I'm going to start calling this the "Neo Kobe collection", since that's kinda what it's called, and realistically I won't be looking for others in the near future (if they even exist). I've spent a few days combing through this - we have about 600 PC-8800 series games documented on NEC Retro, and of those, about a third are missing from the archive. If you extrapolate that, it might suggest there's still a third of the system's library yet to be dumped, although we don't know how many games there are, and the state of current dumps could be all over the place too. The archive also contains a few scans and text files with bits of information (as well as loads of alternative dumps which may or may not have a use) - basically, I'm unlikely to get to all of it on my own, but I've done a good chunk so far. So the PC-8001 is best suited for text. The PC-6001 does very simple graphics but is perhaps a bit too basic for the masses to care about. What then, of the PC-8801? What's it doing, and what's the point? Typically there is only one reason anyone has cared about the PC-8801, and that's Super Mario Bros. Special. I was in the initial wave of Western users to find it back in 2005/2006, but over the last 15 years little has changed - Hardcore Gaming 101 wrote a few Japanese computer articles, but the main reason anyone even thinks about this machine is load up Super Mario Bros. Special, usually to laugh at COLOURS LOL and FRAME RATE LOL. Truth be told though, this is almost an engineering marvel. The PC-8801 as only really a "business machine" for a year or two, but you can tell that the number one priority is screen resolution - not just the fabled 80 columns mode, but enough pixels to draw kanji characters; something the PC-8001 can't really do without chunky add-ons and extra faff. But the 640x200 screen resolution (which is twice as many pixels as the IBM PC at the time) comes at a high price - it can't draw it quickly, so most games tend to be slower turn-based RPGs or simulations, adventure games, and various iterations of mahjong and shogi - where instant response is less of a thing. Genuinely, we can mock its lack of scrolling, but just the act of creating a platformer on this system is a hassle, let alone one that take place over multiple screens. It's honestly about as representitive of the PC-8801 as a platform as a potato is as a source of electricity. There's also a few weird discussion points that might explain why gaming as a whole is how it is: - Unlike the IBM PC, NEC never shipped PC-8801s with built-in hard drives. Disk drives always came in pairs, not because you needed to reserve one for the OS, but because most of the disks were formatted to 640KB, and I'm guessing that just wasn't enough for a lot of tasks. As such, towards the end of the 1980s, you have games shipping on 4, 5, 6, 7, 8 separate floppy disks, and you need two inserted at once (seriously, some games won't boot unless they detect both). The IBM PC had software shipping on multiple disks, but not really until the early 1990s, to appease those who hadn't bought into CD-ROM technology yet (and you were never expected to have more than one drive). - There are a lot of unskippable introductions and cutscenes, presumably because the way they're loaded means you can't quickly switch to different screens. It's actually a chore to start playing some of these games, to the point where "openings" often shipped on dedicated disks. - ^ this actually creates another problem - I don't know how to run some of this software. Like, you need the disks inserted in a certain order, and it's not always obvious where "system", "game" and "scenario" go if you don't have the original manuals. - Copy protection is less of a thing than on Western computers. You're very rarely forced to look up specific words in a manual, and there's no wacky code wheels or special bits of plastic or whatever. - There doesn't seem to be a lot stopping you from loading mkII SR software on an older PC-8801. Half the games have error screens, but many seem to boot anyway. One day I might get to this, but I've seen eight possible states so far of what the software might do, whereas on an IBM PC, it would either stop you at launch, or just move stupidly slowly. - There is quite a bit of consistency in keyboard controls, which is not always a given with computers. The directional keys on the num pad do directions, then it's Enter, Space, Shift and Ctrl, maybe Z, X, C, V if you're lucky. None of this QAOP nonsense you got with ZX Spectrums or BBC Micros or whatever. But were we missing out here in the West? eeeeh. If an IBM PC verson exists, it's usually better, though a lot of the earlier arcade-style games (and conversions of say, Pac-Man or Dig Dug) are more true to form on these Japanese systems. I mean these are genres I don't usually care for - RPGs, adventure games and super detailed simulations and strategy games - I would imagine the PC-8801 versions look prettier, but run worse, but until at least EGA cards were invented, I'd say the PC-8801 had quite a lot going for it. And hell, Adlib cards didn't arrive for IBMs until 1987 - the PC Speaker is better than the stock PC-8801 "beeper" but the mkII SR has proper FM synth just like the arcades.