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Games developed by Nihon Create

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

3x3 Eyes: Kyūsei Kōshu

3x3 Eyes: Kyūsei Kōshu, released in 1995 for Windows 3.x, stands as a little-known entry in the long-running 3x3 Eyes franchise. Based on Yuzo Takada’s manga and anime universe, the title attempted to translate the series’ fusion of mysticism, demons, and urban grit into a computer game form. In an era when Windows 3.x games were still carving out their identity, Kyūsei Kōshu arrived as a curiosity for fans seeking a digital extension of the mythos. Its distribution was modest, largely targeting Japanese markets and dedicated PC retailers rather than a broad international audience. The game blends graphic adventure mechanics with light role-playing elements. Players navigate map screens, solve environmental puzzles, and engage in dialogue-driven encounters with characters drawn from the series. Inventory management and talisman quests provide a thin RPG backbone, while the narrative unfolds through static scenes and text windows that push the story forward. Combat, if it appears at all, tends toward menu-driven encounters rather than real-time action, aligning with many mid-90s licenses that prioritized storytelling and atmosphere over twitch reflexes. Visually, Kyūsei Kōshu captures the era’s 2D sensibilities: sprite-based characters slide across illustrated, tile-like backgrounds, and the overall presentation emphasizes mood over flamboyant audiovisual spectacle. The user interface relies on windows and mouse input, supported by a straightforward inventory and dialogue system. The audio design leans on MIDI-driven music and digitized sound effects, crafting an occult-toned soundscape that mirrors the source material’s supernatural milieu. The look and feel embody the transitional moment in PC gaming when multimedia ambitions began to outpace hardware, producing punchy but modestly scaled productions. Development details remain elusive, enriching the game’s aura of mystery. Kyūsei Kōshu arrived at a time when publishers experimented with anime and manga crossovers on the PC, often issuing limited print runs that vanished from shelves quickly. Mainstream gaming journalism of the day gave only cursory coverage, leaving behind a faint breadcrumb trail for collectors and historians. Among enthusiasts of 3x3 Eyes and early Windows games, it is remembered more for its audacious license linkage and niche charm than for technical prowess or mass-market appeal. Today, the title is a collectible footnote in the annals of Japanese-media tie-ins on the PC. It illustrates a brief moment when the 3x3 Eyes universe spilled into computer gaming, prefiguring more ambitious multimedia efforts that would appear later in the decade. For retro-game aficionados, Kyūsei Kōshu offers a window into mid-1990s Windows design philosophy: translating manga mood into interactive puzzles and dialogue rather than delivering a blockbuster, action-forward experience. As such, it remains a shimmering, if understated, curiosity for fans and historians alike.

3x3 Eyes: Kyūsei Kōshu S

3x3 Eyes: Kyūsei Kōshu S, also known as 3x3 Eyes: The Return of the Divine Demon, is a role-playing game developed and published by SEGA for the SEGA Saturn in 1996. Based on the popular manga and anime series by Yuzo Takada, the game follows the story of Pai, a powerful immortal demon, and Yakumo, a young man who becomes her unwilling "Wu" or bodyguard. The game is a sequel to the previous 3x3 Eyes game on the PC Engine, and offers players a chance to explore the world of 3x3 Eyes in a fully 3D environment for the first time. The game begins with a recap of the original story, where Pai is searching for her missing father, an archaeologist who has been cursed with the powers of the divine demon Takuhi. Yakumo, who was killed protecting Pai in the first game, is resurrected as her Wu and must continue to help her on her journey. The story takes place mainly in Japan, but also features locations around the world, including China and Tibet. Players take on the role of both Pai and Yakumo as they battle demons and other supernatural creatures while searching for Pai's father. What sets 3x3 Eyes: Kyūsei Kōshu S apart from other RPGs at the time is its unique gameplay mechanics. The game is primarily an action RPG, with players controlling Pai or Yakumo in real-time battles against enemies. However, there is also a strong puzzle-solving element, as the characters must work together to overcome obstacles and find hidden items. In addition, there are special sequences where players must use both characters' abilities simultaneously to progress. The game also boasts impressive graphics for its time, with detailed character models and environments. The cutscenes, which feature anime-style animation, help to further immerse players in the story. The soundtrack, composed by the legendary Yuzo Koshiro, is also a highlight of the game, with its blending of traditional Japanese instruments and electronic sounds. One of the most notable features of 3x3 Eyes: Kyūsei Kōshu S is its multiple endings, which depend on the player's choices throughout the game. This adds a layer of replay value, as players can go back and make different decisions to see different outcomes. The game also features a New Game Plus mode, allowing players to carry over their progress and items into a new playthrough. Unfortunately, 3x3 Eyes: Kyūsei Kōshu S was not as successful as its predecessor and did not receive a Western release. However, it remains a cult classic among fans of the 3x3 Eyes series and is considered one of the best SEGA Saturn games released in Japan. Its engaging story, unique gameplay, and impressive technical aspects make it a must-play for fans of the manga, anime, and RPGs in general.

3x3 Eyes: Sanjiyan Henjō

3x3 Eyes: Sanjiyan Henjō is a cult classic DOS game released in 1996 that has captivated players with its unique and immersive storyline. Based on the popular Japanese manga and anime series, this game combines elements of action, adventure, and role-playing to create a truly unforgettable gaming experience. Set in 1990s Japan, 3x3 Eyes: Sanjiyan Henjō follows the story of Yakumo Fujii, a high school student who is unwittingly pulled into a world of demons, immortals, and supernatural powers. As he embarks on a quest to help the three-eyed Sanjiyan, Pai, regain her third eye and humanity, Yakumo must navigate through various obstacles and enemies while also uncovering the mysteries behind Pai's past. The game's graphics, while simple by today's standards, were cutting edge for its time. The use of hand-drawn animations and backgrounds added to the game's overall ambiance and made players feel like they were truly a part of the story. The character designs are also worthy of praise, with each one being distinctly unique and adding depth to the game's fantastical world. One of the most impressive aspects of 3x3 Eyes: Sanjiyan Henjō is its non-linear gameplay. The game allows players to explore different areas and progress through the story at their own pace, giving them a sense of freedom and control. This feature, combined with the game's multiple endings, adds a layer of replayability that keeps players coming back for more. In addition to its captivating storyline and gameplay, the game also boasts a memorable soundtrack that perfectly complements the on-screen action. From catchy battle themes to emotional melodies, the music adds an extra dimension to the game and helps to immerse players even further into the world of 3x3 Eyes. Despite its age, 3x3 Eyes: Sanjiyan Henjō continues to have a dedicated fan base and is considered a hidden gem among DOS games. Its popularity has even spawned a fan-made English translation patch, making the game accessible to a wider audience.

3x3 Eyes: Tenrin Ō Genmu

Windows 1997
3x3 Eyes: Tenrin Ō Genmu is a Windows-era adaptation released in 1997 that translates the sprawling manga 3x3 Eyes into an interactive experience. Born during a late-90s surge of licensing anime for PC games, it sits at the intersection of console-style action, adventure sensibilities, and cinematic storytelling. Players traverse a perilous urban fantasy world where the immortal Pai and her companions confront demonic forces, rather than a pure arcade romp. Its release stands as a capsule of the period’s experimental cross-media experimentation. From a distance the game plays as an action RPG with exploration and light puzzle elements. Players navigate interconnected districts and dungeons rendered in 2D, using a mix of combat moves and magical powers to blunt adversaries. The interface blends inventory management with skill selection and environmental puzzles that reward patience and observation. Combat emphasizes timing over brute force, featuring a cast of moves, a handful of eye-based powers, and occasional retreats to recover health or reposition. Progress saves at designated checkpoints, a common constraint of its era. Visually, the title leans on late-90s PC aesthetics: sprite-based characters over pre-rendered backdrops, with an anime-inspired roster. The art direction borrows bold reds and deep shadows to convey the manga’s occult mood, while stylized text frames dialogue and narration. Audio follows the era’s CD-ROM expectations, mixing synthesized music with digitized effects and occasional voice snippets during cutscenes and boss encounters. Its technical constraints, common to the era, give scenes a deliberate staccato rhythm that some players remember fondly. Development lore around Tenrin Ō Genmu remains imperfectly documented, reflecting the era’s fragmented archival practices for licensed properties. It appears to be a product of licensing push—an attempt to capitalize on 3x3 Eyes’ popularity rather than to redefine the medium. Reception at the time is difficult to gauge, given scarce copies and limited press coverage, but the game has persisted in fan memory as a curious artifact: ambitious, sometimes imperfect, yet atmospheric in its mood and setting. Even the sound design is modest by modern standards, yet it succeeds in lending atmosphere. Today the Windows release stands as a marker of 1990s cross-media experimentation, illustrating how publishers mined popular anime and manga for PC audiences. It foreshadows later licensed computer adventures and action-RPG hybrids that fused story with mechanical variety. For retro-gaming enthusiasts and 3x3 Eyes devotees, Tenrin Ō Genmu offers a window into a moment when cross-pollination between comics and computer gaming produced imperfect but passionately crafted experiences, worth revisiting for its historical awkwardness and ambition.

Elder Blaze

Windows 1998
Few Windows games from 1998 carry the same tactile warmth as Elder Blaze, a title that drifted into the market amid a haze of shareware and ambitious 3D experiments. Its world feels carved from lava and twilight, a chain of islands where ruins smolder and wind carries ash like snow. The game favors atmosphere over splash, inviting players to wander rather than sprint. Its hero, a solitary tactician of uncertain origin, threads through creaking causeways and ember-lit caverns in pursuit of a shattered artifact that promises renewal. Gameplay unfurls in real time with a measured tempo that rewards timing over brute force. The combat system stitches weapon swings, parries, and a small pool of mana used for sigil spells. Players assemble a toolkit: a deft blade, a shield that reflects heat, and runic charms found in chests and corpse-laden tombs. Quests unfold through dialogue with eccentric NPCs, environmental puzzles, and stealth sections where light and shadow play tricks on the eye. Save points are scarce, elevating tension between adventure and fatigue. Graphically the title dances a line between detail and anonymity, using sprite work that glitters when lava erupts and dims when night falls. Textures tilt toward grainy charm, while particle effects mimic embers drifting across the screen. The soundtrack threads minor keys with percussion that rumbles like distant engines, shaping a mood of timeless peril. Voices are sparse, leaving much of the story to iconography and the player’s interpretation. Lore surfaces through scattered journals, overheard rumors, and relic inscriptions that sketch a broader history without spoon feeding every revelation. The world design nudges players toward backtracking, letting explorers cross lava bridges only to revisit overlooked passages. Some quests hinge on timing and environmental hazards, others demand deciphering a cipher that unlocks a sealed temple. This layering yields a patient mood that many contemporaries sacrificed for flash, inviting careful contemplation rather than rapid completion. Elder Blaze is remembered as a curious relic from a windowed era when developers experimented with atmosphere as much as mechanics. Some players cherish its deliberate pace and volcanic aesthetics, others concede that performance hiccups and rough edges hindered mass appeal. Yet the title cultivated a small cult of enthusiasts who traded tips, created fan maps, and kept its world alive in emulators and archival releases. In the annals of late 90s PC adventures, it stands as a testament to fearless, imperfect creativity. Its stubborn charm persists amid time.

My Dream: On Air ga Matenakute

My Dream: On Air ga Matenakute is a gaming gem that often gets overshadowed by other SEGA Saturn titles. Released in 1997, this adventure game flew under the radar for many players, but those who did experience it were treated to a unique and captivating gameplay experience. Developed by newcomer studio Now Production, My Dream follows the story of a young girl named Rumi as she embarks on a journey to become an idol singer. The game's main draw is its immersive storytelling, driven by beautiful hand-drawn cutscenes and charming dialogue. Players are immediately drawn into Rumi's world and quickly become invested in her quest for stardom. But don't let the cutesy exterior fool you, My Dream is not just a simple coming-of-age story. The game is packed with intricate gameplay mechanics, including a rhythm-based dancing mini-game and a stat-building system that allows players to customize Rumi's abilities and performance. This not only adds depth to the gameplay, but also gives players a sense of agency in Rumi's development as an idol. One of the game's standout features is its use of real music and music videos from popular Japanese girl group SPEED. These music videos are seamlessly integrated into the game and enhance the overall immersive experience. Players are given the opportunity to dance along with the music videos using the SEGA Saturn's innovative dance pad controller, adding a whole new level of entertainment to the game. Additionally, My Dream offers an impressive amount of replay value. Along with the main story, there are multiple side quests and hidden secrets for players to discover. These range from attending fan events to participating in photo shoots and even appearing in TV commercials. These additional activities not only add a layer of excitement to gameplay, but also give players a sense of being part of Rumi's rise to fame. Despite receiving positive reviews from critics, My Dream unfortunately did not sell well, possibly due to the saturation of idol simulation games at the time. However, for those who did get their hands on this game, it holds a special place in their hearts. The combination of its engaging story, addictive gameplay, and beautiful visuals make it a must-play for any SEGA Saturn enthusiast.

Tryrush Deppy

The 1996 cult classic, Tryrush Deppy, was released by SEGA Saturn and quickly simulated a loyal following. It was especially beloved for its unique art style and inclusive storyline. Players predominantly follow Deppy, a small alien from the Yamarada Star Cosmos, and his companions, Ed Cases, Elzo, and T.O.O. They embark on a journey to defeat the evil force threatening their star system. Through their travels the characters join forces with friendly aliens and battle various opponents as they go. The journey was packed with mesmerizing alien worlds, multiple game modes, and engaging puzzles. The only thing more remarkable than the game’s visuals, was the sound. The music successfully ensnared its players with its upbeat grooves and electric vibes, all while adding an additional layer of charm. Every level sported its own unique soundscape with no two tracks sounding the same. Players could find themselves later humming the tune and feeling nostalgic. The characters themselves are endearing with each sporting a distinct personality. From Ed Cases, the clumsy inventor with a big heart, to Elzo the unstoppable force, to the stern but ultimately generous leader of the group, Deppy. At the center of the story is none other than T.O.O, an alien operating unit whom the group takes in and form a bond with. She progresses from a naive young girl to a mature lover of adventure as she assists the group in their travels. The game reaches a climatic conclusion with our protagonists successfully defeating the dark force and sending it away. The characters make it back home feeling exhilarated and more connected than ever. This game served as an important reminder that together the world can be a better place.
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