Tag: chunsoft

  • Dragon Quest Heroes: Torneko’s Mystery Dungeon -Classic HD- (Square Enix, 2026)

    Dragon Quest Heroes: Torneko’s Mystery Dungeon -Classic HD- (Square Enix, 2026)

    Developed/Published by: Square Enix
    Released: 09/09/2026
    Completed: 15/09/2026
    Completion: Returned to the surface with the Chest of Cheer!

    On the 9th September I stuck on the Nintendo Direct, which isn’t something I always do (if I remember I’ll put it on in the background) and one thing caught my eye: a re-release of Torneko’s Mystery Dungeon, the first game in Chunsoft’s beloved Mystery Dungeon franchise. Chunsoft has their own original IP for the franchise, Shiren The Wanderer, and the series has also seen instalments in the Final Fantasy and Pokemon franchises… in fact even the Etrian Odyssey and The Tower of Druaga franchises! It’s a game design that’s got legs, obviously, having been directly inspired by Rogue (so a true Roguelike) but it all started here.

    I’m not sure why I got so particularly excited by this that I picked it up on the same day. I mean I’ve got Shiren the Wanderer for DS and I’ve never finished it, along with countless other Roguelike and Roguelike-likes either abandoned or on the docket. Maybe I was just looking for the excuse to be excited about something, and, honestly, as you know by now, I love starting franchises at the beginning, and with no official release of Torneko’s Mystery Dungeon until now…

    And yet, I’ve really struggled with if I should write about this one. Shortly after its release–and after I’d played it for at least six hours–John Harris posted a new instalment of his @play Roguelike article where he provided a lot of tips that will be particularly helpful to people playing any version of Torneko’s Mystery Dungeon for the first time, but also noted:

    “I note that the credits to this game have a section for AI content. I don’t think that necessarily means it was used to make this game.”

    This, obviously, made me pause. It was hardly conclusive (though I did post about it on Bluesky to let people know) so I had to decide: do I keep playing this version, which I was already finding a bit flawed? Or was that just a sunk cost fallacy?

    I looked for the game credits to see if I could confirm the information. But.

    You can’t see the credits unless you finish the game–which in this case, means trekking down to the 27th floor, getting the “Chest of Cheer” and trekking back up. And this is a Roguelike. And I’ve never beaten Shiren the Wanderer, so…

    Well, you know I had to do it to ‘em. There weren’t any long play videos online to look up to try and see the credits, so I just thought–let’s do it.

    I’ll say this. Torneko’s Mystery Dungeon is a good “first” proper Roguelike, because while it’s not easy–in fact, it absolutely doesn’t help the player in any way, when it says randomly generated, it means it–the game has less stuff in it than a lot of later games, meaning that there’s only so much you need to know. And it’s a true Roguelike, in that if you get lucky, you can finish it on your first go–there’s absolutely no requirement here that you grind up unlocks to get to the point where you can actually finish it. It’s random, but it’s “fair.”

    So I got a bit lucky and was able to finish Torneko’s Mystery Dungeon, an extremely satisfying thing to do. And then there it was. The entire segment of the credits that credited the people that worked on “AI and Engine Development.”

    I have to say… it’s not looking good. The obvious rationalisation you might want to make is “well, when they say AI, they might mean enemy AI.” But Torneko’s Mystery Dungeon is a Roguelike, and it’s a very simple one, where every enemy apart from a few (that move randomly) just move directly towards Torneko by the quickest route they can manage. Even characters that, say, steal from Torneko and then flee seem to just be moving randomly unless they are a square or two away from Torneko, at which point they flee again.

    I could program this, and I’m not even a coder. No team is required. And that it says “AI and Engine Development” implies–or at least, I am inferring–that AI was involved in creating the engine for this HD remake.

    Now, does that mean that this is a complete vibe coded botch job? Well, not absolutely. But as many people including Harris have pointed out, the version launched had some frustrating issues, with laggy inputs and frustratingly slow, unskippable dialogue boxes in battles, which smell a bit… vibey.1

    I approached Square Enix for comment and (unsurprisingly) got nothing, so I can’t say for sure. However, the thing about Torneko’s Mystery Dungeon is that it’s a great, great game, and even if the HD remake wasn’t vibe coded, it’s really not the best way to play it. 

    To review this version: It’s fine. The new 2.5D style is hardly HD2D (although I know everyone is getting sick of that style by now) really just replicating the original simple graphics but a bit 3D, and that’s… about it for actual differences. Otherwise it’s just the same, so really all you’re getting is the graphics tilted slightly and a bit of a lighting effect. The game’s major addition is the “Streaming Up a Storm: My Dungeon, Your Rules (β)” DLC which adds audience participation if you’re streaming the game–I love the idea, but haven’t tried it and wouldn’t call it a major selling point.

    If you don’t want to stream the game, the best way to play the game is almost certainly going to be the original version. If you’re willing to put up with Japanese, you can pick up a cart only copy of the game for less than this new HD version goes for, and there’s a fan translation available. The only thing you might miss from the remake is the cute papercraft intro, but you can look that up online so you’re fine.

    There really is no reason to not play the version that looks like this.

    To be honest, Torneko’s Mystery Dungeon -Classic HD- is a bit of a sad situation. This is a truly fucking great game, and you should want to support it, considering there are two more Torneko sequels out there that it’d be cool to see out there in English. But, frankly, not like this. It’s a no-win situation. You buy this version and support it and Square Enix think: well, slopping out a crappy port is all we need to do! And you don’t support it and they think: making old games available isn’t worth our time.

    When all they really need to do was to show a tiny bit of care.

    So we’re back at square [“Enix?”–Ed.] one, really: no one is going to care for game history but us. Keep circulating the tapes.

    Will I ever play it again? Unless Square Enix get back to me and unequivocally state they didn’t touch AI while developing this, no, never. As much as when this was released I got stars in my eyes imagining my new career streaming this.

    Final Thought: And for everything that I’ve said, I really do want to state: Torneko’s Mystery Dungeon is a great introduction to true Roguelikes. It’s very manageable and you can learn the game’s techniques as you go and understand why it’s so captivating. I was reminded how great these games are at creating diegetic stories. My very first game where I was 19 floors deep(!) found myself in a monster den, read the scroll of sanctuary that would have saved me (because I didn’t grasp I needed to just drop it) and immediately died. The following game where I didn’t find a weapon for 13 levels, arrived in a monster den, cast bang twice, killed everyone, excitedly moved towards a weapon and… fell through the floor. Or my winning run, where I had to resort to throwing herbs at dragons just to get past them, and then the terrifying climb back up through the dangerous levels I’d just experienced with almost no items to hand. Thank god for the sustaining ring. If you know, you know.

    1. There has since been a patch, but this came in just after I finished the game, annoyingly. I can’t speak to how much the game has been improved or not. ↩︎
  • Door Door (Chunsoft, 1985)

    Door Door (Chunsoft, 1985)

    Developed/Published by: Chunsoft / Enix
    Released: 18/07/1985
    Completed: 31/08/2026
    Completion: Made it to level 50, saving after ever level.

    After playing the first (well, at least on Famicom) Square game for Pixels and Polygons Quarterly, King’s Knight, taking a look at the earliest output of the other eventual half of Square Enix, Enix, seemed to only make sense. However, much like Square, Enix’s early output was focused on the home computers of the era, so I’ll similarly skip to the first Famicom release, but Enix took a pretty interesting route into the video games industry that’s more than worth recounting.

    Beginning as a publisher of real estate listings(!) in 1975, by 1982, after struggling to get a foothold as a trader/brokerage, owner Yasuhiro Fukushima had decided to make the (frankly, not obvious) transition into video game publishing. But how to get games, considering Fukushima knew nothing about making games, or even hiring the people to do so?

    Well, according to Chris Kohler’s Power-Up: How Japanese Video Games Gave The World An Extra Life, inspired by the manga industry, which attracts new talent via contests, he thought he’d simply do the same thing, launching the “First Game Hobby Programming Contest” with three million yen in prize money (in return for claiming the copyright of the winning games…)

    However, I think Fukushima was at least clued into the games industry enough that it wasn’t purely inspired by the manga industry. In this advert for the contest (via bowloflentils) Fukushima’s play is inspired by the “bedroom coder” boom of the US (and UK) promising to crown the first “new star” and promising they’ll become popular “like rock stars.”

    “Now in America, programs are being made by the ‘young software new stars’.”

    This is pretty bold, but it attracted what would ultimately become legends of the industry such as Yuji Horii, so… fair enough? However, this contest does feel like a classic trick that’s still pulled today: run a contest for a small prize, then monetise the work of the winners, and laugh all the way to the bank.

    But what’s that! In the small print: “we will pay royalties.”

    Now, to be honest, I don’t have any idea how fair these royalty agreements were, but if we take Enix at their word, they’re extremely happy to crow about the success their previous winners had by the time of the third contest, explicitly showing Door Door creator Koichi Nakamura’s royalties:

    “In the month of March, he received 4,067,220 yen [$18,000 USD1] in royalties from Enix”

    So this obviously worked out for Enix, they’d upped the prize money, and become even more magnanimous, as by the third contest copyright is retained by the author–though they’ll get exclusive sales rights for the winning entries, so maybe it wasn’t functionally that different.

    Indeed, this system gave Enix an incredible amount of games to release in a way that I’m sure many other publishers couldn’t compete with: in their first month of releases fresh off the contest, they put out an astonishing thirteen games (if records are to be believed) the majority of which hadn’t won anything so no initial outlay at all! But at this point, for these hobbyist coders, getting any royalties at all probably felt like hitting a jackpot.

    But of course, as we see from the above advert, Door Door was the super mega jackpot. The kind where all the lights on the machine are going off and tokens are spilling onto the floor up to your knees.

    And it didn’t even win that first contest! It came second to a turn-based strategy game!

    Door Door is interesting because it doesn’t just have a place in history as Enix’s first big game, but also as Chunsoft’s first game. Chunsoft, weirdly, don’t seem to quite get their due in at least the western view of the Japanese game history, where I think their name is most often connected to the Mystery Dungeon/Shinren The Wanderer series.

    Now, don’t get me wrong, that’s a great series, but Chunsoft developed the first five Dragon Quest games! Yuji Horii and Akira Toriyama didn’t just do it all by themselves!

    And, frankly, they made Door Door. And Door Door is… great!

    Inspired by Dig Dug–in fact Nakamura was originally making a clone, before switching to something simply inspired by the idea of herding enemies2–it’s almost surprising that I’d say it’s great, because Dig Dug is crap, and when you first play Door Door it’s going to feel slow and a tad unresponsive. The first time you climb a ladder, you’re going to be like… is this honestly how long it’s going to take to climb ladders in this game.

    But frankly? Chill out. I approached Door Door a little differently than I have maybe other puzzely, actiony Famicom/NES titles, where I tend to binge them. Door Door’s slower pace and deterministic enemy design engendered a different tact: I loaded it onto my Trimui Brick and just played a couple of levels now and then in breaks and downtime. I treated it a bit more like… Picross… actually no, wait, I tend to binge that too. Perhaps more relatably something like Puzzmo: pop in, a little brainteaser, a palate cleanser, and then move on.

    Now, to be fair: this obviously wasn’t the exact intention for Door Door. In fact, I dug around and I couldn’t find a way to continue in Door Door, which is disappointing, so it was intended for the player to get through it in one go. But it’s also 2026 and we’ve got quick saves and the author is dead, so it’s fine.

    That said: if you did want to play it “for real” part of the reason Door Door is so good is that the game is an early masterpiece of teaching you how to play it while playing it. For everything that’s said about Super Mario Bros.’ famous first screen, Door Door does the exact same thing here, opening with a level with the hero, a door, and an enemy, where all you can do is open the door, getting the enemy into it, and then closing it, winning the level: teaching you that the entire game is about clearing the level of enemies by getting them to walk into doors–from the right direction (enemies can only walk into doors in the direction that they slide open.) 

    Did the Shigster see this before making Super Mario Bros? You might say “well, hang on. The original Door Door doesn’t have this design at all!” To which I’d respond: but the update Door Door mkII does–if anything it’s even more teacherly, the Famicom version more of a supercut–and that came out over six months before Super Mario Bros.!!!

    Alright, it’s still a bit of an edge case, but Shiggy-Shig-Ah [“Stop this. It’s not the 90s any more”–Ed.] was kind of sniffy about Pac Land‘s influence, which makes me think he probably was inspired by Door Door mkII. I mean it was a huge hit!

    Anyway, Door Door doesn’t just teach you once. What I love about Door Door is that it regularly gives you new “training” levels that teach you a technique that you can use from then on–and, in fact, from the beginning of the game. It’s almost Öoo like in its clever use of the hero Chun’s simple actions (just move, climb and jump!) when interacting with the enemies. You’ve always been able to do these things; you just don’t realise until the game forces to you do them.

    The enemies are the other trick to the game: they’re deterministic, like Pac-Man’s foes, but in a slightly richer environment. So, for example, you’ll face enemies that beeline towards you, some that always climb ladders when they approach them, and the most threatening foe, the one that jumps whenever you do, meaning you can never dodge, them only run.

    With all of these enemies on screen, there’s really a puzzle to every level, but it’s not really a “pressure/puzzle” platformer, one of my least favourite styles. The enemies are a threat, but because you can jump, and they’re pretty slow too, you can get a lot of time to lead them a merry dance as you try and work out the best way to dispatch them–and then, if you do die, when you restart any you’ve killed are still dead, allowing you to move forward, but ultimately the goal is to wipe them out all in one life (I’ll admit I died to move on a couple of times.) 

    Honestly, it’s really elegant, especially with the addition that if you can get a lot of enemies in one door at once and close it before they leave, you get a bonus, meaning there’s an incentive to use every skill you learn across the game to clump enemies together. So, for example, you’re taught early that you can jump to avoid opening doors. Then you can jump to get the jumping enemies to switch platforms–or stop them crossing the screen boundary. And soon this compounds, and you’re ripping through a few levels when you really meant to only do one while you waited for the tea to brew.

    If there’s a problem with Door Door it’s that the design does allow the player to get into no-win situations (there are a lot of levels where there are less doors than enemies as part of the puzzle) which requires a bomb spawning for players to suicide, and that the last level is a bizarre test of timing your jumps that honestly I thought was just a corrupted screen. You can complete it, but considering it just loops the game, not even a congratulations, it’s not really worth doing.

    But everything up to that point is! Not bad for a game that didn’t even win the contest it was made for!

    Will I ever play it again? Honestly, after beating it I’ve had a few goes playing it for “real” with all my new Door Door skills and it’s not unpleasant. 

    Final Thought: What with the (possible) Miyamoto inspiration, I got a bit excited when I remembered that hated Phillips CD-i Mario game Hotel Mario was all about doors, thinking maybe there would have been a funny example of (not quite) simultaneous discovery there considering the game was made in America by people who would have never seen Door Door and Miyamoto never touched it. No such luck, Mario closes doors but he just jumps on enemies like usual. Oh well!

    1. According to a historical exchange rate I dug up, which may or may not be exactly on the money. But crikey, the yen was weak in the early 80s, huh? A similar amount of royalties would net $25,000 today, and the yen feels weak right now! ↩︎
    2. According to an interview translated by the ever reliable shmuplations.com. ↩︎