren/Mechacoco to handle the countdown timer part of the game, so it should portray accurate seconds. Thanks Darren! And thanks Charlie for translating the comments of the Russian reviewer for me. Here's what I came up with:
Addendum:
I finally uncovered a mystery I had been pondering regarding the counting of items in the original code. I had not fully decoded the inventory logic of the original source and with the substantive changes I made re-coding key key input and movement, I think I obliterated a 5 item carry limit in the original game. I had always wondered why my version seemed much easier than the original seemed in videos I had watched. But that was because I could just venture out of the safe zone and collect items at will from any and all the rooms. This meant that there was no need for path planning and item accounting as you snuck around the hallways avoiding the monster and no need to make multiple return trips to the safe room to deposit those items when the item limit was reached. It drastically changed the time needed in the time-trial intermediate challenges. The multiple return trips really require careful decisions about what to grab and where for best effect. Now that I've fixed my mistake there is actually a challenge getting all the required items within the time limit. In my original version, you just went around gobbling up all items in an indiscriminate and returning to the safe zone, mostly with plenty of time left. I have to thank video blogger for tipping me off. Unfortunately that video is no longer available. He also discussed Manbiki Shounen and showed a very interesting version of it being played that I have never seen before. There are so many versions out there. It's nice to see others exploring these classic and influential BASIC games.
Since I was viewing that video I decided to revisit some other playthrough videos. As I watched them, I noted that there was also another aspect of movement logic that I had failed to implement accurately. I hadn't noticed it but the gun (or whatever it is the player shoots with) only seemed to work on the outside of the walls to the rooms with the items. In other words, you could use that weapon to break into rooms, but not out. In my version you could just shoot into a room and out the other side, effectively "mouse holing" your way around and avoiding the main halls and the monster. Again, this made things easier than the original.
I began to look for other things I might have missed. And I noticed two more. First, I didn't zero the items you were carrying (contrary to what I say in my original post) if you got caught and presumably slaughtered by the alien. I didn't "see this" in the video playthroughs as much as remember reading about it when doing my original research into the game. There is a feature that you can hit H when killed (when the screen goes to the organ alternate colour palette for a brief time after you get caught. Then the screen will refresh with a complete supply of items in the room again, but it will cost you a life. I remembered reading that people had to use this only some of the higher levels because the random populating of items sometimes wouldn't supply the 7 items that your were required to retrieve on those levels. So I had changed the max item you could be asked to get as the levels went up to 6. There will always be at least 6 items from the room item populating algorithm. But I recalled surmising that the feature was also needed sometimes if you simply got killed while carrying a lot of items.
The second thing I noticed as I watched the playthroughs again was that it seemed to take 3 shots to break through the walls. My routine only required two shots. So I upped it to 3. Again, something that might make mine a little easier. Given all these changes I also had to return the time limits to their original 100 second and 300 second amount, which I had brought down in my version because it runs faster and was easier. Now you need all that time to do the extra maneuvering that was required in the original and the time limits really do loom as a threat. So now the game mimic more accurately the challenge of the original and maybe even adds some challenge because I think my version runs faster despite being all BASIC and not really on some M/L routines for key input and player movement.
In the following playthrough I make it to the stage, often missed by commentators, that really demonstrates the suspense and horror aspects of the game. At higher levels the alien appears and disappear at random while moving, creating a creepy suspenseful atmosphere conducive to jump scares. These levels are preceded by a graphic image of the baby alien (around 10:02 in the video), which is a reference to the scene when the alien first appears from the stomach of one of the characters in the movie Alien and then disappears into the bowels of the ship...
2023/12/11.
Second Addendum:
So I noticed a remark in John Szcepaniak's book "The Untold History of Japanese Game Developers" by the programmer of Nostromo Akira Takiguchi:
JS: Nostromo was also inspired by Mr Suzuki's unreleased game, called Dojin?
AT: Yes, certainly. I created Nostromo on a PET CBM. Later Mitsuhashi-san ported it to PC-6001. My idea was different from Dojin - actually, Dojin was a very interesting and playable game. But the enemy was always viewable by the player. So because I loved [the film] Alien, as well as Star Wars, I wanted the enemy invisible to the player. Visible only when it is viewable by your character. So that's the idea of Nostromo.
The highlighted text solved a mystery for me regarding the levels of the game when seeing the Alien becomes intermittent, which helps create a big part of the "horror" of this early survival horror game. I had made the disappearance simply random. I had seen the effect in an old video playthrough by Panteryasha (now gone see transcript below) of the Alien appearing and disappearing on higher levels. But now I realize that Takiguchi probably had simply been calculating when the player and alien were on the same X or Y axis (i.e. line of site down a hallway). Obviously, the alien would also flash briefly when it was on any parallel hallways, but that was probably what had given me the impression of intermittency and randomness. Now that I realized the proper dynamic, it made much better geometric sense what was happening. You'd only see the alien when it popped around corners on a hall you were in and headed towards you. Otherwise, all you would get were flashes when it crossed any X or Y axis compared to yours on parallel hallways. Very creepy. I've fixed it now (I hope). I'll have to try to get my son and chief tester Charlie to give it a go and try to play through to the higher levels where this effect occurs. I don't have the manual dexterity any more to get that far in the game.
2026/03/22
Kind: captions Language: ru Hello everyone, with you Lelia! I greet you on my channel - Pantheresha. Choosing a game for the next flop, I suddenly wondered which game in the horror genre was the first? And for a short while, it turned out that it was "AX-2: Uchuu Yusousen Nostromo". But as long as I pronounce the Japanese language for a long time, I will simply call it Nostromo Vpricini, the information is not 100%, because it was not possible to find reliable sources. that the first horror game was Nostromo. And so, the game dates back to 1981. And even on some gaming portals there is an exact release date - this is December 31, 1981 Of course this is doubtful, but we will miss this point - we will not discuss it further. Manual on the game and at least some intelligible description, in these your Internet, it was not found, but some magically preserved cover of the game! So let's together guess at the cover - what kind of animal is this. Using translators from the lunar, we learn that the game is called AX-2: Space transport ship "Nostromo" ... Nostromo ... hmm, is it a game of the movie "Alien" or what? The film was released on the screen in 1979, and the game itself is laid out on the shelves in 1981, so it may well be true. But the image of the globular ball enveloped by some tentacles does not cause an association with Aliens ... Let's return to the title, at first I thought that Uchuu Yusousen is the name and surname of the programmer who wrote this game, But no, but it turns out that he created the game, then a student of Tokyo University and was part of the microcomputer club of the University of Tokyo, which by the way financially supported the not-unknown Taito - Akira Tagiguchi, who later created the famous "Olion". Nostromo was created for the computer PET 2001 and later ported to PC-6001 - Masakuni Mitsuhashi and received in the title, proud AX! And the prefix AX in the name of the game - it was an attempt to create a recognizable brand all the same Inf slip slipped that yes - when creating the game Akira was inspired by the film "Stranger". Well, let's change into the suit of a spaceship pilot and start this game. The key is to start! The original game Nostromo - went to the computer PET-2001 But, unfortunately, I could not find the rum with the game. Therefore, we will play the official port on PC-6001. Actually, the cover considered earlier was from the edition with PC-6001. As I do not have this computer, we will naturally play on the emulator. So let's try to run! How many pages? I do not know what that means, but we'll press one. Load the cassette ... And start ... Wow, great - it works! In the game, the sounds are those. If you listen for a long time, your ears will become clouded! Although for 1981 - it was, perhaps, super! But in our time - it's impossible to listen to it. Therefore we will insert our musical accompaniment And this is music from Sergey Kirsten. Links to his work - can be found in the description of this video. If you watch this game according to the script of the film, then a circle, this is the main character - Helen Ripley. A dog in the shape of a dog sign is an Alien. The game throws us into the compartment of the cargo ship Symbols of maps - mean some resources that need to be collected to support the life of the ship. These resources are in containers. In principle, the task is simple. But we are hampered by an Alien who constantly persecutes us. And yet, we are complicated by the fact that we can carry no more than five units of resources in the red zone of rescue. In this game, there are advantages for Ripley and is that the Alien can not enter the red zone and into the containers where our vital resources are located Wow! In this game there is a screensaver! Mmm ... And here's the Stranger! But for 1981 - it was, most likely, scary! And this level, is a bonus stage, where the Alien stands still, and we at this time should collect four units of each resource. Question! Why this game belongs to the genre of horror? After all, in appearance - this is another variation of PecMena ... But that's the point! The bottom line is that from the seventh level, the Alien becomes invisible, but we hear it and a few steps from us - we begin to see it! In principle, as straight in the movie, where he attacks from various unexpected places for the crew of the ship. And here at the eighteenth level I have a problem - that we need to collect seven units of each resource, but as we can see - the bubi, the crucifixes and ... there six pieces - six units each! Well, let's try to collect everything and see what happens ... So this is what? Glitch games? We collected everything that is possible and in the end we do not have enough for one unit of three resources. And the game does not end. We can only wait for the timer to end or jump into the Alien's jaws, so that it will not be long. Hmm ... And the most interesting is that it's not a glitch! And so conceived! And there is no escape on this ship ... And in any case, we will die sooner or later! But the finale will be one ... It's death ... And this is Japan ... It's fucking-Akira Tagiguchi ... It's 1981, his mother ... That's it, actually, the story of horror games began That's all. With you was Lyolya. All for now! Put your likes and subscribe to my channel!

Decided to go back and play through the history of Horror Games and I have to say thank you for the effort you went to in making this recreation.
ReplyDeleteThank you for your comment. I hope it might be useful for people interested in the history of BASIC games.
DeleteVery impressive indeed. You preserved a piece of gaming history.
ReplyDeleteThanks. I’ve made further refinements to the code recently that make the game play more fully like the original.
DeleteGreetings Jim,
ReplyDeleteI hope this reaches you. I'm emailing it, posting it on your blog, and in the YouTube comments.
A colleague is working on a video related to Nostromo, and we were discussing the origin of Nostromo as being derived from Manbiki Shounen and the unreleased game called "Dojin". (Not to be confused with the word doujin.)
I interviewed all of the programmers involved, plus their colleagues: Masamoto MORITA, Akira TAKIGUCHI, Masakuni MITSUHASHI, Kohei IKEDA, Hiroshi SUZUKI.
Suzuki made Manbiki Shouunen, and then made Dojin, which went unreleased. Takiguchi then made Nostromo based on those two, but it also went unreleased, and then Mitsuhashi ported Nostromo under the longer name of Uchuu Yusousen Nostromo. Mistsuhashi's nickname is Hiromi Ohba - they're the same person.
All of these interviews can be found in Volume 1 of The Untold History of Japanese Game Developers. We go into massive detail on ASCII, the AX series, PC-6001, and Japanese computers in general. If you look the book up you'll see there's a ton of developer interviews in it.
I think you might like reading the interviews, and it'll offer some interesting background to your ports of their games. I'm sure they'd be happy to know people still have an interest in them.
Anyway, my reason for emailing you...
Dojin was never released, but it is fascinating! And it's a key link between Manbiki Shounen and Nostromo. And both Suzuki and Mitsuhashi give a verbal description of it with diagrams.
If you search on YouTube for the following, you can find a pirate upload someone (Urien84) made of my DVD:
"The Untold History of Japanese Game Developers DVD 2"
Then skip to 1h 29m 40s to see the segment I mean. (01:29:40)
This is me interviewing and filming both Suzuki and Mitsuhashi, and them each giving a slightly different description of Dojin.
I am fascinated by the fact their memories of it differ slightly. It's like they're describing two similar but different games!
So, my colleague's video project on YouTube is due out in about 3 weeks, and I thought, for fun, I could program my own interpretation of Dojin. Maybe both versions, as a sort of programming archaeology.
To help with this archaeology, I went looking for videos of Nostromo, and found your video, and then I thought...
Why don't I just ask you?
Given your porting of Nostromo, do you feel like programming the two versions of Dojin as described by its creators?
We only have a few minutes of video and some diagrams, but it's basically the missing link in the history of Japanese survival horror games. And it's a fun idea.
If you'd rather not, that's fine. It feels a bit cheeky contacting you to ask this, rather than doing it myself. So I will certainly attempt it if no one else wants to.
I program using QBasic, using QB64 Phoenix Edition to compile it for Windows. I think I'm just about up to the job. The difficulty is how to create collision detection for all those breakable walls. As I envision it, I'd need to make an array, covering each of them, and then assign breakable health to each and every wall, since the player can just walk through the walls smashing them, while the Dojin enemies need to hit them repeatedly. I assume 3 times, like in Nostormo. Then code an array to detect the collision of each and every Dojin enemy. That is a lot of arrays!
Such a massive array, several of them maybe, checking over and over, for both the player and multiple Dojin enemies, is going to be difficult to implement. And it's going to be slow.
Hence my asking. My code is basically spaghetti, but it kinda gets the job done? But based on your videos, you're clearly the better and smarter programmer than I am.
Anyway, I look forward to hearing back from you, about all of the above.
Thank you again for all the work you've put into this.
Best regards
John S