Games published by Unalis Corporation
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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.
Farland Story
Farland Story arrived on DOS in 1995 and quickly earned a place among old-school RPG and simulation hybrids. Set in a world where human ambition collides with looming danger, the game invites you to manage a small cast while pushing outward into broader regions. Although it carries the comfort of familiar fantasy tropes, it also feels oddly personal, as if each decision tightens the thread between your party and the hazards waiting on the map.
What makes Farland Story stand out is its focus on planning rather than pure reflex. Progress is driven by exploration, battles, and long-term development of characters, with resource handling playing a constant backstage role. Encounters reward preparation: balancing healing items, monitoring levels, and choosing actions that fit enemy behavior. The leveling system encourages steady improvement, and the game typically grants tangible returns when you grind wisely or switch tactics mid-campaign.
Visually, the DOS version leans on crisp tiles and readable layouts, aiming for clarity over flashy effects. Sprites are modest, yet animations during combat carry enough personality to prevent monotony. Menus and screens feel functional, with a practical rhythm that keeps you moving through stats, equipment, and quest progress. The sound design complements the mood through restrained melodies and feedback that signals victories, threats, and menu navigation without becoming exhausting.
Replaying the title reveals additional depth. Different builds change how battles unfold, and the best strategies often depend on knowing when to press forward and when to retreat. Side objectives and optional encounters can influence the pace of character growth, so players who savor experimentation usually end up with parties that feel tailored rather than generic. The game’s structure rewards curiosity, but it also respects discipline, especially when preparing for tougher stretches later on.
Long after its release, Farland Story remains a recognizable artifact of mid 1990s PC design, when developers experimented with systems that blended narrative progression with practical management. If you approach it as a thoughtful dungeon-crawler companion and not as a purely cinematic role-playing experience, the charm becomes clearer: it offers steady tension, strategic momentum, and the satisfaction of crafting a competent team one encounter at a time. For retro enthusiasts, it is a worthwhile detour that captures an era when games asked players to think as much as they fought.