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999: Nine Hours, Nine Persons, Nine Doors

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Nakayama, the game's translator, worked on it for 30 days, and the editing process took two months. Because of this, Bateman had to do most of the work "on the fly". Nakayama had started playing the game prior to starting work on the localization, but did not finish playing it until she was more than halfway through translating it; after learning that the plot hinged on a Japanese pun, they had to halt the localization to discuss it with Uchikoshi and come up with a solution, after which they went through the whole game to make sure that it still made sense. Another problem Bateman ran into was related to the game's first person narration. A plot twist regarding the narration relied on the use of gender-specific first person pronouns at specific points in the story. As this would not work in English, the narration was made to instead be in the third person, and the twist's effect was replicated by shifting from third to first person at a specific story point. Bateman admits however that the twist is "more mindblowing in Japanese".
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it "gets under your skin at the right moments", while Petit said that she appreciated the sound, which she called atmospheric and " shivers up your spine". She was unimpressed with the environments, but said that they were clear and easy to look at. She liked the character portraits, calling them expressive and, paired with the dialogue, enough to make the player not care about the lack of voice acting. Ponce, too, felt that the game did not need voice acting. He felt that the way the game favored textual narration over animated cutscenes made it more immersive, allowing the player to imagine the scenes. Goergen said that the graphics were well done, but that they did not do much for the atmosphere. Kaplan called the presentation "awesome", saying that it looked great and that the artwork stood on its own despite the simplicity of the animations, and that the soundtrack was "fantastic".
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interacts with puzzles, is presented from a 12-year-old Akane's point of view during the first Nonary Game. Through morphic fields, she connected to Junpei in the future, witnessing several possible endings and directing Junpei to help him survive. Junpei then faces the same puzzle Akane did, and relays the solution back to Akane in the past, allowing her to escape with Seven and the other children. Junpei realizes that Akane was Zero and, with assistance from Santa, had recreated the game and all the events she had witnessed in order to ensure her survival and avoid a temporal paradox. As Junpei and the others escape, they discover that the game had taken place in Building Q the entire time; Akane and Santa have fled, leaving behind a car with Ace restrained in the trunk. In the game's epilogue, they drive away hoping to catch up with them and pick up a hitchhiker in Egyptian robes.
1396:, time limits and dead ends, Ponce found it to be better than other escape-the-room games. He applauded the large amount of content, saying that even someone only buying the game for the puzzles would be satisfied. Schilling and Thomas appreciated the puzzles, but found some solutions and hints to be too obvious or explanatory. Kemps found the puzzles excellently done and challenging, but disliked how difficult it was to reach the true ending. Kemps and Schreier appreciated how the puzzles felt logical, while they, along with Thomas and Arendt, criticized how the player has to re-do puzzle sequences upon subsequent playthroughs. Goergen, Schreier, Thomas and Arendt all appreciated the fast-forward function, as it made repeated playthroughs more bearable, but Thomas felt that it didn't go far enough in speeding up the process. 677:
confront Ace and deduce he killed every person found dead in order to both cover his identity and obtain their bracelets. Ace holds Lotus hostage and escapes. As they find Snake and the door with the 9, Akane becomes weak. Santa watches over her while the others enter the door, leading to an incinerator where Ace and Lotus are. Learning of his sister's murder, Snake tackles Ace, and the others pull Junpei out of the incinerator before it activates, consuming Snake and Ace. Junpei returns to Akane, finding her nearly dead. Zero claims over the loudspeakers that he has lost. Junpei investigates a nearby room, and returns to find Akane and Santa have disappeared, after which he is knocked out by a gas grenade. After the player views this ending, they can then access the "true" ending.
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the digital root door locks. The 9th man still goes through a door by himself and is killed. Fearing what harm might come to them, the group adopts code names and splits up to explore the ship. Over the course of the story, Snake and an unknown man are found dead. The player has the option to select which group that Junpei travels with, which affects the story; several choices lead to Junpei and the cast's death at the hands of either Ace or Clover. Through various choices, Junpei learns of a previous Nonary Game, played nine years earlier, and the connections of the other characters through that, as well as studies about
695:. This Nonary Game went awry: Akane and her brother Santa were placed at the same location instead of being separated, and Seven discovered the kidnappings and rescued the children from the ship. Ace grabbed Akane before she could escape, forced her into the incinerator room, and started the incinerator while leaving a puzzle for her escape. Unable to solve the puzzle, Akane was apparently burnt to death while the other children, including Snake and Lotus's daughters, escaped with Seven. 4111: 619:. An in-game calculator is provided for math-related problems, and the player can ask characters for hints if they find an Escape room too difficult. All Escape sections are self-contained, with all items required to solve the puzzles being available within that section; items are not carried over between Escape sections. After finishing an Escape section, it becomes available to replay from the game's main menu. 1292: 855:
from a wider view, line by line or scene by scene rather than word by word or sentence by sentence, and thinking about how to convey the same ideas in English. Most parts of the game that include a joke in the localization also have a joke in the Japanese version, but a different one; Bateman did however try to make similar types of jokes, with similar contents and ideas. The game's use of Japanese language
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mythology, conspiracies and character backgrounds were engrossing. Tony Ponce at Destructoid said that the characters initially seemed like a "stock anime cast", but that the player discovers more complexity in them after moving past first impressions. Kaplan felt that each character was well developed, fleshed out and unique, and could pass for real people.
903:. It was a commercial failure in Japan, with 27,762 copies sold in 2009 and an additional 11,891 in 2010, reaching a total of 39,653 copies sold. Meanwhile, American sales were described as being strong; according to Uchikoshi, this was a surprise, as the visual novel genre was seen as being particular to Japan and unlikely to be accepted overseas. 596:
that affect the course of the game, resulting in one of six endings. The whole plot is not revealed in just one playthrough; the player needs to reach the "true" ending to get all the information behind the mystery, which in turn requires another specific ending to be reached beforehand. Some endings contain hints to how to reach further endings.
462:. The story follows Junpei, a college student who is abducted along with eight other people and forced to play the "Nonary Game", which puts its participants in a life-or-death situation, to escape from a sinking cruise liner. The gameplay alternates between two types of sections: Escape sections, where the player completes puzzles in 851:, many at the company did not believe in its commercial viability and at first turned it down; as many of the people who evaluate games at Aksys do not speak Japanese, it was difficult for them to gauge whether a game was good or not. In the end they decided to localize it, which was considered a big risk for the company. 757:, but came up with the idea to include puzzles that are integrated within a story, and need to be solved for the player to make progress: he enjoyed playing browser-based escape-the-room games, but thought that they would be more interesting if they had a larger focus on telling a story. This idea served as the basis for 772:'s theories of morphogenetic fields, which became the main theme of the game. The theory is similar to telepathy, which answers the question of how organisms are able to simultaneously communicate ideas to each other, without physical or social interaction. Uchikoshi used the theory to develop the concept of 854:
The localization was done by the philosophy of keeping true to the spirit of the original Japanese, making dialogue sound like what a native speaker of English would say instead of strictly adhering the original's exact wording. The localization editor, Ben Bateman, did this by looking at the writing
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after waking up, wearing a bracelet displaying the number "5". He encounters the eight other passengers. Zero announces over a loudspeaker that all nine are participants in the Nonary Game, explains the rules, and states each carry an explosive in their stomach that will go off if they try to bypass
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segments. These sections require little interaction from the player as they are spent reading the text that appears on the screen, which represents either dialogue between the various characters or Junpei's thoughts. During Novel sections, the player will sometimes be presented with decision options
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Goergen found the sound designs to be unmemorable, saying that the music does not add much and that players would be likely to mute the game after hearing the "beeping" sound effect used for dialogue for too long. Meanwhile, Ponce and Petit liked it: Ponce called the score "masterful" and said that
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During the localization, Bateman had to keep track of the numerous plot points throughout the game, as the script had not been written in chronological order due to the numerous endings. Localizing the game took roughly two months. Another challenge was getting the localization done in time: Nobara
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Uchikoshi started writing the script by working on the ending first. From there, he would continue to work backwards, in order to not get confused when writing the plot. The game's setting, with characters who are trapped and try to escape, was meant to embody two of humanity's instinctive desires:
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The events of the game occur within a cruise ship, though all of the external doors and windows have been sealed, and many of the internal doors are locked. The game's nine characters learn that they have been kidnapped and brought to the ship to play the Nonary Game, with the challenge to find the
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features nine main characters, who are forced to participate in the Nonary Game by an unknown person named Zero. The characters adopt code names to protect their identities due to the stakes of the Nonary Game. The player-controlled Junpei is joined by June, a nervous girl and a childhood friend of
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After rescuing Snake, Junpei and the others reach the incinerator; Akane disappears and Santa escapes while taking Ace hostage, trapping the others inside. It is then revealed that the portion of the game's narrative portrayed on the bottom screen of the Nintendo DS, which only shows narration and
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The Escape sequences were created to appeal to players' innate desires: Uchikoshi wanted them to feel the instinctive pleasure that he described as "I found it!". For the puzzles, he would consider the details within the story, and the props and gimmicks found in the game; after deciding on them,
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influenced the script, as certain scenes were altered to match the character illustrations. Among scrapped story elements were the use of hands as a major part of the story; in the final stages of production, Uchikoshi's higher-ups did not accept this focus, forcing him to re-write the story. The
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desert. The game was designed to explore morphic fields; the research anticipated that the stress of the game would activate the fields between siblings, allowing solutions solved by one to be sent via these fields to their counterpart at the other location. This research was to help Ace cure his
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writer said that they enjoyed solving puzzles, and that it gave them a sense of accomplishment; similarly, Goergen, Petit, Schilling and Arendt called the puzzles satisfying to solve. Goergen found some puzzles to be cleverly done, but said that some were esoteric. Ponce and Petit liked that the
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and Lucas M. Thomas at IGN felt that the urgency portrayed in the game's story sometimes was at odds with the tone or timing of the dialogue, such as lengthy conversations while trapped inside a freezer, or lighthearted dialogue and jokes. Thomas called the premise gripping, and said that the
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In one ending, Clover is found dead. Junpei learns that the dead man was not Snake and that the first Nonary Game was run by Cradle Pharmaceutical, of which Ace is the CEO. Zero was a participant of this game, and had set up the second Nonary Game as revenge towards Ace. The surviving players
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joined Chunsoft to write a visual novel for them that could reach a wider audience; Uchikoshi suggested adding puzzle elements that are integrated with the game's story. The inspiration for the story was the question of where inspiration comes from; while researching it, Uchikoshi came across
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was positively received, with reviewers praising the story, writing and puzzles, but criticizing the game's tone and how the player is required to re-do the puzzles every time they play through the game (which is necessary in order to obtain the true ending). While the Japanese release was a
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In the 2017 rerelease of the game on other platforms, the dual screen mechanic is replaced with two modes of presentation for Novel sections, "NVL Mode" and "ADV Mode". NVL Mode shows non-dialogue narrative text not shown in ADV Mode, and is the portion of the game played from Akane's
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door marked with a "9" within nine hours before the ship sinks. To do this, they are forced to work in separate teams to make their way through the ship and solve puzzles to find this door. This is set in part by special locks on numbered doors that are based on
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led to problems, as many of them relied on Japanese dialects to function; for these, Bateman replaced them with new puns in English. He was given mostly free rein in what he could change or add, as long as it did not disrupt the plot.
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was originally released in Japan by Spike on December 10, 2009, for the Nintendo DS. An American release followed on November 16, 2010. In the United States, a replica of the in-game bracelets was included with pre-orders at
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the unconscious desire to return to one's mother's womb and shut oneself away, and the desire to escape and overcome one's current condition. This was a theme Uchikoshi had used before, when writing the visual novel
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series. It was released in Japan on May 29, 2013, and worldwide in English on March 17, 2014. This version lacks the Escape sections of the Nintendo DS version, and features high resolution graphics and an added
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they were integrated with the puzzles. He also used puzzle websites as reference. He did not design the puzzles himself, instead leaving the puzzle direction to other staff, while checking it multiple times.
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characters, which are able to either transmit or receive information from another individual. Because of the vital role of the number 9 in the plot, each of the characters was based on one of the nine
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received some awards from gaming publications, including: Best Story of 2010 from IGN, Best Graphic Adventure of 2010 on a Handheld System from RPGFan, and an Editor's Choice Award from
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Reviewers enjoyed the writing and narrative, with Andy Goergen of Nintendo World Report labeling it as "a strong argument for video games as a new medium of storytelling". Reviewers at
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In between Novel sections are Escape sections, which occur when the player finds themselves in a room from which they need to find the means of escape. These are presented from a
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characters were originally supposed to be handcuffed to each other as they try to escape, but the idea was scrapped as it was seen as overused, with appearances in
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began in 2008. The inspiration for the story was the question "where do mankind's inspirations come from?"; Uchikoshi researched it, and found the British author
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games. At some points, the player may need to combine objects with each other to create the necessary tool to complete a puzzle. The puzzles include various
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scenarios; and Novel sections, where the player reads the game's narrative and makes decisions that influence the story toward one of six different endings.
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directly translated from the original Japanese game. Picking it prompts a humorous exchange between Junpei and Lotus. This became a highly popular
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series, and was originally intended to be a stand-alone game. The development for the sequel began after the first game got positive reviews.
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In the true ending, Junpei learns that the previous Nonary Game consisted of nine pairs of kidnapped siblings separated onto the ocean-bound
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puzzles never became "pixel hunts", and how everything is visible as long as the player looks carefully; because of this and the lack of
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During a scene related to an abstract painting of a dog, one of the localized answers for what the painting depicts is "Funyarinpa", a
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was developed as a stand-alone title, its unexpected critical success in North America prompted the continuation of the series.
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with a negative attitude; Ace, an older and wiser man; Snake, a blind man with a princely demeanor; Clover, a girl prone to
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criticized the prose for being inconsistent, but said that the use of the narrator was clever and unusual. Susan Arendt at
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that helps players keep track of which narrative paths they have experienced; additionally, dialogue is presented through
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Junpei whom he knows as Akane; Lotus, a self-serving woman with unknown skills; Seven, a large and muscular man; Santa, a
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media was released. The game's soundtrack was published by SuperSweep on December 23, 2009. A novelization of the game,
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on a list of "must-play" Nintendo DS visual novels, citing its story, themes and "zany narrative experimentation", and
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included it on a list of the best games of all time, crediting it with popularizing the visual novel genre in America.
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is divided into two types of sections: Novel and Escape. In the Novel sections, the player progresses through the
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felt that the lengthy Novel sections amplified the fear and tension throughout the game, while Heidi Kemps of
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liked the dialogue, but found the third-person narration to be dull and slow, with out-of-place or clichéd
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and PlayStation Vita in the West on March 24, 2017. People who purchased the Windows version through
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commercial failure, the game sold better than expected for the genre in the United States. Although
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included it on a list of "must-play" visual novels worth playing even for people who do not like
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A screenshot of an Escape section; an inventory of collected items is shown on the bottom screen.
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series, and was released in Japan in December 2009 and in North America in November 2010 for the
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while looking for a company that could publish the game in North America. When Aksys evaluated
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in its first week of release received a complimentary soundtrack, with songs from
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became the eleventh and ultimately final Nintendo DS game to be rated M by the
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in which the player assumes the role of a college student named Junpei. The
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and Snake's younger sister; and the 9th Man, a fidgety individual.
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North American first-print cover art, featuring the main characters
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on all platforms in Japan, and on Xbox One and Windows worldwide.
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called the story multi-layered and horrifying. Zach Kaplan at
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and stories of the Egyptian priestess Alice, who is frozen in
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called the story enigmatic and thrilling. Carolyn Petit at
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Kyokugen Dasshutsu 9 Jikan 9 Nin 9 no Tobira Orutana
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also follows a group of nine people, and focuses on
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Kyokugen Dasshutsu 9 Jikan 9 Nin 9 no Tobira Alterna
3868: 3805: 3423: 3421: 3419: 3417: 2636:"What the Zero Escape games teach us about science" 1618: 761:, and Uchikoshi was named director of the project. 3739: 3571: 3155: 2929:. Vol. 1. SMG Szczepaniak. pp. 298–313. 2259: 1818: 1437:. RPGFan listed it as one of the thirty essential 3942: 3454: 2703:"Nine Hours, Nine Persons, Nine Doors, One Watch" 2544: 2542: 2510: 2508: 2506: 2504: 2216: 2077:"Spoiler Alert: 999: 9 Hours, 9 Persons, 9 Doors" 1870: 1783: 1781: 1779: 1777: 1775: 1773: 1771: 1769: 1767: 938:Zero Escape: Nine Hours, Nine Persons, Nine Doors 4128: 3880:"Why People Are Freaking Out Over Zero Escape 3" 3708: 3414: 2804:"All The Nintendo DS Games That Got An M Rating" 2437: 2299: 2297: 2295: 2293: 1980: 1540:, "Extreme Escape: 9 Hours, 9 Persons, 9 Doors") 802:(2002). The illustrations by character designer 3874: 3775: 3717:"First Look: Team 999's New Vita/3DS Adventure" 3644: 2140: 2138: 2136: 2134: 2132: 2070: 2068: 2066: 2064: 2062: 2060: 2058: 1317:was well received by critics, according to the 3535: 3471:"999:Nine Hours, Nine Persons, 9 Doors Review" 3194: 2927:The Untold History of Japanese Game Developers 2539: 2501: 1904:"Review: Nine Hours, Nine Persons, Nine Doors" 1764: 1599: 1586: 1566: 1535: 1146: 914:, was written by Kenji Kuroda and released by 518:, was released in 2012, which was followed by 4022: 2896:"GEIMIN.NET/2010年テレビゲームソフト売り上げTOP1000(ファミ通版)" 2866:"GEIMIN.NET/2009年テレビゲームソフト売り上げTOP1000(ファミ通版)" 2663: 2477: 2403: 2290: 1958:"Nine Hours, Nine Persons, Nine Doors Review" 1951: 1790:"Nine Hours, Nine Persons, Nine Doors Review" 1729: 1196: 3122: 2129: 2055: 1949: 1947: 1945: 1943: 1941: 1939: 1937: 1935: 1933: 1931: 1727: 1725: 1723: 1721: 1719: 1717: 1715: 1713: 1711: 1709: 1531:Kyokugen Dasshutsu 9 Jikan 9 Nin 9 no Tobira 1269: 1036:remaster retained most of the features from 3844:"Review: Zero Escape: Virtue's Last Reward" 3607: 2924: 2827: 4029: 4015: 2185: 2183: 2181: 2099: 725:was developed by the Japanese game studio 524:, released in 2016. An updated version of 43: 4222:Video games with pre-rendered 3D graphics 4197:Video games featuring female protagonists 3998:999: Nine Hours, Nine Persons, Nine Doors 3507:"The 500 best games of all time: 500-401" 3427: 3291: 2949: 1928: 1736:"999: 9 Hours, 9 Persons, 9 Doors Review" 1706: 627: 441:999: Nine Hours, Nine Persons, Nine Doors 38:999: Nine Hours, Nine Persons, Nine Doors 3714: 2761: 2608: 2144: 1672: 1668: 1666: 1024:on March 22, 2022, and was added to the 706: 563: 486:, while the characters were designed by 4227:Video games written by Kotaro Uchikoshi 3948: 3896:from the original on September 23, 2015 3823:from the original on September 20, 2015 3727:from the original on September 30, 2015 3666:from the original on September 26, 2015 3589:from the original on September 23, 2015 3442:from the original on September 16, 2014 3220: 3143:from the original on September 29, 2015 3128: 2943: 2801: 2719:from the original on September 26, 2015 2682:from the original on September 20, 2015 2581:"Media Meltdown Interviews Ben Bateman" 2377:Chapman, Jacob Hope (August 13, 2015). 2376: 2353:from the original on September 18, 2015 2265: 2178: 1986: 1955: 1494:, specifically the prisoner's dilemma. 1040:, but the new ending was not included. 14: 4129: 3914: 3856:from the original on September 5, 2015 3793:from the original on September 5, 2015 3763:from the original on November 23, 2014 3355: 3324: 3131:"999 is coming to iOS without puzzles" 3091: 3054: 2918: 2633: 2391:from the original on February 21, 2016 2372: 2370: 2368: 2189: 2087:from the original on February 28, 2016 2028: 1839: 1734:Thomas, Lucas M. (December 16, 2010). 1733: 843:; Chunsoft was introduced to Aksys by 4010: 3841: 3559:from the original on December 6, 2014 3428:Schilling, Chris (January 18, 2011). 3380: 3378: 3337:from the original on November 9, 2017 3306:from the original on February 5, 2017 3292:Glagowski, Peter (February 3, 2017). 3202:"999: The Novel on the iOS App Store" 3182:from the original on February 4, 2017 3166: 3026:""999" With New Box Art Ships Today!" 2925:Szczepaniak, John (August 11, 2014). 2906:from the original on January 30, 2016 2876:from the original on January 30, 2016 2700: 2609:DeCoster, Christian (22 March 2017). 2561:from the original on January 19, 2012 2455:from the original on February 2, 2016 2445:"AX 2015 Uchikoshi/Zero Escape panel" 2425:from the original on November 7, 2015 2266:De Bont, Christophe (June 29, 2016). 2043:from the original on January 19, 2016 1989:"JPgamer: In Search of Door Number 9" 1901: 1806:from the original on December 7, 2013 1787: 1752:from the original on October 15, 2014 1663: 1651:from the original on January 22, 2016 452:. It is the first installment in the 4217:Video games set in the United States 4055:Nine Hours, Nine Persons, Nine Doors 3967:from the original on August 25, 2015 3930:from the original on October 1, 2015 3686:"The 30 Essential RPGs of 2010-2015" 3257: 2548: 2514: 2190:Parish, Jeremy (February 13, 2014). 2166:from the original on August 30, 2015 2074: 1968:from the original on August 30, 2015 1858:from the original on October 2, 2014 1478:, was developed by Chunsoft for the 784:. Another source of inspiration was 686:and in a mock-up in Building Q in a 482:elements. The music was composed by 469:Development of the game began after 18:Nine Hours, Nine Persons, Nine Doors 3715:Gantayat, Anoop (August 25, 2011). 3487:from the original on April 23, 2015 3402:from the original on April 27, 2015 3273:from the original on August 3, 2017 3239:from the original on March 24, 2017 3129:Matulef, Jeffrey (March 11, 2014). 2962:from the original on April 14, 2015 2664:Makuch, Eddie (November 14, 2010). 2365: 2337: 2303: 2001:from the original on August 9, 2016 1987:Davison, Pete (November 27, 2013). 1916:from the original on March 25, 2015 1842:"Review: 9 Hours 9 Persons 9 Doors" 1788:Petit, Carolyn (December 7, 2010). 1148: 1047: 24: 4202:Video games scored by Shinji Hosoe 3523:from the original on March 3, 2018 3375: 3110:from the original on July 12, 2015 3073:from the original on July 12, 2015 3036:from the original on July 14, 2015 2846:from the original on July 15, 2015 2802:Wommack, Lacey (18 January 2020). 2783:from the original on July 11, 2015 2749:from the original on July 14, 2015 2701:Fahey, Mike (September 20, 2010). 2634:Quiton, Christopher (2018-03-20). 2319:from the original on June 10, 2015 2304:Yip, Spencer (September 3, 2010). 2278:from the original on June 30, 2016 1840:Arendt, Susan (January 12, 2011). 1694:from the original on April 2, 2016 1198: 25: 4263: 3982: 3949:Sanchez, Miranda (July 7, 2015). 3696:from the original on June 1, 2016 3608:Mackey, Bob (December 12, 2011). 2828:Tach, David (February 14, 2014). 2247:from the original on May 17, 2013 2204:from the original on July 1, 2015 2029:Kaplan, Zach (October 21, 2011). 1902:Ponce, Tony (November 17, 2010). 1471:Zero Escape: Virtue's Last Reward 1451:Zero Escape: Virtue's Last Reward 1271: 940:, with new box art featuring the 929:Zero Escape: Virtue's Last Reward 515:Zero Escape: Virtue's Last Reward 392: 284: 102: 4110: 4109: 3842:Ponce, Tony (October 11, 2012). 3610:"Six Must-Play DS Visual Novels" 3325:Romano, Sal (November 9, 2017). 3221:Jackson, Gita (March 24, 2017). 3092:Sarkar, Samit (March 10, 2014). 1290: 1285: 1280: 1275: 1270: 1242: 1237: 1232: 1227: 1222: 1217: 1212: 1207: 1202: 1197: 1167: 1162: 1157: 1152: 1147: 4036: 3678: 3638: 3601: 3499: 3349: 3318: 3285: 3251: 3085: 3048: 3018: 2996: 2974: 2888: 2858: 2821: 2795: 2731: 2694: 2657: 2627: 2602: 2573: 2549:Love, Jamie (August 10, 2010). 2490:from the original on 2016-10-01 2331: 1575: 1555: 1545: 1347:compared them to "high-quality 918:in 2010 in two volumes, titled 906:In addition to the game, other 830: 536:. This bundle was released for 4192:Video games developed in Japan 3356:Romano, Sal (March 15, 2022). 3055:Sarkar, Samit (May 29, 2013). 3004:極限脱出 9時間9人9の扉 オルタナ(下) (講談社BOX) 2982:極限脱出 9時間9人9の扉 オルタナ(上) (講談社BOX) 2338:Yip, Spencer (April 1, 2013). 2075:Moen, Jessica (May 25, 2011). 1523: 1510: 936:was reprinted under the title 702: 13: 1: 4187:Video games about time travel 4177:Video games about death games 3258:Lada, Jenni (March 2, 2017). 2523:. NAPCO Media. Archived from 2515:Lada, Jenni (April 5, 2013). 1956:Goergen, Andy (May 9, 2011). 1612: 1441:from the years 2010 to 2015. 978:Zero Escape: The Nonary Games 961:as the second entry in their 534:Zero Escape: The Nonary Games 2587:. 2014-07-11. Archived from 2478:Kotowski, Don (2016-07-30). 1043: 1028:service for console, PC and 799:Ever 17: The Out of Infinity 7: 4182:Video games about telepathy 3622:. p. 2. Archived from 2551:"Q&A – Aksys Talks 999" 839:of the game was handled by 559: 10: 4268: 4172:Spike Chunsoft video games 3167:Jenni (February 3, 2017). 1448: 1444: 1379:. Both Chris Schilling at 882: 660:Junpei escapes a flooding 4212:Video games set in Nevada 4167:Single-player video games 4104: 4078: 4046: 4002:The Visual Novel Database 3915:Ishaan (March 27, 2013). 1600: 1587: 1567: 1536: 1462:is the first game in the 1085: 1082: 1060: 1057: 427: 407: 231: 188: 176: 164: 152: 140: 128: 116: 66: 54: 42: 37: 1635:"極限脱出 9時間9人9の扉 まとめ (DS)" 1503: 1439:role-playing video games 782:Enneagram of Personality 655: 601:first-person perspective 4242:Xbox Cloud Gaming games 4207:Video games set in 2027 1020:was later released for 622: 589:non-playable characters 552:in March 2017, and for 4162:PlayStation Vita games 3813:"Virtue's Last Reward" 3032:. September 27, 2012. 1032:on the same date. The 719: 628:Characters and setting 569: 444:is a visual novel and 3519:. November 27, 2017. 2745:. December 14, 2010. 1962:Nintendo World Report 1253:Nintendo World Report 953:version of the game, 750:428: Shibuya Scramble 710: 567: 4062:Virtue's Last Reward 3626:on November 17, 2015 3483:. December 2, 2010. 2148:(January 10, 2011). 2107:"Zero Escape Series" 1676:(October 11, 2012). 1488:Virtue's Last Reward 1014:Virtue's Last Reward 994:Virtue's Last Reward 530:Virtue's Last Reward 446:adventure video game 4157:PlayStation 4 games 3890:Gizmodo Media Group 3787:Nintendo of America 3692:. 2016. p. 2. 3660:Gizmodo Media Group 3648:(August 20, 2014). 3233:Gizmodo Media Group 2713:Gizmodo Media Group 2421:December 24, 2010. 1688:Gizmodo Media Group 1474:, the successor to 1079: 1054: 996:, was released for 957:, was developed by 835:The North American 587:and converses with 585:branching storyline 3817:Nintendo of Europe 2384:Anime News Network 1568:極限脱出 9時間9人9の扉 オルタナ 1529:Known in Japan as 1077: 1052: 814:Mahou Shoujo Riska 786:Kamaitachi no Yoru 745:Kamaitachi no Yoru 740:Kamaitachi no Yoru 733:, and produced by 720: 570: 4152:Nintendo DS games 4124: 4123: 4069:Zero Time Dilemma 3878:(July 14, 2015). 3852:. Modern Method. 3747:"極限脱出ADV 善人シボウデス" 3438:. Gamer Network. 3302:. Modern Method. 3139:. Gamer Network. 2936:978-0-9929260-0-7 2779:August 30, 2010. 2243:. July 15, 2009. 2200:. Gamer Network. 2117:on March 26, 2015 2039:. Gamer Network. 1997:. Gamer Network. 1912:. Modern Method. 1497:Zero Time Dilemma 1455:Zero Time Dilemma 1319:review aggregator 1311: 1310: 1075: 1074: 998:Microsoft Windows 963:Smart Sound Novel 778:personality types 667:morphic resonance 546:Microsoft Windows 521:Zero Time Dilemma 437: 436: 381:December 15, 2017 294:Microsoft Windows 264:November 16, 2010 255:December 10, 2009 238:December 10, 2009 208:Microsoft Windows 16:(Redirected from 4259: 4137:2009 video games 4113: 4112: 4086:Kotaro Uchikoshi 4031: 4024: 4017: 4008: 4007: 3994: 3993: 3991:Official website 3977: 3976: 3974: 3972: 3946: 3940: 3939: 3937: 3935: 3912: 3906: 3905: 3903: 3901: 3872: 3866: 3865: 3863: 3861: 3839: 3833: 3832: 3830: 3828: 3809: 3803: 3802: 3800: 3798: 3779: 3773: 3772: 3770: 3768: 3743: 3737: 3736: 3734: 3732: 3712: 3706: 3705: 3703: 3701: 3682: 3676: 3675: 3673: 3671: 3642: 3636: 3635: 3633: 3631: 3605: 3599: 3598: 3596: 3594: 3575: 3569: 3568: 3566: 3564: 3539: 3533: 3532: 3530: 3528: 3503: 3497: 3496: 3494: 3492: 3467: 3452: 3451: 3449: 3447: 3425: 3412: 3411: 3409: 3407: 3382: 3373: 3372: 3370: 3368: 3353: 3347: 3346: 3344: 3342: 3322: 3316: 3315: 3313: 3311: 3289: 3283: 3282: 3280: 3278: 3255: 3249: 3248: 3246: 3244: 3218: 3212: 3211: 3198: 3192: 3191: 3189: 3187: 3164: 3153: 3152: 3150: 3148: 3126: 3120: 3119: 3117: 3115: 3089: 3083: 3082: 3080: 3078: 3052: 3046: 3045: 3043: 3041: 3022: 3016: 3015: 3000: 2994: 2993: 2978: 2972: 2971: 2969: 2967: 2947: 2941: 2940: 2922: 2916: 2915: 2913: 2911: 2892: 2886: 2885: 2883: 2881: 2862: 2856: 2855: 2853: 2851: 2825: 2819: 2818: 2816: 2814: 2799: 2793: 2792: 2790: 2788: 2765: 2759: 2758: 2756: 2754: 2735: 2729: 2728: 2726: 2724: 2698: 2692: 2691: 2689: 2687: 2661: 2655: 2654: 2652: 2651: 2642:. Archived from 2631: 2625: 2624: 2622: 2621: 2606: 2600: 2599: 2597: 2596: 2577: 2571: 2570: 2568: 2566: 2546: 2537: 2536: 2534: 2532: 2527:on April 9, 2013 2512: 2499: 2498: 2496: 2495: 2475: 2469: 2468: 2462: 2460: 2451:. July 5, 2015. 2441: 2435: 2434: 2432: 2430: 2407: 2401: 2400: 2398: 2396: 2374: 2363: 2362: 2360: 2358: 2335: 2329: 2328: 2326: 2324: 2301: 2288: 2287: 2285: 2283: 2263: 2257: 2256: 2254: 2252: 2227: 2214: 2213: 2211: 2209: 2187: 2176: 2175: 2173: 2171: 2142: 2127: 2126: 2124: 2122: 2113:. 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Bob Mackey at 1295: 1294: 1293: 1289: 1288: 1284: 1283: 1279: 1278: 1274: 1273: 1247: 1246: 1245: 1241: 1240: 1236: 1235: 1231: 1230: 1226: 1225: 1221: 1220: 1216: 1215: 1211: 1210: 1206: 1205: 1201: 1200: 1172: 1171: 1170: 1166: 1165: 1161: 1160: 1156: 1155: 1151: 1150: 1080: 1076: 1055: 1051: 1018:The Nonary Games 770:Rupert Sheldrake 731:Kotaro Uchikoshi 729:and directed by 716:Kotaro Uchikoshi 714:was directed by 542:PlayStation Vita 476:Rupert Sheldrake 471:Kotaro Uchikoshi 396: 394: 380: 371: 362: 352:PlayStation Vita 346: 337: 317: 308: 288: 286: 279: 263: 254: 218:PlayStation Vita 159:Kotaro Uchikoshi 123:Kotaro Uchikoshi 106: 104: 95: 80: 47: 35: 34: 21: 4267: 4266: 4262: 4261: 4260: 4258: 4257: 4256: 4127: 4126: 4125: 4120: 4100: 4074: 4042: 4035: 3989: 3988: 3985: 3980: 3970: 3968: 3947: 3943: 3933: 3931: 3913: 3909: 3899: 3897: 3876:Schreier, Jason 3873: 3869: 3859: 3857: 3840: 3836: 3826: 3824: 3811: 3810: 3806: 3796: 3794: 3781: 3780: 3776: 3766: 3764: 3755:(in Japanese). 3745: 3744: 3740: 3730: 3728: 3713: 3709: 3699: 3697: 3684: 3683: 3679: 3669: 3667: 3646:Schreier, Jason 3643: 3639: 3629: 3627: 3606: 3602: 3592: 3590: 3577: 3576: 3572: 3562: 3560: 3541: 3540: 3536: 3526: 3524: 3505: 3504: 3500: 3490: 3488: 3469: 3468: 3455: 3445: 3443: 3426: 3415: 3405: 3403: 3396:CBS Interactive 3384: 3383: 3376: 3366: 3364: 3354: 3350: 3340: 3338: 3323: 3319: 3309: 3307: 3290: 3286: 3276: 3274: 3256: 3252: 3242: 3240: 3219: 3215: 3200: 3199: 3195: 3185: 3183: 3165: 3156: 3146: 3144: 3127: 3123: 3113: 3111: 3090: 3086: 3076: 3074: 3053: 3049: 3039: 3037: 3024: 3023: 3019: 3006:(in Japanese). 3002: 3001: 2997: 2984:(in Japanese). 2980: 2979: 2975: 2965: 2963: 2950:Gann, Patrick. 2948: 2944: 2937: 2923: 2919: 2909: 2907: 2902:(in Japanese). 2894: 2893: 2889: 2879: 2877: 2872:(in Japanese). 2864: 2863: 2859: 2849: 2847: 2826: 2822: 2812: 2810: 2800: 2796: 2786: 2784: 2767: 2766: 2762: 2752: 2750: 2737: 2736: 2732: 2722: 2720: 2699: 2695: 2685: 2683: 2676:CBS Interactive 2662: 2658: 2649: 2647: 2632: 2628: 2619: 2617: 2615:gamingtrend.com 2607: 2603: 2594: 2592: 2579: 2578: 2574: 2564: 2562: 2547: 2540: 2530: 2528: 2521:Technology Tell 2513: 2502: 2493: 2491: 2476: 2472: 2458: 2456: 2443: 2442: 2438: 2428: 2426: 2409: 2408: 2404: 2394: 2392: 2375: 2366: 2356: 2354: 2336: 2332: 2322: 2320: 2302: 2291: 2281: 2279: 2264: 2260: 2250: 2248: 2239:(in Japanese). 2229: 2228: 2217: 2207: 2205: 2188: 2179: 2169: 2167: 2146:Schreier, Jason 2143: 2130: 2120: 2118: 2105: 2104: 2100: 2090: 2088: 2083:. NAPCO Media. 2081:Technology Tell 2073: 2056: 2046: 2044: 2027: 2014: 2004: 2002: 1985: 1981: 1971: 1969: 1954: 1929: 1919: 1917: 1900: 1871: 1861: 1859: 1838: 1819: 1809: 1807: 1800:CBS Interactive 1786: 1765: 1755: 1753: 1732: 1707: 1697: 1695: 1674:Schreier, Jason 1671: 1664: 1654: 1652: 1643:(in Japanese). 1633: 1632: 1619: 1615: 1610: 1609: 1597: 1584: 1580: 1576: 1564: 1560: 1556: 1550: 1546: 1533: 1528: 1524: 1515: 1511: 1506: 1457: 1449:Main articles: 1447: 1349:thriller novels 1312: 1291: 1286: 1281: 1276: 1243: 1238: 1233: 1228: 1223: 1218: 1213: 1208: 1203: 1168: 1163: 1158: 1153: 1053:Aggregate score 1050: 1046: 885: 833: 764:Development of 705: 658: 630: 625: 605:escape-the-room 562: 556:in March 2022. 532:as part of the 494:was handled by 480:science fiction 464:escape-the-room 422:escape the room 403: 400: 391: 384: 375: 366: 357: 350: 341: 328: 321: 312: 299: 292: 283: 274: 267: 258: 249: 240: 239: 227: 112: 101: 86: 75: 50: 33: 32:2009 video game 28: 27:2009 video game 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Index

Nine Hours, Nine Persons, Nine Doors
The game's cover art features nine stylized characters on a blue background, wearing wristwatch-like bracelets. In the foreground is Junpei, a man wearing a blue vest over a plaid shirt, and Akane, a woman wearing a purple dress. A vertical logo consisting of the text "Nine Hours, Nine Persons, Nine Doors" and three number "9"s within boxes is shown on the right.
Developer(s)
Chunsoft
Publisher(s)
JP
Spike
NA
EU
Aksys Games
Spike Chunsoft
Director(s)
Kotaro Uchikoshi
Producer(s)
Jiro Ishii
Artist(s)
Kinu Nishimura
Writer(s)
Kotaro Uchikoshi
Composer(s)
Shinji Hosoe
Zero Escape
Platform(s)
Nintendo DS
iOS
Microsoft Windows
PlayStation 4
PlayStation Vita
Xbox One
JP

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