Sentences written about this title, gathered by type from the Japanese and English Wikipedia articles (as of 2026-8-30).
The [Complete Edition], released 21 years after magazine publication, was its first collection in book form.
It became the first part of the Gōsuto Hantā series which includes both Kurokishi no Kamen (1994), Paracelsus no Maken (1994), and Gōsuto Hantā Arukeringa no Ma Umi (2020).
Laplace no Ma was first released in July 4, 1987 for NEC PC-88 and PC-98 computers.
Scenario writer for the game Keiko Shimomura said that the first thing they wanted to do with the console versions was the lower the difficulty of the original game.
It was developed by Yasuda and the original author and illustrator of the first game Hiroshi.
In the "Cross Review" feature of the game magazine Famitsu, it scored 7, 7, 7 and 7, a total of 28 out of 40; in Gekkan PC Engine it scored 75, 80, 85, 80 and 80, an average of 80 out of 100; in Dengeki PC Engine it scored 70, 45, 75 and 90, an average of 70 out of 100; and its rating in the "Game Report Card" reader poll run by PC Engine FAN was as follows, 21.70 out of 30.
This score also placed it 187th among all PC Engine titles (485 titles in total, as of 1993).
In the "Cross Review" feature of the magazine Famitsu,the four reviewers gave 8, 7, 6, and 5, for a total of 26 out of 40. In the "Game Report Card" reader poll run by Family Computer Magazine,it scored 18.8 out of 30, as shown below.
Famicom Tsūshin wrote in June 1993 that the Super Famicom port of Laplace no Ma was at 75% completion.
It was originally written as a prologue to the novel version, but the part deleted in the course of revision was published as a side story.
While originally scheduled for August 10, 1993, Laplace no Ma was released for the Super Famicom in Japan on July 14, 1995.
A fan translation of the Super Famicom version was released in 2001 but was removed after the translator felt it did not meet their own quality standards.
Not only are the enemies powerful, but the puzzles are complex, so the difficulty is high, and at the time the PC-8801 version was released Comptiq ran strategy features on the game for half a year, including through its supplements.
Scenario writer for the game Keiko Shimomura said that the first thing they wanted to do with the console versions was the lower the difficulty of the original game.
He said in an interview with that when making the game he said there was a trend of splatter film-styled works and wanted to make a game with a more "haunted house" style.
Scenario writer for the game Keiko Shimomura said that the first thing they wanted to do with the console versions was the lower the difficulty of the original game.
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