GOMOKU NARABE RENJU (NES) Translation by Psyklax v1.0 (20170614) CONTENTS 1. Intro 2. Background 3. ROM Information 4. Game Rules 5. Final Thoughts INTRO This is a full 100% translation of Gomoku Narabe Renju. Released on 27th August 1983, it was only the joint fourth game ever released on Famicom, along with Mahjong on the same day. It's based on the Japanese board game Gomoku Narabe, meaning Five in a Row, and it's also known as Gobang in the West. The Renju subtitle refers to the professional rules that make the game more difficult for the black player (who always goes first) thus making the chance of victory more even for both players. Given the Wikipedia article uses the Japanese name of both the game and the rule set, I didn't translate the title into English, and simply transliterated it. BACKGROUND The Famicom (later NES) only provides for one or two 16KB ROM chips for non-graphic data (known as PRG-ROM) and one 8KB ROM chip for graphic data (known as CHR- ROM). This limitation was no great problem for the first year or so of the Famicom's life, but it quickly dawned on game producers that to take advantage of the substantial graphics and sound capabilities that the system had to offer, they needed to solve the ROM problem. The solution was memory management chips (MMCs, also known as mappers) which swapped ROM memory in and out of the Famicom's RAM. The system could still only access the same amount at any one time, but with the ability to switch chunks of the ROM made new types of games possible. The first Famicom game (that I can find) that used an MMC chip was City Connection, released in September 1985. It was satisfied with one 16KB PRG-ROM, but doubled the CHR-ROM available to 16KB, presumably because the colourful city backgrounds were a key feature of the game that would be lost without more graphical space. Interestingly, the US release, which arrived three years later, doubled the size (2x16KB PRG, 4x8KB CHR), partly to add a nice title screen among other things. By 1986, the vast majority of Famicom titles used mappers, as the extra cost of including these chips along with larger ROMs was offset by the potential of more advanced games. The Famicom had already been released in the US by this point, so the difference with early games is perhaps not as keenly felt, since mappers were already starting to be used by the time games were being released in the US. Some early Japanese games which didn't use a mapper were localised overseas with extended ROM via a mapper. Early Famicom games, due to their limited size, generally avoided using Japanese language, since it takes far more graphics to make a full Japanese syllabary than an English capital alphabet. Nevertheless, some early games did still use Japanese, mostly ones that were quite Japanese to begin with. Gomoku Narabe Renju and Mahjong are two obvious examples, along with Hon Shougi - Naitou 9 Dan Shougi Hiden, a shogi game (Japanese chess). It was interesting for me to delve into one of the earliest Famicom games to see what's going on inside. Presumably it's less sophisticated than later NES and Famicom games, but a good starting point. ROM INFORMATION GoodNES name: Gomoku Narabe Renju (J) [!].nes CRC32: 28843BB1 GAME RULES Gomoku Narabe is played on a Go board with Go pieces, but that's where the similarities end. It's quite a simple game: you have to get five pieces in a row to win. Black always goes first, and players alternate between black and white to ensure fairness. Opening Pattern At the beginning of play, there is a specific opening pattern: a black stone is placed on the centre point, then a white stone is placed in the central 3x3 square, and finally a black stone is placed in the central 5x5 square. This process is automated in this game, but in real life the players would obviously do it themselves. There are 26 possible combinations of stones: 13 'direct' (where the white stone is next to the black stone), and 13 'indirect' (where the white stone is diagonally adjacent to the black stone). On the right of the screen is shown which type of move was played (so 1IN is Indirect Opening number 1, and 1DI is Direct Opening number 1). Each opening move has a 'name' in Japanese, and each of these names were shown in the original Japanese game. You can read more about all the opening moves here: https://en.wikipedia.org/wiki/Renju_opening_pattern Incidentally, the Famicom game doesn't include all 26 opening patterns, only 19, presumably due to ROM space constraints. Since the game does it automatically, it can choose which one to use. Black Handicaps The Renju rules used in this game add an extra element to the original rules: black has limitations on how it can win. For white it's simple: five or more stones in a row equal a win. Black, on the other hand, has some handicaps. Firstly, black cannot make a line of more than five: this is an 'overlong' line. Second, black cannot place a stone that builds two separate lines with three stones in each, if they are unblocked (no white stones next to them). Third, black cannot place a stone that builds two separate lines with four stones in each, whether they are blocked or not. In each case, white wins. FINAL THOUGHTS I hope you enjoy this little game from the early days of the Famicom. It was a real education for me, as I had to rewrite some of the assembly to do what I wanted, which will help me greatly with future translations. I have to say, though, that I'm still terrible at the game. Even on the beginners level (LVL1 on the menu) I get hammered every time. Maybe you guys will enjoy it, anyway. Have fun! :) Psyklax http://s346165667.websitehome.co.uk/psyktrans/