classical score by Koichi Sugiyama that was considered revolutionary for console video game music. With Dragon Quest becoming widely popular in Japan, such that local municipalities were forced to place restrictions on where and when the game could be sold, the Dragon Quest series is still considered a bellwether for the Japanese video game market. Shoot 'em ups featuring characters on foot, rather than spacecraft, became popular in the mid-1980s in the wake of action movies such as Rambo: First Blood Part II. The origins of this type go back to Sheriff by Nintendo, released in 1979. Taito's Front Line (1982) established the upwards-scrolling formula later popularized by Capcom's Commando, in 1985, and SNK's Ikari Warriors (1986). Commando also drew comparisons to Rambo and indeed contemporary critics considered military themes and protagonists similar to Rambo or Schwarzenegger prerequisites for a shoot 'em up, as opposed to an action-adventure game. In 1986, Arsys Software released WiBArm, a shooter that switched between a 2D side-scrolling view in outdoor areas to a fully 3D polygonal third-person perspective inside buildings, while bosses were fought in an arena-style 2D battle, with the game featuring a variety of weapons and equipment. The late 1980s to early 1990s is considered the golden age of Japanese computer gaming, which would flourish until its decline around the mid-1990s, as consoles eventually dominated the Japanese market. A notable Japanese computer RPG from around this time was WiBArm, the earliest known RPG to feature 3D polygonal graphics. It was a 1986 role-playing shooter released by Arsys Software for the PC-88 in Japan and ported to MS-DOS for Western release by Brøderbund. In WiBArm, the player controls a transformable mecha robot, switching between a 2D side-scrolling view during outdoor exploration to a fully 3D polygonal third-person perspective inside buildings, while bosses are fought in an arena-style 2D shoot 'em up battle. The game featured a variety of weapons and equipment as well as an automap, and the player could upgrade equipment and earn experience to raise stats. Unlike first-person RPGs at the time that were restricted to 90-degree movements, WiBArm's use of 3D polygons allowed full 360-degree movement. On October 30, 1987, the PC Engine made its debut in the Japanese market and it was a tremendous success. The console had an elegant, "eye-catching" design, and it was very small compared to its rivals. The PC Engine, TurboGrafx-16, known as TurboGrafx-16 in