Alex SmithHost
Jeffrey DaumHost
So as I said last time and at the top of the episode here, not long after completing Portopia, he went to Apple Fest.

Portopia was a hit, and of course, after that, he is going to be starting on a follow-up adventure game for Japanese computer platforms that was initially planned to be called Hokkaido Yukai Chizu.


They got to talking about the fact that he was thinking of doing this game set in Hokkaido.

You know what we should do? We should go up there together and do location scouting for your game, and then you can make this game for us at Login Magazine, and you can write an article about the creation of the game.

From there, we can publish the game, and we'll have this great synergy in marketing.

Let's do that." But it did mean that he was gonna be working on two games now instead of one, because he was still on the hook for doing another adventure game for Enix, so this idea of doing one for Login Soft, which was the publishing, software publishing arm of Login Magazine, meant that one game became two.

Hokkaido Rensa Satsujin: Okhotsku ni Kiu, sorry for any pronunciations, which translates as The Hokkaido Serial Murders, like Portopia Serial Murders, Missing in the Okhotsk.


For the second of those games, Karuizawa, Horii would continue to be basically the sole person working on the game, writing the script, programming, drawing the graphics, everything else, whereas on the Hokkaido game, because he couldn't really be two places at once, he took on a more supervisory role, just kind of developing the scenario and then having other people program.

Still not great, it's still the early days, but much better graphics than the original Portopia by virtue of getting access to a draw and fill routine for graphics creation created by fellow Enix freelancer and winner of the Enix programming contest, who we briefly mentioned before, Gozuru Morita, who is, as we said, a brilliant programmer and came up with a much better routine for doing the graphics.

There's not a lot to say about either of these games, but there are a couple of important things here that inch us a little closer on our quest for the dragon.

So as I said last time and at the top of the episode here, not long after completing Portopia, he went to Apple Fest.

Portopia was a hit, and of course, after that, he is going to be starting on a follow-up adventure game for Japanese computer platforms that was initially planned to be called Hokkaido Yukai Chizu.


They got to talking about the fact that he was thinking of doing this game set in Hokkaido.

You know what we should do? We should go up there together and do location scouting for your game, and then you can make this game for us at Login Magazine, and you can write an article about the creation of the game.

From there, we can publish the game, and we'll have this great synergy in marketing.

Let's do that." But it did mean that he was gonna be working on two games now instead of one, because he was still on the hook for doing another adventure game for Enix, so this idea of doing one for Login Soft, which was the publishing, software publishing arm of Login Magazine, meant that one game became two.

Hokkaido Rensa Satsujin: Okhotsku ni Kiu, sorry for any pronunciations, which translates as The Hokkaido Serial Murders, like Portopia Serial Murders, Missing in the Okhotsk.


For the second of those games, Karuizawa, Horii would continue to be basically the sole person working on the game, writing the script, programming, drawing the graphics, everything else, whereas on the Hokkaido game, because he couldn't really be two places at once, he took on a more supervisory role, just kind of developing the scenario and then having other people program.

Still not great, it's still the early days, but much better graphics than the original Portopia by virtue of getting access to a draw and fill routine for graphics creation created by fellow Enix freelancer and winner of the Enix programming contest, who we briefly mentioned before, Gozuru Morita, who is, as we said, a brilliant programmer and came up with a much better routine for doing the graphics.

There's not a lot to say about either of these games, but there are a couple of important things here that inch us a little closer on our quest for the dragon.
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