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Games published by ITOCHU Corporation

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Burning Soldier

Windows, 3DO 1998
A first-person space shooter, similar to Shock Wave and Total Eclipse, that has the player take control of a state-of-the-art Strike fighter in missions ranging from the asteroid belt to the final fight on the surface of the Earth. All of this is done in an attempt to stop the Kaisertian race (which resembles the Aliens from the Alien movies) from destroying humanity. The gameplay is very simple. The player uses the D-pad to scroll through a cursor on the screen to aim where the player wants the weapons to fire, and the main buttons to fire the two main weapons of choice, a Vulcan Laser Cannon and a Blast Smash that is automatically guided towards incoming enemies. Unlike other first-person space shooters for the 3DO, however, there is no way to control the actual ship, as its movement follows a predetermined course and cannot be manually deflected. The story is told through CGI cinematics.

Sokoban for Windows

Among the small but faithful corners of 1990s PC gaming, the Windows 3.x release of Sokoban for Windows stood out as a quiet craft rather than a loud spectacle. Crafted for compact machines and clattering disks, this puzzle title revived a classic labyrinth of push and plan, translating arcade obsession into patient logic. Players opened the program and discovered a grid world where warehouses and crates waited for careful nudges. The decade had plenty of action oriented games, yet this serene puzzle found a home on home computers thanks to its unhurried rhythm and approachable rules for curious newcomers everywhere. Mechanically the game follows the beloved push crate formula with a friendly interface that respected keyboard input. Arrow keys moved the hero, while a single action commanded a shove in the facing direction. Missteps cost energy and time, yet most puzzles rewarded slow foresight rather than brute speed. The screen offered a clean grid, ASCII like walls, and plain crates that glowed when correctly mounted atop targets. Sound was minimal yet effective, a soft click and a distant chime whenever triumph arrived. The challenge lay not in fancy effects but in the elegance of planning ahead for patient puzzle lovers. Released in 1995 during a transitional moment for personal computing this classic puzzle felt at home beside bright shareware and durable educational titles. Its installer was modest, aligning with the era of floppy disks and terse setup wizards. A generous level editor invited players to design their own mazes, then share them through bulletin boards and early networks. The community built a small reputation around clever layouts and forgiving but stubborn puzzles. Though the art did not dazzle, the design offered a sturdy blueprint for how structure and patience could trump spectacle on limited hardware that endures in memory today. In hindsight the Windows 3.x edition stands as a memoir of restraint and clever coding rather than glossy promotion. It proved that a timeless puzzle can translate across platforms with careful porting and unflashy optimization. Players who grew up amid spinning demo reels and early VGA graphics often remember the sensation of guiding boxes into place after a long day. The title contributed to a quiet tradition that values method and persistence, a stark counterpoint to the era’s more volatile arcade licenses. Even as new Sokoban variants proliferated, this straightforward Windows release remains a reminder of puzzle core for gamers.
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