
"Uncharted Waters" was originally released in 1990. It is set in the 16th century, in a time when adventures roamed the 7 seas in search of new discoveries. Players command great ships, battling pirates, gathering information and getting rich through trade while seeking adventure throughout the known world.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
この作品はPC98版→Win動作版→Steam版で移植されておりプレイ感はPC98版と同等となります。 GAMECITYでもWebブラウザ上で遊べる仕組みがありましたが無くなってしまいました。 [h1]おすすめするorしない[/h1] おすすめする [h1]良いところ[/h1] [list] [*]大航海時代シリーズの要素(交易、冒険、海戦)が気楽に楽しめる [*]名声が共通化されておりゲームの進め方に自由度がある [*](ややネタバレですが)金貨所有限界による工夫の余地 [*]海戦する上での艦隊編成の面白さ(船員多すぎるとすぐに食料がなくなる) [*](PC98版由来)FM音源のBGMの良さ(大航海時代2と同様) [/list] [h2]悪いところ[/h2] [list] [*]マップ固定で、進行方向を変える時のテンポ悪さ [*]ゲーム後半での展開が同じになってしまう [*]宝物捜索がやっかいすぎる(人に依るかもしれませんが) [/list] [h1]自由欄[/h1] 1を発展させた2の印象があるため2の方が良作と思われがちですが、 シリーズの面白さを遊びやすいことを考えると1の方をおすすめします。 [b]補足[/b] 3をsteam版で出してほしい。 世界にお見せできないものがあるならアレンジ移植でも待っています。
期待这个月的捆绑版是哪三个游戏
點擊進港!進入酒吧! 賭博模擬器啟動!簡直嗨到不行!
PC-9801と同じだが、”フロッピーディスクの交換まで”、復元する必要がない。できれば当時のFM-TOWNの音質でやってもらいたかった。当時としては、最高の音質だった。ようするに、1990年代で最高レベルの状態にしないと、現在にプレイヤーにたいして芸がない。
*Uncharted Waters*, developed and published by KOEI TECMO GAMES CO., LTD., is an early example of a game that dares to treat exploration as more than just a mechanic—it makes it the entire point of the experience. Set during the Age of Discovery, it places players in a world defined by ambition, trade, and the unknown, where progress is not handed to you through structured objectives but earned through curiosity and careful decision-making. Rather than pushing a rigid storyline, the game provides a loose narrative framework and then steps back, allowing players to chart their own course across a vast and largely open map. You take on the role of Leon Franco, a young noble with the goal of restoring his family’s status, but that objective quickly becomes just one of many possible motivations. The game’s strength lies in how it allows you to define what success means. You can become a merchant, building wealth through calculated trade routes, or a naval combatant who thrives on conflict and piracy. Alternatively, you can embrace the spirit of exploration, seeking out distant ports and uncovering new territories. These paths are not mutually exclusive, and the freedom to shift between them gives the experience a sense of organic progression that feels surprisingly modern despite its age. The core gameplay revolves around managing a ship and navigating between ports, with trading acting as the primary driver of growth. Buying goods where they are plentiful and selling them where they are scarce sounds simple in theory, but in practice it requires attention to detail and a willingness to experiment. Markets vary, prices fluctuate, and success often depends on knowledge gained through trial and error. Sailing itself introduces another layer of consideration, as players must manage supplies, plan routes, and account for the passage of time. Long voyages can be risky, especially when resources run low, creating a constant tension between ambition and caution. Exploration adds a sense of discovery that elevates the experience beyond straightforward trading. The map is not fully revealed from the start, and players are encouraged to venture into unfamiliar regions in search of new opportunities. Discovering ports, expanding your knowledge of the world, and reporting findings contribute to your progress, reinforcing the idea that knowledge is just as valuable as wealth. This aspect of the game captures the essence of the historical period, making each journey feel purposeful even when it doesn’t lead to immediate profit. Combat exists as a supporting system, allowing players to engage in naval battles or piracy, but it is not the primary focus. Encounters are relatively simple compared to modern standards, emphasizing positioning and basic tactics rather than deep mechanical complexity. Still, they add variety to the gameplay loop and provide an alternative path for players who prefer a more aggressive approach. The ability to choose how much you engage with combat further highlights the game’s commitment to player freedom. However, the game’s age is apparent in several key areas. The interface can be difficult to navigate, with menus that lack clarity and require patience to understand. Information is not always presented in a user-friendly way, forcing players to rely on experimentation and deduction. The pacing is also deliberately slow, with long stretches of travel and gradual progression that may feel tedious to those accustomed to faster, more guided experiences. These elements can make the game feel inaccessible at first, particularly for newcomers to older simulation titles. Visually, *Uncharted Waters* is modest, reflecting the limitations of its time. Its graphics are functional rather than impressive, focusing on conveying information rather than creating spectacle. Yet there is a certain charm in its simplicity, and the accompanying soundtrack helps create an atmosphere that supports the sense of adventure. The presentation may not be a major draw, but it does enough to complement the gameplay without getting in the way. What ultimately makes *Uncharted Waters* memorable is its sense of openness. It trusts players to find their own direction, offering systems that interact in meaningful ways without forcing a specific path. This design philosophy gives the game a lasting appeal, particularly for those who enjoy slower, more deliberate experiences where discovery and planning take center stage. It may lack the polish and accessibility of modern titles, but it compensates with a depth and freedom that remain compelling. In the end, *Uncharted Waters* is a foundational entry in the exploration and simulation genre, one that rewards patience and curiosity above all else. It is not a game for those seeking immediate gratification, but for players willing to invest the time to understand its systems, it offers a rich and satisfying journey across a world that feels alive with possibility. Rating: 7/10
找甚么? 提督,甚么都没有找到。 找甚么? 提督,甚么都没有找到。 找甚么? 提督,甚么都没有找到。 找甚么? 提督,甚么都没有找到。 找甚么? 提督,甚么都没有找到。
One of the best game in my childhood, very bad game in Steam, especially in Operation and the unreasonable blocking my comment of IV of this game!!!!!!
言わずもがな、ゲーム自体は素晴らしいのですが… 現代のハイスペックPCではオーバーキルすぎるのかゲームスピードがとてつもなく速く、制御不能な速度ではるか彼方まで吹っ飛んでいくことがしばしばあります。 海賊とかもとんでもない速度で襲い掛かって来るので冒険航海中にわけもわからないまま一瞬で死にます。 設定でどうにかなるんでしょうが、ゲーム外の難易度くらいは控え目にしてほしいです。
この作品はやれることはそこまで多くはないけど、自由度は高いのでなんというか世界を旅してる感は後の作品より強いと思います。 後2もやってみましたが1のほうが操作性が良く楽しみやすかったです。
PC9801でプレイしていた日々を懐かしがりながら楽しくプレイしました。 イスタンブールで賄賂を払って美術品を買い叩く記憶がそのままプレイできてニヤリとしました。 象牙や珊瑚の依頼を受ける時がやはり最初に遭難するタイミングですね。地中海の外に出る時は高価な船首像は必須。 交易所に投資して金などの新しい商品が出てくると心が踊ります。 戦闘は難しいですが、船体をうまくカノン砲の射程位置に入るようにするのが楽しいです。 人探しはなかなか大変です。たらい回しされるからです。 ロンドン酒場で「○○はアレクサンドリアにいるぜ」、アレクサンドリア酒場「○○はロンドンにいるぜ」 こうなるとどうしようもないので別なことをして時間をつぶすか依頼をキャンセルした方が良いでしょう。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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