I’ve finished the game, and my previous posts are needed to understand this one.

Via POPCOM June 1983, The Palms being advertised alongside the import game Pinball Construction Set.
Before continuing the events of last time, two points to hit:
1. I breezed past this screen fairly quickly from the kidnapping at the start…
![]()
…but just to be clear, this is showing the protagonist getting hit on the head by a coconut, where they wake up to find their girlfriend kidnapped; this is not them getting walloped by the kidnapper.
2. There was a cave where I tried to enter but I didn’t know why I died. Kazuma Satou in the comments mentioned a message about a Moray eel killing us. I have now experimented multiple times and found sometimes the eel response shows and sometimes it doesn’t. The game here seems to be outright buggy (mind you, it might be an emulator issue). Even when it does give the eel message, there’s a delay of a turn (and the game then gives just the “keep trying” message) so it is easy to be confused. For the events that follow with any deaths, I’ve seen similar behavior: sometimes an explanation appears, sometimes it doesn’t. Fortunately there’s nothing like the timed deaths at the start where I was genuinely unsure if my character was falling into the ocean somehow (as opposed to the girlfriend left waiting too long).
Continuing the story, there was a small HOLE I was unable to interact with but somehow I hadn’t tried LOOK, which displays a zoomed-in screen showing a crab.
![]()
![]()
Unfortunately, the crab turns out to be, while not quite a red herring, mostly useless anyway. If you open the door with the octopus on the wrecked ship, you can appease it with the crab, but you don’t make any “progress”; it just prevents you from dying. This is the sort of mechanic that makes sense in a gamebook (amulet of protection, good for one bad choice) but in an adventure game with a frequent save-reload cycle happening anyway the whole sequence ought to really just be ignored.
![]()
Speaking of the wrecked ship, the only reason to go in there is to find the bar, procure the wine…
![]()
…and then bust out via BREAK WINDOW. The NAILPULLER gets lost on the last door so I’m not sure what we’re using to bust it open; I assume our fist.
That’s almost everything missing from the big ocean area, except for one spot back at the ruin (which I didn’t find until later).
![]()
Over on the west wall there’s what looks like a hole; I tried LOOK HOLE with no dice, but found the right action was LOOK WALL. (In retrospect, there’s tiny writing too.) The “1983” will show up again near the endgame.
![]()
To escape the ocean section entirely requires going to a large rock to the west of the eel cave (far NW of the map).
![]()
Kazuma Satou’s comments ended up being helpful again, and I’ll just quote verbatim:
Given the circumstances, linguistic ambiguities may be throwing you off again, so let me just mention that the word ROCK is referring specifically to only ONE of the three rock-like objects that you can see on screen. Try using some synonyms to interact with the other two! (This likely comes down to semantic nuances between the words 岩 “iwa” and 石 “ishi” that didn’t transfer 100% cleanly into the context of an English-based parser).
I had run through a good chunk of my verb list previously, but I was merely referring to the ROCK (the big rock). I was instead supposed to be referring to a STONE (one of the smaller … er, rocks). 石 is “small rock” explicitly; while English does tend to imply “stone” is something smaller, it also uses rock as a straight synonym.
Trying to MOVE STONE asks which one; you pick the right one (no particular logic, but there’s no punishment for starting with left) and this reveals the most curious lost-in-translation piece of the game.
![]()
The exact text is
スイドウノ コック(COCK)ノヨウナモノガアリマス。
and I don’t think the authors meant a ribald joke, nor does that look like a rooster, so I’m guessing they meant something like a faucet handle that can turn left or right.

TURN COCK then requires you to say WITH LEFT (not TO LEFT or just LEFT) in order to open a passage. I admit I had enough confusion and concern at this point I peeked at a walkthrough.
This leads to a new dark area, where you can go up and find an underwater city.
![]()
![]()
(More Micro Cabin Mystery House vibes going on.)
![]()
From here you can go south, west, or north. West straightforwardly leads back to the ocean (in case you’ve missed something), but south and north are messier: I hit the Parallel Universes problem. Since it’s been a while since the Problem has surfaced, an explanation: you are playing an adventure game, and manage to go from place A to place C, no problem. On a second trip through the game (for whatever reason) you try again going from A to C but now get stopped by some obstacle that wasn’t there before! You are in a parallel universe where a puzzle you previously didn’t even know was there has now appeared, and sometimes it takes effort to realize what changed.
Here, fortunately, the change was very slight, but let me narrate my first pass-through: I went south first, and found some statues.
![]()
While there, I started thinking that since I’m no longer underwater, I should be able to ditch the DIVINGSUIT, so as an experiment I tried DROP DIVING and it worked. Then I went back to the corridor and tested the north exit next, finding myself in a forest with a guard.
![]()
![]()
We’ll address the guard in a moment: the important thing is I ended up needing to go back through the same section on a different save, and found that I could no longer go north into the forest as seen above. But why?
Quite simply: dropping the diving suit at the statues solved a puzzle (pressure plate of some sort on the destroyed statue). My second time through, I dropped the diving suit as soon as I got to the underwater city since I knew it was safe, not realizing that it would create a parallel universe! This also indicates I got Very Lucky in accidentally solving what could have been a very difficult puzzle.
Back to the guard! Fortunately not a hard puzzle: I (almost) immediately tried GIVE WINE and it worked.
![]()
(The “almost” is because I tried directions first, and the game said NO!!!! like we were back in Mystery House again. That message appeared all the time as the default “you can’t do that” message.)
It’s easy to miss that you can also TALK GUARD after plying him with wine; he’ll mention the word HUMMINGBIRD (which, like 1983, will come up later). Exploring the forest now, to the east there’s a rabbit you can just nab…
![]()
…and to the west is a boat that is deadly. Just ignore the boat: it’s a red herring.
![]()
Heading north lands the player in a city; wandering around a bit I found a key…
![]()
…and another guard.
![]()
Using GIVE doesn’t work here but you can DROP RABBIT and the guard will be distracted and chase it. This lets you get past the bridge to an ARENA, with a door that can be unlocked with the KEY.
![]()
![]()
![]()
That’s a lion coming after us, and fortunately, I had been dutifully testing SHOUT everywhere I could; here it is finally useful, and it causes the lion to run away.
(This is close enough to Scott Adams Adventureland and the bear that I wonder if they’d had exposure to that game as well. I didn’t cover it here, but Adventureland did have a graphical version for Apple II by this point so I could see Hummingbird playing an import.)
Next up a SANCTUARY is visible in the distance but our way is blocked by BARRACUDA, but we’re also pretty low on items. The right action is to THROW BOTTLE — the one from the skeleton in the ocean.
![]()
![]()
![]()
Now we’re almost down to nothing, and I admit I had to check the walkthrough again to SHOUT HUMMINGBIRD. This reveals a door…
![]()
…and I had to check the walkthrough yet again, but in my defense the walkthrough author had a lot of trouble here too. The keypad suggests you’re supposed to enter 1983, but the right sequence is PUSH BUTTON followed by PUSH 1983. We’re almost done!
Further onward is a room with a RING, a HANDKERCHIEF, and a wall that has a smudge. WIPE WALL is sufficient to reveal a hummingbird.
![]()
Then you can PUT RING and find yourself mysteriously back at the beach.
![]()
You are restricted from doing anything other than picking up that coconut from the start of the game we weren’t allowed to touch before. And voila:
![]()
![]()
The game leaves the interpretation up the player, as this follows directly with credits.

(Scrolling, so I’ve concatenated some screens together.)
Rob did some sleuthing in the comments to help narrow down who everyone is. First off, 1983 is the year a different company (Starcraft) started publishing translations of the Sierra On-Line games into Japanese (including Time Zone with all the screens redrawn!) They also later re-did the Sirius games Kabul Spy and Blade of Blackpoole, and on the packaging for Blade of Blackpoole there’s some helpful information:

This discusses Masanori and Etsuko Takano, a team of programmers the profile compares to Ken and Roberta Williams. It mentions that after their first two games (The Palms and Knight of Wonderland) they formed their own company so they could work from home. Knight of Wonderland has a more straightforward list of credits:
Producer: Mamoru Imanishi
Scenario: Hiroshi Imanishi
Chief Programmer: Masanori Takano
Assistant Programmer: Etsuko Takano
Graphics: Etsuko Takano and Fumiko Kasai
Art Director: Yutaka Kawamura
With The Palms:
Directed by: アット マ-ク
Program by: DR.KASARI
Graphic Design by: Hiroshi & Etsuko
Color Design by: Etsuko & Yuta
Coopelation: Ryuchan & Masako
Mamoru, founder of Humming Bird Soft, almost certainly was the producer of both games, so he was “アット マ-ク”, that is, “at mark” or “@”. Hiroshi, the brother, also wrote the scenario; he’s listed as working on Graphic Design in the credits for The Palms (maybe the scenario too, but uncredited?). Dr. Kasari must be referring to Masanori and Etsuko Takano; Etsuko is also given as working on graphics, and “Yuta” who is cited as doing color design must be Yutaka Kawamura (the one who was art director on Knight of Wonderland).
There’s some more clearing up to do, but I figure it can wait until Humming Bird returns again in 1983 with Knight of Wonderland.

Mamoru from LOGiN October 1984.
Regarding the game itself–
Even if it was terrible to play, it would hold a novel place as really being Japan’s first game in the absolute style of the Apple II imports (excluding, again, The Odyssey which arrived slightly before). However, I generally enjoyed myself despite the language difficulties and the gauntlet of parser issues near the end.
While I’ve mentioned both Sierra and Micro Cabin references, this game also clearly points to Omotesando Adventure as well. What Omotesando established is a very in-joke sort of game where the player is dealing with the company that made the game; here, the Hummingbird references start from the very first screen and the player is clearly infiltrating “the temple of the Hummingbird” in the same manner as sabotage in Omotosando. It still comes off as the Japanese industry in their final “learning phase” and things are going to get much stranger as we get deeper into 1983. For the most part, because I already have them sorted, I will be trying to follow the history chronological by month.
If you’d like to jump ahead, the Game Preservation Society in Japan did a writeup of the game Recapture, a game that diverged from fantasy into satire.
The protagonist, a researcher at Fly Pharmaceuticals, is a young man who is putting all he has into a “100% Perfect Male Contraceptive” (according to the manual). He succeeds and creates the male contraceptive “Kondoh-Muyo” (literally “condomless”). However, rival company Mosquito Pharmaceuticals will not take this lying down and steals the research files from our protagonist while he is out drunk while celebrating.
Also, special thanks to the folks at Gaming Alexandria who helped me through some language troubles.









