You guys are more well-versed in classic shooters than me: Did any Japanese developers ever attempt a FPS on PCs around that time? It's just kind of neat to think about how FPS appears to be a genre very much pioneered in the West, vs. something like, say, stylish character action, which was bred and born in the East.
There are some obscure examples that might fit. FPS games never caught on as a trend, but J-PC developers dabbled in the genre when before and after DOOM came.
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Amnork for the FM77AV, developed by the guy behind Derby Stallion, is an arena-based FPS where you can play against the CPU tournament-style—I've seen it compared to Ballblazers, or another J-PC game from Bothtec called Dires ~giger • loop~.
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The Alien Island, another game developed by a programmer at ASCII, has the player landing on different islands, shooting up some aliens, and ending each stage by finding enough loot to return to the boat. Like the previous game, it pushes the limits of its hardware (the PC-8001, which had for its time a limited PCG video display mode, forcing usage of wire-frames).
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SeeNa, by a programmer at System Soft known as Tinyan, is closer to a 3D first-person maze game, similar to ASCII's own riffs on 3D Monster Maze (which were included in their AX series of PC-6001 games). However, this game does have end-level bosses, and its speed of play means it could be considered a pre-modern FPS. Its sequel, produced by the former doujin group Bio_100%, looks a bit like Wolfenstein 3D too, at least visual-wise—I can't however comment on how it plays.
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Geograph Seal, from the future developers of Jumping Flash, is a platformer/FPS hybrid that pushes Amnork's polygonal visuals even further. With a more traditional stage-based action game progression, you hop and jump through stages ending with boss encounters. It's well-regarded in Japan and overseas, and it echoes Western FPSes in a syncretic way.
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Though not FPSes,
Star Cruiser (
and its sequel),
Elm Knight,
Epsilon 3,
Zone (almost gave it a spotlight, but it's still closer to a rail shooter than SeeNa), and HAMLET/Space Griffon (
we got the PS1 port of this, and there's a port of the Windows remake to the Dreamcast) all have elements that belong to the genre. The former is particularly interesting because it smashes together a CRPG (dungeon crawling + a malleable story progression), a space-sim (overworld exploration), and FPS battles with enemies and bosses—expect nothing less from K. Yoshimura, who herself was the one programmer in Japan to make a first-person version of the Star Trek mainframe game. Space Griffon and Elm Knight are early-'90s anime-style first-person CRPGs with an emphasis on exploring labyrinthine areas, either continuously or as stages...definitely recommend them both. Epsilon 3 and Zone are the older games of this bunch, structured more like arcade games but still impressive given technical limitations. You shoot things in all of them, of course.
Notice how all of these games have either modern-day or sci-fi premises for shooting and exploration? The Japanese PC devs never tried to mix fantasy with first-person shooting the way Raven did. I suppose having tons of Wizardry-influenced blobbers meant little need to innovate on their end. Most of the above titles show a desire from their programmers to punch out impressive games that show off the system (Amnork, Star Cruiser, Geograph Seal, Zone), demonstrate what can be done with little (The Alien Island, Epslion 3), or tell stories of a popular idiom more uniquely (Elm Knight, Space Griffon).