| The Japanese computer manual serves several machines, with key notes for the MZ-2500 among them, and its copyright line reads 1986 and 1987. | p. 63 (PDF p. 65), copyright linep. 17 (PDF p. 19), 4. ゲームの初期設定, name entry | Manual |
| The computer manual says part of the program was built with C compilers for each processor family, LSI Japan's LSI-C for Z80 machines such as the PC-8801 and X1, Introl's cross C compiler for 6809 machines such as the FM-7, and Microsoft C with Phoenix Software Associates' PLINK86 linker for 8086 and V30 machines such as the PC-9801. | p. 63 (PDF p. 65), compiler notice | Manual |
| Both scenarios start in spring 1560. One covers the 17 fiefs of central Japan, and the other all 50 fiefs of Japan; the goal is to unify them. | p. 9 (PDF p. 11), 1. ゲームの概要 | Manual |
| A turn is one season, four to a year, and each fief the player rules gives one order per season, so a player with more fiefs gets more orders. | p. 10 (PDF p. 12), 1. ゲームの概要 | Manual |
| The PC-98 manual says every one of the 50 (or 17) countries gives one order each season, one country at a time, in an order that changes at random every season; the season ends when all have given theirs. | p. 9 (PDF p. 11), 1. ゲームの概要 | Manual |
| The PC-98 manual lists the same 21 commands in the same order, from Move (移動) and War (戦争) to Rest (休養), Grant (属領命令), Other (その他), and Pass (PASS). | p. 33 (PDF p. 35), 8. MAIN画面における命令の説明, command table | Manual |
| Some actions don't use up a fief's order. On the NES, a loan from the merchant leaves the order free; the PC-98 manual says the same of Grant orders for vassal fiefs and of the Other options. | p. 44 (PDF p. 46), 命令19 属領命令p. 44 (PDF p. 46), 命令20 その他 | Manual |
| A daimyo has five abilities, health, drive, luck, charm, and IQ. At setup the player's daimyo can start no higher than 109 in each, and play can raise them as far as 210. | p. 17 (PDF p. 19), 8. 大名の各要素の決定 | Manual |
| Health falls every spring and whenever there is an epidemic, and a daimyo whose health reaches zero dies. A healthier daimyo is less likely to fall ill, and a sick daimyo can't give some commands. | p. 18 (PDF p. 20), (1) 健康 | Manual |
| The PC-98 manual says a daimyo falls ill when an epidemic strikes his country or his health is low; illness lowers health, limits his commands, and usually clears by the next season, though it can last two seasons or more. On the NES, a sick daimyo can't move. | p. 32 (PDF p. 34), 5. 病気 | Manual |
| The PC-98 manual says each daimyo's lifespan is fixed in advance and never shown. In spring an old daimyo may die when it runs out, but a high health value can save him. | p. 24 (PDF p. 26), 6. 国の状態を表す要素の説明, 1. 年令p. 18 (PDF p. 20), (1) 健康 | Manual |
| Rest raises the daimyo's health. The player names how many seasons to rest, and the computer runs the game for him meanwhile, defending against any attack. The PC-98 manual caps a rest at 10 seasons, and says a daimyo whose home country falls while he rests dies, which ends the game. | p. 43 (PDF p. 45), 命令17 休養 | Manual |
| The main display shows a current market price, which changes through the year. The PC-98 manual says the year's base rate is set in spring, and that buying rice raises the rice price and selling lowers it. | p. 29 (PDF p. 31), 7. イベントについて, (1) 春 | Manual |
| The PC-98 manual says that when a daimyo dies in spring, a newly appearing daimyo may rise to rule his country; otherwise it becomes vacant land and goes to auction. | p. 29 (PDF p. 31), 7. イベントについて, (1) 春 | Manual |
| The PC-98 manual says a successful military revolt makes the country's ruler a new daimyo, whose independent state attacks its former lord's countries first. | p. 30 (PDF p. 32), 3. 反乱, (1) 謀反 | Manual |
| The PC-98 manual says the game is over when the player's daimyo is killed in war or dies at the end of his lifespan, and mentions no heir. With several players, one player's death doesn't end the game, which goes on until all of them have died or one has unified the country. | p. 10 (PDF p. 12), 2. ゲームの勝敗p. 62 (PDF p. 64), 14. ゲームの終了, 1. 貴方の選んだ大名が死んだ場合 | Manual |
| The PC-98 manual says a daimyo who leads his army doubles its strength, but if his first unit is wiped out he is killed; a daimyo still in a country that loses a war, unable to flee, is killed too. If that daimyo is the player's, the game is over. | p. 34 (PDF p. 36), 命令2 戦争pp. 53–54 (PDF pp. 55–56), the end of a war | Manual |