τη δεκαετια του 80 η Ευρωπη ηταν παγκοσμιως η μεγαλυτερη αγορα ηλεκτρονικων υπολογιστων
και η Ιαπωνια ειχε (και εχει) αρκετα μεγαλη γκαμα παιχνιδιων και υπολογιστων, απλα ηταν αδυνατο να γινουν γνωστα, ακομα και σημερα
και πριν την κυριαρχια του NES οι εταιριες καναν παιχνιδια για υπολογιστες, κυριως για το MSX (παιχνιδια οπως Metal Gear 1 & 2, Snatcher)
http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers4.htm
Διαλεγω Ευρωπη (δηλ Αγγλια, Γερμανια, Γαλλια, Σκανδιναβια) για τα παιχνιδια στην Amiga μεσα του 80, και για τα παιχνιδια στο PC αργοτερα τη δεκαετια του 90 (Alone in the Dark 1, Little Big Adventure, Ecstatica κλπ)
Το Resident Evil που βγηκε λιγο καιρο μετα τα προαναφερθεντα παιχνιδια ειναι μεχρι σημερα πασιγνωστο με τις απειρες συνεχειες, ενω τα αλλα αν και δεν ειχαν τιποτα να ζηλεψουν ξεχαστηκαν. το Alone in the Dark 1 ηταν το καλυτερο και ο δημιουργος συνεχισε με τα επικα Little Big Adventure.
και η Αμερικη εβγαζε παιχνιδια για Amiga, Αταρι και x86 υπολογιστες αλλα τα ευρωπαικα μου αρεσαν περισσοτερο. στα καθαρα point n click adventures και RPGs η Αμερικη ειχε το προβαδισμα αλλα δεν με ενδιεφερε και πολυ το ειδος, περαν της Horror RPG τριλογιας της Horrorsoft που μεταξυ αλλων εβγαλε και το Simon the Sorcerer.
επισης αυτη η κυρια, η Muriel Tramis, θεωρειται η Roberta Williams της Γαλλιας με παιχνιδια οπως Emmanuelle, Geisha,Goblins και Urban Runner
εχει και δυο αρθρα στα Γαλλικα αν μπορειτε να τα διαβασετε
http://members.chello.at/theodor.lauppert/games/tramis.htm
H Iαπωνια εχει σαφως προβαδισμα στα arcades και στις κονσολες αλλα υπαρχουν και πολλα ανεξαρτητα παιχνιδια για PC (doujin). ενα RPG το Recettear, δεν εχει καμια σχεση με τα κλασσικα ιαπωνικα RPGs
και οσον αφορα την Ιαπωνια για εκεινο το αρθρο
The most formidable barrier by far was the problem of electronically reproducing Japanese text. The Japanese written language has three major components: hiragana, katakana, and kanji. Hiragana and katakana are relatively simple phonetic alphabets with 46 letters each, somewhat similar to upper and lower case letters in English. In contrast, kanji is a collection of thousands of complex glyphs originally from China. The sheer number and visual complexity of these characters were beyond the memory and display abilities of most early computers (this is why the specialized wapuro were favored in Japan for so long). For Western languages, a single byte was sufficient to encode most letters and numbers (the US ASCII scheme uses even less memory). But a single byte can only express a maximum of 256 characters, around a tenth of what is needed to adequately display Japanese text. Furthermore, whereas 8x8 pixel blocks are sufficient to clearly display individual characters in Western alphabets, kanji become unreadable blobs without higher resolution. For this reason, any Western computer would require serious hardware modifications to enable full Japanese text support. This remained a problem throughout the decade, until a software-only solution (DOS/V) was developed in 1990. (Apple had created its own software solution in 1986, but it was too sluggish on contemporary hardware.) Meanwhile, Japanese computer makers specifically designed their hardware around higher-resolution display modes to accomodate Japanese text. Remember this, because display resolution became a key difference between Japanese and Western computers, and had a significant impact on game design.
Unsurprisingly, the computer that came to dominate the Japanese market also possessed an exceptionally good Japanese rendering architecture. First released in October 1982, NEC's PC-9801 was a true 16-bit computer with dedicated text VRAM for displaying kanji. A special font ROM was also created to store the thousands of kanji commonly used in Japanese writing. This kanji font ROM was initially sold separately, but came built-in with later models. Two custom graphic display controllers (GDCs) were implemented, one for text and one for graphics, offering a maximum resolution of 640x400 with 8 simultaneous colors (in 1982!). As a result, the PC-9801 could render Japanese text faster than any other personal computer on the market, making it perfect for business use. By 1987, the PC-9801 series had captured 90% of the Japanese market. Unfortunately, marketing strategy and internal politics at NEC caused the PC-9801 to develop a stodgy reputation as a business machine, and games for the system didn't really flourish until the late 1980s. In the meantime, the 8-bit computers were at the center of the burgeoning game industry.