【イースIの世界】日本ファルコムの天才たちがどのように作ったか The world of Ys I

That was shocking. From now on, I will try to recreate as much as possible the environment that I experienced when I was 12 years old at a local electronics store in 1987. The World of Ys

This time, we take a closer look at the charm of Ys I, an action role-playing game released by Nippon Falcom. As always, the people inside are ordinary people who create videos using quotes from the Internet and various books. It is not complete data, and there are mistakes and misunderstandings, so

If you can’t ignore the mistakes in the content, we strongly recommend that you end the video here. If you are okay with that, please join us for a while. Also, this time we will be focusing on Ys manufactured by Nippon Falcom.

As introduced in the YM2203 video, Yuzo Koshiro said that Ys was designed to include FDD access. For example, on MSX, PC Engine CD-ROM2, etc., the music stops while the disk is being accessed. Computers such as the PC-8801mkIISR were able to play music even while accessing the disk,

Loading music with smaller data first, starting playing the music first, and then reading the game data from there. This period creates a unique atmosphere. The access sound of FDD is also essential to the atmosphere that cannot be experienced on current YouTube etc. 1. In the mid-1980s,

PC games and Famicom games were booming until Ys appeared. Nowadays, software development is done by hundreds or thousands of people, but back then it was done by just a few people, like five or so. The game capacity was also small, only a few tens of kilobytes, and

125 kilobytes was advertised as a large capacity of 1 megabit. Still, the price is 8,000 yen less than the full price of 5,000 yen, so you have to save up your pocket money to buy it, so the developers made it difficult so that you can’t clear it right away. Ridiculously difficult, unreasonable traps,

No-hint riddles At the time, that was the norm. Personal computer situation before the release of Ys At that time , there was a time when computers were called the Three Great Houses of Computers.PC -8801 from NEC ; FM -77 from Fujitsu; X1 from Sharp ; In the early days of games,

The original Nobunaga’s Ambition was made with all basics. Nowadays, images are drawn in an instant, but in adventure games, one picture was slowly displayed. The sound sources were also MSX, X1, and FM7 were PSG3. Sound PC-88 etc. are equipped with YAMAHA YM2203 which can play 3 channels of 4-operator FM sound source.Incidentally,

YM2203 is equipped with SSG which is equivalent to PSG, but from now on, PSG will be unified.Nowadays, music is played using FM sound source. , the sound effects were played by PSG.This was a time when PC game music was not attracting much attention.At that time, Nippon Falcom released an incredible masterpiece, Xanadu

, which sold 400,000 copies and became popular with PCs. There is still no PC game that has surpassed sales of this one.The developer is Yoshio Kiya, a genius programmer in charge of the Dragon Slayer series.Yoshio Kiya’s explanation is detailed in the Sorcerian video . The person who provided it was Yuzo Kodai.Meanwhile

, Romancia was released. The opening music was provided by Yuzo Kodai. Plays legendary sound with 3ch FM sound source and 3ch PSG. It exceeded the conventional wisdom of PC-88 sound. This left a strong impression on many game fans. Nihon Falcom had two star programmers. These are the aforementioned Yoshio Kiya and Masaya Hashimoto.

Mr. Kiya created the Dragon Slayer series. Mr. Hashimoto worked on Aztec and Temple of the Sun Aztec II, and his next project was Ys. At first, it was treated as a small thing.

I first saw it in a large booklet distributed in stores called FALCOM CATALOG FOR NICE KIDS No.002 SPRING. That was Ys. Who are you now? I get a tsukkomi. There was also a catchphrase: “Towards an era of kindness.” Until then, difficult games without hints were the norm.

I had the impression that Falcom was going to make a simple game this time . I will tell you later that this is not the case. A demo video will be shown at computer shops across the country. That was a shock. PC-88 can only use 8 colors.

Also, PCs at that time did not have graphic chips, and everything was drawn using BG, similar to what Saturn and MSX machines used. The specifications of the sound source are as mentioned above. The level was different from previous games. Beautiful graphics that you won’t believe are in 8 colors. And an incredible sound.

It was Nippon Falcom’s first game in which all songs were played on 3 channels of FM sound source and 3 channels of PSG. What was impressive was the image illustration. It was drawn in the era of analog handwriting. Below is Nihon Falcom’s official comment.

“It looks like CG, but back then it was not possible to draw pictures like this on a PC.It took a long time to create by hand using an airbrush, which is now familiar from plastic models.” Let me conclude here. The charm of Ys. It was a worldview. Ys has several characteristics.

A program created by the genius Masaya Hashimoto. Sound created by Yuzo Koshiro and Mieko Ishikawa. Graphics created by Tomoo Yamane, a genius dot artist. There are many elements to it, but what still attracts fans is its worldview. This image illustration is a symbol of that.

Many staff members are involved in setting up the world view, and the game begins. 2. Nihon Falcom’s Ys in the 1980s and developer interview Nippon Falcom’s version of Ys was released in multiple models in a short period of time PC-88: June 21, 1987 X1: June 26, 1987 PC98: August 1987 February 28th

FM7/77: October 8th, 1987 FM-77AV: October 8th, 1987 MSX2: December 10th, 1987 The sound is largely two-system FM sound source version PC88, PC98, FM-77AV PSG version. FM-7 series X1 version and MSX version Here we introduce a valuable interview from the time of release. We will also touch on what happened to each great developer.

The interviewer was Akira Yamashita. Interviewer: “What is the origin of the name Falcom?” President Kato: “Hmm, this is suddenly a difficult question.I used to spend several years in Thailand, working in the computer department of an investigation team for an international aid project. Since that time, I had dreamed

Of running a computer shop and making games, but when it came time to start my own company, I ended up naming it rather easily. What’s more, I named it a play on the five words “Falcon.” At that time, the name Com was still being used in the industry, and

In the then-popular “Star Wars,” Millennium and Falcon were named. The word had a good resonance. However , I felt that it was a bit light to use only Falcom, so I added Japan at the

Beginning.Recently, I have left that prefix aside and only use Falcom . It feels like it’s taking on a life of its own.” Masaya Hashimoto,

Game designer, programmer, and director of the Ys series. After completing the development of his third work, Wanderers from Ys, he left Nippon Falcom and founded Quintet. He has worked on works such as “Act Raiser.” In this work, he is working on the PC88 version and X1 program.

Genius dotter Mr. Yamane describes Mr. Hashimoto as follows. Mr. Yamane: “At the time, I couldn’t create freely because I was being held down by the carpenter, so I thought that if I teamed up with Mr. Hashimoto, who had just joined the company, I would be able to create freely.”

After Romancia, I ended up making Ys with Mr. Hashimoto. The first time I worked with Mr. Hashimoto was on the Temple of the Sun, but as this was Aztec’s second work, I basically didn’t think of it as original, so

(at the time) I was free to create it as I wanted. I didn’t think so. Mr. Hashimoto listened carefully to what the staff had to say and tried to incorporate various things into the project. Therefore, there were some problems with the schedule.

Even back then, I was extremely grateful that they went through trial and error to meet the designer’s wishes regarding picture data and memory space . Mr. Hashimoto invited the staff to his home to play games and watch videos, and was very friendly.

Back in the days of Catoville (Ys was in development?), every time Konami’s new MSX2 game came out, the two of us would stay at the office and stay up all night to play it until the ending. I feel like Ys doesn’t fit in one package because of things like that. ”

After leaving Quintet, he seems to have been a member of Instant. He seems to be in charge of programming the puzzle game “Yokotama” to be released by Innisjay in 2019. From a tweet by Mr. Technouchi, who was in charge of the music

: “Personally, it seems like he wants to make an RPG…but I’m sure he’ll get that opportunity again someday.He wants to stay active for the rest of his life.” Return to the interview Interviewer: “First of all… Please tell us about the concept behind the development of Ys.”

Mr. Hashimoto: “These days, RPGs for PCs are quite difficult, and it takes a lot of guts to finish them.I wonder if they are really that interesting? So , contrary to that kind of work, I wanted to create an easy-to-understand game that even non-enthusiasts could easily play, so I created Ys.”

Interviewer: “Ys is an RPG.” You can play without feeling like you’re getting addicted, which is common in games, and the settings are set so that once you clear one goal, you’ll naturally know the next goal.” Hashimoto: “In the Ys advertisements, We put kindness at the forefront.

This is because we, the developers, stood on the player’s side and wanted to create a game that would make it easier for the player to enjoy the game. For example, we made it possible to save anywhere.

If you play a game with limited save options, you may end up making a lot of wasted efforts.Also, in Ys, we avoided the tedious experience points characteristic of RPGs as much as possible . If it becomes a simple task, you’ll inevitably get bored with it.I

Think the biggest concept of Ys was to think from the user’s perspective.” Interviewer Mr. Yamashita later spoke to Mr. Hashimoto. According to what I heard, Mr. Hashimoto plays a lot of games himself, and has recently completed “Gandhara,” “Psychic War,” “Dracula II,” and “Fazanadou.”

I’m impressed that they often have time to play games during their busy schedules, but perhaps it’s because they play so many different games that they have a good understanding of how users feel. Although he is a programmer, his honest impression of Hashimoto is that he is very much like a gamer.

Interviewer: “Another thing that surprises me about Ys is that the development period was only five months.Nowadays, it’s common for software to take about a year to develop, so how did Ys develop so much in such a short period of time?” I want to know the secret to creating a highly complete work.”

Mr. Hashimoto: “This can only be described as a victory for teamwork.We say what we want to say and discuss it until we are satisfied.By doing so, After that, the development speed continued to increase. However, during the five months of development, all the developers could do nothing but Ys.”

Here, we all know the genius dotter Yamane Mr. Tomoo participated in Ys I and II under the name of Hideyuki Amagi in the PC Engine version. After that, he mainly worked on a wide range of PC engine software at other companies.

His name remains in the game credits as the character design and visual draft for Panzer Front for the PlayStation Dreamcast, which was sold by Enterbrain in 1999. His personality is explained in detail in the Sorcerian video.

Mr. Yamane: “The terrain data for Ys was created by leaving a lot of power to it. For example, when considering a single tree, two characters are used, and the right side is lit and the left side is dark.

There are some parts of the top of the tree that are touching the tree, flat ground, sandy ground, and waterside . There are two patterns: one facing the dark side and one facing the dark side.In

The end, I drew 16 different patterns of trees alone, but the mapper (the person who actually makes the maps) decided which one was which. It seems like they didn’t know what to do with

It, so they did it randomly. That’s right, so Mr. Kurata, the mapper, created an automatic tree planting program as a last resort. When I asked about it, it seemed like a very useful program that would look at it, synthesize it, and create a graphic.However

, you have to learn the program once, and it takes a lot of time to memorize all the conditions. Well , you could call it a bit of an artificial intelligence program.In the end, we registered over 300 pieces of data in total, and

The forest above the field was all created by this program. Mr. Yamane will reappear later , followed by Mr. Kurata of the “automatic tree-planting program” in question. In addition to being a mapper, Mr. Kurata is also in charge of porting the FM7/AV version of “Ys”.

Ys II is Yoshihiko Kurata’s last credit at Falcom. After that, he has been active since the days of Drakken, Lemmings, and Porygon, and his name can be seen in the credits of Gran Turismo 7 (2022, PlayStation 5).

Mr. Kurata: “I used the artificial intelligence program I mentioned earlier to line up the trees, and although I put up a lot of trees with great enthusiasm, they started to undulate when I scrolled, so I had to tearfully reduce the number of trees

. During mapping, I often had arguments with the scenario writer, such as when I was told to place people here and here in the tower, why did they have to be placed in these places? If I had any doubts,

I’d make fun of them and say things like, “What does this guy eat to survive in a place like this?” Maybe he’s just bullying the scenario writer. ” The program that led Mr. Kurata to join Falcom was the nostalgic AVG “Escape from Another Dimension” for FM-7.The

Next person we talked to was another mapper, “Ys ” was ported to the PC-98 version in just two weeks, said Seigo Oketani. At Nippon Falcom, he was involved in Xanadu Scenario II, Ys II, and Sorcerian. In Gungrave: Overdose (2004, PlayStation 2), he is involved in the game as public relations and promotion.

Mr. Oketani: “Because Ys has a screen structure that looks down from the front, you can only place doors vertically.That’s why it was quite difficult to make the insides of temples and abandoned mines look like labyrinths.Also

, I was in charge of porting the PC98 version, and for users who didn’t have an FM sound source board, I included BEEP sound as BGM.However, I could only include two songs, so I made the harmonica rare. There’s no BGM for when I handed it over, or for the Devil’s Corridor.I

Regret it later, wondering if I should n’t have included it… A story about the hardships of Mr. Miyazaki, who is also the programmer of the ported version. Tomomi Miyazaki , a truly genius scenario writer,

Created the world of “Soul Blader” in his later years, in which animals, flowers, and even objects speak to each other. You can feel God’s perspective that there is life in all things. Tomomi Miyazaki’s scenario sense shines through. By the way, after mastering Ys, I decided to make the MSX2 version.

The program is Mr. Miyazaki. Graphic conversion by Ayano Kodai and Oura. Mr. Ishikawa was in charge of music conversion. The scrolling in the MSX2 version was slow, and when I complained to Mr. Miyazaki that it was slow, he said, “This is the limit for MSX.”

However, when Mr. Hashimoto ported II over, it became about 1.5 times faster. Mr. Miyazaki seemed very disappointed. After leaving Falcom, he joined Masaya Hashimoto’s quintet. After that, works were released on Saturn and PlayStation.

In 2006, he participated in PlayStation 2 Ar tonelico: The Girl Who Continues to Poem at the End of the World as a special effects designer. In 2009, he became the representative director of Gigafactory Co., Ltd.

After that, Miyazaki became the representative director of Sakusen.com, a credit card payment agency, but the result was disappointing from a business perspective. “ Well, the biggest problem when I was writing the scenario for Ys was that all the messages were It’s written in hiragana.For

Example, if you write the word abandoned mine in kanji, it’s obvious, but if you write “haiko” in hiragana, you won’t know what it means.Next time, when I write a scenario, I’d like to use kanji. Next

Up is Ayano Koshiro, who is in charge of character design for “Ys,” who became quite famous under the pen name “Kopilon” in Basic Magazine. She is the younger sister of Yuzo Koshiro and can be seen in the credits of the Xbox 360 Culdcept Saga released in 2008.

Ayano Koshiro: “Actually, I wanted to create a bigger character. I just can’t create what I want when I’m in a fixed role… Well, I’m looking forward to the next opportunity.” , Mr. Hashimoto!”

Here is a supplementary note. On the PC-88, it becomes a software sprite, and only three Adol plus characters can be moved. Because of this restriction, the rare is also fixed. It is said that he created twin characters because he wanted to show as many characters as possible.

Next up is Mieko Ishikawa, who created most of the songs for the PSG version. Mr. Ishikawa: “Arranging a completed song using 6 voices of FM + PSG sound source into 3 voices of PSG was a really difficult task.We

Received complaints from users, such as “It was a sloppy move.” But we never cut corners! It’s not like we just removed the melody, sub-melody, and bass from the original FM version and replaced it with three voices.

We risked our lives to create a song as powerful as the PC-88 version while preserving the individuality of each song! ” Interviewer Mr. Yamashita’s Impressions Mr. Yamashita: “Yeah, I think so too.I think the sound of the X1 version is outstanding among the PSG music to date.In fact,

During the recording of Computer Sunday . When performers Ogura-san and Takahashi-san heard the X1 version, they cringed and said, “This is an FM sound source, right?” Dear X1 users, it’s a shame that the FM sound source board wasn’t supported, but I’ve never thrown away the PSG version’s BGM.

As a PC-88 user, I honestly think so, so it’s true (come to think of it, Mr. Hashimoto also apologized to all the X1 users). ” The last one is Mr. Yuzo Kodai. We asked him to tell us about the hardships he faced in Ys.

Yuzo Koshiro: “When I was creating the music for Ys, I created (modified) a music driver myself and programmed it on top of it, but as I continued to create it, I gradually started using that driver to create music. I was no longer satisfied with just the sound.So

I began to improve the drivers on my own, and the person who suffered the most from this was Mr. Hashimoto, the programmer.Each time I programmed a new driver. After incorporating them, the final version of “Ys” included three types of music drivers.Oh yeah, even the porters were crying.”I used

The music drivers over and over again. Improving things is easy to say, but behind the scenes there must have been a tremendous amount of effort. I was once again reminded that the highly accomplished music of “Ys” was born from such an uncompromising attitude. 3. The World of Ys Sound

I will explain the sound at the interview with Mr. Yuzo Koshiro. There are some parts that overlap with previous videos, but please understand. As mentioned above, Ys has FM sound source YM2203 version and PSG version. First, I will explain YM2203.

YM2203 (FM Operator type – N, commonly known as OPN) is an FM sound source chip developed by Yamaha in 1984. First, I will introduce an overview of the functions. The FM sound source part plays 3 channels with 4 operators.

Even compared to the YM2151 (commonly known as OPM), it does not have the detune 2 function, but it produces a sound that is typical of a high-level FM sound source. Ys’ BGM was mainly handled by Yuzo Koshiro, who was working part-time at the time.

This work was the breakthrough work of Yuzo Kodai, who rose to prominence with the opening theme for the aforementioned Romancia. Employee Mieko Ishikawa is in charge of only one song (“Fountain of Love”). Ys was also Nippon Falcom’s first work that was fully compatible with the YM2203 sound source.

There is a comment about Yuzo Kodai’s FM sound source. This is a comment from 1998. I would like to add that it was during the transition period to PCM, and in later years it was a time when I had a lot of trouble making music.

This is not the current opinion of Yuzo Kodai. Interviewer: “The FM sound source was installed in the 88’s SR, right?” Mr. Kodai: “That’s right. With that and a few improvements to the graphics chip, the 88’s lifespan was considerably extended. Game Arts was just beginning to emerge on the SR. “Tegzer” and `

`Sylpheed” had an impact. It’s probably the pinnacle of 88 STG. Interviewer: “The song was good, too.” Mr. Kodai: I was quite inspired by it when I was making “Ys”. I wanted to make it sound better than “Tegzer.” Interviewer: ` `What are the differences between FM sound sources and PCM sound sources?”

Mr. Kodai: “FM sound sources require far less memory.On the other hand, they are not as realistic. It’s suitable for producing string or brass sounds like “Act Raiser.” However, I prefer FM sound sources because the tone is quite unique. PCM was originally created to imitate live musical instruments.

Of course, the FM sound source was probably an attempt to imitate it in an era when memory was scarce, but in the end, the chip was praised more for its originality. ” Interviewer: “I can’t really explain it, but I feel like the sound from 88’s is hard.”

Kodai: “There are various historical backgrounds behind that…CDs were still around back then, but… The main source of recording was analog.It’s only in the past two or three years that the sound of CDs has really gotten better.Back

Then, the engineers were people who had an analog mindset, so it was inevitable that the sound would become rounder. The dynamic range is also narrow.Compared to that, the sound of the game comes directly from the board, so it’s like a live electronic instrument.That’s why it’s cold and hard.Simply

Speaking, recording the sound of an FM sound source The sound changes when you make a CD . (laughs) If you think of it as a musical instrument, it will produce the most realistic sound.” Interviewer: “Ys” has also been ported to many models, but what about that? How are you feeling? Kodai: “

Actually, that wasn’t a song to be arranged.I’ve been saying this for the past seven or eight years, but that was a song I wrote for 88, and musically it was arranged elsewhere.” It’s not something that can be created just

By doing that.It’s a song that was created with all of the hardware, memory, and FM sound source specs in mind, so even if you develop it in other ways…It’s essentially twisted so much that it ends up being a different song. I have no choice but to listen to it as an object.Of

Course, I think there is a world of arrangements, but what I don’t want you to forget is that that song was created for the 88 instrument . That’s not it. That’s what I want to convey as the author. That game itself was created for the 88 system. The

Game’s tempo takes even the floppy loading speed into consideration. That’s why the songs are also . Even if you transfer it to something else, it just falls apart.” Interviewer: “Are there not many games made from that perspective these days?”

Mr. Kodai: “It comes from the form, like having a character and doing something that uses that character.Whether or not it’s interesting depends on your sense of values, but the origin of the idea is different.Some of them seem to have focused on the specs of the hardware. There are some brilliant

Works out there, but I feel sorry for them because they tend to get buried under the rug.I hope that this state of overproduced music will be sorted out as soon as possible.” Here, I will briefly explain the sound effect mode, which is a characteristic of OPN sound sources. do. Only three songs

In Ys use the sound effect mode: ` `Feena,” “The Morning Grow,’ ‘ and “See You Again.” YM2203 can play 3 channels of FM sound source. However, it may be difficult to produce rich music with this method.

The OPN system of YM2203 has the ability to output special sounds on the third channel of the FM sound source in sound effect mode. This is also available on the same Mega Drive, and has also been used in the recent Fantasy Zone. From now on, the operator will be referred to as OP.

The third channel will be divided into four channels, FM3-OP1 to 4. By assigning a channel to each operator, multiple voices can be produced, but the number of voices is determined by the FM tone algorithm.

The number of arrows corresponds to the number of voices, with Algorithm 4 being 2 sounds, Algorithm 6 being 3 sounds, and Algorithm 7 being 4 sounds. Let’s listen to the actual sound effect mode. From here on, the sound is FM1ch (the third FM sound source). A pattern using

Melody + melody delay algorithm 4 that plays the melody in OP1 and 2 and the melody delay in OP3 and 4. Since there are two sets of serial modulation, this method is used to increase the number of channels by one frame while preserving a certain degree of tonal range. Seventh chord (four chords)

Algorithm 7 is used to produce all sounds with one operator, and seventh chords (four chords) can be expressed with only FM3ch. The tone becomes a sine wave, with only the envelope. This is a limited use case where you want to earn more channels, but a sine wave tone is fine. Using

Hi-hat + kick + sequence algorithm 6, we will play a hi-hat (closed, open) on OP1 and 2 sides where feedback can be used, a sine wave kick on OP3, and a sine wave sequence on OP4. With this technique, some of Ys’s songs produce sounds that are better than FM3ch and PSG3ch.

Once again, the story about the sound driver and Mr. Yuzo Koshiro is from 30 years ago, and the information on the web is not complete , as the people involved have forgotten about it, and later recalled it from conversations between themselves on Twitter,

So I will write about it from now on. It is assumed that this information is not completely correct. To talk about the Falcom Driver for Ys and Sorcerian, you need three geniuses other than Yuzo Koshiro Masaya Hashimoto, director

, programmer, and game designer for Ys, Ys II, and Wanderers from Ys at Nippon Falcom. Yoshio Kiya , who worked on Nippon Falcom’s Dragon Slayer series and other works, is the developer of split sound driver Kamintama.He developed his own

High-performance system software such as alpha-dos and split from an early stage using the PC-8801 computer in the 1980s . One of the leading figures who supported the amateur production scene at the time from behind the scenes. MUCOM was originally called God because of his genius work style, but since he sometimes makes mistakes,

I will explain it in chronological order as much as possible while quoting the testimonies of several people involved. MUCOM88 is a driver created by Mr. Kiya and is a driver created by Mr. Kodai who borrowed the name from Mr. Kiya’s MUCOM and named it. Xanadu and Romancia , which were before Kodai met,

Are MUCOM Kodai’s songs are basic cmd play (system built into PC-88), so Kamintama Driver Split, which wasn’t even split in the first place, has its performance and functions in various aspects. Mr. Kodai said

, “When Falcom had to create something equivalent to the Kamitama driver, I said, “If you don’t have something similar to that, which was the most advanced driver at the time, you won’t be able to make songs.” Mr. Tarahashimoto and Mr. Kiya both created

A command table and asked me to implement this command.I created it in no time using the Kamitama driver as a reference.” Kodai: “As far as I know, SPLIT was the strongest at the time. I think it’s a system like this, but when

I saw the two of you incorporating it into the game just by looking at the specifications, I thought it was a strange thing to do (lol). Therefore, even though they are both made by Falcom, the music files of Ys and Sorcerian are not compatible.

There is various information regarding the Ys driver, but it is assumed that it was based on Mr. Hashimoto’s driver. As Mr. Kodai used Mr. Hashimoto’s driver to create the music for Ys , he gradually became dissatisfied with the sound produced by that driver. So I took it upon myself to improve the driver.

The person who suffered the most from this was Mr. Hashimoto, a programmer. Each time a new driver was incorporated into the program, and recently it was resolved that the Darc Fact song, which had been a hot topic among Ys fans for many years, was only the long version of the FM-77AV version.

The original 88 version has shorter songs. Only the FM-77AV version is the long version. FM-77AV users have been proud of it for a long time. However, Mr. Kodai first learned in 2018 that only the FM-77AV version was the long version. One commenter said, “I cut it because it felt unnecessary and uncool.”

This comment will make FM-77AV users fall to their knees. However, in 2024, Yuzo Kodai commented on X. “When I looked into it at the time, I found that the long version of the FM-77AV version was still on the disc.

So, whatever the circumstances, I thought this was the ‘completed song’ at the time. It seems so. The short version remained quietly on another unrelated disk, but I don’t remember exactly why only the FM-77AV version was made longer.For all FM-77AV users, this I hope you are proud that your song is included. ”

Think of the long version as more of a special version. Please refer to the Sorcerian video by Yuzo Kodai about the birth of MUCOM88. Here we introduce the PSG version. As mentioned in the interview, Mieko Ishikawa handled the arrangement. Five new songs were created. The result was excellent, and

It was deeply loved by PSG sound source users who ended up buying the FM sound source version on CD. Composed by Mieko Ishikawa OPEN YOUR HEART Title DEVIL’S STEP Abandoned Mine IN THE MEMORY Ending 1 FLY WITH ME Ending 2 Yuzo Koshiro ‘s TENSION

In particular, TENSION composed by Yuzo Koshikawa will also be used in later arrangements. There are unused songs in Ys. In particular, Theme of Adol is probably famous as the opening for the PC Engine version. The point to note is that in addition to Yuzo Koshiro, Masaya Hashimoto is also composing the music.

4. Visualization and worldview of Ys First, I would like to say that there are many different theories regarding the worldview of Ys, and it is not clear what is correct. Include information that you believe to be as accurate as possible.

As those who purchased the PC version may know, the manual is a thick booklet, and the game itself begins in the town of Minea, but the manual includes a 26-page novel that details the background up to the town of Minea. ing.

It would take quite a while to talk about everything, so I’ll just introduce some excerpts. We will also introduce manual illustrations as a background. Let me explain why I took some time to introduce it here. After starting the game, you will suddenly find yourself in the town of Minea.

If you just play the game, you won’t know how Adol was born, lived, and got to this point. This is the novel mentioned at the beginning of the Ys manual, so of course it’s official. At the very least, it gives us a clue as to what kind of person Adol was.

This novel was written by Tetsuya Igarashi. Mr. Igarashi also named the priest Adol Christine. Mr. Hashimoto had not decided on the main character. Mr. Igarashi came up with the character design for Adol Christine. Up until then, most of the main characters were princes, knights, or hero-like people.

He wanted to make the main character someone who had never been seen before, and came up with the idea of ​​an adventurer. Do you know the name Adol-Christine? Adol Christine was born several hundred years ago in a small, unknown mountain village

Located in the northeast of the Eurobe region on the western tip of the continent of Elesia , from the age of 16 until her death at the age of 63. He was a daring adventurer who traveled around Europe and other regions overseas.

Born the son of a poor farmer, he was known by both himself and others to be a cheerful and curious young man who was interested in everything. In particular, he is curious to know more about the outside world

, and one day he meets a traveler who wanders into the village, leading him to embark on an adventure of his own. His range of activities was surprising in a world at the time when the main means of transportation were only on foot and by boat.

In the south, he reached the central part of the Afroca continent, and in the east, he reached the Tigres River in the Orietta region, and in his later years he aimed for the northern pole. However, this is said to have ended in failure.

As far as I can see, this shows his sense of adventure in a foreign land. It is evident that he had a strong desire for exploration, and he recorded the events that occurred wherever he went in what was called an adventure journal, and left them for posterity.

Typical examples include “The Five Great Dragons of Altago” (Supplementary Ys VII), “The Sea of ​​Celseta” (Supplementary Ys IV), and “City of Sand Keffin” (Supplementary Ys V). More than 100 of these books are currently stored in the basement of his birthplace, where

They rest quietly, in contrast to the man who ran like the wind around the Western world. By reading these books, we can learn about the adventures he went on. The story that is about to be written is a translation of the beginning of the memorable first book, The Lost Ancient Kingdom.

The adventure destination is Esteria, a country that is said to lie at the bottom of the ocean. The story progresses while giving details of how he went to that country.

A time when light and darkness were still in extreme confusion. I would like you to read what he experienced in his own skin as if he were himself. Here’s a summary: ① Adol was

Washed ashore on the sandy beach of White Fawn, Esteria, and on the sand that was shining brightly in the morning glow, Adol was lying on his stomach, unconscious, wearing tattered clothes. There were many pieces of wood scattered around him, large and small, and he was completely soaked.

He didn’t move at all, just lying limply on the white beach. It was about a third of the way through that long day that Adol regained consciousness. He already had no strength to move, and his consciousness was unstable, as if he were floating in space.

Sparks fly in front of my eyes and I feel nauseous. Apparently he drank a lot of seawater. He was breathing heavily, and his whole body felt like it was being hit by something. He wanted to know where he was, but he decided to rest for now anyway.

Above the horizon, you can see an island, or rather a continent, with a series of mountains covered in perpetual snow. As soon as Adol saw it, he knew exactly where this place was. Until yesterday, he had spent several weeks in a port on that continent, and

Yesterday he tried to cross to Esteria by boat, but on the way he was caught in a violent storm and washed ashore on this sandy beach. After staring at the mountain for a while, Adol knelt down on the beach and took some sand into his hands.

It is a white color mixed with jade that cannot be found in any other country. Afterwards, I reconfirmed that this was the country I had been aiming for, Esteria. ② The flashback goes back to about three weeks before Adol washed ashore in Esteria.

Until now, he had never experienced anything that could be called an adventure. A dream come true, with battles against dragons and adventures in castles with hidden treasures. No matter where he went, he never heard of such rumors, and now he was just going from town to town,

Earning money to travel in each town. At the inn, I was asked where I was going, and I answered. Adol: “I’m thinking of heading to the northwest.” Innkeeper: “I see, in that case, it would be best to leave Esteria alone. After all, that is a cursed country.” Adol: “A cursed country!?”

I heard that there was a huge hole 200 merai in diameter in that country, and that it wasn’t caused by something falling. It seems that that country started to be called a cursed country about half a year ago, and

Esteria has several roads in the mountain with a huge hole, and is famous as a source of other minerals. Ta. It is said that until recently, they continued to trade with Bromarock. However, one day, it ended abruptly, like the force of a broken thread.

All the ships heading to Esteria are caught in a storm and disappear in the ocean. Thanks to that, there are no merchants trying to do business with that country anymore. A number of people headed to that country to investigate, but apparently none of them returned, so

Adol wants to go to Esteria and manages to procure a ship. A small ship was floating in the harbor. Adol quietly begins rowing his oars and sails away from the harbor. At that moment, dark clouds appeared in the sky off the coast, and the wind began to blow.

Adol’s boat was being tossed around by the waves, and the pouring rain was rapidly increasing the amount of water inside the boat. If this continues, it will eventually capsize or sink. However, there was nothing Adol could do but tie his body to the mast with a string.

Then, a large wave smashed the ship, causing it to be destroyed. Adol sank into the water along with the ship. Bubbles bubble in the indigo sea, moving up and down. Adol gradually lost consciousness while watching such a scene. ③ Return to the present during a deadly battle.

Adol took out the knife he had on his belt and made a simple spear. He had heard a lot of information about Esteria from sailors and merchants. Among them was that various monsters and wild beasts roamed everywhere in Esteria.

They are said to be moving around Esteria pretending to be their own and attacking people. If you’re going to Esteria, you’ll definitely need a weapon. That’s what everyone said. Afterwards, Adol is attacked by a monster and is driven to the brink of death.

At that moment, a loud sound rang out from the west , and I saw over a dozen men approaching with gongs and drums in their hands. Some of them carry harpoons and swords. ④ Port of Barbado When Adol woke up from a long chaotic sleep, he was lying on a fluffy ped.

It was a hospital in a town called Barbado.He asked me where I came from, and when I told him I had come across the ocean, I was told that I had broken through that storm barrier! ? I was surprised.

Adol was being treated for a wound on his back in a small stone temple built on a hill in the town. The doctor said that if the bleeding had stopped by another half an hour, Adol would have ceased to belong to this world.

He also said that it would take three days for the wound to heal completely. Adol was asked what he was doing here, and Adol began to tell him that he had left his home village and was traveling around the world. I also heard about the mystery of Estheria.

When I asked him what had happened to this country, he replied that he didn’t know the details, but that monsters had suddenly appeared and started attacking him. It is said that if you go to the fortress town of Minea to the north, you might find someone who knows something.

Adol received clothes, food, and 1000 gold from the busybody, and departed from the port. ⑤ Start : About 30 minutes north on the road connecting Barbado and Minea, there is a height in front of Adol. 10 Merai, a wall appeared surrounding it on all sides.

That was Minea, also known as the town of forts. There was only one entrance to the town on the north side, and after coming from the south, the only way to get there was to go around the north side along the wall.

However, it was also a path along a cliff, and if you took a wrong step, you could fall into the sea with many rocks jutting out 10 meters below. Adol took one careful step at a time, and somehow made it to the north entrance.

There was a bridge running north from the town entrance. The bridge is still located at a height of about 10 meters above the sea level, and you can see the cliff on the other side. For now, Adol decided to go inside the town.

The town was very orderly, and people could often be seen on the streets. It probably has a larger population than Barbado. However, I didn’t think it was very lively. The house was quiet, and although there was a shop, there weren’t many customers in sight.

Anyway, from today onwards, this will be the starting point for Adol’s new journey. Adol stood in front of the town entrance again and looked up at the huge tower rising to the north. There must be something in that tower. That thought came from deep within his heart.

Adol enters the town. And he has great expectations for the adventure that is about to begin. This is how the story begins. A quick look back at the story. Adol is urged by a fortune teller named Sarah to help him collect the six “Books of Ys.”

Adol departs, and on the way he meets two mysterious women, Fina and Rhea. It turns out that the powerful wizard Darc Fact is also aiming for the six “Books of Ys” in order to rule the world.

As a descendant of one of the six priests of Ys, Daruk Fact already had the sixth Book of Ys, the Book of Fact. The secret of the power possessed by the six “Books of Ys” was written in this “Book of Fact.”

Adol’s adventure ultimately boils down to defeating Darc Fact along with this ambition. After defeating the wizard and collecting six books containing the history and secrets of Ys, Adol is sent to the sky by the magic contained in the books. The game then ends with the following sentence:

“Adol’s heart was filled with a sense of fulfillment after completing his journey. Everything was filled with peace. Out of nowhere, a dazzling light overflowed and enveloped Adol. It was as if the light was blessing him. And so, Adol’s new journey begins…” Inspiration

As the title of the Ys game suggests, as a source of inspiration, references to the legend of the submerged city of Ys are inevitable. In reality, the degree of inspiration is not as great as one might expect from the title, and the creators have not made any detailed comments regarding the influence, but

The relationship between the game and the legend has been officially acknowledged, and The origin of the game’s title is often mentioned in official materials. It is important to note that the accompanying commentary for Ys already mentions the French legend of Ys.

The legend of Ys, which was one of the inspirations for the game, and its name are revealed from the beginning. Looking at other materials, we can speculate as follows about the reason why Ys was chosen as the title of the game, after a legend from Brittany, France.

At the time, in 1987, the title was still under development, and Masayuki Kato of Nippon Falcom wanted to give the package the appearance of a book, in reference to the character that books play an important role. . Mr. Kato went to a used bookstore in Jimbocho, bought one he liked, and

Designed the package for PC88 based on its appearance. However, what is even more interesting is that the book was a collection of stories from France. When I read the book, which was written in French, the word “Ys” caught my eye. According to an interview published in the “Ys 30th Anniversary Memorial Book”,

Mr. Kato explains that this is the origin of choosing Ys as the title of the game. On the other hand, according to Keima Iwasaki, who was in charge of the development of the PC Engine remake “I, II” in 1989, the person who

Discovered the name Ys was Tomoo Yamane, one of the development teams of the original and remake. . Mr. Yamane found a short summary of the name and legend when he consulted the 1984 Dictionary of Fictitious Place Names in World Literature

. The summary is as shown in the figure, and there are almost no commonalities. Masayuki Kato opened a French book he had purchased and noticed the word “Ys.” Regarding “Isu” and “Ys,” graphic designer Tomoo Yamane read the “Dictionary of Fictitious Place Names” and

Confirmed the name and a summary of the legend. However, this remains the realm of speculation. Nippon Falcom’s previous work, in which the development team’s programmer Masaya Hashimoto and graphic designer Tomoo Yamane were involved,

Was “Temple of the Sun Aztec II,” an adventure game about an ancient civilization (Mayan) and the mysteries of a temple. The scene depicts a person fighting a field (outside a building) from an aerial perspective.

There are many similarities between the Temple of the Sun and Ys, such as the controls and motifs of temples from ancient civilizations, as well as the fact that the items and music from the “Golden Pedestal” also appear in Ys. It seems that this initiative has become popular, including movies.

The flying island motif naturally comes from the celestial island Laputa, depicted in Jonathan Swift’s “Gulliver’s Travels,” a pioneering work of fantasy, and the Japanese film “Tenku” by Hayao Miyazaki, which tells a story about a floating island of the same name. The Castle of Laputa”.

This movie was released in 1986, one year before the release of Ys and two years before Ys II, where Adol’s adventures take place on the floating island of Ys. However, whereas “Gulliver’s Travels” and the movie “Laputa: Castle in the Sky” depict conflicts and dominance relationships between humans, in the

Ys games, there is no conflict between the humans living in Esteria on the ground and in the sky in Ys. There are some differences, such as the

Reason why Ys leaves Esteria and begins to fly in the sky is to keep the root of the evil that exists in Ys’s temple away from the earth . The second half of Ys focuses on conquering the Tower of Darm.

It has been pointed out that “Tower of Damm” was an inspiration for the game “Xanadu”, but I wonder if it was also influenced by another game “Tower of Druaga”. In the 1986 game, players must climb a 100-story tower by solving puzzles on each floor.

In this era when game books were popular, it was of course adapted to game books as well. Here ‘s a screenshot of the 1986 gamebook The Tower of Druaga and the Tower of Dam on Ys . Tomoo Yamane talks about some of the game systems and game background.

Falcom’s star programmers are Mr. Kiya and Mr. Hashimoto, and before the release of Ys, Mr. Kiya had already created hit titles such as Xanadu and Romancia. Mr. Hashimoto and Mr. Miyazaki of the scenario are treated as second best. Tomoo Yamane joins them there.

It seems that there was a feeling of being in the shadows when creating Ys. Xanadu was difficult enough, and at first they had a sword-swinging design, but the idea of ​​half-shifting the characters to make it easier since they’re in the shadows felt pretty good, so it was adopted.

At first, I was thinking of drawing my sword and fighting, but the scroll quickly turned into a collision. Furthermore, the sword swinging action didn’t go well.

When I played around with it, I found that the coordinates were off, and when I tried to fix it, it became less interesting and I put it back. This is the birth of a half-character shift. At this point, part II was also included in the plan.

However, due to lack of time and not being able to fit on two floppy disks, they ended up abandoning the mine, but there wasn’t enough volume, and there was still a month left until the master version, so Mr. Hashimoto came up with the idea of ​​Tower of Dam, which became the final version.

Mr. Yamane wanted to be able to return to his village, but due to disk replacement and flag management considerations, he was unable to do so. Apparently, the reason why they didn’t show Ys at the ending was because they weren’t sure if they would be able to show II.

What were the original staff thinking? Where did the goddess come from? Mr. Miyazaki was the one who came up with the original idea, but he didn’t seem to have thought much about it. How was the Black Pearl made?

It seems he didn’t think much about this either, but Mr. Yamane’s image was of something like a ridiculously large magical energy reactor . What is a priest? The six bosses of Ys are related to six priests and mirrors. A correspondence relationship was created in which there were six priests on the monster side.

Similarly, Dahm and the goddess have a mirror relationship. Mr. Miyazaki and Mr. Yamane made it with that intention in mind. In the PC version, Mr. Yamane wanted to express this by writing the Ys emblem on the door of the boss room. The story of Ys is assumed to be as follows.

① Clelia was dug up ② The Goddess Room (Ys center) is found. ③ Darc Fact revives magic = Breaking the Goddess’ seal = Breaking the Dam seal. ④ With the revival of magic, monsters are revived. ⑤Dark Fact gains monster power

It was developed without knowing whether Ys II would be released or not, and there is a line from Darc Fact that is included in the source but not displayed. The following line is displayed : “It’s a great collection of books. I’ll praise you.

But if people find out the mysteries hidden in the books of Ys, my plans will go back to the beginning.” .In order to leave the name of Darc Fact in this world, I will ask you to die.” The following part was not displayed

: “As a souvenir from the underworld, I will teach you something good. The girl you rescued from the temple is Gemma.” The goddess of the country of Ys described in the chapter.She had been sleeping underground for hundreds of years in order to seal away the devil.Since

I broke the seal, that girl also woke up from her sleep. That’s why, although I have lost my memories of the Ys era. After I kill you, I will take that girl as my own.”

It is always talked about in the PC Engine version, but Adol is a passenger on a regular ship. to arrive at Esteria. The developers also seemed to think that the storm’s collapse was just for the atmosphere. Even though it’s an island, there doesn’t seem to be any trouble getting by.

The person who came up with the idea for Arashi’s Barrier was Tetsuya Igarashi, a scenario writer who was working at Falcom at the time. Apparently, if they were allowed to come and go freely, the people of Esteria would leave the island. Let’s focus on the differences between each model.

The basic size is 640 x 200 dots and 8 digital colors. The ending of the FM-77AV version has the same text and BGM as the PC-88 version, but the graphics have been newly transcribed using the FM-77AV’s 4096 color mode. Fina’s footage is also used in the MSX version.

The MSX version is 256 x 212 with 16 colors, and only the title screen has 256 colors. All illustrations of shops etc. have been newly redrawn. Although the resolution and BGM were lacking compared to the PC-88 version, the beauty of this video was something MSX users were proud of.

The fact that MSX version users have a stronger attachment to Fina (a narrow survey of those inside) seems to be partly due to the influence of these videos. Now, let’s take a look at the history of Fina’s clothing changes. Fina always wears a white dress and a gold pendant.

Even the same person appears to have different images depending on the person drawing it. The very beginning of the PC88 version of “Ys” , where the PC88 version is protected by Jeba’s house. She is still wearing a red skirt, not a dress. I’m already wearing the pendant. The MSX2 version of “Ys”

Clothing is the same as the 88th version, but the graphics have been replaced and it is cuter than the 88th version. There must have been at least 65,536 gentlemen across the country who were attacked by Fina, and who went in and out of her house many times.

The frontispiece of the Kadokawa Sneaker Bunko novel “Yasu Hihino: The Lost Kingdom”, which is still controversial among fans, was drawn by Kamui Fujiwara, but the illustrations were done by a completely different person (Mamoru Sugiura). ing. Sho Hagoromo’s “Ys” This is also a controversial comic by Kadokawa Shoten and Media Works,

Which has published about 7 volumes in total, and excerpts from the early, middle, and late stages of Fina. She looks more like a little girl than a young girl, but in the later stages of the work she becomes more comfortable with her drawings. Her hair is now blonde instead of bluish silver.

“Ys II” manual “Ys II” manual illustration by Kazuhiko Tsuzuki. This seems to be the first time she wore a white dress. Goddess clothing has no sleeves and is extremely simple. The person holding the black pearl appears to be wearing some kind of ritual costume. Image illustration

Fina is probably the most famous. It is shown sitting holding a red flower. It is said that it was drawn by Kunihiko Tanaka, an illustrator famous for works such as “Xenosaga.” The clothing follows Kazuhiko Tsuzuki’s manual illustrations. The figure in the white dress and gold pendant is definitive in this illustration.

There are probably many people whose hearts have been pierced by this illustration. Now, here is the difficulty level of Ys. Ys was said to be kind. But it wasn’t easy. Praying Mantis (Pictimos) cannot defeat Yogrex & Omulgan cannot defeat

Yogrex and Omulgan, even after 35 years, I have not been able to defeat them to the extent that I still remember their names with this long string of characters . It’s a big difference from Ys II where I can’t remember any of the bosses.

This is because Ys II disappeared in 10 seconds with repeated magic attacks. There’s no way I can remember 10 seconds from 35 years ago. The final hurdle is after defeating Darc Fact. I don’t know what to do. I got hooked here! Many people probably thought so.

I would like to add a few things here. ① About scrolling Smooth scrolling was commonplace on the Famicom. However, before that, games in the 1970s had a fixed screen. Therefore, the chips used in MSX etc. did not support smooth scrolling. After that, the game screen will start scrolling.

At that time, it was difficult to move the screen. The late Kazuo Morita’s Alphos scrolls by moving only the yellow RGB color. The PC-8801mkIISR has a calculation function called ALU, which enables high-speed video processing, so-called software sprite processing. Even so, advanced programming skills were required. Tegzer became a hot topic in the industry.

It was full color scrolling in all directions. It was groundbreaking at the time. However, the background is solid black and there is no overlay processing. Meanwhile, the genius Yoshio Kiya creates Romancia. Full color, background and character overlay, software sprite processing and scrolling. At the time, Mr. Kiya apparently wanted to create Famicom software.

With this in mind, we created Romancia with the 64 kilobyte on-memory capacity of most Famicom software at the time. Mr. Hashimoto saw this. It is said to be better than Romancia and has a larger screen with smooth scrolling.

As a side note, after this, Mr. Kiya will also create a Sorcerian that uses the entire screen area. This is how Hashimoto’s smooth scrolling program actually works. At this time, they were wondering what to make, and apparently they had a science fiction shooting project in mind. This later became a star trader.

At that time, shooting games were the king. However, at the company’s discretion, planning began as the scrolling Aztec III, which later became Ys. ② Ys song title Mr. Yuzo Koshiro seems to have only the file name and no song title.

When creating the sound mode, a meeting was held to decide on the song title, and they listened to opinions and used an English dictionary to decide on the song title. The work was already done and it seemed like it was fun. ③Falcom Sound Nippon Falcom has the “Falcom Three Principles of Music”.

Once you hear it, you’ll never forget it, and you’ll find yourself humming the melody.The chorus will hit the right notes, and you’ll be able to feel the development, development, and conclusion.With this Ys, Falcom’s sound will improve. The significant improvement in Falcom’s input quality during this period was

Not simply due to the efforts of the musicians. Behind the scenes, the sound driver, which is the cornerstone of music development, has undergone dramatic evolution.If the function of the sound driver is poor, no matter how talented the composer is, the true value of the FM sound source will

Be lost. I can’t really demonstrate it. Mr. Kiya and Mr. Hashimoto developed and introduced what was arguably the most powerful sound driver at the time for each title. This made it possible to use the latest expressive techniques in game music at the time, such as “portamento,” “detune,” and “LFO.

” In the 1980s, game arcades were the cutting edge area for game music. The sound source hardware on arcade boards boasted outstanding performance, and it was not uncommon for the sound staff to operate it to be professional-level.

On the other hand, music for computers and game consoles was all about following the same footsteps. What was truly amazing about Ys and Sorcerian was the combination of their musical appeal and the high performance sound drivers that allowed them to catch up and surpass the arcades.

Fueled by the popularity of the games themselves, the music for these works has become extremely popular. At that time, there were almost no PC gamers who didn’t know the music of “Ys.” It’s safe to say that the recognition of “Nippon Falcom of music” has become widely established among computer users.

By this time, there were countless followers across Japan who wanted to make music like Nippon Falcom. There was a time when there were so many wannabes that when interviewing for sound at various game companies, they would say, “We don’t accept people who can only create music like Ys.”

They also have a hidden track record of being a manufacturer that has continued to support beep sounds longer than any other manufacturer. For 12 years, from Dragon Slayer to the end of the PC-9801 era, most games secretly supported beep sounds. 5. What kind of existence was Ys to us?

Before posting this video, I posted this picture on X. It received 200,000 impressions in two days. I received comments from many people. Why was Ys such a special software? It has to do with the historical background and our age. I think the main users were those born around 1975.

The first time I touched it was when I was around 12 years old. The PC-88 version of Xanadu existed, but it was a low-flying version. The computer cost 200,000 yen. Most children simply cannot afford it. Famicom user. He was introduced to RPGs through games such as The Legend of Zelda and Dragon Quest.

MSX user. Hobby computer MSX. The MX-10, priced at 19,800 yen, was released in November 1985.For MSX users, the action RPG was the first Hydride. MSX users will then wait six months for the Famicom and get Dragon Quest at the end of the year.

Role-playing games made overseas had complex backbone settings, but domestic games still had a simple worldview. Additionally, both the Famicom and MSX had simple sound source configurations. I thought games were like this. Still, everyone was fascinated. To begin with, some children did not even have that environment.

And then there are the 6th graders of elementary school and the 1st graders of junior high school, who have nothing to do with love yet. In such an environment, a demonstration video of Ys was shown at an electronics store in town. That was a strong impression.

Beautiful graphics and sounds you’ve never seen before. It was shocking for boys who only knew Hydride for the Famicom and MSX. There was a word called “Nikon”. Rural boys rode bicycles, took buses, and spent an hour going to the electronics stores in town to see many of these demonstrations.

I was disappointed that I couldn’t play it on the hardware I had. None of my friends had computers because they were so expensive. For a while, the sound and images existed at an electronics store. MSX2 version released in December 1987.

After waiting for half a year, MSX users were finally able to purchase it. I didn’t care about the resolution. The sound is naturally lonelier than the 88 version, but the beauty of the PSG sound that was proven in Xanadu is still there. Also, the new graphics were beautiful.

MSX users usually envied Famicom users, but in this case, they were envious. At the same time, the CD soundtrack was released in December 1987. Users who do not have an FM sound source will listen to the original here.

Arcade games have been producing amazing sounds ever since, but I was surprised that a home game could produce this kind of sound. Famicom and Master System users will have to wait a year after the original release. What attracted many users was its worldview. This illustration probably sums it up.

An ordinary boy who is not a hero or anything goes on an adventure journey. The first journey of an adventurer who travels until he is 63 years old. And the game has a heroine. There must have been many boys across the country whose hearts were shot through by Fina and Lilia.

Even so, I couldn’t play anything close to the original unless I had an expensive computer. Meanwhile, a year and a half after the 88th edition, the 2nd edition of the PC Engine CD-ROM was released on December 21, 1989.

As a game console, it was extremely expensive compared to the Famicom, but it wasn’t as expensive as a personal computer, and I had a friend who owned one. It was shocking. Nowadays, there is a tendency for FM sound sources and Famicom sound sources to be reevaluated over stream sounds, but

At that time, they played just like CDs, and had a dream-like large capacity! My heart trembled. I later learned that CDs were 540MB, but only 64KB could be loaded. Half of the so-called Megarom. Same as the first Dragon Quest.

It turns out that ADPCM capacity can also be used, and Ys was running at 1M bits with one load. The impact of the opening video was amazing. I was happy that they used Theme of Adol, which was unused in the 88th edition. Then time passes.

After that, Ys will be released on the next generation console, Windows. November 6, 1997 Sega Saturn version April 24, 1998 Ys Eternal March 20, 2008 Ys DS June 28, 2001 Ys I/II Complete Edition There are various opinions, but the opening was created by Makoto Shinkai. Its beauty reminded me of those days.

The following is Makoto Shinkai’s post. “It’s the 30th anniversary of Ys. Congratulations. I loved this game so much that my life might have been a little different if I hadn’t come across it. I was involved in the OP for Ys I and II Eternal. It still feels like a dream.”

More than 35 years have passed since Ys appeared. I’ve completed many RPG games, but it’s rare to find a game where I can remember not only the story but also the name of the intermediate boss character. Recently, you can play the original PC-88 version on Nintendo Switch for a whopping 880 yen.

Would you like to wash up in Esteria and go on an adventurous journey once again? Let’s go help Fina! This video ends here. Clicking the high rating button or subscribing to the channel will give me the energy to create the next video. See you again in the next video!

※注意※
中の人はただの一般人です。
書籍及びインターネットで調べた情報と中の人の経験とで進めます。
多分内容も思い込みが強かったり間違いだらけの可能性も高いです。
開発者の方又は非常にお詳しい方、動画の間違いをハハ、コヤツめでスルー出来ない方、
またはゲーム映像だけを楽しみたい方は他の投稿者様による素敵な動画がたくさんありますので、
ブラウザバックを推奨致します。
※Note※
The people inside are just ordinary people.
I will proceed based on the information I have researched in books and the internet, as well as my personal experience.
There is also a high possibility that the content may be based on strong assumptions or be full of mistakes.
Developers or very knowledgeable people, people who cannot tolerate mistakes in videos,
Or if you just want to enjoy the game footage, there are many great videos by other contributors.
We recommend backing your browser.

概要欄

◆参考書籍
電波新聞社チャレンジA.V.G&R.P.G III
日本ファルコム音楽大全
イースマニュアル
イース通史I (第3版) / 岩崎啓眞
https://www.beep-shop.com/ec/products/detail/1562
◆参考WEBサイト
『イース』I・IIのインスピレーションをめぐって
https://shizuoka.repo.nii.ac.jp/record/14647/files/S18-0099.pdf
オリジナルスタッフのイースの設定(アドルがつくまで)
http://www.highriskrevolution.com/wp/gamelife/2010/04/10/%E3%82%AA%E3%83%AA%E3%82%B8%E3%83%8A%E3%83%AB%E3%82%B9%E3%82%BF%E3%83%83%E3%83%95%E3%81%AE%E3%82%A4%E3%83%BC%E3%82%B9%E3%81%AE%E8%A8%AD%E5%AE%9A%EF%BC%88%E3%82%A2%E3%83%89%E3%83%AB%E3%81%8C%E3%81%A4/
FM3ch拡張モードについて

古代祐三氏によるイース・ソーサリアン時代のファルコムの音源ドライバ話
https://togetter.com/li/621256
古代祐三氏によるメガドライブ時代の音源ドライバ話
https://togetter.com/li/932893
FM音源ドライバーズサミット
https://www.nicovideo.jp/watch/sm13077449
フィーナ服飾変遷史完全版
http://psyzans.com/Kura/Fuchan/Fuchan_1.html
gyusyabu.氏による詳しい解説
http://gyusyabu.ddo.jp/MP3/1987/YS.html
イースの解説について非常に詳しい
「イース」の音楽を巡る話
http://psyzans.com/Kura/YsII/MFY.html
イースの音楽
http://tk-nz.game.coocan.jp/ysmusic/
特別講演「伝説のゲームクリエイターに聞く」第2弾を終えて
https://www.gamepres.org/2017/08/27/ykiya-report/
◆映像
YS Demo Disk / イース デモディスク (NEC PC8801mkIISR)

Ys PC-88 ラストバトルからエンディングまで

イース for SHARP X1シリーズ エンディング

【PC88】イースⅠ~Ancient Ys Vanished Omen~イース大全集から #8 ダーム塔1階~8階ピクティモス
https://www.youtube.com/watch?app=desktop&v=QQJKvY85I7M&ab_channel=haruhime
PC88】イースⅠ~Ancient Ys Vanished Omen~イース大全集から #11 ラドの塔~ラスボス
https://www.youtube.com/watch?app=desktop&v=JIIIdXKNyWo
【PC88】イースⅠ~Ancient Ys Vanished Omen~イース大全集から #12完 ラスボス(ダルク=ファクト)~エンディング
https://www.youtube.com/watch?v=SdLhVVNlebM&ab_channel=haruhime
MSX2 Ys Clear

5インチFDDのアクセス音

※PC-9801用NEC製FDD
YS2OP
https://www.nicovideo.jp/watch/sm20650065
ALUについて
https://www.gamepres.org/pc88/library/8801_2.htm

◆ハッシュタグ
#FM音源
#YM230
#古代祐三
#イース

10 Comments

  1. ロマンシアの反省と、媒体の大容量化による理不尽な謎でのプレイ時間稼ぎが不要になって、RPGは誰もが時間をかければクリアできる優しい(≠易しい)ものになった。

  2. 今回もあふれんばかりのイース愛を有難うございます。
    MSXユーザーで後にPC88版を友人宅で聞いた時の衝撃を今でも覚えてます。

  3. 遅れて気がついたのでリアルタイムで見れなかったのが残念でした。
    『5.僕たちにとってイースとはどんな存在だったか』は涙なしには見られない。
    私は大学生の頃にPCエンジン版イースⅠ・Ⅱをビデオに録画して見直したりしてました。
    今回twitterのアカウントを発見してフォローさせていただきましたので、また同じような機会があったら是非リアルタイム視聴したいと思います。

  4. やっぱり、日本ファルコムは凄いですね。新海誠監督が、超ヒットした作品としては「君の名は。」がありますが、世界観はほぼイース2ですからね。
    つべで検索すると出てきますが、下のリンク先の曲は「FEENA」そのものですし、画像もイース2と同じじゃんと思ってしまいました。
    https://youtu.be/3bsxOPL-55c?si=nlZ9rVxcKFDD2Zsh

  5. 2203はYM3014で2151はYM3012で実は2151の方が少し古かったりしますねー
    同時期と書かれる方もいますが。

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