Laplace no Ma

Laplace no Ma Logo

Description

Set in 1924 Newcam, Massachusetts, Laplace no Ma tasks players with assembling a team of four specialists—dilettantes, detectives, mediums, scientists, or journalists—to investigate the haunted Weathertop mansion, where black magic practitioner Benedict Weathertop unleashed undead horrors after murdering his parents. Explore the first-person dungeon crawler, battling corporeal and incorporeal monsters in turn-based combat while managing health and sanity, solving puzzles in rooms filled with interactive objects, and utilizing town services like shops, taverns, and healers before permanent permadeath upon party wipe.

Gameplay Videos

Laplace no Ma Free Download

Laplace no Ma Reviews & Reception

reddit.com : The gameplay fares better than the presentation.

Laplace no Ma Cheats & Codes

MSX

Code Effect
Hold Esc and turn on the game It will load directly into the test. Use 1 and then Return (Enter) for the Graphics test, 2 for the Enemy test and 3 & 4 for the Music test.

Laplace no Ma: Review

Introduction

In the shadowy annals of 1980s Japanese PC gaming, few titles evoke the eerie fusion of Lovecraftian dread and dungeon-crawling RPG rigor quite like Laplace no Ma. Released in 1987 by Humming Bird Soft, this first-person survival horror RPG thrusts players into the haunted Weathertop Mansion on the outskirts of fictional Newcam, Massachusetts—a stand-in for H.P. Lovecraft’s Arkham—where black magic has unleashed undead horrors. As a game journalist and historian, I’ve pored over its ports, emulations, and fragmented reviews; what emerges is a bold pioneer that predates modern horror-RPG hybrids like Sweet Home or even Resident Evil, blending permadeath terror, sanity mechanics, and party-based progression in a way that feels shockingly prescient. My thesis: Laplace no Ma is a flawed yet foundational artifact, a “Ghost Hunter” that carved a niche for atmospheric dungeon crawlers in Japan, influencing the genre’s evolution despite its obscurity outside enthusiast circles.

Development History & Context

Humming Bird Soft, a modest Japanese developer active in the late 1980s PC scene, birthed Laplace no Ma amid the golden age of NEC PC platforms. Debuting simultaneously on PC-8801, PC-9801, and Sharp X1 in 1987, it capitalized on the era’s dominance of text-heavy, first-person dungeon crawlers inspired by Wizardry. The studio’s vision, as gleaned from release patterns and series ties, centered on “Ghost Hunter” adventures—blending RPG depth with supernatural investigation. Lead development credits are sparse (MobyGames lists Humming Bird Soft for both dev and pub), but later ports involved Group SNE (SNES) and publishers like Human Entertainment (PC Engine CD) and Vic Tokai (SNES).

Technological constraints shaped its DNA: 1987 PC-88/98 hardware meant wireframe dungeons, ASCII-like maps, and chiptune sound, prioritizing imagination over visuals. Yet innovation shone through—mouse support and point-and-click in the 1990 Sharp X68000 port anticipated GUI trends. Ports proliferated: MSX (1989, redrawn graphics/rearranged music), X68000 (major upgrades to backgrounds, monsters, portraits), PC Engine Super CD-ROM² (1993), SNES (1995), and even a 2016 Windows re-release. This multi-platform odyssey reflects Japan’s home computer-to-console pipeline, where PC experiments like this fed into 16-bit horror RPGs.

The gaming landscape? Wizardry clones ruled Japanese PCs, but Laplace no Ma diverged with 1920s Lovecraftian horror (black magic, undead, sanity loss) and town-hub management, echoing The Dark Eye but grounding it in Gothic Americana. Released July 4, 1987 (PC-88/98), it arrived pre-Dragon Quest boom, targeting niche PC gamers amid economic bubble-fueled software experimentation. Commercial success is murky—no sales figures—but its port longevity and series sequels (Laplace no Ma 1993, Paracelsus no Maken) suggest cult appeal.

Narrative & Thematic Deep Dive

Laplace no Ma‘s story unfolds as a taut occult mystery: 1924 Newcam, Massachusetts. Benedict Weathertop, the mansion’s last owner, delved into black magic, murdered his parents, and summoned undead legions. Recent tragedies—two boys dead near the estate, a girl missing (possibly alive)—draw the player-hero to investigate. Notes and clues reveal hidden passages, cursed artifacts, and eldritch hints tying to “Laplace’s Demon,” the philosophical thought experiment on determinism (if one knew every particle’s state, the universe’s fate is calculable). This motif warps into horror: magic defies predictability, birthing chaos in a deterministic world.

Characters are archetypal yet functional: no deep backstories, but five classes define personalities—Dilettante (versatile everyman with defensive spells), Detective (gun-toting brawler), Medium (ghost-slaying mage), Scientist (gadgeteer rationalist), Journalist (photo-snapping profiteer). Recruit via tavern or creation; the hero gets gender choice, progressive for 1987. Dialogue is sparse, Japanese-text heavy (fan translations like Aeon Genesis note quirks), delivered via notes, monster talks, and town NPCs. Themes probe sanity vs. science: mental health drains from frights (cursed paintings) or overuse of magic/MP, leading to insanity—mirroring Lovecraft’s cosmic insignificance. Gothic undead (vampires, ghouls from Pickman’s Model) clash with deterministic philosophy, questioning free will amid horror. Later areas expand to a castle, deepening the conspiracy, but pacing falters in obtuse progression. It’s no literary masterpiece—Reddit critiques call writing “mixed bag”—yet its atmospheric buildup via exploration evokes The Dream-Quest of Unknown Kadath.

Gameplay Mechanics & Systems

At its core, Laplace no Ma is a party-based (4-5 members) first-person dungeon crawler with survival horror bite. Core Loop: Prep in Newcam (top-down map selection: weapon/item shops, tavern for recruitment/blackjack/beer—gambling feature noted on MobyGames), enter Weathertop (grid-based 3D view), explore/examine (furniture, portraits reveal secrets), fight/talk monsters, retreat to heal/upgrade.

Combat: Turn-based, first-person. Monsters split corporeal (physical damage via Detectives/Journalists) vs. incorporeal (Mediums only). Options: attack (melee/guns—weapons degrade, needing spares/ammo), spells/tools (Scientists build machines), photos (Journalists earn cash), or talk (gain intel/avoid fights). Dual resources: HP (death) and Mental Health/Sanity (insanity from battles/frights; curable at monastery). MP tiers (max/concurrent/current) simulate sanity erosion—overuse caps your pool. Experience splits unevenly (hero gets most), spent at fortune teller for levels/”magnitude” upgrades (stats/passives).

Progression/UI: Classes gain proficiencies; no traditional trees, but innovative. UI is era-typical: menus for camp (tools/heals separate—frustrating, per Reddit), auto-map eventual. Permadeath brutality: party wipe deletes save, enforcing caution. Shops stock lamps/meds/class items; money from photos/sidequests. Flaws: tedious random encounters, item confusion (tools in-battle, heals via spells), slow pacing. Strengths: class synergy (e.g., Journalist funds Scientist gadgets), talk mechanic adds RPG depth. X68000 port’s point-click eases navigation.

Class Role Key Abilities
Dilettante All-rounder Defensive magic, basic attacks
Detective Fighter Melee, firearms (ammo-limited)
Medium Mage Anti-ghost spells
Scientist Tech Machine techniques/tools
Journalist Support/Econ Photos for money, fighting

Innovative yet punishing—high difficulty “puzzled players of its time” (Metacritic note on Switch port).

World-Building, Art & Sound

Newcam pulses with 1920s Americana: speakeasy tavern (18+ gambling), library (money tips/lore), fortune teller, monastery—hub for respite amid dread. Weathertop Mansion: labyrinthine corridors, examinable objects (closets/portraits hide notes/passages), escalating to castle. Atmosphere builds via isolation—leave/re-enter freely, but horrors lurk. Lovecraft nods (Arkham, ghouls) ground Gothic undead in cosmic unease.

Art: PC-88/98 era—simple sprites, wireframes. Ports elevate: MSX partial redraws, X68000 full upgrades (backgrounds, monsters, portraits), SNES/PC-E richer palettes. Green-gold menus (fan ports) suit occult vibe; enemy designs Gothic (vampires, specters).

Sound: Chiptune MIDI; exploration somber, but battle themes upbeat/chipper (Reddit: “foolishly happy,” undermining horror). Repetition grates, yet ports tweak arrangements. No voice acting—text and imagination carry dread.

Elements synergize: dim lamps heighten tension, sanity drains amplify vulnerability, creating oppressive immersion despite tech limits.

Reception & Legacy

Launch reception? Elusive—no MobyScore, zero player/critic reviews on MobyGames. SNES port scored 26/40 (Famicom Tsūshin, 1995)—middling. Niche appeal: collected by 8 MobyGames users; eBay rarities fetch $90–$200. Reddit review (2020) pans pacing/music (“mediocrity,” “can’t recommend”), praising class variety/translation.

Legacy endures in shadows: Ghost Hunter series progenitor (Kurokishi no Kamen, Paracelsus no Maken). Pioneered horror-RPG blend (pre-Sweet Home), sanity mechanics (echoed Darkest Dungeon, Call of Cthulhu), town-dungeon loops. Influenced Japanese crawlers (e.g., Legend of Grimrock nods); 2025 Switch port by D4 Enterprise revives it. Obscurity stems from Japan-exclusivity, no West release—yet databases (dungeoncrawlers.org, RPGGamers) hail its Wizardry-meets-Lovecraft innovation. A cult cornerstone, shaping survival horror’s RPG roots.

Conclusion

Laplace no Ma endures as a gritty 1987 relic: masterful class synergy, sanity terror, and Lovecraftian atmosphere marred by dated pacing, UI quirks, and tonal mismatches. Its exhaustive systems—degrading gear, monster diplomacy, permadeath—demand fortitude, rewarding historians with a blueprint for genre fusion. In video game history, it claims a vital spot: the dungeon crawler’s haunted heart, a “Devil of Laplace” defying deterministic obscurity. Verdict: 8/10—essential for RPG/horror scholars; play a port, brace for brutality, savor the spectral legacy.

Scroll to Top