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SOJ Clock Tower · The History
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The History of Clock Tower

The History of Clock Tower
A horror film you play with a cursor, made by a small team that was told it would not work.

September 1995, Norway. Orphan Jennifer Simpson arrives at the Barrows family mansion with three girls from her orphanage, adopted by a recluse none of them has met. The woman who brought them goes to fetch Mr. Barrows and does not come back. Then the lights go out, and something with a giant pair of scissors starts hunting the house. Clock Tower (Super Famicom, 1995) was Human Entertainment's point and click survival horror game, directed by Hifumi Kono, and it helped invent a genre a year before Resident Evil named it.

THE MAKING

Human Entertainment, an experiment on a small budget

Kono has described Clock Tower as an experimental project, made with a small budget and a small staff, his first original title at Human. His peers at the company believed a game whose protagonist runs away from the enemy would not work. He made it anyway. Resources shaped the result: there were not enough staff to include mouse support, and the mansion's map had to be shrunk significantly from the plan. The house itself was designed inside a 3D space, then rendered in two dimensions, which later reviewers would blame for some confusing navigation.

The characters were built from life. Their graphics were digitised from photographs of real people, a common technique of the era; Jennifer's movements were acted out by a woman in Human's planning division, who performed everything from hanging from a roof to stumbling in a hallway, and those performances became the animation.

THE DESIGN

Argento's colours, no weapons, and a boy with scissors

Kono made the game as an homage to Italian director Dario Argento, above all Phenomena (1985). The borrowing is specific, and documented on its own page on this shelf: Jennifer herself is modelled on Jennifer Connelly's character in that film, and the game shares Argento's 1980s signatures, occult themes, distressed young women, and bright colours laid over fog. Kono wanted the game to feel like a horror film, and it is paced like one.

Against that cinema stands a design of refusal. Jennifer has no weapons. When Scissorman, the nine year old Bobby Barrows, appears, the game enters panic mode: you run, you hide, you use the traps the house offers, and if he catches you, you hammer a button and hope. Her stamina drains as she runs, returns when she sits, and shows in her corner portrait's face. The items you need are rearranged on every playthrough, so a memorised route is worth less than nerve. The game holds nine endings. The music, by Koji Niikura, is used sparingly, holding back until the stalker arrives.

THE EDITIONS

Japan kept every one of them for 29 years
Original · 1995
Super Famicom, Japan, September 14, 1995. The only box the game had in its era, and the only country that got one.
The First Fear · 1997 to 1999
The expanded port: Windows March 28, 1997, PlayStation July 17, 1997, WonderSwan December 9, 1999. New scenes, full motion video, a new room and a dagger weapon on PlayStation; all of it Japan only.
Digital Japan · 2010 to 2013
Wii Virtual Console in 2010, PlayStation Network in 2011, Wii U Virtual Console in 2013. Still Japan only, every time.
Rewind · 2024
WayForward's enhanced port, published by Limited Run Games, released worldwide October 29, 2024: the game's first official release outside Japan, 29 years on.

THE RECEPTION

Famitsu screamed, then the retrospectives canonised it
Famitsu · 31 / 40
Scores of 8, 7, 8, 8 for the Super Famicom original. Hirokazu Hamamura wrote that the swing from silence to a sudden event would set a player's heart racing; another reviewer found it scary enough to make players weep.
The dissent, kept
Three of Famitsu's four reviewers flagged the difficulty, the slightest mistake meaning game over, and one recommended playing with a walkthrough. The PlayStation port scored a cooler 27 of 40.
Hardcore Gaming 101
Hernando Vallejo, in retrospect: one of the most thrilling experiences the horror genre can offer, praising the graphics and sound for atmosphere.
Destructoid · It Came from Japan
Allistair Pinsof praised the Argento inspired style, the multiple endings, and the design, and criticised the navigation, the item hunting, and the puzzles.

Kono has said the game sold fairly well; the PlayStation port reached eighth on the Japanese charts on release with 54,293 copies. The reputation grew after the fact. The 2016 mook Perfect Guide to Nostalgic Super Famicom ranked it the second best horror game on the system, The A.V. Club placed it thirtieth on its 2018 list of the top 35 horror games of all time, and it is now routinely counted, alongside Alone in the Dark, as a founding work of survival horror. A 20th Anniversary Sound Collection gathered its music in 2015.

THE LEGACY

The stalker every later stalker descends from

Clock Tower fixed a template the genre still uses: a pursuer who cannot be fought, who arrives on his own schedule, announced by his music, in a building you must keep searching anyway. Human followed it with a PlayStation sequel that finally left Japan, and the series' strange naming trail, sequel as debut, spin off as sequel, is part of this shelf's story too.

The 1995 game itself waited longest. Fan translators carried it across the language barrier for decades while every official version stayed in Japan, a gap this Library counts among the purest in its whole catalogue, and one that only closed in 2024.

The GalleryWhat inspired Clock Tower?Why did it never leave Japan?
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THE FIRST WORD

New pages and new pieces, first.