PC Games That Were Innovative and/or Ahead of Their Time (80s, western PCs)
Note that I've included pre-NES western console games here as well, as I initially thought these were considered computers. Might separate those later.
1980:
Rogue (PCs, 1980) - Rogue (spawned the Rogue-like genre)/Dungeon Crawler RPG (no char creation), Top down view
-Randomly generated maze levels (dungeon floors) - Beneath Apple Manor, Star Trek (Sigma 7, 1971) had procedurally generated maps
-Various RPG elements (stats, exp points, unidentified items, limited item inventory)
-Enemies move at the same time as the player
-Explored areas stay visible to the player
-Can drop items on the ground (one per tile) and pick them up later (can't backtrack to a previous floor though?)
-Save feature?
-Map reveal scroll+potions that reveal enemies and magic items
-Teleportation scrolls (random), Teleportation rods vs enemies (random or next to the player)
-Scrolls that freeze, confuse and scare enemies, Aggro/alert enemies scroll
-Gear deterioration and items that remove it
-Levitation potion
-Transform enemy rod (random?)
-No locked doors or keys
Zork I-III (PCs, 1980/1981/1982/AMI, 1986) - Text Adventure
-More advanced text parser
-More sophisticated antagonist (the thief) who roams about the world independently of the player character and can be exploited to solve a puzzle
Mystery House (PCs, 1980) - First Graphic Adventure?
-Horror theme
Adventure (Atari 2600, 1980) - First Action Adventure?, TD view, Flip screen
-Arcade-like/real-time interpretation of earlier text adventure games
-Object interaction (can carry only one at a time, can drop an item anywhere and pick it up later; keys that open the castles, a magnet that pulls items towards the player (through walls), a magic bridge that the player can use to cross certain obstacles (any horizontal wall), a sword which can be used to defeat the dragons)
-Ability gating/tool gating (see the magnet and bridge above)
-Dark rooms w/ limited FoV
-Can re-lock opened doors (lets you trap some enemies - can carry the bat into a castle and lock it)
-The bat enemy can steal items, from where they were placed or while carried. It can also carry the player, the dragons or an item around (random behavior). It can also accidentally kill the dragon by carrying the sword into it - systemic/consistency element
-Some dragon enemies are also afraid of things - the yellow one is afraid of the yellow key, and it can be used to chase him off
-Randomizer feature (switches around the locations of items and enemies)
-8-way movement
-Foreshadowing/teasing of later areas (inside one of the castles on easy/game 1 - the one with a bridge in it, the castle you start outside of on higher difficulties) - later used in Super Mario World, Zelda series, System Shock
Beneath the Pyramids (AII, 1980/Atari 8-bit, 1981) - Quest Adventure/Action Adventure, TB on Apple II/Semi-TB on Atari (player and enemies move simultaneously), TD View
-Shop before beginning a game (The Apple II version allows the player to barter with the shopkeeper to save several coins)
-No YT footage or wikipedia article; https://www.mobygames.com/game/beneath-the-pyramids
Artillery (Apple II, 1980) - Early Artillery game (see Scorched Earth)
Sea Battle (Intellivision, 1980) - First RTS or RTT? (separate battle encounters, goal is to capture the enemy base/island), 2-player vs only
-8 unit types
-One map only
-Can retreat
-No allied unit AI (they ait while you control one unit at a time)
Deathmaze 5000 (TRS-80, 1980) - Early Survival Horror/Maze Action/Text Adventure hybrid (turn-based combat), FP View
-Resource management
-Persistent game world
-Text parser (can examine items)
-Hunger mechanic
-Violent descriptions of events (no gore though)
The Prisoner (Apple II, 1980) - Graphic Adventure/Puzzle, Mini-game collection, TD View
-Fourth wall break (player receives a 3-digit number at the beginning of the game, and is warned never to reveal it. The game pulls numerous dirty tricks to get the player to do so, including faking an Apple II BASIC syntax error)
-Unusual premise
House of Usher (PCs, 1980)? - Action Adventure/Proto-Survival Horror/Collectathon, TD view, Time limit, Tile-based movement
-Limited ammo and inventory (weight mechanic)
StarQuest: Rescue at Rigel (Multi, 1980)? - Dungeon Crawler RPG, Rescue mission, TD view, Time limit, Real-time
-Difficulty options
Hellfire Warrior/Dunjonquest: Hellfire Warrior (TRS-80/PET/Apple, 1980) - Dungeon Crawler RPG (See Temple of Apshai), Optional rescue mission, TD View
-New strengthening/buff potions, some of which can give the player character an addiction
1980:
Rogue (PCs, 1980) - Rogue (spawned the Rogue-like genre)/Dungeon Crawler RPG (no char creation), Top down view
-Randomly generated maze levels (dungeon floors) - Beneath Apple Manor, Star Trek (Sigma 7, 1971) had procedurally generated maps
-Various RPG elements (stats, exp points, unidentified items, limited item inventory)
-Enemies move at the same time as the player
-Explored areas stay visible to the player
-Can drop items on the ground (one per tile) and pick them up later (can't backtrack to a previous floor though?)
-Save feature?
-Map reveal scroll+potions that reveal enemies and magic items
-Teleportation scrolls (random), Teleportation rods vs enemies (random or next to the player)
-Scrolls that freeze, confuse and scare enemies, Aggro/alert enemies scroll
-Gear deterioration and items that remove it
-Levitation potion
-Transform enemy rod (random?)
-No locked doors or keys
Zork I-III (PCs, 1980/1981/1982/AMI, 1986) - Text Adventure
-More advanced text parser
-More sophisticated antagonist (the thief) who roams about the world independently of the player character and can be exploited to solve a puzzle
Mystery House (PCs, 1980) - First Graphic Adventure?
-Horror theme
Adventure (Atari 2600, 1980) - First Action Adventure?, TD view, Flip screen
-Arcade-like/real-time interpretation of earlier text adventure games
-Object interaction (can carry only one at a time, can drop an item anywhere and pick it up later; keys that open the castles, a magnet that pulls items towards the player (through walls), a magic bridge that the player can use to cross certain obstacles (any horizontal wall), a sword which can be used to defeat the dragons)
-Ability gating/tool gating (see the magnet and bridge above)
-Dark rooms w/ limited FoV
-Can re-lock opened doors (lets you trap some enemies - can carry the bat into a castle and lock it)
-The bat enemy can steal items, from where they were placed or while carried. It can also carry the player, the dragons or an item around (random behavior). It can also accidentally kill the dragon by carrying the sword into it - systemic/consistency element
-Some dragon enemies are also afraid of things - the yellow one is afraid of the yellow key, and it can be used to chase him off
-Randomizer feature (switches around the locations of items and enemies)
-8-way movement
-Foreshadowing/teasing of later areas (inside one of the castles on easy/game 1 - the one with a bridge in it, the castle you start outside of on higher difficulties) - later used in Super Mario World, Zelda series, System Shock
Beneath the Pyramids (AII, 1980/Atari 8-bit, 1981) - Quest Adventure/Action Adventure, TB on Apple II/Semi-TB on Atari (player and enemies move simultaneously), TD View
-Shop before beginning a game (The Apple II version allows the player to barter with the shopkeeper to save several coins)
-No YT footage or wikipedia article; https://www.mobygames.com/game/beneath-the-pyramids
Artillery (Apple II, 1980) - Early Artillery game (see Scorched Earth)
Sea Battle (Intellivision, 1980) - First RTS or RTT? (separate battle encounters, goal is to capture the enemy base/island), 2-player vs only
-8 unit types
-One map only
-Can retreat
-No allied unit AI (they ait while you control one unit at a time)
Deathmaze 5000 (TRS-80, 1980) - Early Survival Horror/Maze Action/Text Adventure hybrid (turn-based combat), FP View
-Resource management
-Persistent game world
-Text parser (can examine items)
-Hunger mechanic
-Violent descriptions of events (no gore though)
The Prisoner (Apple II, 1980) - Graphic Adventure/Puzzle, Mini-game collection, TD View
-Fourth wall break (player receives a 3-digit number at the beginning of the game, and is warned never to reveal it. The game pulls numerous dirty tricks to get the player to do so, including faking an Apple II BASIC syntax error)
-Unusual premise
House of Usher (PCs, 1980)? - Action Adventure/Proto-Survival Horror/Collectathon, TD view, Time limit, Tile-based movement
-Limited ammo and inventory (weight mechanic)
StarQuest: Rescue at Rigel (Multi, 1980)? - Dungeon Crawler RPG, Rescue mission, TD view, Time limit, Real-time
-Difficulty options
Hellfire Warrior/Dunjonquest: Hellfire Warrior (TRS-80/PET/Apple, 1980) - Dungeon Crawler RPG (See Temple of Apshai), Optional rescue mission, TD View
-New strengthening/buff potions, some of which can give the player character an addiction
1981:
Ultima/Ultima I: The First Age of Darkness (AII, 1981/Atari 8-bit, 1983/C64, 1986 (remake)/PC, 1987 (remake)) - WRPG/Open World RPG, Some FP view Space Combat Sim segments, TD view exploration/FP view dungeons, Tile-based movement
-Character creation (4 races and classes., 6 attributes)
-Shops
-Mixes medieval fantasy and sci-fi elements
-"Fast travel" via transports (horse, cart, raft, frigate, aircar, shuttle) - these seem to save more and more food and let you travel to new places rather than make you move faster
-Sector maps in the space segment
-Ladder up and ladder down spells+Blink (random teleport) for dungeon traversal
-Locked doors and keys
-Can open dungeon coffins with the Open and Unlock spells, Can create and destroy dungeon barriers with spells
-Steal spell (later versions)
-Context sensitive and semi-random Prayer spell (Overworld: If there is a Creature nearby, it will attempt to remove it, but you'll earn no reward. However, if either your HP or Food is below 15, it will increase one of them to 15 (HP is prioritized). Dungeons: Casts a random Spell, including Wizard-exclusive Spells even if you're not a Wizard; There are no negative Spell effects)
-Hunger mechanic
-1986/1987 remake ver.: Avoidable enemy encounters (non-random encounters) in the overworld. Neither version used separate battle screens - Later used in DS2: Xanadu, King's Bounty, Esper Dream 2 and Chrono Trigger however all but CT had separate battle screens
Wizardry (PCs, 1981) - WRPG/Dungeon Crawler RPG, FP view
-The menu interface
-Export characters to the sequel
-Ageing characters
-Locked doors and keys
-Party creation with five possible races (Humans, Elves, Dwarves, Gnomes, Hobbits), three alignments (Good, Neutral, Evil), four basic classes (Fighter, Priest, Mage, Thief) and four elite classes (Bishop: priest and mage spells; Samurai: fighter with mage spells; Lord: fighter with priest spells, and Ninja: fighter with thief abilities) unlocked once the characters have progressed sufficiently
-"Woodhead and Andrew Greenberg (who, according to numerous sources, was also on PLATO) introduced a ton of material not found in Oubliette (1977), not the least of which is an actual plot and quest, plus associated dialogue options, special encounters, and NPCs in the dungeons. Oubliette has only random encounters in its dungeon levels; Wizardry has numerous fixed encounters. Wizardry also features some different spells and slightly varying combat options, a system of item identification, and different enemies with special attacks. Perhaps most important, a single player controls multiple party members in Wizardry, which appears to be the first time this happened in any CRPG" - CRPG Addict
-Poison, disease and cursed items
-Teleport spell (Malor; input the coordinates (x,y) and dungeon depth you want and you'll go there instantly. However, teleporting into stone is fatal. If you use Malor to escape during combat, you'll be randomly sent to another spot on that level of the dungeon instead - Rogue?)
-Up to six chars in a party
Utopia (Intellivision, 1981) - First Construction and Management/City Bulding Sim?, proto-RTS, 2-player vs., Highscore battle, Top down view
-Each player controls an island
-Sabotage rather than combat to hamper opponents (deploy rebels)
-Can build farms, forts (protects surrounding area from rebels), schools, factories and hospitals
-Can buy and deploy fishing boats and manually fish with them (can't be automated?)
-Factories create pollution
-Timed turns - can customize the length of each day/turn
-Weather effects (rainclouds - helps crops, hurricane - destroys things, tropical storm - either helps or hurts)
-Critters (enemy pirate ships)
Castle Wolfenstein (AII, 1981) - Top down Multi-Screen Maze Shooter/Action Adventure, Stealth (it's generally good to avoid detection)
-"The objective is to escape from the castle and if the player finds the battle plans before escaping, they will be promoted and the complexity of the subsequent run will be increased, while the castle's layout changes and the game starts again"
-Some other Adventure/Action Adventure elements (inventory, locks and keys)
-Search enemy corpses for items
-Destructible walls and items in each room (besides the border walls)
-Disguises (fools regular guards but not officers)
-Some guards can be alerted by gun fire from within an adjacent room to the one you're in. Opening doors and chests with gunfire is quicker but has this risk attached to it plus if a chest contains grenades and ammo it blows up and the player dies
-Can draw your gun to make solitary guards surrender, letting you search them for items (luck-based)
-Digitized speech without a sound card (spoken audio cues for the enemies)
-Fairly big for the time (60 rooms across 5 floors)
-Lockpicking (wait at the object while a timer goes down)
-Procedurally generated castle. If a player is killed by their own grenade, the game restarts in a newly generated castle
Asylum (TRS-80, 1981) - Early Survival Horror/Maze Action, FP View; resource management, persistent gameworld,
Apple Panic (1980 ARC port (Space Panic)/Apple II, 1981/Multi, 1982) - First Trapping Sim/Trap 'em up, Platformer without jumping, Single Screen; ladders
Ali Baba and the Forty Thieves (PCs, 1981) - Dungeon Crawler RPG (turn-based combat, grid-based movement), TD view, 2-player coop (take turns moving around)
-Party creation (17 characters; humans, dwarves, elves and halflings)
-Hints via runes
-Stash at your house (gold and armor)
-Arabian setting
-Explains and highlights what the new objects are when entering new rooms
-Revive spell
-Enemy infighting
-Save feature
-Unexplored terrain is black like in Rogue
Eastern Front (1941)(Atari 8-bit, 1981) - TBS;
Dragon's Eye (AII/Atari 8-bit/PET, 1981) - Open World RPG, TD/Side View hybrid (TB battles), Time limit
-Hub map
-Resting and shopping
Hunt the Wumpus (TI-99/4A, 1981) - Precursor to Rogue/Maze/Horror? (graphical version of the 1973 game), Top Down view, Tile-based movement
-Death animations
-When the game ends you can view the entire cave to see how close you came to winning
-Option for showing everything explored so far or just the current room
Nostromo (PET 2001/PC-6000, 1981) - Survival Horror, Collectathon, Top Down View, Tile-based movement
-Sci-fi theme
-Resource management
"In the game, players are tasked with escaping an invisible alien whilst collecting crucial items and managing dwindling resources, trapped aboard a derelict spaceship. If caught, the player is immediately killed. Likewise, if the players fail to collect all the necessary items, the alien will corner the player and tear them to shreds, making it the earliest example of the genre." - whatculture.com
Alien Hell (Atari 8-bit, 1981) - Proto-Action Adventure/Survival?, TD view
-Keys? (crystals)
-Difficulty options
Conquest of Mars/Caverns of Mars (Atari 8-bit, 1981/A2600, 2006) - Vertical Shoot 'em up, Escape segments at the end of each level (30 second timer)
-Manual acceleration when escaping
-Difficulty options
-Fuel mechanic (shoot fuel tanks to refill)
The Bilestoad (PCs, 1981) - Fighting (Warrior-like, 1vs 1, TD view)/Free-roaming action, 2-player vs
-Individual control over both arms and legs
-Wield an axe and a shield
-Can decapitate the opponent
-Teleportation pads
-Mini-map
-When players are far apart the camera switches between them continuously (weird!)
Ghost Hunter (Atari 8-bit, 1981) - Pac-Man-like/Maze Chase, 2-player coop (compete for points)
-Dodge/hide move - later used in Ninja Princess
-Randomizer mode (randomizes the order of the levels)
Ultima/Ultima I: The First Age of Darkness (AII, 1981/Atari 8-bit, 1983/C64, 1986 (remake)/PC, 1987 (remake)) - WRPG/Open World RPG, Some FP view Space Combat Sim segments, TD view exploration/FP view dungeons, Tile-based movement
-Character creation (4 races and classes., 6 attributes)
-Shops
-Mixes medieval fantasy and sci-fi elements
-"Fast travel" via transports (horse, cart, raft, frigate, aircar, shuttle) - these seem to save more and more food and let you travel to new places rather than make you move faster
-Sector maps in the space segment
-Ladder up and ladder down spells+Blink (random teleport) for dungeon traversal
-Locked doors and keys
-Can open dungeon coffins with the Open and Unlock spells, Can create and destroy dungeon barriers with spells
-Steal spell (later versions)
-Context sensitive and semi-random Prayer spell (Overworld: If there is a Creature nearby, it will attempt to remove it, but you'll earn no reward. However, if either your HP or Food is below 15, it will increase one of them to 15 (HP is prioritized). Dungeons: Casts a random Spell, including Wizard-exclusive Spells even if you're not a Wizard; There are no negative Spell effects)
-Hunger mechanic
-1986/1987 remake ver.: Avoidable enemy encounters (non-random encounters) in the overworld. Neither version used separate battle screens - Later used in DS2: Xanadu, King's Bounty, Esper Dream 2 and Chrono Trigger however all but CT had separate battle screens
Wizardry (PCs, 1981) - WRPG/Dungeon Crawler RPG, FP view
-The menu interface
-Export characters to the sequel
-Ageing characters
-Locked doors and keys
-Party creation with five possible races (Humans, Elves, Dwarves, Gnomes, Hobbits), three alignments (Good, Neutral, Evil), four basic classes (Fighter, Priest, Mage, Thief) and four elite classes (Bishop: priest and mage spells; Samurai: fighter with mage spells; Lord: fighter with priest spells, and Ninja: fighter with thief abilities) unlocked once the characters have progressed sufficiently
-"Woodhead and Andrew Greenberg (who, according to numerous sources, was also on PLATO) introduced a ton of material not found in Oubliette (1977), not the least of which is an actual plot and quest, plus associated dialogue options, special encounters, and NPCs in the dungeons. Oubliette has only random encounters in its dungeon levels; Wizardry has numerous fixed encounters. Wizardry also features some different spells and slightly varying combat options, a system of item identification, and different enemies with special attacks. Perhaps most important, a single player controls multiple party members in Wizardry, which appears to be the first time this happened in any CRPG" - CRPG Addict
-Poison, disease and cursed items
-Teleport spell (Malor; input the coordinates (x,y) and dungeon depth you want and you'll go there instantly. However, teleporting into stone is fatal. If you use Malor to escape during combat, you'll be randomly sent to another spot on that level of the dungeon instead - Rogue?)
-Up to six chars in a party
Utopia (Intellivision, 1981) - First Construction and Management/City Bulding Sim?, proto-RTS, 2-player vs., Highscore battle, Top down view
-Each player controls an island
-Sabotage rather than combat to hamper opponents (deploy rebels)
-Can build farms, forts (protects surrounding area from rebels), schools, factories and hospitals
-Can buy and deploy fishing boats and manually fish with them (can't be automated?)
-Factories create pollution
-Timed turns - can customize the length of each day/turn
-Weather effects (rainclouds - helps crops, hurricane - destroys things, tropical storm - either helps or hurts)
-Critters (enemy pirate ships)
Castle Wolfenstein (AII, 1981) - Top down Multi-Screen Maze Shooter/Action Adventure, Stealth (it's generally good to avoid detection)
-"The objective is to escape from the castle and if the player finds the battle plans before escaping, they will be promoted and the complexity of the subsequent run will be increased, while the castle's layout changes and the game starts again"
-Some other Adventure/Action Adventure elements (inventory, locks and keys)
-Search enemy corpses for items
-Destructible walls and items in each room (besides the border walls)
-Disguises (fools regular guards but not officers)
-Some guards can be alerted by gun fire from within an adjacent room to the one you're in. Opening doors and chests with gunfire is quicker but has this risk attached to it plus if a chest contains grenades and ammo it blows up and the player dies
-Can draw your gun to make solitary guards surrender, letting you search them for items (luck-based)
-Digitized speech without a sound card (spoken audio cues for the enemies)
-Fairly big for the time (60 rooms across 5 floors)
-Lockpicking (wait at the object while a timer goes down)
-Procedurally generated castle. If a player is killed by their own grenade, the game restarts in a newly generated castle
Asylum (TRS-80, 1981) - Early Survival Horror/Maze Action, FP View; resource management, persistent gameworld,
Apple Panic (1980 ARC port (Space Panic)/Apple II, 1981/Multi, 1982) - First Trapping Sim/Trap 'em up, Platformer without jumping, Single Screen; ladders
Ali Baba and the Forty Thieves (PCs, 1981) - Dungeon Crawler RPG (turn-based combat, grid-based movement), TD view, 2-player coop (take turns moving around)
-Party creation (17 characters; humans, dwarves, elves and halflings)
-Hints via runes
-Stash at your house (gold and armor)
-Arabian setting
-Explains and highlights what the new objects are when entering new rooms
-Revive spell
-Enemy infighting
-Save feature
-Unexplored terrain is black like in Rogue
Eastern Front (1941)(Atari 8-bit, 1981) - TBS;
Dragon's Eye (AII/Atari 8-bit/PET, 1981) - Open World RPG, TD/Side View hybrid (TB battles), Time limit
-Hub map
-Resting and shopping
Hunt the Wumpus (TI-99/4A, 1981) - Precursor to Rogue/Maze/Horror? (graphical version of the 1973 game), Top Down view, Tile-based movement
-Death animations
-When the game ends you can view the entire cave to see how close you came to winning
-Option for showing everything explored so far or just the current room
Nostromo (PET 2001/PC-6000, 1981) - Survival Horror, Collectathon, Top Down View, Tile-based movement
-Sci-fi theme
-Resource management
"In the game, players are tasked with escaping an invisible alien whilst collecting crucial items and managing dwindling resources, trapped aboard a derelict spaceship. If caught, the player is immediately killed. Likewise, if the players fail to collect all the necessary items, the alien will corner the player and tear them to shreds, making it the earliest example of the genre." - whatculture.com
Alien Hell (Atari 8-bit, 1981) - Proto-Action Adventure/Survival?, TD view
-Keys? (crystals)
-Difficulty options
Conquest of Mars/Caverns of Mars (Atari 8-bit, 1981/A2600, 2006) - Vertical Shoot 'em up, Escape segments at the end of each level (30 second timer)
-Manual acceleration when escaping
-Difficulty options
-Fuel mechanic (shoot fuel tanks to refill)
The Bilestoad (PCs, 1981) - Fighting (Warrior-like, 1vs 1, TD view)/Free-roaming action, 2-player vs
-Individual control over both arms and legs
-Wield an axe and a shield
-Can decapitate the opponent
-Teleportation pads
-Mini-map
-When players are far apart the camera switches between them continuously (weird!)
Ghost Hunter (Atari 8-bit, 1981) - Pac-Man-like/Maze Chase, 2-player coop (compete for points)
-Dodge/hide move - later used in Ninja Princess
-Randomizer mode (randomizes the order of the levels)
1982:
AD&D: Cloudy Mountain (Intellivision (console), 1982) - Action Adventure, Asymmetric 2-player Co-op?
-Very similar to Zelda in several ways (non-linear, overworld/hub map with dungeons (some of which have a boss (dragon enemy) and a tool item in them), use inventory tools to progress in certain areas (boat and axe), locked doors, goal is to collect pieces of a shattered artifact, some enemies make noises as you get close to their rooms)
-Difficulty options (4 levels)
-Limited field of view mechanic
-Random maze generation
-Replay beaten dungeons
-Health bar (displayed via the color of your avatar)
-Ricochet mechanic for the arrows you shoot
-Spider enemies can steal your arrows
-Some enemies leave tracks (if you see a tracks tile it means there's one nearby - they don't leave them in real-time)
-8-way movement (Adventure)
Dungeons of Daggorath (PCs, 1982) - FP Dungeon Crawler ARPG-lite (no char creation, invisible leveling and attributes/stats), Tile-based movement
-Real-time combat w/ text command input (can use hotkeys)
-Enemies can be heard when nearby but not seen (early audio cues; Cloudy Mountain from the same year also had this)
-Can attack in three directions (forward, diagonally l/r)
-Heartbeat health indicator (can temporarily faint from overexertion) - was inspired by Space Invaders
-Item inventory and combat gear
-Save and reload anywhere, even in the middle of combat
-Dungeon map and enemy revealer (on the map?) spells
-Leveling up affects heart rate changes from movement and attacks, defense or attack, spell success rate. But you never find out a specific level number, experience point number or HP total.
Ultima II (PCs, 1982) - RPG, Top down view
-Avoidable enemy encounters (non-random encounters) in the overworld - no separate battle screen
-Time travel elements (https://wiki.ultimacodex.com/wiki/List_of_time_gate_locations)
-Interplanetary travel
-Open ended/poor directions
-Grind heavy
Pitfall! (A2600/Atari VCS (console), 1982) - Platformer (Multi-screen/Flip screen), Avoid hazards gameplay
-Swinging on vines
-Early game with fairly detailed, non-black backgrounds
3D Monster Maze (Sinclair, 1982) - First Person Maze/Survival Horror, Tile-based movement
-A message prompt tells you how close a monster you're trying to avoid is
Microsoft Flight Sim 1.0 (PCs, 1982) - First person view, 3D?
Aztec (Apple II, 1982/Multi) - Maze Platformer/Proto-Platform Adventure (no permanent tools or abilities gained besides two weapons you can find - start with some dynamite sticks), Open World, Flip Screen/Multi-Screen
-Randomized world
-Item inventory (switch between machete, gun or unarmed)
-Hidden items in the piles of bones and debris (weapons, ammo, health, the idol - goal of the game; some piles are trapped with bombs (placed or falling) and the game warns you with a "look out!" message)
-Dynamite can blow up walls/floors/stairs and if placed near a ledge it drops down to the floor below (it's possible to get stuck by destroying crucial parts of the layout, there's also an exploit letting you make a placed stick move to the same spot on the next screen by going there before it blows up)
-Difficulty options (8 levels)
-Have to escape after finding the idol, Time limit on the point value of the idol
-Running and climbing
-Some enemies can steal your items
-Fight stance/fight mode with different moves (later used in games like Prince of Persia, Usagi Yojimbo, Little Big Adventure)
-Get temporarily knocked down from falling too far
-Save feature
-Move while crouching
-Can stand on enemies (have to keep moving though)
-Floors wrap around/loop horizontally (Superman, Defender, SMB2)
-No fall damage however you do get knocked out from falling and you take longer to get back up depending on the length of the fall (you also get briefly knocked over if on the same floor as a dynamite explosion)
-No map
-Can stand on some enemies and walk along with them when they move
-Better controls in the Atari 8-bit ver.
-Enemies can move between screens
-Ammo boxes never run out
-Rising water trap in some rooms (can't swim and you die within a couple of seconds if underwater)
Andromeda Conquest (PC, 1982) - 4X precursor (Strategy), 1-player
Legionnaire (PCs, 1982) - Early RTS (Real-Time Strategy)/RTT
-AI opponent (War of Nerves)
-Control each unit individually (Sea Battle)
-Multiple unit types (Sea Battle)
Wayout/Way Out (Atari 8-bit, 1982) - FP Maze
-Pretty convincing semi-3D graphics
-Fairly fluid non tile-based movement
-Mini-map w/ auto-mapper
Cytron Masters (Apple II/Atari 8-bit, 1982) - One of the first Real-Time Tactics (RTT; no resource gathering, base builing or scouting; goal is to destroy the other player's command center) games, Single screen battlefields
-Command Centers (production facilities which can also shoot missiles (later used in Utopia AMI), pre-placed along with some turrets closer to the middle of the battlefield)
-5 units/objects can be produced: Mine, Commander, Missile, Shooter, Bunker
-Manually controlled missiles (can also be intercepted if the other player fires a missile; the rest of the game pauses while one is being shot)
-Can set the deployment point further away from the command center
Choplifter (PCs, 1982/ARC, 1985/SMS, 1986) - Rescue missions
-Scrolls both ways (Defender)
-2.5D elements
-Home base where you drop off rescued people
Fort Apocalypse (Atari 8-bit/C64, 1982) - Free-Roaming Shooter (similar to Choplifter), Helicopter-based, Rescue Mission
-Fuel management and refueling stations
-Mini-map (shows the surrounding layout, enemies, topography and your position)
-Partially destructible environment (breakable wall tiles)
-Bomb sub weapon
Miner 2049er (Multi, 1982) - Single Screen Platformer, Collectathon/Fill in the floors
-Same screen teleporters
-Moving platforms
-Elevators
-Slopes and slides (enemies can't use these though)
-Ccannon (can be aimed on the horizontal plane, shoots you out of it to higher ground)
-Can jump down through platforms
-Ladders (Donkey Kong)
Time Zone (PCs, 1982) - ? Graphic Adventure
-Large world
Berzerk (ARC, 1980/A2600/Vectrex, 1982) - Top Down Maze Shooter
-8-way movement and aiming
-Humanoid avatar
-Invincible enemy (evil otto) appears if you spend too much time in one room (later used in Bubble Bobble)
B-17 Bomber (Intellivision (Console), 1982) - Flight Combat Sim/Bombing Mission Sim, pseudo 3D
-Several voice samples/synthesized voices (one of the first examples along with Space Spartans from the same year)
-Map feature
Telengard (AII etc., 1982/DOS, 1985) - Dungeon Crawler RPG, TD View, Semi-turn based outside of battle (real-time on DOS)
-Rest at inns found along the way
-Randomized treasure
-Gain spells
-Some friendly creatures
-Basic character creation (stats, name)
-Multiple floors
-Placed objects that give buffs and debuffs
-Killed enemies drop loot on the ground
Haunted House (A2600, 1982 - 1983?) - Maze/Proto-Survival Horror (extra lives-based), Retrieve (4 urn pieces) and escape mission, TD view
-Limited inventory (besides matches the player can hold only one item at a time unless it's a piece of the urn, the matches are unlimited and only affect your score)
-Limited FoV (light matches for temporary sight, monsters can blow them out but you have an unlimited supply)
-Difficulty options (later difficulty levels make the walls of the house itself invisible unless the player lights a match)
-Multiple floors
-Optional key gating (game is harder and takes longer without them)
Aztec Challenge (Atari, 1982) - Platformer
The Hobbit (PCs, 1982) - Text adventure, LotR-based?
Deadline (PC, 1982) - Interactive Fiction/Text Adventure; multiple endings
River Raid (A2600, 1982) - Vertical Shooter w/ fuel mechanics, military theme
Fantastic Voyage (A2600, 1982) - Vertical Shooter
-Acceleration and deceleration
-Difficulty options
-Environmental hazards (tunnel levels which can become narrower during a level, breakable obstacles - Asteroids)
Smithereens! (Magnavox, 1982) - Real-time Artillery,
Frogs and Flies (A2600, 1982) - 2-player vs. collectathon
Alien Garden (Atari, 1982) - Life Sim/Software Toy
Paratrooper (PC, 1982) - Missile Command-like/Turret Shooter
Raiders of the Lost Ark (A2600, 1982) - Action Adventure, Minor stealth element, TD view
-Shops
-Item inventory (6 items)
-Thieving enemies
-Some ability gating/tool gating (grappling hook via the ankh - swing over holes, grenade to blow up certain walls)
-Some destructible walls (destroyed with the grenade)
-False walls
-Manually controlled melee attacks
-8-way movement - Adventure
Microsurgeon (Intellivision (console), 1982) - Maze Shooter, TD view
"Console twin stick shooter before the advent of analog controllers. This game was first designed for Intellivision and its 16-directional thumb discs and the way you play is you hold both controllers at once resting your thumbs on each disc; one moves the ship while the other shoots."
The Caverns of Freitag (AII, 1982) - ARPG/Dungeon Crawler (exp point leveling, level up at the inn), TD view, Tile-based movement
-Inn w/ a shop
-Speed spell lets you run from enemies
-Map feature
Tutankham (ARC, 1982/VIC-20/PV-1000/PC-6001) - Sideways Scrolling Maze Shooter/Proto-Action Adventure, TD View, Timed levels
-Locked doors and keys
-Level maps in the GUI (shows the basic layout, enemies and the exit)
-Enemy spawning "machines"
-Teleporters
-Smart bomb/screen-clearing bomb (one per level or life)
Escape from the Mindmaster (Atari 2600 (console), 1982) - FP view Maze Action, Time limit
-First game with an optional mini-game in it?
-Mini-map
-Compass
Black Crystal (Multi, 1982) - Action Adventure, Level-based (overworlds w/ several castles, non-linear structure within each?), Text Adventure segments, TD view
-Dungeon maps?
Shamus (Multi, 1982) - Maze Shooter/Proto-AA, Level-based?, TD view
-Locked doors and keys
-An invincible enemy appears if you spend too long in a room
Sword of Fargoal (VIC-20, 1982/C64, 1983/iOS, )? - Rogue-like/ARPG? (see Rogue), TD View
-First graphical Rogue-like?
-Randomly generated treasure and traps plus sword level layout (the floor that the sword appears on which is a twisty maze)
-Very basic char creation (HP and battle skill, no name or gender)
Tunnels of Doom (TI-99/4A, 1982) - RPG (tile-based movement, turn-based battles), FP view dungeon exploration/TD view battles and shop area, 4-player co-op (combat only)
-Party creation (four classes (Fighter, Rogue, Wizard, Hero - hero can only be selected as a solo character however), name, color)
-Dungeon auto-map feature (the map shows basic room layout and connections, one floor at a time), Compass
-Shop outside the dungeon
-Procedurally generated/randomized dungeons
-A modular adventure system (new adventures can be designed for the engine, and loaded via tape)
-Each enemy has a unique sound, which you can hear through doors - survival horror element of sorts (AD&D: Cloudy Mountain)
-Fountains which can have a positive or negative effect
-Basic party formation options
Dragonstomper (A2600 (console), 1982) - RPG (turn-based combat, random encounters, str/hp and dexterity stats; divided into three segments/levels (overworld/exploration, village, dragon's lair; can't backtrack to a previous segment)), TD view
-The first console RPG
-Can recruit soldiers from an oppressed village near the dragon's lair (these are CPU controlled in battle)
-Can buy magical scrolls (single use) and acquire medicines (antidote), vitamins (STR/HP) and elixirs (DEX) as well as buy healing at churches and ropes or chains (for climbing into pits). Can also sell items found in the first segment
-Traps that can be detected using an item or scroll (vision or flash)
-Stat raising (and lowering) items - certain enemies tend to carry certain items however it's random what an item does for each run
-Multiple solutions to some problems (bribe, fight or give a paper ID (gained from a certain enemy) to the river guard to pass him; can either kill or try to get around the dragon to get to the amulet - basic early stealth)
-Can escape from battle
-Locked doors and chests (there is also an unlock scroll besides keys - used to unlock the door to the amulet)
-Slowly regenerate HP over time
-One boss in the dragon - dnd (1975)
-Stun scroll (stuns the dragon)
-Ranged weapons (longbows)
Riddle of the Sphinx (A2600 (console), 1982) - Vertically scrolling Run 'n Gun w/ AA elements (No overworld/dungeons structure, Can't attack downwards and you always move near the bottom of the screen), TD view
-Item inventory (use 2nd joystick to select and use; spade - dig for other items (if you find one it replaces the spade), scepter - faster movement, disk of Ra and goblet - can heal you/quench your thirst until stolen, protective items and consumables, key items/offerings)
-Thieving enemies (can get back your item by catching up with them) and "traders" (these might take or give you something when bumped into - for these there's a point penalty to killing them)
-Difficulty options (3 levels; on higher difficulties you need to use the right keys on the right objects)
-Thirst mechanic (being thirsty and/or hurt makes your attacks reach shorter and makes you move slower)
-Isis NPC (quenches your thirst, heals you and gives you a treasure - if you have enough points that is)
-Basic riddles (see the manual for clues)
-No save or map feature
Teleport (AII, 1982) - Arena Shooter/Single Screen Shooter (Pac-Man/Berzerk variation), Killathon/Elimination game
-Random teleporters (Streaking (1981)) which also change locations after use
-Have to drag beaten enemies to a teleporter to get rid of them completely and you can't shoot after having shot an enemy
-Enemies spawn/teleport in randomly (very similar to Zelda 1)
-No continues
Wizard of Wor (ARC, 1980/PCs, 1982/Atari 8-bit, 1983) - 2-player vs., Maze-like level layout, top down view
Wabbit (A2600 (console), 1982) - Shoot 'em up/Space Invaders variation (prevent rabbits from eating your carrots), Single Screen
-First female protagonist on consoles?
-Detailed player character for the system
Nemesis (CP/M, 1982) - Rogue-like, TD view
-Character creation with race (15 different ones), gender, classes (hirebrand, mage, peasant, rogue), 6 stats, alignment (lawful, neutral, chaotic), starting gold (rolled along with the stats)
-Start at a castle w/ several locations (text menu)
-Real-time gameplay?
Spider-Man (A2600, 1982) - Action/Climbing (vertical scrolling only), Side view
-Web swinging (fall if you hit a window rather than a wall)
-Bomb disarming mission
AD&D: Cloudy Mountain (Intellivision (console), 1982) - Action Adventure, Asymmetric 2-player Co-op?
-Very similar to Zelda in several ways (non-linear, overworld/hub map with dungeons (some of which have a boss (dragon enemy) and a tool item in them), use inventory tools to progress in certain areas (boat and axe), locked doors, goal is to collect pieces of a shattered artifact, some enemies make noises as you get close to their rooms)
-Difficulty options (4 levels)
-Limited field of view mechanic
-Random maze generation
-Replay beaten dungeons
-Health bar (displayed via the color of your avatar)
-Ricochet mechanic for the arrows you shoot
-Spider enemies can steal your arrows
-Some enemies leave tracks (if you see a tracks tile it means there's one nearby - they don't leave them in real-time)
-8-way movement (Adventure)
Dungeons of Daggorath (PCs, 1982) - FP Dungeon Crawler ARPG-lite (no char creation, invisible leveling and attributes/stats), Tile-based movement
-Real-time combat w/ text command input (can use hotkeys)
-Enemies can be heard when nearby but not seen (early audio cues; Cloudy Mountain from the same year also had this)
-Can attack in three directions (forward, diagonally l/r)
-Heartbeat health indicator (can temporarily faint from overexertion) - was inspired by Space Invaders
-Item inventory and combat gear
-Save and reload anywhere, even in the middle of combat
-Dungeon map and enemy revealer (on the map?) spells
-Leveling up affects heart rate changes from movement and attacks, defense or attack, spell success rate. But you never find out a specific level number, experience point number or HP total.
Ultima II (PCs, 1982) - RPG, Top down view
-Avoidable enemy encounters (non-random encounters) in the overworld - no separate battle screen
-Time travel elements (https://wiki.ultimacodex.com/wiki/List_of_time_gate_locations)
-Interplanetary travel
-Open ended/poor directions
-Grind heavy
Pitfall! (A2600/Atari VCS (console), 1982) - Platformer (Multi-screen/Flip screen), Avoid hazards gameplay
-Swinging on vines
-Early game with fairly detailed, non-black backgrounds
3D Monster Maze (Sinclair, 1982) - First Person Maze/Survival Horror, Tile-based movement
-A message prompt tells you how close a monster you're trying to avoid is
Microsoft Flight Sim 1.0 (PCs, 1982) - First person view, 3D?
Aztec (Apple II, 1982/Multi) - Maze Platformer/Proto-Platform Adventure (no permanent tools or abilities gained besides two weapons you can find - start with some dynamite sticks), Open World, Flip Screen/Multi-Screen
-Randomized world
-Item inventory (switch between machete, gun or unarmed)
-Hidden items in the piles of bones and debris (weapons, ammo, health, the idol - goal of the game; some piles are trapped with bombs (placed or falling) and the game warns you with a "look out!" message)
-Dynamite can blow up walls/floors/stairs and if placed near a ledge it drops down to the floor below (it's possible to get stuck by destroying crucial parts of the layout, there's also an exploit letting you make a placed stick move to the same spot on the next screen by going there before it blows up)
-Difficulty options (8 levels)
-Have to escape after finding the idol, Time limit on the point value of the idol
-Running and climbing
-Some enemies can steal your items
-Fight stance/fight mode with different moves (later used in games like Prince of Persia, Usagi Yojimbo, Little Big Adventure)
-Get temporarily knocked down from falling too far
-Save feature
-Move while crouching
-Can stand on enemies (have to keep moving though)
-Floors wrap around/loop horizontally (Superman, Defender, SMB2)
-No fall damage however you do get knocked out from falling and you take longer to get back up depending on the length of the fall (you also get briefly knocked over if on the same floor as a dynamite explosion)
-No map
-Can stand on some enemies and walk along with them when they move
-Better controls in the Atari 8-bit ver.
-Enemies can move between screens
-Ammo boxes never run out
-Rising water trap in some rooms (can't swim and you die within a couple of seconds if underwater)
Andromeda Conquest (PC, 1982) - 4X precursor (Strategy), 1-player
Legionnaire (PCs, 1982) - Early RTS (Real-Time Strategy)/RTT
-AI opponent (War of Nerves)
-Control each unit individually (Sea Battle)
-Multiple unit types (Sea Battle)
Wayout/Way Out (Atari 8-bit, 1982) - FP Maze
-Pretty convincing semi-3D graphics
-Fairly fluid non tile-based movement
-Mini-map w/ auto-mapper
Cytron Masters (Apple II/Atari 8-bit, 1982) - One of the first Real-Time Tactics (RTT; no resource gathering, base builing or scouting; goal is to destroy the other player's command center) games, Single screen battlefields
-Command Centers (production facilities which can also shoot missiles (later used in Utopia AMI), pre-placed along with some turrets closer to the middle of the battlefield)
-5 units/objects can be produced: Mine, Commander, Missile, Shooter, Bunker
-Manually controlled missiles (can also be intercepted if the other player fires a missile; the rest of the game pauses while one is being shot)
-Can set the deployment point further away from the command center
Choplifter (PCs, 1982/ARC, 1985/SMS, 1986) - Rescue missions
-Scrolls both ways (Defender)
-2.5D elements
-Home base where you drop off rescued people
Fort Apocalypse (Atari 8-bit/C64, 1982) - Free-Roaming Shooter (similar to Choplifter), Helicopter-based, Rescue Mission
-Fuel management and refueling stations
-Mini-map (shows the surrounding layout, enemies, topography and your position)
-Partially destructible environment (breakable wall tiles)
-Bomb sub weapon
Miner 2049er (Multi, 1982) - Single Screen Platformer, Collectathon/Fill in the floors
-Same screen teleporters
-Moving platforms
-Elevators
-Slopes and slides (enemies can't use these though)
-Ccannon (can be aimed on the horizontal plane, shoots you out of it to higher ground)
-Can jump down through platforms
-Ladders (Donkey Kong)
Time Zone (PCs, 1982) - ? Graphic Adventure
-Large world
Berzerk (ARC, 1980/A2600/Vectrex, 1982) - Top Down Maze Shooter
-8-way movement and aiming
-Humanoid avatar
-Invincible enemy (evil otto) appears if you spend too much time in one room (later used in Bubble Bobble)
B-17 Bomber (Intellivision (Console), 1982) - Flight Combat Sim/Bombing Mission Sim, pseudo 3D
-Several voice samples/synthesized voices (one of the first examples along with Space Spartans from the same year)
-Map feature
Telengard (AII etc., 1982/DOS, 1985) - Dungeon Crawler RPG, TD View, Semi-turn based outside of battle (real-time on DOS)
-Rest at inns found along the way
-Randomized treasure
-Gain spells
-Some friendly creatures
-Basic character creation (stats, name)
-Multiple floors
-Placed objects that give buffs and debuffs
-Killed enemies drop loot on the ground
Haunted House (A2600, 1982 - 1983?) - Maze/Proto-Survival Horror (extra lives-based), Retrieve (4 urn pieces) and escape mission, TD view
-Limited inventory (besides matches the player can hold only one item at a time unless it's a piece of the urn, the matches are unlimited and only affect your score)
-Limited FoV (light matches for temporary sight, monsters can blow them out but you have an unlimited supply)
-Difficulty options (later difficulty levels make the walls of the house itself invisible unless the player lights a match)
-Multiple floors
-Optional key gating (game is harder and takes longer without them)
Aztec Challenge (Atari, 1982) - Platformer
The Hobbit (PCs, 1982) - Text adventure, LotR-based?
Deadline (PC, 1982) - Interactive Fiction/Text Adventure; multiple endings
River Raid (A2600, 1982) - Vertical Shooter w/ fuel mechanics, military theme
Fantastic Voyage (A2600, 1982) - Vertical Shooter
-Acceleration and deceleration
-Difficulty options
-Environmental hazards (tunnel levels which can become narrower during a level, breakable obstacles - Asteroids)
Smithereens! (Magnavox, 1982) - Real-time Artillery,
Frogs and Flies (A2600, 1982) - 2-player vs. collectathon
Alien Garden (Atari, 1982) - Life Sim/Software Toy
Paratrooper (PC, 1982) - Missile Command-like/Turret Shooter
Raiders of the Lost Ark (A2600, 1982) - Action Adventure, Minor stealth element, TD view
-Shops
-Item inventory (6 items)
-Thieving enemies
-Some ability gating/tool gating (grappling hook via the ankh - swing over holes, grenade to blow up certain walls)
-Some destructible walls (destroyed with the grenade)
-False walls
-Manually controlled melee attacks
-8-way movement - Adventure
Microsurgeon (Intellivision (console), 1982) - Maze Shooter, TD view
"Console twin stick shooter before the advent of analog controllers. This game was first designed for Intellivision and its 16-directional thumb discs and the way you play is you hold both controllers at once resting your thumbs on each disc; one moves the ship while the other shoots."
The Caverns of Freitag (AII, 1982) - ARPG/Dungeon Crawler (exp point leveling, level up at the inn), TD view, Tile-based movement
-Inn w/ a shop
-Speed spell lets you run from enemies
-Map feature
Tutankham (ARC, 1982/VIC-20/PV-1000/PC-6001) - Sideways Scrolling Maze Shooter/Proto-Action Adventure, TD View, Timed levels
-Locked doors and keys
-Level maps in the GUI (shows the basic layout, enemies and the exit)
-Enemy spawning "machines"
-Teleporters
-Smart bomb/screen-clearing bomb (one per level or life)
Escape from the Mindmaster (Atari 2600 (console), 1982) - FP view Maze Action, Time limit
-First game with an optional mini-game in it?
-Mini-map
-Compass
Black Crystal (Multi, 1982) - Action Adventure, Level-based (overworlds w/ several castles, non-linear structure within each?), Text Adventure segments, TD view
-Dungeon maps?
Shamus (Multi, 1982) - Maze Shooter/Proto-AA, Level-based?, TD view
-Locked doors and keys
-An invincible enemy appears if you spend too long in a room
Sword of Fargoal (VIC-20, 1982/C64, 1983/iOS, )? - Rogue-like/ARPG? (see Rogue), TD View
-First graphical Rogue-like?
-Randomly generated treasure and traps plus sword level layout (the floor that the sword appears on which is a twisty maze)
-Very basic char creation (HP and battle skill, no name or gender)
Tunnels of Doom (TI-99/4A, 1982) - RPG (tile-based movement, turn-based battles), FP view dungeon exploration/TD view battles and shop area, 4-player co-op (combat only)
-Party creation (four classes (Fighter, Rogue, Wizard, Hero - hero can only be selected as a solo character however), name, color)
-Dungeon auto-map feature (the map shows basic room layout and connections, one floor at a time), Compass
-Shop outside the dungeon
-Procedurally generated/randomized dungeons
-A modular adventure system (new adventures can be designed for the engine, and loaded via tape)
-Each enemy has a unique sound, which you can hear through doors - survival horror element of sorts (AD&D: Cloudy Mountain)
-Fountains which can have a positive or negative effect
-Basic party formation options
Dragonstomper (A2600 (console), 1982) - RPG (turn-based combat, random encounters, str/hp and dexterity stats; divided into three segments/levels (overworld/exploration, village, dragon's lair; can't backtrack to a previous segment)), TD view
-The first console RPG
-Can recruit soldiers from an oppressed village near the dragon's lair (these are CPU controlled in battle)
-Can buy magical scrolls (single use) and acquire medicines (antidote), vitamins (STR/HP) and elixirs (DEX) as well as buy healing at churches and ropes or chains (for climbing into pits). Can also sell items found in the first segment
-Traps that can be detected using an item or scroll (vision or flash)
-Stat raising (and lowering) items - certain enemies tend to carry certain items however it's random what an item does for each run
-Multiple solutions to some problems (bribe, fight or give a paper ID (gained from a certain enemy) to the river guard to pass him; can either kill or try to get around the dragon to get to the amulet - basic early stealth)
-Can escape from battle
-Locked doors and chests (there is also an unlock scroll besides keys - used to unlock the door to the amulet)
-Slowly regenerate HP over time
-One boss in the dragon - dnd (1975)
-Stun scroll (stuns the dragon)
-Ranged weapons (longbows)
Riddle of the Sphinx (A2600 (console), 1982) - Vertically scrolling Run 'n Gun w/ AA elements (No overworld/dungeons structure, Can't attack downwards and you always move near the bottom of the screen), TD view
-Item inventory (use 2nd joystick to select and use; spade - dig for other items (if you find one it replaces the spade), scepter - faster movement, disk of Ra and goblet - can heal you/quench your thirst until stolen, protective items and consumables, key items/offerings)
-Thieving enemies (can get back your item by catching up with them) and "traders" (these might take or give you something when bumped into - for these there's a point penalty to killing them)
-Difficulty options (3 levels; on higher difficulties you need to use the right keys on the right objects)
-Thirst mechanic (being thirsty and/or hurt makes your attacks reach shorter and makes you move slower)
-Isis NPC (quenches your thirst, heals you and gives you a treasure - if you have enough points that is)
-Basic riddles (see the manual for clues)
-No save or map feature
Teleport (AII, 1982) - Arena Shooter/Single Screen Shooter (Pac-Man/Berzerk variation), Killathon/Elimination game
-Random teleporters (Streaking (1981)) which also change locations after use
-Have to drag beaten enemies to a teleporter to get rid of them completely and you can't shoot after having shot an enemy
-Enemies spawn/teleport in randomly (very similar to Zelda 1)
-No continues
Wizard of Wor (ARC, 1980/PCs, 1982/Atari 8-bit, 1983) - 2-player vs., Maze-like level layout, top down view
Wabbit (A2600 (console), 1982) - Shoot 'em up/Space Invaders variation (prevent rabbits from eating your carrots), Single Screen
-First female protagonist on consoles?
-Detailed player character for the system
Nemesis (CP/M, 1982) - Rogue-like, TD view
-Character creation with race (15 different ones), gender, classes (hirebrand, mage, peasant, rogue), 6 stats, alignment (lawful, neutral, chaotic), starting gold (rolled along with the stats)
-Start at a castle w/ several locations (text menu)
-Real-time gameplay?
Spider-Man (A2600, 1982) - Action/Climbing (vertical scrolling only), Side view
-Web swinging (fall if you hit a window rather than a wall)
-Bomb disarming mission
1983:
Ultima III (PCs, 1983/NES, 1987) - WRPG (char creation and leveling, some interactive dialogue?, shops, party of four)
-Limited field of view in dungeons (Cloudy Mountain or Rogue?)
-Tactical top down view battles
-Encounters can be avoided
-Thieving enemies
-NPC interaction besides dialogue
-Puzzles and hidden items
-Different ways to travel (fast travel via moongates (teleporters))
-Enemies and chars with different strengths and weaknesses
-Some voice samples (DOS, so-so quality)
-Multi-channel music using the AY-3 chip on Apple II, relatively long and varied chiptune OST (probably the first game soundtrack where the player can manually trigger most of its songs by moving back and forth between areas in-game as well)
-Party of four - six in Wizardry 1
M.U.L.E./MULE (PCs, 1983) - Multiplayer Vs. Trading Sim, 4-player vs., TB w/ some real-time parts
-Early dynamic difficulty balancing/rubberbanding (random events are adjusted so that the player in first place is never lucky and the last-place player is never unlucky)
Lode Runner (C64/AII, 1983/ARC, 1984) - Puzzle Platformer/Trapping (based on Space Panic (ARC, 1980)), Collectathon, Single screen (some ports had scrolling due to the systems not being able to show the whole levels)
-Destructible floor tiles (trap enemies to kill them) and indestructible ones
-False floor tiles
-Pretty impressive enemy AI for the time
-Game speed option
-Level select option
-Level editor (first ever?; lets players place platforms (breakable and non-breakable), ladders, horizontal ropes, traps (pits or non-solid blocks), enemies and treasure). Console players instead had access to the NES version, which is more zoomed in and features scrolling and cuter graphics, but only Japanese players could save their levels back in the day.
Jetpac (PCs, 1983) - Single Screen Flight-based Platformer (Thrust mechanics), Collectathon
Moon Dust (C64, 1983) - Interactive art? (audio and video)
Encounter (Atari, 1983) - FPS/Arena Shooter, Rail Shooter-like levels (avoid the obstacles)
-Good framerate
-Rotating aim
-Basic ambient sfx (enemies make a noise that rises in pitch as they get closer)
Capture the Flag (Atari 8-bit/VIC-20, 1983) - FP Maze, 2-player split-screen
-Somewhat fluid non tile-based movement
-Auto-mapper
Atic Atac (Spectrum/BBC Micro, 1983) - Multi-Screen Maze Shooter/Collectathon/Proto-Action Adventure, Top Down view
-Color coded locked doors
-3 different playable characters (choose before beginning; knight can walk through clocks, serf can go through barrels on walls, wizard can go through bookcases)
-Multiple floors
-Hidden paths
-Randomized key part locations
-Need specific items to beat or deter bosses/mini-bosses (limited inventory - 3 items)
Reach for the Stars (PCs, 1983) - 4X Strategy precursor
-Mouse-based controls on Amiga (1988)
Stellar 7 (PCs, 1983) - 3D Vehicle Sim, Proto-FPS
-Zoom feature
-Cloaking device (energy fueled)
-Flying enemies and homing bomb enemies
-Mission briefings which introduce most new enemies
Flight Simulator II (PCs, 1983) - Flight Sim
-Wireframe 3D besides the ground
Gateway To Apshai (Multi, 1983) - Action Adventure/ARPG (leveling, 4 stats), TD View, Time limits
-Player control over the dungeon size (choose a number between 1 and 99 to generate the dungeon)
-Locate (traps) and search (hidden doors) spells
-Limited FoV (rooms appear as you enter them while corridors don't; Rogue)
-Level 8 of the dungeon perpetually repeats until the player runs out of lives
-Linear without backtracking to previous floors?
-Manually controlled melee attacks (sword swings) - Raiders of the Lost Ark
Temple of Apshai Trilogy (AMI, 1986)?
Alley Cat (PC, 1983/DOS, 1984) - Multi-Screen Action/Exploration (Mini-game compilation), Cat Sim
-Hub area
-Object interaction
-Some rooms with a tilted side view and four-way movement (see Renegade-like beat 'em ups)
-Avoid hazards
-Can leave traces by moving around indoors (which are then cleaned up by a magic broom)
Advanced Dungeons & Dragons: Treasure of Tarmin (Intellivision/Mattel Aquarius, 1983) - Dungeon Crawler RPG, FP View, Real-time combat?
-Basic map feature (layout of the dungeon floor connections)
-Non-wireframe visuals
-Hunger and fatigue mechanics
-Difficulty options
-256 randomly-generated floors (including item and enemy locations)
-Hidden doors
-Dozens of weapons
-Optional superboss
Downland (Tandy TRS-80, 1983/Dragon 32/64, 1984) - Maze Platformer, Similar to Montezuma's Revenge but without weapons and tools
-Shimmying and rope climbing
Ant Attack (Spectrum, 1983/C64, 1984) - Isometric Maze Action, Rescue/escort mission (find your gf and then escort her to the exit)
-Light horror theme (giant ants)
-Scan feature (shows when ants are nearby though it doesn't work very well?)
-Fall stun
Horace & the Spiders (Spectrum, 1983) - Single Screen & Scrolling (Hop 'n Bop) Platformer hybrid
-First game with a jump attack?
-Ladder climbing and moving rope climbing/platforming
-Partially destructible environment (stomp web floors open)
Snokie (C64, 1983) Scrolling Platformer, Side view
-Slopes which you can slide down (if you slide into a narrow gap you die however)
-Moving platforms
Archon (C64, 1983/AMI, 1985/NES, 1989) - TBS/Chess variation with real-time combat in a separate engine as pieces move into each other on the board, Top down view
-Early dynamic difficulty balancing (the computer opponent slowly adapts over time to help players defeat it)
Stonkers (Spectrum, 1983) - Early Real-Time Strategy/RTS (no base building)
-Automatic battles once units move into each other (rock-paper-scissors system)
-Difficulty options
-Map screen
-Capture enemy supplies
-Preset armies
-Rivers and chokepoints
-4 unit types
-Management of automatically distributed resources (truck reinforcements delivered in intervals by boat, the trucks are moved manually) with which to resupply your combat units which is required for them to survive
-Terrain differences which affect movement speed
Lunar Jetman (Spectrum, 1983) - Defender-like
-Thrust mechanics
-Buggy companion (ride it to protect yourself from regular enemies, a variant of this was later used in Ranger X)
-New enemies up until level 10
Pharaoh's Curse (C64/A800 etc, 1983) - Multi-Screen/Flip Screen Maze Platformer, Collectathon (16 treasures)
-Password save (once per loop?)
-Locked doors and keys
-The bird-like enemy can pick you up and put you down somewhere else in the level
-One way elevators/moving platforms
Survival Island (A2600 (console), 1983) - Action (first segment)/Quest Adventure (island segment)/Maze (third segment - temple), TP View/Bird's Eye View/FP View Hybrid
-Verb commands
-Shop in the first segment (trade food for life with the black squids)
-Locked temple in second segment
-Examine things via the search mode stance (also lets you locate traps)
-Password save
-Can bribe bridge guards with coins
-Limited item inventory
-Discarding items means they are removed
-Compass and lantern for the third segment
-Good and bad mushrooms and water sources (examine them)
-Large world for the time
-Basic ranking based on completion time
-Hunger mechanic/HP drain
Scuba Dive (Spectrum, 1983) - Swimming/Maze Action, Collectathon;
Spelunker (Multi, 1983/ARC, 1985) - Maze Platformer (level-based), Partially multi screen/flip screen (vertical scrolling only)
-No maps? - In the arcade version you get a quick overview of a level as the camera pans from the exit to the start position
-No save or password save?
Arcade ver. (1985 or 1986):
-Locked doors and keys
-Bombs (can destroy enemies and certain boulders only)
-Hidden paths
-Elevators (manually operated)
-Sometimes have to jump in a certain spot to make a path appear (trial & error) or grab a green pot
Jumpman (1983) & Jumpman Junior (C64, 1983) - Collectathon Platformer, Single screen
-Can grab onto and climb ledges
-Puzzle element to some levels (make ladders longer to reach higher by carrying ladder tiles to them)
-Creative level design (moving platforms, black shroud-style level that is revealed as you move through it with a limited sight range (similar to exploration in Civ 1 later on), coins that start moving around, bullets that change direction when passed by, two kinds of ranged attacks (gun and spear) - used in some levels only, level where every other coin makes most of the level go dark, level where picking up a coin teleports you to a portal which changes position each time, level where each coin picked up takes out a flying enemy that's chasing you, wind effect, etc.)
-Good enemy/hazard variation
-No level timers
Berzerk (ARC, 1980/Atari 5200, 1983) - Multi-Screen Maze Shooter
-Robot voice samples
-Humanoid avatar
Manic Miner (C64, 1983) - Collectathon platformer
Chuckie Egg (PCs, 1983) - Collectathon platformer
Hydrax (C64, 1983) - Quest Adventure/Platform Adventure hybrid;
Germany 1985 (A2/C64, 1983) - TBS, hex grid?
Forbidden Forest (C64, 1983) - Defender-like/Proto-Third Person Shooter (scrolls both ways, fixed l/r movement, shoot into the screen/on the z-plane)
-Horror theme (limited ammo, aesthetics)
-Difficulty options
-Some gore
-Weather effects and partial day to night cycle (ends at night)
-Parallax scrolling
-Basic sprite scaling, fairly large sprites, many unique music tracks for the time
Aztec Challenge (C64, 1983) - Misc. Action/Platformer, Avoid hazards, various perspectives
Beamrider (PCs, 1983) - Rail Shooter (fixed movement),
Super Pipeline (C64, 1983) & Super Pipeline II (C64, 1985) - Puzzle Platformer, single screen
Oil's Well (C64, 1983) - Single-Screen Puzzle/Collectathon, Anteater clone;
Beyond Castle Wolfenstein (PC, 1983) - Maze Shooter/Proto-Action Adventure/Stealth, Escape segment, TD View, Time limit after getting the bomb (need to place it at Hitler's quarters and then escape)
-Separate aiming controls (8 directions)
-Guards can sound the alarm and summon other guards
-Can bribe some guards
-Voice samples (PC Speaker PWM?)
Keystone Kapers (A2600 (console), 1983/A5200) - Flip Screen Platformer/Cops and Robbers Sim
-Mini-map (shows the basic layout, the elevator and escalators, your avatar and the thief)
-Elevator and escalators
-Modern day shopping mall setting
3-Demon (PC, 1983) - FP view Maze/Pac-Man-like, Collectathon; radar feature, tile-based movement?
Blue Max (C64, 1983) - Zaxxon-like
Pinball Construction Set (PCs, 1983) - Pinball/Editor; Create and play your own tables
Bushido (PC, 1983) - Beat 'em up/Hack 'n Slash, Side View Gameplay/Tilted View Visuals
-Large sprites
-Particle effects
Attack of the Mutant Camels (C64, 1983) - Defender-like, rudimentary map feature
Falcon Patrol (C64, 1983) - Defender-like
Artillery Duel (PCs, 1983) - Artillery
Drol (PCs, 1983/SG-1000) - Scrolling Action Platformer
-Scrolls both ways like Defender
-Jetpack
-Multiple floors with doors/shafts between them, mini-map feature (layout, avatar, enemies)
Digger (PC, 1983) - Maze Action, Collectathon, SV/TD View Hybrid
-Features PC Speaker PWM for the music (Popcorn, Overture to Wilhelm Tell and one more cover)
Rollo and the Brush Brothers (PC, 1983) - Maze Action, Fill in the tiles gameplay, TD View
-Features PC Speaker PWM for the music (La Cucaracha cover)
Party Mix (A2600, 1983) - Misc. Action?, 4-Player Vs.
Quest for Quintana Roo (A2600 (console), 1983?/Multi, 1984) - Maze Action/Action Adventure, Tilted View/Side View Hybrid, Collectathon (5 rocks), Find treasure and escape mission
-Transformations/stances (can switch colors on the fly and each one lets you perform a different action, 5 forms which you have from the get go)
-Rocks stay where placed (until used on the rock lock with 3 holes - have to go back and find a rock again if placed in the wrong hole which is a trial & error process) - can only hold 1
-Stairs (outside only)
-Hidden doors (trial & error where you need to hit to make them appear)
-Poison and herbs (die after 60 seconds without a herb)
-Pickaxe and acid flasks for finding hidden rooms (a geiger counter helps you find them)
Excalibur (Atari 8-bit, 1983) - TBS/Management
-Fantasy theme
-Can reward loyal knights to gain favour (or banish them)
-Control tax rates
-Gather news from around the world
-Can recruit Merlin to send plagues at other kingdoms
Ice Trek (Intellivision, 1983) - Misc. Action (Auto-scrolling shooter/avoid the enemies levels, Single Screen bridge building+clear ice floes levels, Single screen gallery shooter/galaga-like action), Tilted View/Top Down View
-First game with a rank system affecting the difficulty? (in the auto-scrolling levels you're facing a charging herd of caribou and you can take them out with an axe to avoid losing a life, but doing so increases the game's difficulty level)
-Destructible enemy projectiles in the third segment
Mined-Out (Spectrum, 1983) - Minesweeper variant where you traverse a minefield, TD view, Single Screen
Shamus: Case II (Atari 8-bit, 1983/C64, 1984) - Flip Screen Maze Platformer/Arkanoid-like Hybrid
-Locked doors
-No map?, No save or password feature?
Mountain King (C64/A2600 etc., 1983) - Maze Platformer/Collectathon (1000 points worth of diamonds), Can't attack enemies
-Multi-directional scrolling (a bit choppy though)
-Have a flashlight from the get go which is used to find some hidden treasure (no abilities or tools gained over the course of the game)
-Bats can steal the crown
-Key item gating (flame spirit to get the crown, crown to beat the game by getting to the top of the mountain)
-Horizontal and vertical scrolling
Hard Hat Mack (PCs, 1983) - Puzzle Platformer/Collectathon, Single Screen
-Object manipulation (goals involve replacing holes in the floor, catching a moving jackhammer to secure plates, collecting lunchboxes, and dropping wares into a processor)
-Elevators
-Loops at a faster speed after beating the three levels
-No save
BC's Quest for Tires (C64, 1983) - Auto-scrolling/Single Screen Platformer Hybrid
-Some NPC & enemy dialogue during gameplay
-Parallax scrolling
-Ducking
Time Bandit (TRS-80, 1983/ST, 1985/AMI, 1988) - Maze Shooter w/ Text Adventure segments (AMI only?), TD view, 2-Player Co-op on AMI
-Hub area (similar to Commander Keen except with a few moving invincible enemies)
-Non-linear structure
-Locked doors
-Save feature
-Vertically looping levels (similar to parts of SMB2)
-Can replay beaten levels (they become harder)
-Enemy spawning "machines" - Tutankham
-One-way doors
-Named levels - Colossal Cave Adventure
Shultz's Treasure (PC, 1983) - Maze Action/Proto-Action Adventure, FP view
-Randomly generated maze
-Bats which steal your items
-Some exploration tools (dynamite, night-vision goggles and a gold detector)
-Map (mini-map) and compass
Android 2 (Multi, 1983) - Maze Action/Proto-AA?, TD view, Time limit
-Lives system
-3 Levels (looping similar to Defender or Pac-Man)
E.T. Phone Home (Atari 8-bit, 1983) - Proto-Action Adventure/Collectathon?, TD view
-Difficulty options
Zombies (Multi, 1983) - "Platformer" (can't jump)/Proto-AA/Puzzle, Level-based (mazes)?, Isometric, 2-player co-op mode
-Place pegs to hinder enemies from reaching you
Fathom (Multi, 1983/CVIS/TI-99/4A, 1984/MSX, 1985) - Underwater/Flight-based Maze Action/Proto-Action Adventure (no char upgrades, small world, level-based), Collectathon, Rescue Mission (collect items to free a mermaid, no other gates), Avoid the enemies gameplay, Side view
-Underwater swimming and flight (mash button to fly/joust-style)
-Switch between dolphin and bird forms at the surface
-Interconnected world
-Looping surface area (Defender, SMB2)
-Short
Combat Leader (Atari 8-bit, 1983) - Early RTS/RTT
-WW2 theme
-Large roster of units
-Terrain effects
-Can create custom scenarios
-AI opponent (Legionnaire)
The Attack of the Phantom Karate Devils (C64, 1983) - One of the first beat 'em ups (flip screen of sorts - like Zelda 1, can't turn around)
-Large sprites
-Abstract background visuals
-One weapon (nunchaku) though it doesn't change how you play
Dandy/Dandy Dungeon (Atari 8-bit, 1983) - Maze Shooter/Action, TD view
-Precursor to Gauntlet (enemies behave the same way, enemy spawning machines, hunger mechanic, locked doors and keys)
-Diagonal movement (tile-based though) and attacks
-Smart bombs (kept in an inventory)
International Soccer (C64, 1983) - Sports (Football/Soccer), Tilted view
-Lobbing shots
-Can juggle the ball on your head while running (all the way across the field?)
World Series Major League Baseball (ITV (console), 1983) - Sports Sim, Isometric & TD view
-Speech synthesis - Castle Wolfenstein
Ultima III (PCs, 1983/NES, 1987) - WRPG (char creation and leveling, some interactive dialogue?, shops, party of four)
-Limited field of view in dungeons (Cloudy Mountain or Rogue?)
-Tactical top down view battles
-Encounters can be avoided
-Thieving enemies
-NPC interaction besides dialogue
-Puzzles and hidden items
-Different ways to travel (fast travel via moongates (teleporters))
-Enemies and chars with different strengths and weaknesses
-Some voice samples (DOS, so-so quality)
-Multi-channel music using the AY-3 chip on Apple II, relatively long and varied chiptune OST (probably the first game soundtrack where the player can manually trigger most of its songs by moving back and forth between areas in-game as well)
-Party of four - six in Wizardry 1
M.U.L.E./MULE (PCs, 1983) - Multiplayer Vs. Trading Sim, 4-player vs., TB w/ some real-time parts
-Early dynamic difficulty balancing/rubberbanding (random events are adjusted so that the player in first place is never lucky and the last-place player is never unlucky)
Lode Runner (C64/AII, 1983/ARC, 1984) - Puzzle Platformer/Trapping (based on Space Panic (ARC, 1980)), Collectathon, Single screen (some ports had scrolling due to the systems not being able to show the whole levels)
-Destructible floor tiles (trap enemies to kill them) and indestructible ones
-False floor tiles
-Pretty impressive enemy AI for the time
-Game speed option
-Level select option
-Level editor (first ever?; lets players place platforms (breakable and non-breakable), ladders, horizontal ropes, traps (pits or non-solid blocks), enemies and treasure). Console players instead had access to the NES version, which is more zoomed in and features scrolling and cuter graphics, but only Japanese players could save their levels back in the day.
Jetpac (PCs, 1983) - Single Screen Flight-based Platformer (Thrust mechanics), Collectathon
Moon Dust (C64, 1983) - Interactive art? (audio and video)
Encounter (Atari, 1983) - FPS/Arena Shooter, Rail Shooter-like levels (avoid the obstacles)
-Good framerate
-Rotating aim
-Basic ambient sfx (enemies make a noise that rises in pitch as they get closer)
Capture the Flag (Atari 8-bit/VIC-20, 1983) - FP Maze, 2-player split-screen
-Somewhat fluid non tile-based movement
-Auto-mapper
Atic Atac (Spectrum/BBC Micro, 1983) - Multi-Screen Maze Shooter/Collectathon/Proto-Action Adventure, Top Down view
-Color coded locked doors
-3 different playable characters (choose before beginning; knight can walk through clocks, serf can go through barrels on walls, wizard can go through bookcases)
-Multiple floors
-Hidden paths
-Randomized key part locations
-Need specific items to beat or deter bosses/mini-bosses (limited inventory - 3 items)
Reach for the Stars (PCs, 1983) - 4X Strategy precursor
-Mouse-based controls on Amiga (1988)
Stellar 7 (PCs, 1983) - 3D Vehicle Sim, Proto-FPS
-Zoom feature
-Cloaking device (energy fueled)
-Flying enemies and homing bomb enemies
-Mission briefings which introduce most new enemies
Flight Simulator II (PCs, 1983) - Flight Sim
-Wireframe 3D besides the ground
Gateway To Apshai (Multi, 1983) - Action Adventure/ARPG (leveling, 4 stats), TD View, Time limits
-Player control over the dungeon size (choose a number between 1 and 99 to generate the dungeon)
-Locate (traps) and search (hidden doors) spells
-Limited FoV (rooms appear as you enter them while corridors don't; Rogue)
-Level 8 of the dungeon perpetually repeats until the player runs out of lives
-Linear without backtracking to previous floors?
-Manually controlled melee attacks (sword swings) - Raiders of the Lost Ark
Temple of Apshai Trilogy (AMI, 1986)?
Alley Cat (PC, 1983/DOS, 1984) - Multi-Screen Action/Exploration (Mini-game compilation), Cat Sim
-Hub area
-Object interaction
-Some rooms with a tilted side view and four-way movement (see Renegade-like beat 'em ups)
-Avoid hazards
-Can leave traces by moving around indoors (which are then cleaned up by a magic broom)
Advanced Dungeons & Dragons: Treasure of Tarmin (Intellivision/Mattel Aquarius, 1983) - Dungeon Crawler RPG, FP View, Real-time combat?
-Basic map feature (layout of the dungeon floor connections)
-Non-wireframe visuals
-Hunger and fatigue mechanics
-Difficulty options
-256 randomly-generated floors (including item and enemy locations)
-Hidden doors
-Dozens of weapons
-Optional superboss
Downland (Tandy TRS-80, 1983/Dragon 32/64, 1984) - Maze Platformer, Similar to Montezuma's Revenge but without weapons and tools
-Shimmying and rope climbing
Ant Attack (Spectrum, 1983/C64, 1984) - Isometric Maze Action, Rescue/escort mission (find your gf and then escort her to the exit)
-Light horror theme (giant ants)
-Scan feature (shows when ants are nearby though it doesn't work very well?)
-Fall stun
Horace & the Spiders (Spectrum, 1983) - Single Screen & Scrolling (Hop 'n Bop) Platformer hybrid
-First game with a jump attack?
-Ladder climbing and moving rope climbing/platforming
-Partially destructible environment (stomp web floors open)
Snokie (C64, 1983) Scrolling Platformer, Side view
-Slopes which you can slide down (if you slide into a narrow gap you die however)
-Moving platforms
Archon (C64, 1983/AMI, 1985/NES, 1989) - TBS/Chess variation with real-time combat in a separate engine as pieces move into each other on the board, Top down view
-Early dynamic difficulty balancing (the computer opponent slowly adapts over time to help players defeat it)
Stonkers (Spectrum, 1983) - Early Real-Time Strategy/RTS (no base building)
-Automatic battles once units move into each other (rock-paper-scissors system)
-Difficulty options
-Map screen
-Capture enemy supplies
-Preset armies
-Rivers and chokepoints
-4 unit types
-Management of automatically distributed resources (truck reinforcements delivered in intervals by boat, the trucks are moved manually) with which to resupply your combat units which is required for them to survive
-Terrain differences which affect movement speed
Lunar Jetman (Spectrum, 1983) - Defender-like
-Thrust mechanics
-Buggy companion (ride it to protect yourself from regular enemies, a variant of this was later used in Ranger X)
-New enemies up until level 10
Pharaoh's Curse (C64/A800 etc, 1983) - Multi-Screen/Flip Screen Maze Platformer, Collectathon (16 treasures)
-Password save (once per loop?)
-Locked doors and keys
-The bird-like enemy can pick you up and put you down somewhere else in the level
-One way elevators/moving platforms
Survival Island (A2600 (console), 1983) - Action (first segment)/Quest Adventure (island segment)/Maze (third segment - temple), TP View/Bird's Eye View/FP View Hybrid
-Verb commands
-Shop in the first segment (trade food for life with the black squids)
-Locked temple in second segment
-Examine things via the search mode stance (also lets you locate traps)
-Password save
-Can bribe bridge guards with coins
-Limited item inventory
-Discarding items means they are removed
-Compass and lantern for the third segment
-Good and bad mushrooms and water sources (examine them)
-Large world for the time
-Basic ranking based on completion time
-Hunger mechanic/HP drain
Scuba Dive (Spectrum, 1983) - Swimming/Maze Action, Collectathon;
Spelunker (Multi, 1983/ARC, 1985) - Maze Platformer (level-based), Partially multi screen/flip screen (vertical scrolling only)
-No maps? - In the arcade version you get a quick overview of a level as the camera pans from the exit to the start position
-No save or password save?
Arcade ver. (1985 or 1986):
-Locked doors and keys
-Bombs (can destroy enemies and certain boulders only)
-Hidden paths
-Elevators (manually operated)
-Sometimes have to jump in a certain spot to make a path appear (trial & error) or grab a green pot
Jumpman (1983) & Jumpman Junior (C64, 1983) - Collectathon Platformer, Single screen
-Can grab onto and climb ledges
-Puzzle element to some levels (make ladders longer to reach higher by carrying ladder tiles to them)
-Creative level design (moving platforms, black shroud-style level that is revealed as you move through it with a limited sight range (similar to exploration in Civ 1 later on), coins that start moving around, bullets that change direction when passed by, two kinds of ranged attacks (gun and spear) - used in some levels only, level where every other coin makes most of the level go dark, level where picking up a coin teleports you to a portal which changes position each time, level where each coin picked up takes out a flying enemy that's chasing you, wind effect, etc.)
-Good enemy/hazard variation
-No level timers
Berzerk (ARC, 1980/Atari 5200, 1983) - Multi-Screen Maze Shooter
-Robot voice samples
-Humanoid avatar
Manic Miner (C64, 1983) - Collectathon platformer
Chuckie Egg (PCs, 1983) - Collectathon platformer
Hydrax (C64, 1983) - Quest Adventure/Platform Adventure hybrid;
Germany 1985 (A2/C64, 1983) - TBS, hex grid?
Forbidden Forest (C64, 1983) - Defender-like/Proto-Third Person Shooter (scrolls both ways, fixed l/r movement, shoot into the screen/on the z-plane)
-Horror theme (limited ammo, aesthetics)
-Difficulty options
-Some gore
-Weather effects and partial day to night cycle (ends at night)
-Parallax scrolling
-Basic sprite scaling, fairly large sprites, many unique music tracks for the time
Aztec Challenge (C64, 1983) - Misc. Action/Platformer, Avoid hazards, various perspectives
Beamrider (PCs, 1983) - Rail Shooter (fixed movement),
Super Pipeline (C64, 1983) & Super Pipeline II (C64, 1985) - Puzzle Platformer, single screen
Oil's Well (C64, 1983) - Single-Screen Puzzle/Collectathon, Anteater clone;
Beyond Castle Wolfenstein (PC, 1983) - Maze Shooter/Proto-Action Adventure/Stealth, Escape segment, TD View, Time limit after getting the bomb (need to place it at Hitler's quarters and then escape)
-Separate aiming controls (8 directions)
-Guards can sound the alarm and summon other guards
-Can bribe some guards
-Voice samples (PC Speaker PWM?)
Keystone Kapers (A2600 (console), 1983/A5200) - Flip Screen Platformer/Cops and Robbers Sim
-Mini-map (shows the basic layout, the elevator and escalators, your avatar and the thief)
-Elevator and escalators
-Modern day shopping mall setting
3-Demon (PC, 1983) - FP view Maze/Pac-Man-like, Collectathon; radar feature, tile-based movement?
Blue Max (C64, 1983) - Zaxxon-like
Pinball Construction Set (PCs, 1983) - Pinball/Editor; Create and play your own tables
Bushido (PC, 1983) - Beat 'em up/Hack 'n Slash, Side View Gameplay/Tilted View Visuals
-Large sprites
-Particle effects
Attack of the Mutant Camels (C64, 1983) - Defender-like, rudimentary map feature
Falcon Patrol (C64, 1983) - Defender-like
Artillery Duel (PCs, 1983) - Artillery
Drol (PCs, 1983/SG-1000) - Scrolling Action Platformer
-Scrolls both ways like Defender
-Jetpack
-Multiple floors with doors/shafts between them, mini-map feature (layout, avatar, enemies)
Digger (PC, 1983) - Maze Action, Collectathon, SV/TD View Hybrid
-Features PC Speaker PWM for the music (Popcorn, Overture to Wilhelm Tell and one more cover)
Rollo and the Brush Brothers (PC, 1983) - Maze Action, Fill in the tiles gameplay, TD View
-Features PC Speaker PWM for the music (La Cucaracha cover)
Party Mix (A2600, 1983) - Misc. Action?, 4-Player Vs.
Quest for Quintana Roo (A2600 (console), 1983?/Multi, 1984) - Maze Action/Action Adventure, Tilted View/Side View Hybrid, Collectathon (5 rocks), Find treasure and escape mission
-Transformations/stances (can switch colors on the fly and each one lets you perform a different action, 5 forms which you have from the get go)
-Rocks stay where placed (until used on the rock lock with 3 holes - have to go back and find a rock again if placed in the wrong hole which is a trial & error process) - can only hold 1
-Stairs (outside only)
-Hidden doors (trial & error where you need to hit to make them appear)
-Poison and herbs (die after 60 seconds without a herb)
-Pickaxe and acid flasks for finding hidden rooms (a geiger counter helps you find them)
Excalibur (Atari 8-bit, 1983) - TBS/Management
-Fantasy theme
-Can reward loyal knights to gain favour (or banish them)
-Control tax rates
-Gather news from around the world
-Can recruit Merlin to send plagues at other kingdoms
Ice Trek (Intellivision, 1983) - Misc. Action (Auto-scrolling shooter/avoid the enemies levels, Single Screen bridge building+clear ice floes levels, Single screen gallery shooter/galaga-like action), Tilted View/Top Down View
-First game with a rank system affecting the difficulty? (in the auto-scrolling levels you're facing a charging herd of caribou and you can take them out with an axe to avoid losing a life, but doing so increases the game's difficulty level)
-Destructible enemy projectiles in the third segment
Mined-Out (Spectrum, 1983) - Minesweeper variant where you traverse a minefield, TD view, Single Screen
Shamus: Case II (Atari 8-bit, 1983/C64, 1984) - Flip Screen Maze Platformer/Arkanoid-like Hybrid
-Locked doors
-No map?, No save or password feature?
Mountain King (C64/A2600 etc., 1983) - Maze Platformer/Collectathon (1000 points worth of diamonds), Can't attack enemies
-Multi-directional scrolling (a bit choppy though)
-Have a flashlight from the get go which is used to find some hidden treasure (no abilities or tools gained over the course of the game)
-Bats can steal the crown
-Key item gating (flame spirit to get the crown, crown to beat the game by getting to the top of the mountain)
-Horizontal and vertical scrolling
Hard Hat Mack (PCs, 1983) - Puzzle Platformer/Collectathon, Single Screen
-Object manipulation (goals involve replacing holes in the floor, catching a moving jackhammer to secure plates, collecting lunchboxes, and dropping wares into a processor)
-Elevators
-Loops at a faster speed after beating the three levels
-No save
BC's Quest for Tires (C64, 1983) - Auto-scrolling/Single Screen Platformer Hybrid
-Some NPC & enemy dialogue during gameplay
-Parallax scrolling
-Ducking
Time Bandit (TRS-80, 1983/ST, 1985/AMI, 1988) - Maze Shooter w/ Text Adventure segments (AMI only?), TD view, 2-Player Co-op on AMI
-Hub area (similar to Commander Keen except with a few moving invincible enemies)
-Non-linear structure
-Locked doors
-Save feature
-Vertically looping levels (similar to parts of SMB2)
-Can replay beaten levels (they become harder)
-Enemy spawning "machines" - Tutankham
-One-way doors
-Named levels - Colossal Cave Adventure
Shultz's Treasure (PC, 1983) - Maze Action/Proto-Action Adventure, FP view
-Randomly generated maze
-Bats which steal your items
-Some exploration tools (dynamite, night-vision goggles and a gold detector)
-Map (mini-map) and compass
Android 2 (Multi, 1983) - Maze Action/Proto-AA?, TD view, Time limit
-Lives system
-3 Levels (looping similar to Defender or Pac-Man)
E.T. Phone Home (Atari 8-bit, 1983) - Proto-Action Adventure/Collectathon?, TD view
-Difficulty options
Zombies (Multi, 1983) - "Platformer" (can't jump)/Proto-AA/Puzzle, Level-based (mazes)?, Isometric, 2-player co-op mode
-Place pegs to hinder enemies from reaching you
Fathom (Multi, 1983/CVIS/TI-99/4A, 1984/MSX, 1985) - Underwater/Flight-based Maze Action/Proto-Action Adventure (no char upgrades, small world, level-based), Collectathon, Rescue Mission (collect items to free a mermaid, no other gates), Avoid the enemies gameplay, Side view
-Underwater swimming and flight (mash button to fly/joust-style)
-Switch between dolphin and bird forms at the surface
-Interconnected world
-Looping surface area (Defender, SMB2)
-Short
Combat Leader (Atari 8-bit, 1983) - Early RTS/RTT
-WW2 theme
-Large roster of units
-Terrain effects
-Can create custom scenarios
-AI opponent (Legionnaire)
The Attack of the Phantom Karate Devils (C64, 1983) - One of the first beat 'em ups (flip screen of sorts - like Zelda 1, can't turn around)
-Large sprites
-Abstract background visuals
-One weapon (nunchaku) though it doesn't change how you play
Dandy/Dandy Dungeon (Atari 8-bit, 1983) - Maze Shooter/Action, TD view
-Precursor to Gauntlet (enemies behave the same way, enemy spawning machines, hunger mechanic, locked doors and keys)
-Diagonal movement (tile-based though) and attacks
-Smart bombs (kept in an inventory)
International Soccer (C64, 1983) - Sports (Football/Soccer), Tilted view
-Lobbing shots
-Can juggle the ball on your head while running (all the way across the field?)
World Series Major League Baseball (ITV (console), 1983) - Sports Sim, Isometric & TD view
-Speech synthesis - Castle Wolfenstein
1984:
King's Quest (PCs, 1984)/VGA, 1990/PC Remake, 200?) - Quest Adventure, Exploration-based, Looping world (see Defender)
-Partially non-linear
-Item inventory
-Some action sequences (first real-time w/ pausing game?; pushing the witch, fighting/waiting out the giant, grabbing the eagle, climbing)
-Text parser
-Comical/sarcastic tone
-A few scripted events (witch, bridge troll, giant and dwarven thief encounters (the giant also gets tired and falls to sleep after a while))
-Escort segment of sorts (the goat)
-One large scale environmental change (giant beanstalk)
-Some interesting items (invisibility ring)
-Some alternate solutions to puzzles (giant)
-Ambient SFX in the 1990 remake
Elite (PCs, 1984) - 3D Vehicle Sim (Space Flight)/Bounty Hunter Sim, FP view, Trading, Open World?
-Non-linear
-Interplanetary and -galactic travel
-Randomly generated galaxy w/ 400+ sun systems
-Mining
-Save feature
Impossible Mission (C64, 1984/SMS (1988) - Multi-Screen (scrolling during elevator rides) Platform Adventure, Avoid hazards, Time limit
-Map feature showing room architecture and exits
-Code deciphering puzzle
-Basic computer hacking that affects the security systems
-Optional tips from a portable PC item (wastes some time with each use)
-Random generation elements (robots, rooms and puzzle pieces are switched around each time you play)
-No save or password save?
Knight Lore (PCs, 1984/FDS (NES), 1986) - Isometric Maze Platformer/Puzzle Platformer/Action Adventure, Flip screen/multi-screen, Collectathon element (14 items that you need to put in a cauldron in a certain order), Time limit (40 days)
-Block pushing and carrying (move objects to reach some items)
-Day/night cycle
-Werewolf transformation (turn into one at night, some monsters only attack you in this form but otherwise gameplay is the same)
-Puzzles are reset when re-entering rooms
-Persistent items (can be placed in any room and picked up later)
-Randomized quest item and cauldron locations
FDS/NES ver.:
-Broken up into nine stages consisting of eleven rooms each
-Increases the number of items to find from eight to eleven
-Eighty days instead of forty to complete the game
-The ability to move objects in order to reach items was removed
Below the Root (Multi, 1984) - Exploration-Based Platformer/Quest Adventure/RPG hybrid (Proto-Platform Adventure), Multi-Screen/Flip Screen
-Basic char creation/selection (choose one of five chars with different stats, two races)
-Learn skills over the course of the game
-NPC interaction (verb-based interaction via a menu, towns with shops)
-Four different chars (some with food affinities leading to negative effects if the wrong food is eaten)
-Telepathy/pense skill (used to read thoughts and emotions when encountering a stranger - provides clues to their attitudes and distinguishes friend from foe)
-Day/night cycle (doesnt change the visuals though?)
-Glide jump via a garment called "shuba" (can be destroyed but also replaced)
-Fatigue and hunger mechanics
-Big penalties for killing people (makes the game unbeatable?)
-Telekinesis/kiniporting skill (lets you move various items and eventually yourself)
-"Grow tree branch"/grunspreking skill
-Fall animation (along with some damage)
-Can't die? (get sent back to your house) - can get captured and then choose to "renew" which sends you back at the cost of game time
-Save anywhere on PC (five slots)
-Jingles play when an important discovery is made or the player gains important skills or advances
-The game came with a fairly detailed map of the world (no in-game map)
-Optional gameplay demo/tutorial "video" (Sample Quest option in the menu)
-One dark area (use a perma-torch/spirit lamp or several that will run out)
-Limited inventory
Pitfall II: Lost Caverns (A2600 (console)/PCs, 1984) - Maze Platformer/Platform Adventure, Can't attack
-Optional checkpoints (the red crosses)
-Vertical scrolling (horizontal flip screen)
-Swimming
-Balloon flight segments (temporary vehicles/tools)
-No map or password save?
-Used a custom DSP chip on A2600
Montezuma's Revenge (C64, 1984/SMS, 1989) - Maze Platformer/Proto-Platform Adventure (linear and level-based+life-based), Multi-Screen/Flip Screen
-Color coded doors and keys
-Item inventory
-Disappearing platforms
-A bat appears and kills you if you take too long in any one room (similar to Bubble Bobble, SMS ver. only?)
-Falling down too far (longer than the avatar sprite's height) kills you
-Lives can be used as a tool as running into an enemy kills both it and yourself
-Dark rooms and torches (temporary tools)
-No map or save?
Boulder Dash (PCs, 1984/ARC, 1985/NES, 1990) - Maze/Trapping, Block pushing with gravity (Dig Dug), odd mix of side and top down view in that the player char doesn't fall down pits (Dig Dug)
-Enemy/hazard that clones itself
-Basic gravity physics on the rocks
Ghostbusters (C64, 1984/SMS, ) - Driving/Trapping/Shooter/RTT hybrid, Various perspectives (TD, Side View, Tilted SV), Time limits?
-Hub area
-Item inventory
-Upgradeable car
-Shop (buy cars and equipment for your crew: two kinds of energy detectors (tells you which building ghosts or marshmallow man will attack), ghost vacuum - suck up ghosts while driving to a location, ghost bait - also prevents ghosts from forming marshmallow man, ghost trap, laser confinement system - automatic trap emptying tool (otherwise have to go back to HQ to empty traps), beam energy upgrade (used when trapping ghosts at a location), ghost paralysis system - slows the ghosts down, turbo charger - upgrades the car's speed to the next level (better to buy the next level car instead though), defensive wall - placed on the overworld to keep ghosts/gatekeepers/keymasters from passing)
-Control two avatars at once while trapping ghosts
SMS ver.:
-New final area and interactive final boss fight
Tetris (E60, 1984/AMI/MSX/ST, 1987) - Falling Block Puzzle, 1-player (2-player vs on NES/GB/ARC)
-Block preview display (shows the next block type in the sequence)
-5 block shapes (triangle, z or s, i, square, l)
-No music in this first version
H.E.R.O./HERO (A2600, 1984/SG1000, ) - Maze Shooter/Flight-based Action Platformer, Rescue mission however the person you rescue is always placed at the end of the level and the level ends when you reach them, Side view, Flip screen/Multi-screen
-Flight (heli-pack, jetpack in sg-1000 ver.)
-Sub weapon (dynamite/bomb - destroys breakable walls and kills enemies+temporarily lights up dark rooms, can hit both an enemy and a wall with one stick)
-Partially destructible environment, Can destroy walls with your default laser however it takes about 10 seconds per wall
-Limited fuel/timer mechanic
-Some interesting level gimmicks (lamps that black out the room they're in when touched (the game also remembers which rooms are dark if you come back to them), magma/flashing walls are lethal, magma blocks that turn into crushing traps in later levels, some moving "boat" platforms)
-Can go backwards in levels
-Some alternate paths through levels (not to the extent that levels become maze-like or have alternate exits however)
-Auto-fire
-Can walk over narrower gaps (1-1.5 tiles wide) if you press upwards while moving over them - Similar to SMB1
-Can move while shooting
-Levels tend to progress both vertically and horizontally later on
-Difficulty options (5 levels however only the fifth one changes progression (starts on lvl 17 then randomizes the order) - the previous just make you start further into the game)
-There are checkpoints where you entered each room (or after a hazard if it's one of the crushing traps which is pretty forgiving) until you run out of fuel/time in which case you restart at the beginning of the level however the levels are short)
The Castles of Doctor Creep (C64, 1984) - 2-player Co-op Only Puzzle Platformer, Flip Screen
-Puzzles involve each player doing something to help the other one progress and they are locked into separate paths in the castle
-Shows a map in-between rooms
Spy vs. Spy (NES/C64, 1984) - 2-player vs. Trapping/Collectathon/Action (split-screen), Multi-Screen Maze (steal the 5 randomly hidden items (a briefcase, a passport, secret plans, traveler's cheques and a key) and escape), Time limit (each death removes 30 seconds from a player's time)
-Traps can be hidden in furniture and placed on top of doors (5 traps: bombs or steel springs that can be hidden, spring guns can be built, acid canisters can be put on the top edge of the door or a time bomb can be laid down which explodes in 15 seconds)
-Can disarm traps using equipment in the rooms (for every trap besides the time bomb there is also a remedy: umbrella against the acid, pliers against the steel spring, etc.)
-Can steal the other player's briefcase full of quest items
-Slapstick comedy (various cartoony death animations)
-Fairly advanced enemy AI for the time (the game is designed for multiplayer though)
-A player can accidentally trigger their own traps
-Comic book license (MAD magazine)
-Pretty detailed options/game customization: Level size, number of traps to find and AI difficulty, whether or not the airport is hidden and the time limit can be set before gameplay begins
Star Trader (C64/Spectrum, 1984) - Graphic Adventure/Action Adventure/Space Flight Sim (proto-3D/2.5D engine), Trading, FP view
-Day/night cycle (shop schedules)
-Hotels
-8-player mode (take turns, 2 turns each)
-Hunger and thirst mechanics
-Can be mugged if you wait outside
-Persuasion mechanics (lie to or bribe customs officials)
-Can choose to pay or fight enemies
Pitstop 2 (C64, 1984) - Racing (F1 cars), 2-player Split Screen;
SkyFox (C64, 1984/AMI, 1986) - Flight Combat Sim, Cockpit view
The Lords of Midnight (PCs, 1984) - FP SRPG-ish, Automated combat
-Two ways to win (conquer the enemy's citadel or destroy the ice crown)
-Came with a world map
-Terrain effects
Karateka (PCs, 1984) - Beat 'em up/Fighting, Side View
-Impressive animation
-High/mid/low attacks
-Minimalist art style and HUD
-Alternate bad ending (the damsel in distress kills you)
-Animated cutscenes using in-engine graphics
Seven Cities of Gold (C64, 1984) - ? Open World Action Adventure/Strategy, TD view/SV (Spanish/home city only) hybrid
-Randomly generated map option
-City w/ shop back at home (recruit men, supplies, trade goods), Create exploration parties, Ambushes/random encounters (?) when moving between native towns
-Can choose to trade with or conquer the native Aztec and Incas (for their gold)
-Can also convert natives (dialogue choice and luck-based)
-Reputation mechanic (native towns eventually turn hostile if you kill too many inhabitants)
-Can create forts while on land
-Hunger mechanic
-Historical setting (15th century America)
-Map feature while on the ship
-World creation tool (can save it)
-Some hidden towns (the natives here are friendly and will give you gold)
BC II: Grog's Revenge (C64, 1984) - Collectathon/Maze Action (no platforming), Top Down segments
-Dark caves with limited FoV
-Mini-map
Sabre Wulf (PCs, 1984) - Multi-Screen Maze/Collectathon/Hack 'n Slash, Top down view
Journey to the Centre of the Earth (C64, 1984) - Maze Platformer or Platform Adventure?
-Item inventory (7 slots)
-Find and use gear to progress through some areas, Persistent items and some are used more than once (jug which can be filled with water or oil, boomeregg - teleports you to where you picked it up, umbrella protects against falling rocks)
-Climbing
-Clinging onto and climbing ledges
-Locked elevator
-Some teleporters
-Blow up floors with dynamite
-Oxygen mechanic underwater and oxygen pills
-First game with corpse runs? (collected items are dropped after dying and can be collected where you died)
Adventure Construction Set (Multi, 1984) - Adventure/RPG Game Creation Tool/Editor;
Archon II (PCs, 1984) - Plays more like other TBS games except it keeps the real-time combat element, hold the objective?
The Staff of Karnath (C64, 1984) - Action Adventure/Maze Action, Collectathon (16 pentacle pieces), Tilted view (similar to Renegade)
-Spell inventory (enemies are weak to specific spells, one spell temporarily moves an enemy out of the way, one spell lets you move a certain object to break it and discover a piece, one spell triggers a flying carpet (works like a key though), one detection spell)
-Minor puzzles related to the collecting of the pentacle pieces
-Pretty good enemy variation
Conan: Hall of Volta (Multi, 1984) - Maze Platformer/Puzzle Platformer
-Same screen teleporters (also teleports enemies)
-Moving platforms
-Minor switch puzzles (the gem holders) and one physics-based puzzle (the lamp which can be made to crash on a machine)
-Some background animation
-Boomerang weapon (ammo-based)
-Can destroy some enemy projectiles
-Somewhat more realistic environments
-Controls better on Atari 8-bit
Donald Duck's Playground (C64, 1984/Multi) - Edutainment/Adventure
-Earn a living by doing simple jobs (these play out like mini-games) - goal is to pay for and arrange equipment at a playground for Donald's nephews
-Nice visuals
Underwurlde (Spectrum, 1984) - Multi-Screen Maze Platfomer/Collectathon (don't need the gems though as the goal is to escape the maze)
-Extendable ropes which you can also swing back and forth with to achieve longer momentum-based jumps (these all seem to be preplaced)
-Can put weapons on the ground and have them stay there for later use (there doesn't seem to be a point to this though)
-Moving platforms
-Can only die from falling more than two screens down
-Four different weapons but the projectile behaves the same except for the torch which fires bouncing fire bullets, Weapon inventory
-Pretty good animation
-Birds can pick you up and drop you off elsewhere (randomly? Only useful to get out of a couple of dead end pits)
-Exaggerated knockback when hit by enemies - Punch-Out (also 1984)
-No map or save
Bruce Lee (C64, 1984) - Multi-Screen Action Platformer/Maze Platformer/Collectathon (lanterns to unlock doors), Asymmetric 2-player co-op mode (2nd player controls the sumo), Flip Screen
-Hub area connecting to levels (some are somewhat maze-like)
-Ceiling climbing
-Can avoid most combat (can also crouch to make enemies hit each other)
-Some large sprites (the boss)
-Locked doors
-Background ladders
-Can do minor parts of some levels out of order (otherwise linear structure)
-No abilities gained or ability gating
-Frequent checkpoints (same screen) and collection progress is kept
-One basic puzzle-like boss fight (hit the switch)
-Lives system (can find a couple more during the game)
-No save or map features
Gemstone Warrior (Multi, 1984) - Action Adventure (similar to Castle Wolfenstein), Find the items and escape mission (5 gemstones), TD view
-Maze hub containing a labyrinth (the latter is randomly generated and contains the gemstones)
-Item inventory
-Search bodies for loot
-Save feature
-Various magic items (for example: freeze opponents, turn yourself invisible, hide among monsters with an illusion, annihilate all opponents in the current cavern, cure disease, healing item - goblet)
-Difficulty options (determines various factors such as the rate at which magic items change their effects and the rate at which more dangerous monsters start appearing)
-Limited ammo
-Some trap items
-Some enemies respawn
-Secret doors
Quo Vadis (C64, 1984) - Platform Adventure or Maze Platformer?, You only have one life
-Multi-directional scrolling
-8-way aiming
-Placed HP items (treasures)
Run For It (AII/Atari 8-bit, 1984?) - Multi-Screen Exploration-Based Platformer/Maze Platformer
-Adjustable jump height
-Named rooms (a1, b1, etc.) - Colossal Cave Adventure
-Moving and disappearing/reappearing platforms
-Move while crouching
-No puzzles or upgrades?
-No inventory?
-No map or save?
Alchemist (Spectrum, 1984) - Maze Platformer, Collectathon (4 scroll pieces to complete a scroll used to beat the boss), Avoid enemies gameplay
-Transform into a bird (flight) - default spell
-Transform spell which lets you turn lead into gold and various items into scroll pieces (?)
-Item inventory
-Locked doors
-Hunger mechanic
-One background door (see Wonder Boy in Monster Land or Goonies 2)
-No map or save?
Raid on Bungeling Bay (C64, 1984/NES, 1987) - Helicopter-based Free-Roaming Shooter, Search & Destroy/Protect Mission, 2-player vs. on NES?;
-Health bar (numbers)
-Basic radar/map system (arrow which points towards the aircraft carrier)
-Need to protect the aircraft carrier you launched from to be able to repair your helicopter
-Over time the enemy factories grow and develop new technologies to use against the player (damaged factories also regenerate over time)
-Enemies become more numerous and aggressive as you destroy more of their bases?
-Homing projectiles (enemy only?)
-Hidden island where you can reload your weapons
-Inspired Herzog Zwei?
Rescue Raiders (AII, 1984) - Proto-RTS, Action/War Sim, Side View, Helicopter avatar
-CPU Allies
-Air and ground attacks
-Homing missile weapon
-Home base (re-fueling, weapons re-arming, repair station; Choplifter)
-Can pick up men (for rescue or deployment elsewhere?) - Choplifter
-Basic ranking system
-Inspired Herzog 1 (another proto-RTS game)
Jet Set Willy (PCs, 1984/A800XL, 1987) - Multi-Screen Maze Platformer/Collectathon (83 items), Avoid enemies/hazards gameplay
-Interconnected world (fairly large for the time at 60 screens)
-Named rooms - Colossal Cave Adventure
-No map and no save or password save
Ancipital (C64, 1984) - Flip Screen Action Platformer, Maze levels or branching paths?
-Gravity switch mechanic (goes four ways)
-Fairly large weapon arsenal for the time
The Hitchhiker's Guide to the Galaxy (1984) - ? Text Adventure
Space Taxi (C64, 1984) - Taxi Sim, Single Screen Flight Action
-The longer you take to deliver a passenger, the less money you collect
-25 levels
-Fuel mechanic
Raid over Moscow (C64, 1984) - Tilted view Zaxxon-like, TPS/Gallery Shooter (fixed movement) final level
-Multiple unique boss fights (two)
Skool Daze (Spectrum, 1984/C64, 1985) - Action Adventure/Puzzle (no platforming), Side view gameplay w/ minor 2.5D elements (stairs and chairs), Collectathon (pieces of the code to the safe)
-Have to follow school schedules each day
-Living/active game world - events take place around you regardless of what you do
-Can hit teachers from behind to stun them
The Ancient Art of War (PC, 1984) - RTS (bases but no base building, capture the flag)
-Separate battle view (similar to what was later used in Langrisser)
-No direct control over units during combat encounters besides setting formations
-Terrain effects (combat leader, high ground gives an advantage during a battle)
-4 unit types and you can add or remove individual units from squads (spies can't engage in combat)
-AI opponent (8 factions)
-Multiple maps+scenario generator (can also edit formations)
-Villages and forts generate food and supplies
-Various gameplay options (if villages and forts supply food, how often forts train units, unit shape/condition (based on hunger and morale), if enemy is always seen or not, supply line range, if water is deep and dangerous, if mountains are high but safe, forest frequency on the map)
-Game speed option in-game
-Can merge and split up squads
-Basic stats shown at the end of a mission
-A squad can retreat from a battle
Enchanted Scepters (MAC, 1984) - Graphical Adventure (text heavy), Point & Click interface
-Drop down menu showing commands (look, rest, status, inventory, search, up and down+cardinal directions movement) - later used in Maniac Mansion
Dropzone (PCs, 1984) - Defender-like, map feature
Treasure Island (Multi, 1984) - Like Sabre Wulf
Siege (C16, 1984) - Artillery
Lazy Jones (C64, 1984) - Misc Action (Mini-game compilation/Party game)
-Meta theme (a game about playing video games)
-Seamless transitions between music tracks as the player moves between rooms
Rebelstar Raiders (Spectrum, 1984) - TBS/TBT, 2-player vs only, Single scren
-Manual deployment
Volcano Hunter (TSR-80) - Maze Platformer/Proto-Platform Adventure?
"It's lacking in plot keys/upgrades but otherwise fits the bill with a world map made up of over 200 interconnected screens" https://m.facebook.com/VolcanoHunter/
Pyjamarama (PCs, 1984) - Maze Platformer/Puzzle Platformer (Lives system)
-2 objects can be carried at a time and some must be used in tandem, while others only become active when you walk over them while carrying one or two items they require to become active
-Some physics and switch puzzles
-Items are used like keys or for protection only
Sorcery (C64/Multi, 1984) - Maze Platformer (Flight-based, can't jump?)/Proto-PA?
-Key gating
-Screens are named in the GUI
-Need one of three objects to beat the boss
-No save and no map? (short game)
Incunabula (PCs, 1984) - TBS (automatic battles), proto-4X (pre-explored world map), Local MP
-Three game modes (imperium, traders, incunabula)
-Incunabula mode: Set CPU player personality/humor or have it be randomized, basis of law (assigned or random), toggle tribute and alliance rules and set disaster frequency before beginning
-Four forms of governance (oligarchy, utopia, khanate, theocracy)
Grand Larceny (C64, 1984) - ? Quest Adventure/Action Hybrid, Side view
-Type in commands to interact with the world (24 verbs)
Spirit of the Stones (C64, 1984) - ? Proto-Action Adventure/Platform Adventure, TD view (overworld)/Side view (houses/dungeons) hybrid, Collectathon
-Fall damage
-Collecting diamonds also heals you
Maxwell Manor (PCs, 1984) - Proto-Action Adventure/Platform Adventure, TD view/Side view hybrid, Collectathon?
-Randomized item placements and layout
WarGames (C64/Colecovision/Atari 8-bit, 1984) - RTT/Missile Command-like Hybrid, Defense mission, TD view
-Four types of defense (missiles, planes, subs, and satellites) to intercept enemy missiles with; missiles are fast but limited in range, planes are slower but have unlimited range, satellites are a better all-around defense but are only available every so often)
-Some weapons aren't available in certain areas, and some enemies are resistant to certain weapons
Cuthbert Enters the Tombs of Doom (C16/C64, 1984) - Proto-Action Adventure/Collectathon?, TD view
-Locked doors (can only carry one key at a time)
Countdown to Shutdown (PCs, 1984) - Proto-Action Adventure/Disarming mission, Tilted view, Time limit
-8 different playable chars (droids with different abilities)
-Examine command
New York City (PCs, 1984) - ? Proto-Action Adventure?, TD view (outdoors exploration, car-based)/Side view hybrid (indoors mini-games, time limit)
Sundog: Frozen Legacy (PCs, 1984) - ? Action Adventure/Building & Manamenet Sim Hybrid, Rescue mission, Trading, TD view
Castle Adventure (PC, 1984) - Quest Adventure/Action Adventure Hybrid (ASCII graphics), Collectathon (13 treasures), Flip Screen, TD view
-Text parser (real-time w/ pause?)
-83 rooms
-Narrator's text describes each room entered
Ghost Chaser (Atari 8-bit, 1984) - Maze Platformer, Flip Screen/Multi-Screen
-Horror theme
-Same screen teleporters (bookcase doors)
-Shimmying and crouching
-4-way aiming (ammo-based weapon/throw rocks)
-Locked doors and keys
Realm Of Impossibility (Atari 8-bit/C64, 1984) - Proto-Action Adventure/Horror, Maze Action, Collectathon?, Tilted view (semi-isometric), Flip Screen/Multi-Screen, 2-player Co-op
-Can lay down pegs to temporarily hinder enemies from getting to you (they disappear after about 5 seconds, trapping element)
-Early Zombie game
-Locked doors and keys - Adventure, Ultima
-13 dungeons with 129 different rooms
-Remake of Zombies (1983)?
-Can revive a the other player by touching them
Black Belt (C64, 1984) - Fighting/Martial Arts (Taekwondo)
-Plane switching (three planes) - Fatal Fury
-High, mid and low attacks
-Blocking
Wizard (C64, 1984) - Collectathon Platformer (similar to Jumpman although you only need the key to get to the next level here), Single Screen
-Built in level editor
-Set the game speed by pressing a key during the loading of a level
-40 levels
-4-way shots
-Upwards warp spell that moves you upwards and lets you have some control over where you end up, vertical teleport spell (short range)
-Some interesting level gimmicks (moving platforms - jumpman, transforming slopes-stairs traps (lustiga huset), teleporter doorways, statues that come alive, ghost enemy that hunts you trough walls and floors, alternate or fake exits?)
-Named levels (some alliterations)
Through the Looking Glass/Alice (MAC, Jan 1984) - Action Puzzle, Bird's Eye view
-Mouse controls
King's Quest (PCs, 1984)/VGA, 1990/PC Remake, 200?) - Quest Adventure, Exploration-based, Looping world (see Defender)
-Partially non-linear
-Item inventory
-Some action sequences (first real-time w/ pausing game?; pushing the witch, fighting/waiting out the giant, grabbing the eagle, climbing)
-Text parser
-Comical/sarcastic tone
-A few scripted events (witch, bridge troll, giant and dwarven thief encounters (the giant also gets tired and falls to sleep after a while))
-Escort segment of sorts (the goat)
-One large scale environmental change (giant beanstalk)
-Some interesting items (invisibility ring)
-Some alternate solutions to puzzles (giant)
-Ambient SFX in the 1990 remake
Elite (PCs, 1984) - 3D Vehicle Sim (Space Flight)/Bounty Hunter Sim, FP view, Trading, Open World?
-Non-linear
-Interplanetary and -galactic travel
-Randomly generated galaxy w/ 400+ sun systems
-Mining
-Save feature
Impossible Mission (C64, 1984/SMS (1988) - Multi-Screen (scrolling during elevator rides) Platform Adventure, Avoid hazards, Time limit
-Map feature showing room architecture and exits
-Code deciphering puzzle
-Basic computer hacking that affects the security systems
-Optional tips from a portable PC item (wastes some time with each use)
-Random generation elements (robots, rooms and puzzle pieces are switched around each time you play)
-No save or password save?
Knight Lore (PCs, 1984/FDS (NES), 1986) - Isometric Maze Platformer/Puzzle Platformer/Action Adventure, Flip screen/multi-screen, Collectathon element (14 items that you need to put in a cauldron in a certain order), Time limit (40 days)
-Block pushing and carrying (move objects to reach some items)
-Day/night cycle
-Werewolf transformation (turn into one at night, some monsters only attack you in this form but otherwise gameplay is the same)
-Puzzles are reset when re-entering rooms
-Persistent items (can be placed in any room and picked up later)
-Randomized quest item and cauldron locations
FDS/NES ver.:
-Broken up into nine stages consisting of eleven rooms each
-Increases the number of items to find from eight to eleven
-Eighty days instead of forty to complete the game
-The ability to move objects in order to reach items was removed
Below the Root (Multi, 1984) - Exploration-Based Platformer/Quest Adventure/RPG hybrid (Proto-Platform Adventure), Multi-Screen/Flip Screen
-Basic char creation/selection (choose one of five chars with different stats, two races)
-Learn skills over the course of the game
-NPC interaction (verb-based interaction via a menu, towns with shops)
-Four different chars (some with food affinities leading to negative effects if the wrong food is eaten)
-Telepathy/pense skill (used to read thoughts and emotions when encountering a stranger - provides clues to their attitudes and distinguishes friend from foe)
-Day/night cycle (doesnt change the visuals though?)
-Glide jump via a garment called "shuba" (can be destroyed but also replaced)
-Fatigue and hunger mechanics
-Big penalties for killing people (makes the game unbeatable?)
-Telekinesis/kiniporting skill (lets you move various items and eventually yourself)
-"Grow tree branch"/grunspreking skill
-Fall animation (along with some damage)
-Can't die? (get sent back to your house) - can get captured and then choose to "renew" which sends you back at the cost of game time
-Save anywhere on PC (five slots)
-Jingles play when an important discovery is made or the player gains important skills or advances
-The game came with a fairly detailed map of the world (no in-game map)
-Optional gameplay demo/tutorial "video" (Sample Quest option in the menu)
-One dark area (use a perma-torch/spirit lamp or several that will run out)
-Limited inventory
Pitfall II: Lost Caverns (A2600 (console)/PCs, 1984) - Maze Platformer/Platform Adventure, Can't attack
-Optional checkpoints (the red crosses)
-Vertical scrolling (horizontal flip screen)
-Swimming
-Balloon flight segments (temporary vehicles/tools)
-No map or password save?
-Used a custom DSP chip on A2600
Montezuma's Revenge (C64, 1984/SMS, 1989) - Maze Platformer/Proto-Platform Adventure (linear and level-based+life-based), Multi-Screen/Flip Screen
-Color coded doors and keys
-Item inventory
-Disappearing platforms
-A bat appears and kills you if you take too long in any one room (similar to Bubble Bobble, SMS ver. only?)
-Falling down too far (longer than the avatar sprite's height) kills you
-Lives can be used as a tool as running into an enemy kills both it and yourself
-Dark rooms and torches (temporary tools)
-No map or save?
Boulder Dash (PCs, 1984/ARC, 1985/NES, 1990) - Maze/Trapping, Block pushing with gravity (Dig Dug), odd mix of side and top down view in that the player char doesn't fall down pits (Dig Dug)
-Enemy/hazard that clones itself
-Basic gravity physics on the rocks
Ghostbusters (C64, 1984/SMS, ) - Driving/Trapping/Shooter/RTT hybrid, Various perspectives (TD, Side View, Tilted SV), Time limits?
-Hub area
-Item inventory
-Upgradeable car
-Shop (buy cars and equipment for your crew: two kinds of energy detectors (tells you which building ghosts or marshmallow man will attack), ghost vacuum - suck up ghosts while driving to a location, ghost bait - also prevents ghosts from forming marshmallow man, ghost trap, laser confinement system - automatic trap emptying tool (otherwise have to go back to HQ to empty traps), beam energy upgrade (used when trapping ghosts at a location), ghost paralysis system - slows the ghosts down, turbo charger - upgrades the car's speed to the next level (better to buy the next level car instead though), defensive wall - placed on the overworld to keep ghosts/gatekeepers/keymasters from passing)
-Control two avatars at once while trapping ghosts
SMS ver.:
-New final area and interactive final boss fight
Tetris (E60, 1984/AMI/MSX/ST, 1987) - Falling Block Puzzle, 1-player (2-player vs on NES/GB/ARC)
-Block preview display (shows the next block type in the sequence)
-5 block shapes (triangle, z or s, i, square, l)
-No music in this first version
H.E.R.O./HERO (A2600, 1984/SG1000, ) - Maze Shooter/Flight-based Action Platformer, Rescue mission however the person you rescue is always placed at the end of the level and the level ends when you reach them, Side view, Flip screen/Multi-screen
-Flight (heli-pack, jetpack in sg-1000 ver.)
-Sub weapon (dynamite/bomb - destroys breakable walls and kills enemies+temporarily lights up dark rooms, can hit both an enemy and a wall with one stick)
-Partially destructible environment, Can destroy walls with your default laser however it takes about 10 seconds per wall
-Limited fuel/timer mechanic
-Some interesting level gimmicks (lamps that black out the room they're in when touched (the game also remembers which rooms are dark if you come back to them), magma/flashing walls are lethal, magma blocks that turn into crushing traps in later levels, some moving "boat" platforms)
-Can go backwards in levels
-Some alternate paths through levels (not to the extent that levels become maze-like or have alternate exits however)
-Auto-fire
-Can walk over narrower gaps (1-1.5 tiles wide) if you press upwards while moving over them - Similar to SMB1
-Can move while shooting
-Levels tend to progress both vertically and horizontally later on
-Difficulty options (5 levels however only the fifth one changes progression (starts on lvl 17 then randomizes the order) - the previous just make you start further into the game)
-There are checkpoints where you entered each room (or after a hazard if it's one of the crushing traps which is pretty forgiving) until you run out of fuel/time in which case you restart at the beginning of the level however the levels are short)
The Castles of Doctor Creep (C64, 1984) - 2-player Co-op Only Puzzle Platformer, Flip Screen
-Puzzles involve each player doing something to help the other one progress and they are locked into separate paths in the castle
-Shows a map in-between rooms
Spy vs. Spy (NES/C64, 1984) - 2-player vs. Trapping/Collectathon/Action (split-screen), Multi-Screen Maze (steal the 5 randomly hidden items (a briefcase, a passport, secret plans, traveler's cheques and a key) and escape), Time limit (each death removes 30 seconds from a player's time)
-Traps can be hidden in furniture and placed on top of doors (5 traps: bombs or steel springs that can be hidden, spring guns can be built, acid canisters can be put on the top edge of the door or a time bomb can be laid down which explodes in 15 seconds)
-Can disarm traps using equipment in the rooms (for every trap besides the time bomb there is also a remedy: umbrella against the acid, pliers against the steel spring, etc.)
-Can steal the other player's briefcase full of quest items
-Slapstick comedy (various cartoony death animations)
-Fairly advanced enemy AI for the time (the game is designed for multiplayer though)
-A player can accidentally trigger their own traps
-Comic book license (MAD magazine)
-Pretty detailed options/game customization: Level size, number of traps to find and AI difficulty, whether or not the airport is hidden and the time limit can be set before gameplay begins
Star Trader (C64/Spectrum, 1984) - Graphic Adventure/Action Adventure/Space Flight Sim (proto-3D/2.5D engine), Trading, FP view
-Day/night cycle (shop schedules)
-Hotels
-8-player mode (take turns, 2 turns each)
-Hunger and thirst mechanics
-Can be mugged if you wait outside
-Persuasion mechanics (lie to or bribe customs officials)
-Can choose to pay or fight enemies
Pitstop 2 (C64, 1984) - Racing (F1 cars), 2-player Split Screen;
SkyFox (C64, 1984/AMI, 1986) - Flight Combat Sim, Cockpit view
The Lords of Midnight (PCs, 1984) - FP SRPG-ish, Automated combat
-Two ways to win (conquer the enemy's citadel or destroy the ice crown)
-Came with a world map
-Terrain effects
Karateka (PCs, 1984) - Beat 'em up/Fighting, Side View
-Impressive animation
-High/mid/low attacks
-Minimalist art style and HUD
-Alternate bad ending (the damsel in distress kills you)
-Animated cutscenes using in-engine graphics
Seven Cities of Gold (C64, 1984) - ? Open World Action Adventure/Strategy, TD view/SV (Spanish/home city only) hybrid
-Randomly generated map option
-City w/ shop back at home (recruit men, supplies, trade goods), Create exploration parties, Ambushes/random encounters (?) when moving between native towns
-Can choose to trade with or conquer the native Aztec and Incas (for their gold)
-Can also convert natives (dialogue choice and luck-based)
-Reputation mechanic (native towns eventually turn hostile if you kill too many inhabitants)
-Can create forts while on land
-Hunger mechanic
-Historical setting (15th century America)
-Map feature while on the ship
-World creation tool (can save it)
-Some hidden towns (the natives here are friendly and will give you gold)
BC II: Grog's Revenge (C64, 1984) - Collectathon/Maze Action (no platforming), Top Down segments
-Dark caves with limited FoV
-Mini-map
Sabre Wulf (PCs, 1984) - Multi-Screen Maze/Collectathon/Hack 'n Slash, Top down view
Journey to the Centre of the Earth (C64, 1984) - Maze Platformer or Platform Adventure?
-Item inventory (7 slots)
-Find and use gear to progress through some areas, Persistent items and some are used more than once (jug which can be filled with water or oil, boomeregg - teleports you to where you picked it up, umbrella protects against falling rocks)
-Climbing
-Clinging onto and climbing ledges
-Locked elevator
-Some teleporters
-Blow up floors with dynamite
-Oxygen mechanic underwater and oxygen pills
-First game with corpse runs? (collected items are dropped after dying and can be collected where you died)
Adventure Construction Set (Multi, 1984) - Adventure/RPG Game Creation Tool/Editor;
Archon II (PCs, 1984) - Plays more like other TBS games except it keeps the real-time combat element, hold the objective?
The Staff of Karnath (C64, 1984) - Action Adventure/Maze Action, Collectathon (16 pentacle pieces), Tilted view (similar to Renegade)
-Spell inventory (enemies are weak to specific spells, one spell temporarily moves an enemy out of the way, one spell lets you move a certain object to break it and discover a piece, one spell triggers a flying carpet (works like a key though), one detection spell)
-Minor puzzles related to the collecting of the pentacle pieces
-Pretty good enemy variation
Conan: Hall of Volta (Multi, 1984) - Maze Platformer/Puzzle Platformer
-Same screen teleporters (also teleports enemies)
-Moving platforms
-Minor switch puzzles (the gem holders) and one physics-based puzzle (the lamp which can be made to crash on a machine)
-Some background animation
-Boomerang weapon (ammo-based)
-Can destroy some enemy projectiles
-Somewhat more realistic environments
-Controls better on Atari 8-bit
Donald Duck's Playground (C64, 1984/Multi) - Edutainment/Adventure
-Earn a living by doing simple jobs (these play out like mini-games) - goal is to pay for and arrange equipment at a playground for Donald's nephews
-Nice visuals
Underwurlde (Spectrum, 1984) - Multi-Screen Maze Platfomer/Collectathon (don't need the gems though as the goal is to escape the maze)
-Extendable ropes which you can also swing back and forth with to achieve longer momentum-based jumps (these all seem to be preplaced)
-Can put weapons on the ground and have them stay there for later use (there doesn't seem to be a point to this though)
-Moving platforms
-Can only die from falling more than two screens down
-Four different weapons but the projectile behaves the same except for the torch which fires bouncing fire bullets, Weapon inventory
-Pretty good animation
-Birds can pick you up and drop you off elsewhere (randomly? Only useful to get out of a couple of dead end pits)
-Exaggerated knockback when hit by enemies - Punch-Out (also 1984)
-No map or save
Bruce Lee (C64, 1984) - Multi-Screen Action Platformer/Maze Platformer/Collectathon (lanterns to unlock doors), Asymmetric 2-player co-op mode (2nd player controls the sumo), Flip Screen
-Hub area connecting to levels (some are somewhat maze-like)
-Ceiling climbing
-Can avoid most combat (can also crouch to make enemies hit each other)
-Some large sprites (the boss)
-Locked doors
-Background ladders
-Can do minor parts of some levels out of order (otherwise linear structure)
-No abilities gained or ability gating
-Frequent checkpoints (same screen) and collection progress is kept
-One basic puzzle-like boss fight (hit the switch)
-Lives system (can find a couple more during the game)
-No save or map features
Gemstone Warrior (Multi, 1984) - Action Adventure (similar to Castle Wolfenstein), Find the items and escape mission (5 gemstones), TD view
-Maze hub containing a labyrinth (the latter is randomly generated and contains the gemstones)
-Item inventory
-Search bodies for loot
-Save feature
-Various magic items (for example: freeze opponents, turn yourself invisible, hide among monsters with an illusion, annihilate all opponents in the current cavern, cure disease, healing item - goblet)
-Difficulty options (determines various factors such as the rate at which magic items change their effects and the rate at which more dangerous monsters start appearing)
-Limited ammo
-Some trap items
-Some enemies respawn
-Secret doors
Quo Vadis (C64, 1984) - Platform Adventure or Maze Platformer?, You only have one life
-Multi-directional scrolling
-8-way aiming
-Placed HP items (treasures)
Run For It (AII/Atari 8-bit, 1984?) - Multi-Screen Exploration-Based Platformer/Maze Platformer
-Adjustable jump height
-Named rooms (a1, b1, etc.) - Colossal Cave Adventure
-Moving and disappearing/reappearing platforms
-Move while crouching
-No puzzles or upgrades?
-No inventory?
-No map or save?
Alchemist (Spectrum, 1984) - Maze Platformer, Collectathon (4 scroll pieces to complete a scroll used to beat the boss), Avoid enemies gameplay
-Transform into a bird (flight) - default spell
-Transform spell which lets you turn lead into gold and various items into scroll pieces (?)
-Item inventory
-Locked doors
-Hunger mechanic
-One background door (see Wonder Boy in Monster Land or Goonies 2)
-No map or save?
Raid on Bungeling Bay (C64, 1984/NES, 1987) - Helicopter-based Free-Roaming Shooter, Search & Destroy/Protect Mission, 2-player vs. on NES?;
-Health bar (numbers)
-Basic radar/map system (arrow which points towards the aircraft carrier)
-Need to protect the aircraft carrier you launched from to be able to repair your helicopter
-Over time the enemy factories grow and develop new technologies to use against the player (damaged factories also regenerate over time)
-Enemies become more numerous and aggressive as you destroy more of their bases?
-Homing projectiles (enemy only?)
-Hidden island where you can reload your weapons
-Inspired Herzog Zwei?
Rescue Raiders (AII, 1984) - Proto-RTS, Action/War Sim, Side View, Helicopter avatar
-CPU Allies
-Air and ground attacks
-Homing missile weapon
-Home base (re-fueling, weapons re-arming, repair station; Choplifter)
-Can pick up men (for rescue or deployment elsewhere?) - Choplifter
-Basic ranking system
-Inspired Herzog 1 (another proto-RTS game)
Jet Set Willy (PCs, 1984/A800XL, 1987) - Multi-Screen Maze Platformer/Collectathon (83 items), Avoid enemies/hazards gameplay
-Interconnected world (fairly large for the time at 60 screens)
-Named rooms - Colossal Cave Adventure
-No map and no save or password save
Ancipital (C64, 1984) - Flip Screen Action Platformer, Maze levels or branching paths?
-Gravity switch mechanic (goes four ways)
-Fairly large weapon arsenal for the time
The Hitchhiker's Guide to the Galaxy (1984) - ? Text Adventure
Space Taxi (C64, 1984) - Taxi Sim, Single Screen Flight Action
-The longer you take to deliver a passenger, the less money you collect
-25 levels
-Fuel mechanic
Raid over Moscow (C64, 1984) - Tilted view Zaxxon-like, TPS/Gallery Shooter (fixed movement) final level
-Multiple unique boss fights (two)
Skool Daze (Spectrum, 1984/C64, 1985) - Action Adventure/Puzzle (no platforming), Side view gameplay w/ minor 2.5D elements (stairs and chairs), Collectathon (pieces of the code to the safe)
-Have to follow school schedules each day
-Living/active game world - events take place around you regardless of what you do
-Can hit teachers from behind to stun them
The Ancient Art of War (PC, 1984) - RTS (bases but no base building, capture the flag)
-Separate battle view (similar to what was later used in Langrisser)
-No direct control over units during combat encounters besides setting formations
-Terrain effects (combat leader, high ground gives an advantage during a battle)
-4 unit types and you can add or remove individual units from squads (spies can't engage in combat)
-AI opponent (8 factions)
-Multiple maps+scenario generator (can also edit formations)
-Villages and forts generate food and supplies
-Various gameplay options (if villages and forts supply food, how often forts train units, unit shape/condition (based on hunger and morale), if enemy is always seen or not, supply line range, if water is deep and dangerous, if mountains are high but safe, forest frequency on the map)
-Game speed option in-game
-Can merge and split up squads
-Basic stats shown at the end of a mission
-A squad can retreat from a battle
Enchanted Scepters (MAC, 1984) - Graphical Adventure (text heavy), Point & Click interface
-Drop down menu showing commands (look, rest, status, inventory, search, up and down+cardinal directions movement) - later used in Maniac Mansion
Dropzone (PCs, 1984) - Defender-like, map feature
Treasure Island (Multi, 1984) - Like Sabre Wulf
Siege (C16, 1984) - Artillery
Lazy Jones (C64, 1984) - Misc Action (Mini-game compilation/Party game)
-Meta theme (a game about playing video games)
-Seamless transitions between music tracks as the player moves between rooms
Rebelstar Raiders (Spectrum, 1984) - TBS/TBT, 2-player vs only, Single scren
-Manual deployment
Volcano Hunter (TSR-80) - Maze Platformer/Proto-Platform Adventure?
"It's lacking in plot keys/upgrades but otherwise fits the bill with a world map made up of over 200 interconnected screens" https://m.facebook.com/VolcanoHunter/
Pyjamarama (PCs, 1984) - Maze Platformer/Puzzle Platformer (Lives system)
-2 objects can be carried at a time and some must be used in tandem, while others only become active when you walk over them while carrying one or two items they require to become active
-Some physics and switch puzzles
-Items are used like keys or for protection only
Sorcery (C64/Multi, 1984) - Maze Platformer (Flight-based, can't jump?)/Proto-PA?
-Key gating
-Screens are named in the GUI
-Need one of three objects to beat the boss
-No save and no map? (short game)
Incunabula (PCs, 1984) - TBS (automatic battles), proto-4X (pre-explored world map), Local MP
-Three game modes (imperium, traders, incunabula)
-Incunabula mode: Set CPU player personality/humor or have it be randomized, basis of law (assigned or random), toggle tribute and alliance rules and set disaster frequency before beginning
-Four forms of governance (oligarchy, utopia, khanate, theocracy)
Grand Larceny (C64, 1984) - ? Quest Adventure/Action Hybrid, Side view
-Type in commands to interact with the world (24 verbs)
Spirit of the Stones (C64, 1984) - ? Proto-Action Adventure/Platform Adventure, TD view (overworld)/Side view (houses/dungeons) hybrid, Collectathon
-Fall damage
-Collecting diamonds also heals you
Maxwell Manor (PCs, 1984) - Proto-Action Adventure/Platform Adventure, TD view/Side view hybrid, Collectathon?
-Randomized item placements and layout
WarGames (C64/Colecovision/Atari 8-bit, 1984) - RTT/Missile Command-like Hybrid, Defense mission, TD view
-Four types of defense (missiles, planes, subs, and satellites) to intercept enemy missiles with; missiles are fast but limited in range, planes are slower but have unlimited range, satellites are a better all-around defense but are only available every so often)
-Some weapons aren't available in certain areas, and some enemies are resistant to certain weapons
Cuthbert Enters the Tombs of Doom (C16/C64, 1984) - Proto-Action Adventure/Collectathon?, TD view
-Locked doors (can only carry one key at a time)
Countdown to Shutdown (PCs, 1984) - Proto-Action Adventure/Disarming mission, Tilted view, Time limit
-8 different playable chars (droids with different abilities)
-Examine command
New York City (PCs, 1984) - ? Proto-Action Adventure?, TD view (outdoors exploration, car-based)/Side view hybrid (indoors mini-games, time limit)
Sundog: Frozen Legacy (PCs, 1984) - ? Action Adventure/Building & Manamenet Sim Hybrid, Rescue mission, Trading, TD view
Castle Adventure (PC, 1984) - Quest Adventure/Action Adventure Hybrid (ASCII graphics), Collectathon (13 treasures), Flip Screen, TD view
-Text parser (real-time w/ pause?)
-83 rooms
-Narrator's text describes each room entered
Ghost Chaser (Atari 8-bit, 1984) - Maze Platformer, Flip Screen/Multi-Screen
-Horror theme
-Same screen teleporters (bookcase doors)
-Shimmying and crouching
-4-way aiming (ammo-based weapon/throw rocks)
-Locked doors and keys
Realm Of Impossibility (Atari 8-bit/C64, 1984) - Proto-Action Adventure/Horror, Maze Action, Collectathon?, Tilted view (semi-isometric), Flip Screen/Multi-Screen, 2-player Co-op
-Can lay down pegs to temporarily hinder enemies from getting to you (they disappear after about 5 seconds, trapping element)
-Early Zombie game
-Locked doors and keys - Adventure, Ultima
-13 dungeons with 129 different rooms
-Remake of Zombies (1983)?
-Can revive a the other player by touching them
Black Belt (C64, 1984) - Fighting/Martial Arts (Taekwondo)
-Plane switching (three planes) - Fatal Fury
-High, mid and low attacks
-Blocking
Wizard (C64, 1984) - Collectathon Platformer (similar to Jumpman although you only need the key to get to the next level here), Single Screen
-Built in level editor
-Set the game speed by pressing a key during the loading of a level
-40 levels
-4-way shots
-Upwards warp spell that moves you upwards and lets you have some control over where you end up, vertical teleport spell (short range)
-Some interesting level gimmicks (moving platforms - jumpman, transforming slopes-stairs traps (lustiga huset), teleporter doorways, statues that come alive, ghost enemy that hunts you trough walls and floors, alternate or fake exits?)
-Named levels (some alliterations)
Through the Looking Glass/Alice (MAC, Jan 1984) - Action Puzzle, Bird's Eye view
-Mouse controls
1985:
Ultima IV (Multi, 1985/C64, 1986/AMI, 1988) - WRPG/Open World RPG, TD/FP view hybrid
-Non-linear structure
-Large and fairly in-depth world
-Virtue quiz character creation
-Interactive dialogue (type in keywords like look, name, job, quest; certain locations, items and characters) - Similar to text adventure games
-Unique premise (become a better person)
-Cutscenes (later versions)
-Sextant item (navigation/astronomy tool)
-Feelies (physical items that came with the game)
-Recruitable NPCs
-One moral dilemma (you're asked to kill children at one point who are later revealed to be monsters in disguise)
Little Computer People (C64, 1985/AMI, 1987) - Life Sim/Dollhouse/Raising Sim
-Fourth wall breaking (the NPC sometimes knocks on the screen if you don't do anything and will also write you worried letters if you neglect him/her completely)
-Text parser
-Ported to/remade on NES as Apple Town StoryP
Starquake (Multi, 1985) - Proto-Platform Adventure/MV, Collectathon-ish (collect 9 items with which to repair the planet core before it implodes)
-Teleporters (need a location code (the area's name shown when you find one) to teleport to a destination)
-Upgradeable platform stacking capacity (there is also a cylinder-like item which will increase whichever stat is lowest out of hp/stacking/ammo)
-Random generation elements (the placement of objects and which ones are needed to fix the core - go to the core screen to check which ones you'll need)
-Flight via hover pads/flying platforms (can't pick certain items up and do some other things while using it though, needs to be parked at docking stations to not disappear/move back to where you found it?)
-8-way aiming
-512 screens (Metroid 1 has something like 670)
-Elevators (one way, up only; Impossible Mission?)
-Key config
-Can find a couple of corpses from earlier explorers (similar to Super Metroid)
-Shows collecting percentage and time taken after beating it
-Trading pyramids (these allow you to trade one of your objects for a more useful one if you have the access card - more often than not one of the objects needed to repair the core)
-Platforming puzzles (Some weak/destructible floors (smash by falling on them from a height), bridge building)
-Hidden passages/fake walls
-Limited item inventory (4 items; Zork?)
-Good visual variation
-Resource management (ammo/platforms/HP power ups are placed items only, you regain just a few platforms when dying (you'll respawn on the spot) so you don't get stuck)
-No save or password save however the area names used for the teleporters stay the same in each run, Limited lives
-Slowly draining energy/HP (only while flying?)
Thexder (PCs, 1985/DOS, 1987) - Action Platformer, Mech-based
-Ship transformation
-Homing beam
-Destructible tiles
-Early or first mech game?
The Oregon Trail (1971/AII etc., 1985) - ? Historical Simulation/Resource Management, Escort Mission, Travel, Hunting;
Mercenary: Escape from Targ (PCs, 1985) - 3D Flight & Spaceflight Sim/Action Adventure, FP view
-Wireframe 3D graphics, decent framerate
-Interplanetary travel
-Open-ended structure (can help either of two factions to earn money and buy your escape (the goal of the game) or find another way to escape)
-Compass
-Trading
-Partially destructible environment
Tau Ceti (PCs, 1985) - Vehicle Sim/FPS, Open World?, Wireframe 3D, FP view
-Large world
-Scanner
-Compass
-Day/night cycle
-Some vehicle customization (refuel and repair, install flares/missiles/amm; you can obtain items in docking stations within the game)
-Fast travel between cities (jump pad)
Paradroid (C64, 1985) - Maze Action/Action Adventure, TD view
-Map feature (side view map of the whole ship which shows which floor you're on and where the elevators lead, top down view map of each floor which shows the layout and where the player is as well as elevators, doors and terminals)
-In-game bestiary (number/name, front view picture, job/class, height, weight, drive/engine, brain type, weapon, sensors (up to 3 kinds))
-Level up/upgrade by taking over enemy robots in a unique mini-game - you only take them over for a limited period of time which is shorter the stronger the enemy robot is
-Line of sight/proto-fog of war mechanic (if the enemy is a couple of rooms away or behind an obstacle you can see doors opening and closing as it moves around but not the enemy itself)
-No save feature
Mail Order Monsters (C64, 1985) - Early RTT/Arena Battle and Monster Breeding Sim, 2-player vs. mode, Top down view battles
-Monster creation (body type/species, body parts, weapons, traits - muscle and brains)
-Hybrid gameplay (TB planning, real-time combat; kinda similar to Archon)
-5 stats to level with points gained from battle
-Hub area
-Choose battle arena (8 different ones, pre-battle map where you move towards each other and negotiate what the zoomed in battle arena will look like)
-Terrain effects (slower movement in some terrain)
Ballblazer (C64/AII/Atari 8-bit, 1985/Atari XE, 1987) - 2-player split screen FPS
-Fairly impressive music for the time
Hero Of The Golden Talisman (C64 etc, 1985) - Multi-Screen Platform Adventure, Collectathon-lite (five talisman pieces)
-Mini-map (indicates which rooms have and have not been visited yet and also alerts the player to the presence of items within a given room)
-Item inventory (5 slots)
-Weapon upgrades which can be toggled on and off (bosses are weak to certain weapons - these all function the same way though)
-Invisibility "spell" (Really a piece of clothing and it seems to function like invincibility though)
-Placeable ropes which let you reach new areas
-Color coded keys
-Swimming (need to collect "air bags" which increase your oxygen meter to not take damage while underwater)
-Candles to light up dark rooms (consumable items)
-No Save or password save?
I, of the Mask (Spectrum, 1985) - Maze Action, Collectathon, Flight Combat segments;
-Polygonal graphics (pre-rendered/"fmv"? besides the flight combat segments),
The Bard's Tale (Multi, 1985/NES, 1990) - ? RPG, FP View, TB combat
-Import characters from Wizardry and/or Ultima III
-Animated enemies and NPCs (rather small viewport though)
-Large world for the time
King's Quest II: Romancing the Throne (PCs, 1985/PC Remake, 2002/2009) - Quest Adventure, Mixed perspective, Text parser
-Game speed options?
-Some good humour (sarcastic, surreal, silly, puns)
-Many ways to die
-Points system (get more points for better solutions to puzzles and being thorough)
-Some alternate solutions (monk, ferryman)?
-Larger world than in the prequel
-Some good puzzles (the tiara, baby pumpkin, swamp maze, tower door)?
-You get to create a spell by mixing certain ingredients
-Save anywhere outside of a cutscene? (nameable saves (short character limit though), 20+ slots)
-No health (you can fall from a tree over and over?)
-Open ended beginning (many accessible screens right away) but much more linear structure overall than in the prequel (can't go into Hagatha's cave before getting a quest involving it for example)
-The world no longer wraps around here (was a weird feature in the prequel but it did help somewhat with backtracking)
-Multi-channel music using the Tandy 3-voice chip
-No in-game maps
Balance of Power (PCs, 1985) - Government Sim/TBS, Cold war sim/theme;
Romance of the Three Kingdoms (Multi, 1985/NES, 1988) - Government Sim/TBS;
Where in the World is Carmen Sandiego? (PCs, 1985) - Edutainment/Strategy?
Déjà Vu: A Nightmare Comes True!! (PCs, 1985/NES, ) - Graphic Adventure
-First Point & Click game?
-Noir/detective theme
Law of the West (C64, 1985) - Gallery Shooter/Sheriff Sim/Adventure, TP view, Flip screen
-Dialogue trees (can sometimes convince a criminal to leave, 4 choices at a time)
-Can draw your gun as well as shoot anyone at any time - even kids (entering dialogue with your gun drawn affects the NPC's attitude)
-Non-linear structure w/ many different endings
-Get graded on numerous things after finishing the game (maintaining authority, number of crooks captured and shot, romance, how many times you were shot, innocents killed, number of crimes committed because you missed them)
-If you give the alcoholic doctor a drink or insult him he might not save you if you get shot
-Randomized events
Alcazar (Multi, 1985/Colecovision (console), 1985) - Maze Shooter/Action Adventure, TD View, Optional rescue mission (black castles hold prisoners who can be freed with keys to get an extra life), TD View
-Hub map with branching paths
-Item inventory
-Map feature
-Non-linear structure?
-Dungeons with multiple floors
-Random map generation
-Enemies give visual or audio clues if they are in the adjacent room and can be shot through doors
-Some of the carpets are magical and will teleport the player to another location in the current castle
2010: The Graphic Action Game (Colecovision (console), 1985) - Action/Electrician or Repairman Sim, Hub map w/ single screen "levels"
-Fairly unique gameplay (guide an electric spark to activate circuits on a path in each damaged part of a spaceship while avoiding an invincible enemy - possibly influenced by Qix and trying to take the right path so as not to cause a shortage, if it reaches you before you reach the next circuit you'll have to replace it, can let the AI handle reparations at one point while you take care of others)
Alien 8 (Spectrum, 1985) - Knight Lore-like AA/Puzzle Platformer/Maze Platformer?, Isometric
Doomdark's Revenge (PCs, 1985) - ? TBS/RPG?, TLoM sequel
Heart of Africa (C64, 1985) - Strategy/Trading Sim?;
Master of the Lamps (C64/MSX, 1985) - Magical Carpet Flight-based Rail Shooter;
Castle Quest (BBC Micro, 1985)(different) - Platform Adventure/Puzzle Platformer
-Item inventory (Can drop items and pick them up later on)
-Sword duels (not sure how interactive they are)
-No fall damage
-Water kills quickly and you can't swim (need a scuba gear (?) to get past these parts)
-No permanent abilities gained but items are persistent
-Can throw blocks to make torches fall down or place them somewhere to use as platforms
Entombed (C64, 1985) - ? Maze Action/Platformer (similar to Staff of Karnath), Tilted view
-Oxygen mechanic in some rooms
-Weapon/item inventory
-Minor puzzles and you can find clues to some of them in chests
-Some dark rooms where you need to use a torch to see (can also look around with it while still similar to a flashlight)
-Object interaction (whip objects to move them)
Citadel (BBC Micro/Acorn Electron, 1985) - Platform Adventure/Puzzle Platformer, Collectathon (gems that activate a teleporter to the alien world)
-Sci-fi theme (prevent an alien invasion)
-Gender select (no gameplay difference?)
-Hunger/fatigue mechanic (your energy drains slowly)
-Shows names for each room/area
-"teleport back to the beginning of a room" spell
-Elemental puzzles (cook chicken by subjecting it to fire enemies/hazards (used as a sacrifice to pass a certain room later, can freeze water to be able to walk on its surface, can fill a bucket with water and put out fire with it), Platforming puzzles
-Swimming (not that well done though, oxygen mechanic)
-Springs
-Switches that active moving platforms
-Very limited inventory (2 items?)
-Some hidden bonus items (no clues on how to find them though - fake walls)
-Spell mixing (kills a witch)
-Blow a hole in a wall using a cannon
-No permanent upgrades (you do have some persistent tool items like the springs though which you can move around and use in various places)
No map?, No save or password save?
Alice in Wonderland (AII/C64, 1985) - Platform Adventure/Quest Adventure Hybrid (similar to Below the Root)
-Small dialogue trees
-Named rooms (later used in the Dizzy games) - no map?
-Limited flight/ascension with the white cube
-Hover jumps with the umbrella (Below the Root)
-Mini mode transformation
Sword of Kadash (PCs, 1985) - ARPG, Minor stealth? (a few alarms cause traps to appear), TD view, Real-time
-Diagonal movement and shots
-Secret passages and invisible walls
-Some cursed items and items that lift the curses
-Difficulty options
-Scrolls can make monsters flee from you
Autoduel/Auto Duel (PCs, 1985) - Car Combat w/ RPG elements/Car Combat RPG (activity/use-based stat progression - the first?), TD View
-First post-apocalyptic RPG? (hub area with several locations (truck stop: inns, buy gear, listen for rumours, heal/recharge the car battery; arena: practice, check event schedule and sign up for events; assembly: name and customize cars using prize money, etc.)
-Character creation (name, attribute point distribution between three skills)
-Career mode (see above)
-Enemy radar
Chaos: The Battle of Wizards (ZX Spectrum, 1985) - TBS/TBT
Yoyo! (BBC Micro, 1985) - Maze Platformer or Platform Adventure?
Cauldron (C64, 1985) - Defender/Maze Platformer hybrid, Collectathon-ish (the 6 potion ingredients - the potion lets you beat the boss)
-Limited flight (MP-fueled)
-Hub area/overworld (can walk and fly, can enter your house - this is where the potion is mixed)
-Resource management (MP is used to fly and attack)
-MP refill points
-Diagonal aiming during flight
-Can't shoot in caves?
-Very limited inventory (2 items)
-No permanent upgrades/tools besides the potion which lets you beat the boss
-Female protagonist (an old witch) - one of the first in a shoot 'em up
No maps?, No save or password save?
Infernal Runner (C64) - Maze Platformer/Collectathon
-Hunger mechanic
-Features a variety of gory deaths with decent animation for the time
-Elevators
-45 degree slopes (you'll automatically slide down them)
-Conveyor belts
-Forgiving checkpoints
Rescue on Fractalus! (PCs, 1984) - FP Space Flight, Rescue Mission, Level-based (can select starting level before beginning)
-Detailed topography
-Compass and enemy radar, No map?
-No save or password save?
Gauntlet (Multi, 1985) - Maze Action w/ ARPG elements, TD view, 4-player co-op (4 different chars w/ different starting stats, each player is assigned a specific character according to which controls they use on the cabinet)
-Stat upgrade potions (6 stats - HP, long range AP and speed, short range AP, armor, speed, magic attack/smart bomb power; found in treasure rooms) - these last until you use a credit or they're stolen by thief enemies (you are warned by a sound queue when a thief enters a level)
-Need keys to open doors (open on their own after some time has passed)
-Enemy spawners/generators (later used in Soul Blazer and Diablo)
-Hunger/draining health
-Voiced hints
-Smart bombs (magic potions)
-Gold is for points only
-Limited item inventory (smart bombs and keys share space)
-Walls become exits after spending 180 seconds in a level
-A ranking system is in place (in later versions) which diminishes the amount of food that appears as you score more and more points
-Various differences on NES
Gribbly's Day Out (C64, 1985) - Scrolling Platformer/Flight Action, Rescue Mission
-Flight ability (by default)
-Multi-directional scrolling
Monty on the Run (PCs, 1985) - Multi-screen exploration-based platformer, Collectathon
-Impressive music (C64)
Robin of the Wood (C64, 1985) - Top down Maze Action;
Zorro (C64 etc, 1985) - Multi-Screen Maze Platformer/Puzzle Platformer
-Object interaction
-Some physics-based puzzles
-Can only carry one item at a time
-No permanent upgrades?
-No map?, No save or password save?
The Goonies (C64 etc., 1985) - Single Screen Puzzle Platformer
-Has you switching between two characters to solve various puzzles while avoiding an enemy in each level
-Same screen teleporters
-Spring platforms
-Stack objects on top of each other to create ladders
-Pushable boxes used to reach higher in some levels
-Switch puzzles
The Arc of Yesod (C64/Spectrum, 1985) - Maze Platformer/Collectathon (need to collect 8 crystals to open the door to a monolith which must be destroyed)
-Can send out a small droid and shoot laser projectiles with it (destroys enemies and opens certain doors - some of the doors are hidden and there aren't any clues to their location afaict)
-Teleporters
-No map?, No save or password save?
Transformers (C64, 1985) - Action Platformer/Collectathon, Mech avatar; Transform into an airplane and a truck, switch between 6 chars on the fly?, vertical and horizontal scrolling (both ways)
Nodes of Yesod (C64/Spectrum, 1985) - Maze Platformer/Collectathon (need to collect 16+ "alchiems" here and then touch the monolith)
-Can send out a small mole here and dig through certain walls (there doesn't seem to be any clues as to where you can dig though)
-No map?, No save or password save?
Hacker (Multi, 1985) - Puzzle/Strategy/Hacking Sim
Moebius: The Orb of Celestial Harmony (AII, 1985/C64, 1986/Multi, 1987) - RPG, TD View/SV Hybrid (battles)
Phantasie (AII/C64, 1985/Multi) - TD RPG w/ Overworld (hub map)/Dungeon distinction
-Party of four
-Threaten and greet commands in battle
-Speed options
-Auto-mapper
Finders Keepers (PCs, 1985) - Puzzle Platformer/Maze Platformer/Maze Action, Trading, SV/TD View hybrid (some TD rooms)
-Two ways to beat it (fetch the present or escape the castle)
-Item inventory (any ability gating via these?)
-Can examine items
-Completion percentage indicator
-Teleporters
-No maps?, No save or password save?
Fairlight (Spectrum, 1985/PCs, 1986) - Knight Lore-like Action Adventure, Isometric, Hydlide 1-style bump combat (can also push enemies off ledges)
-Object manipulation (push, pick up and drop, stack)
-Run move
-Killed enemies drop helmets which will respawn into the same enemy and you can pick it up and place it elsewhere - if hit by a tornado hazard they are destroyed completely
-Multiple item inventory (some are too heavy to carry more than one of)
-Locked doors and keys
-Teleportation scroll
Dragontorc (Spectrum/CPC, 1985)? - Action Adventure?, Tilted View, Sequel to Avalon
-Floating player avatar (apparently an astral projection of the player char)
-Recruitable NPC allies
-Healing spell
-Keys
Quake Minus One (C64, 1985) - FPS/RTS Hybrid?, FP view, Isometric hub map, Recapturing mission
-Isometric mini-map
-Item inventory?
-No save feature?
Koronis Rift (PCs, 1985) - 3D Maze Shooter/FPS/Action Adventure?, FP view, Vehicle-based (tank)
-Area-based but non-linear?
-Send out a drone to loot shipwrecks and artifacts (for batteries, shields, weapons)
-Detailed topography
-No map?
-Save anywhere?
The Eidolon (PCs, 1985) - Maze Shooter/Puzzle, Pseudo-3D, FP view, Time limit (can regain time by collecting blue fireballs)
-Barriers requiring colored jewels
-Compass but no map? (level counter shows which level/floor (?) you are on)
-Proximity meter in the HUD shows how close you are to the dragon
-Temporarily freeze enemies with blue fireballs, randomly transform enemies with green fireballs (puzzle/progression uses?)
-No save or password save?
Doriath (C64, 1985)? - Maze Platformer
-Enemies are weak to specific spells but they all function the same, Key gating otherwise (check the effect of potions changing the color of mushrooms and potions that grow plants)
-Inventory
-Named rooms
-Manually controllable projectile spells
-One riddle (tells you how to beat the final boss)
Phantom of the Asteroid (C64, 1985) - Flight-based Maze Platformer/Proto-Platform Adventure (no ability gating, non-linear, no char upgrades, flight replaces jumping), Collectathon (36 uranium cubes to stop an asteroid heading towards earth by blowing it up), Thrust-based flight via jetpack (no jumping, fuel-based)
-Draining oxygen mechanic (Spelunker)
-Escape sequence after finding all the cubes
-Save anywhere (multiple slots?, saves to a separate disk?)
-Energy, fuel and oxygen recharge stations
-Timing puzzles - temporary gate switches
-One hit deaths from fire, spikes, poisonous plants and laser traps
-Some teleporters
-No map feature?
-Keeps track of how many enemies you've killed
-Conveyor belts
Doctor Who and the Mines of Terror (Multi, 1985)? - Puzzle Platformer
-Can program a pet cat to perform various actions for you (similar to gambits in FF12)
-Item inventory (4 items and 4 markers used for the cat)
-Some breakable walls
Time Tunnel (C64, 1985) - Action Adventure (inventory item puzzle focus, no dialogue?), Tilted view
-Time travel theme and mechanics
-Pocket dimension inventory (a separate room where you can place items - later used in Terranigma)
-Gnome player avatar
Spellbound (Amstrad/Spectrum, 1985/Atari 8-bit/C64, 1986)? - Maze Platformer/Adventure Hybrid (not much platforming)
-Item inventory (5 slots)
-Persistent items?
-Named rooms
-Draining health/hunger mechanic+time limit
-No save or password feature
Everyone's A Wally (PCs, 1985) - Quest Adventure/Life Sim/Platformer, Side View, 4 different playable chars (switch while on the same screen), TD view Space Wars-like mini-game
-Goal is to finish a day’s worth of daily work for each character (Wally has to complete building a wall for example) which yields part of a password to a safe holding everyone’s wages
-Chars wander around a bit while not controlled
The Pawn (PCs, 1985) - ? Graphic Adventure
G.I. Joe (C64, 1985) - ? Tank-based Free-Roaming Shooter;
Strangeloop (C64, 1985) - ? Flight-based Maze Action/Run 'n Gun
One Man and His Droid (PCs, 1985) - Maze Action/Herding, Frogger-like segments between levels, TD view?
-Herd 5 robots in the given order to finish a level
-Pretty impressive music for the time (C64)
-Some false walls
A Mind Forever Voyaging (PCs, 1985) - ? Text Adventure
Wishbringer (AMI, 1985) - ? Text Adventure
Boulder Dash II: Rockford's Revenge (C64, 1985) - Level editor?
Spy vs Spy II: The Island Caper (NES/C64, 1985) -
Back to Skool (Spectrum, 1985) - Sequel to Skool Daze
Willy the Worm (PC, 1985) - Donkey Kong-style Platformer (Single Screen), Side view
-Level editor
Summer Games II (Multi, 1985) - Misc. Sports, Mixed Perspective
-Can be combined with the events from the prequel if you own both games
Revs (BBC Micro, 1985/C64, 1986) - F1 Racing, Mostly 3D (2D cockpit/player car)
-Decent framerate (almost no backgrounds objects or buildings though and opponents blend into the road)
-Manual gear shifting
Ultima IV (Multi, 1985/C64, 1986/AMI, 1988) - WRPG/Open World RPG, TD/FP view hybrid
-Non-linear structure
-Large and fairly in-depth world
-Virtue quiz character creation
-Interactive dialogue (type in keywords like look, name, job, quest; certain locations, items and characters) - Similar to text adventure games
-Unique premise (become a better person)
-Cutscenes (later versions)
-Sextant item (navigation/astronomy tool)
-Feelies (physical items that came with the game)
-Recruitable NPCs
-One moral dilemma (you're asked to kill children at one point who are later revealed to be monsters in disguise)
Little Computer People (C64, 1985/AMI, 1987) - Life Sim/Dollhouse/Raising Sim
-Fourth wall breaking (the NPC sometimes knocks on the screen if you don't do anything and will also write you worried letters if you neglect him/her completely)
-Text parser
-Ported to/remade on NES as Apple Town StoryP
Starquake (Multi, 1985) - Proto-Platform Adventure/MV, Collectathon-ish (collect 9 items with which to repair the planet core before it implodes)
-Teleporters (need a location code (the area's name shown when you find one) to teleport to a destination)
-Upgradeable platform stacking capacity (there is also a cylinder-like item which will increase whichever stat is lowest out of hp/stacking/ammo)
-Random generation elements (the placement of objects and which ones are needed to fix the core - go to the core screen to check which ones you'll need)
-Flight via hover pads/flying platforms (can't pick certain items up and do some other things while using it though, needs to be parked at docking stations to not disappear/move back to where you found it?)
-8-way aiming
-512 screens (Metroid 1 has something like 670)
-Elevators (one way, up only; Impossible Mission?)
-Key config
-Can find a couple of corpses from earlier explorers (similar to Super Metroid)
-Shows collecting percentage and time taken after beating it
-Trading pyramids (these allow you to trade one of your objects for a more useful one if you have the access card - more often than not one of the objects needed to repair the core)
-Platforming puzzles (Some weak/destructible floors (smash by falling on them from a height), bridge building)
-Hidden passages/fake walls
-Limited item inventory (4 items; Zork?)
-Good visual variation
-Resource management (ammo/platforms/HP power ups are placed items only, you regain just a few platforms when dying (you'll respawn on the spot) so you don't get stuck)
-No save or password save however the area names used for the teleporters stay the same in each run, Limited lives
-Slowly draining energy/HP (only while flying?)
Thexder (PCs, 1985/DOS, 1987) - Action Platformer, Mech-based
-Ship transformation
-Homing beam
-Destructible tiles
-Early or first mech game?
The Oregon Trail (1971/AII etc., 1985) - ? Historical Simulation/Resource Management, Escort Mission, Travel, Hunting;
Mercenary: Escape from Targ (PCs, 1985) - 3D Flight & Spaceflight Sim/Action Adventure, FP view
-Wireframe 3D graphics, decent framerate
-Interplanetary travel
-Open-ended structure (can help either of two factions to earn money and buy your escape (the goal of the game) or find another way to escape)
-Compass
-Trading
-Partially destructible environment
Tau Ceti (PCs, 1985) - Vehicle Sim/FPS, Open World?, Wireframe 3D, FP view
-Large world
-Scanner
-Compass
-Day/night cycle
-Some vehicle customization (refuel and repair, install flares/missiles/amm; you can obtain items in docking stations within the game)
-Fast travel between cities (jump pad)
Paradroid (C64, 1985) - Maze Action/Action Adventure, TD view
-Map feature (side view map of the whole ship which shows which floor you're on and where the elevators lead, top down view map of each floor which shows the layout and where the player is as well as elevators, doors and terminals)
-In-game bestiary (number/name, front view picture, job/class, height, weight, drive/engine, brain type, weapon, sensors (up to 3 kinds))
-Level up/upgrade by taking over enemy robots in a unique mini-game - you only take them over for a limited period of time which is shorter the stronger the enemy robot is
-Line of sight/proto-fog of war mechanic (if the enemy is a couple of rooms away or behind an obstacle you can see doors opening and closing as it moves around but not the enemy itself)
-No save feature
Mail Order Monsters (C64, 1985) - Early RTT/Arena Battle and Monster Breeding Sim, 2-player vs. mode, Top down view battles
-Monster creation (body type/species, body parts, weapons, traits - muscle and brains)
-Hybrid gameplay (TB planning, real-time combat; kinda similar to Archon)
-5 stats to level with points gained from battle
-Hub area
-Choose battle arena (8 different ones, pre-battle map where you move towards each other and negotiate what the zoomed in battle arena will look like)
-Terrain effects (slower movement in some terrain)
Ballblazer (C64/AII/Atari 8-bit, 1985/Atari XE, 1987) - 2-player split screen FPS
-Fairly impressive music for the time
Hero Of The Golden Talisman (C64 etc, 1985) - Multi-Screen Platform Adventure, Collectathon-lite (five talisman pieces)
-Mini-map (indicates which rooms have and have not been visited yet and also alerts the player to the presence of items within a given room)
-Item inventory (5 slots)
-Weapon upgrades which can be toggled on and off (bosses are weak to certain weapons - these all function the same way though)
-Invisibility "spell" (Really a piece of clothing and it seems to function like invincibility though)
-Placeable ropes which let you reach new areas
-Color coded keys
-Swimming (need to collect "air bags" which increase your oxygen meter to not take damage while underwater)
-Candles to light up dark rooms (consumable items)
-No Save or password save?
I, of the Mask (Spectrum, 1985) - Maze Action, Collectathon, Flight Combat segments;
-Polygonal graphics (pre-rendered/"fmv"? besides the flight combat segments),
The Bard's Tale (Multi, 1985/NES, 1990) - ? RPG, FP View, TB combat
-Import characters from Wizardry and/or Ultima III
-Animated enemies and NPCs (rather small viewport though)
-Large world for the time
King's Quest II: Romancing the Throne (PCs, 1985/PC Remake, 2002/2009) - Quest Adventure, Mixed perspective, Text parser
-Game speed options?
-Some good humour (sarcastic, surreal, silly, puns)
-Many ways to die
-Points system (get more points for better solutions to puzzles and being thorough)
-Some alternate solutions (monk, ferryman)?
-Larger world than in the prequel
-Some good puzzles (the tiara, baby pumpkin, swamp maze, tower door)?
-You get to create a spell by mixing certain ingredients
-Save anywhere outside of a cutscene? (nameable saves (short character limit though), 20+ slots)
-No health (you can fall from a tree over and over?)
-Open ended beginning (many accessible screens right away) but much more linear structure overall than in the prequel (can't go into Hagatha's cave before getting a quest involving it for example)
-The world no longer wraps around here (was a weird feature in the prequel but it did help somewhat with backtracking)
-Multi-channel music using the Tandy 3-voice chip
-No in-game maps
Balance of Power (PCs, 1985) - Government Sim/TBS, Cold war sim/theme;
Romance of the Three Kingdoms (Multi, 1985/NES, 1988) - Government Sim/TBS;
Where in the World is Carmen Sandiego? (PCs, 1985) - Edutainment/Strategy?
Déjà Vu: A Nightmare Comes True!! (PCs, 1985/NES, ) - Graphic Adventure
-First Point & Click game?
-Noir/detective theme
Law of the West (C64, 1985) - Gallery Shooter/Sheriff Sim/Adventure, TP view, Flip screen
-Dialogue trees (can sometimes convince a criminal to leave, 4 choices at a time)
-Can draw your gun as well as shoot anyone at any time - even kids (entering dialogue with your gun drawn affects the NPC's attitude)
-Non-linear structure w/ many different endings
-Get graded on numerous things after finishing the game (maintaining authority, number of crooks captured and shot, romance, how many times you were shot, innocents killed, number of crimes committed because you missed them)
-If you give the alcoholic doctor a drink or insult him he might not save you if you get shot
-Randomized events
Alcazar (Multi, 1985/Colecovision (console), 1985) - Maze Shooter/Action Adventure, TD View, Optional rescue mission (black castles hold prisoners who can be freed with keys to get an extra life), TD View
-Hub map with branching paths
-Item inventory
-Map feature
-Non-linear structure?
-Dungeons with multiple floors
-Random map generation
-Enemies give visual or audio clues if they are in the adjacent room and can be shot through doors
-Some of the carpets are magical and will teleport the player to another location in the current castle
2010: The Graphic Action Game (Colecovision (console), 1985) - Action/Electrician or Repairman Sim, Hub map w/ single screen "levels"
-Fairly unique gameplay (guide an electric spark to activate circuits on a path in each damaged part of a spaceship while avoiding an invincible enemy - possibly influenced by Qix and trying to take the right path so as not to cause a shortage, if it reaches you before you reach the next circuit you'll have to replace it, can let the AI handle reparations at one point while you take care of others)
Alien 8 (Spectrum, 1985) - Knight Lore-like AA/Puzzle Platformer/Maze Platformer?, Isometric
Doomdark's Revenge (PCs, 1985) - ? TBS/RPG?, TLoM sequel
Heart of Africa (C64, 1985) - Strategy/Trading Sim?;
Master of the Lamps (C64/MSX, 1985) - Magical Carpet Flight-based Rail Shooter;
Castle Quest (BBC Micro, 1985)(different) - Platform Adventure/Puzzle Platformer
-Item inventory (Can drop items and pick them up later on)
-Sword duels (not sure how interactive they are)
-No fall damage
-Water kills quickly and you can't swim (need a scuba gear (?) to get past these parts)
-No permanent abilities gained but items are persistent
-Can throw blocks to make torches fall down or place them somewhere to use as platforms
Entombed (C64, 1985) - ? Maze Action/Platformer (similar to Staff of Karnath), Tilted view
-Oxygen mechanic in some rooms
-Weapon/item inventory
-Minor puzzles and you can find clues to some of them in chests
-Some dark rooms where you need to use a torch to see (can also look around with it while still similar to a flashlight)
-Object interaction (whip objects to move them)
Citadel (BBC Micro/Acorn Electron, 1985) - Platform Adventure/Puzzle Platformer, Collectathon (gems that activate a teleporter to the alien world)
-Sci-fi theme (prevent an alien invasion)
-Gender select (no gameplay difference?)
-Hunger/fatigue mechanic (your energy drains slowly)
-Shows names for each room/area
-"teleport back to the beginning of a room" spell
-Elemental puzzles (cook chicken by subjecting it to fire enemies/hazards (used as a sacrifice to pass a certain room later, can freeze water to be able to walk on its surface, can fill a bucket with water and put out fire with it), Platforming puzzles
-Swimming (not that well done though, oxygen mechanic)
-Springs
-Switches that active moving platforms
-Very limited inventory (2 items?)
-Some hidden bonus items (no clues on how to find them though - fake walls)
-Spell mixing (kills a witch)
-Blow a hole in a wall using a cannon
-No permanent upgrades (you do have some persistent tool items like the springs though which you can move around and use in various places)
No map?, No save or password save?
Alice in Wonderland (AII/C64, 1985) - Platform Adventure/Quest Adventure Hybrid (similar to Below the Root)
-Small dialogue trees
-Named rooms (later used in the Dizzy games) - no map?
-Limited flight/ascension with the white cube
-Hover jumps with the umbrella (Below the Root)
-Mini mode transformation
Sword of Kadash (PCs, 1985) - ARPG, Minor stealth? (a few alarms cause traps to appear), TD view, Real-time
-Diagonal movement and shots
-Secret passages and invisible walls
-Some cursed items and items that lift the curses
-Difficulty options
-Scrolls can make monsters flee from you
Autoduel/Auto Duel (PCs, 1985) - Car Combat w/ RPG elements/Car Combat RPG (activity/use-based stat progression - the first?), TD View
-First post-apocalyptic RPG? (hub area with several locations (truck stop: inns, buy gear, listen for rumours, heal/recharge the car battery; arena: practice, check event schedule and sign up for events; assembly: name and customize cars using prize money, etc.)
-Character creation (name, attribute point distribution between three skills)
-Career mode (see above)
-Enemy radar
Chaos: The Battle of Wizards (ZX Spectrum, 1985) - TBS/TBT
Yoyo! (BBC Micro, 1985) - Maze Platformer or Platform Adventure?
Cauldron (C64, 1985) - Defender/Maze Platformer hybrid, Collectathon-ish (the 6 potion ingredients - the potion lets you beat the boss)
-Limited flight (MP-fueled)
-Hub area/overworld (can walk and fly, can enter your house - this is where the potion is mixed)
-Resource management (MP is used to fly and attack)
-MP refill points
-Diagonal aiming during flight
-Can't shoot in caves?
-Very limited inventory (2 items)
-No permanent upgrades/tools besides the potion which lets you beat the boss
-Female protagonist (an old witch) - one of the first in a shoot 'em up
No maps?, No save or password save?
Infernal Runner (C64) - Maze Platformer/Collectathon
-Hunger mechanic
-Features a variety of gory deaths with decent animation for the time
-Elevators
-45 degree slopes (you'll automatically slide down them)
-Conveyor belts
-Forgiving checkpoints
Rescue on Fractalus! (PCs, 1984) - FP Space Flight, Rescue Mission, Level-based (can select starting level before beginning)
-Detailed topography
-Compass and enemy radar, No map?
-No save or password save?
Gauntlet (Multi, 1985) - Maze Action w/ ARPG elements, TD view, 4-player co-op (4 different chars w/ different starting stats, each player is assigned a specific character according to which controls they use on the cabinet)
-Stat upgrade potions (6 stats - HP, long range AP and speed, short range AP, armor, speed, magic attack/smart bomb power; found in treasure rooms) - these last until you use a credit or they're stolen by thief enemies (you are warned by a sound queue when a thief enters a level)
-Need keys to open doors (open on their own after some time has passed)
-Enemy spawners/generators (later used in Soul Blazer and Diablo)
-Hunger/draining health
-Voiced hints
-Smart bombs (magic potions)
-Gold is for points only
-Limited item inventory (smart bombs and keys share space)
-Walls become exits after spending 180 seconds in a level
-A ranking system is in place (in later versions) which diminishes the amount of food that appears as you score more and more points
-Various differences on NES
Gribbly's Day Out (C64, 1985) - Scrolling Platformer/Flight Action, Rescue Mission
-Flight ability (by default)
-Multi-directional scrolling
Monty on the Run (PCs, 1985) - Multi-screen exploration-based platformer, Collectathon
-Impressive music (C64)
Robin of the Wood (C64, 1985) - Top down Maze Action;
Zorro (C64 etc, 1985) - Multi-Screen Maze Platformer/Puzzle Platformer
-Object interaction
-Some physics-based puzzles
-Can only carry one item at a time
-No permanent upgrades?
-No map?, No save or password save?
The Goonies (C64 etc., 1985) - Single Screen Puzzle Platformer
-Has you switching between two characters to solve various puzzles while avoiding an enemy in each level
-Same screen teleporters
-Spring platforms
-Stack objects on top of each other to create ladders
-Pushable boxes used to reach higher in some levels
-Switch puzzles
The Arc of Yesod (C64/Spectrum, 1985) - Maze Platformer/Collectathon (need to collect 8 crystals to open the door to a monolith which must be destroyed)
-Can send out a small droid and shoot laser projectiles with it (destroys enemies and opens certain doors - some of the doors are hidden and there aren't any clues to their location afaict)
-Teleporters
-No map?, No save or password save?
Transformers (C64, 1985) - Action Platformer/Collectathon, Mech avatar; Transform into an airplane and a truck, switch between 6 chars on the fly?, vertical and horizontal scrolling (both ways)
Nodes of Yesod (C64/Spectrum, 1985) - Maze Platformer/Collectathon (need to collect 16+ "alchiems" here and then touch the monolith)
-Can send out a small mole here and dig through certain walls (there doesn't seem to be any clues as to where you can dig though)
-No map?, No save or password save?
Hacker (Multi, 1985) - Puzzle/Strategy/Hacking Sim
Moebius: The Orb of Celestial Harmony (AII, 1985/C64, 1986/Multi, 1987) - RPG, TD View/SV Hybrid (battles)
Phantasie (AII/C64, 1985/Multi) - TD RPG w/ Overworld (hub map)/Dungeon distinction
-Party of four
-Threaten and greet commands in battle
-Speed options
-Auto-mapper
Finders Keepers (PCs, 1985) - Puzzle Platformer/Maze Platformer/Maze Action, Trading, SV/TD View hybrid (some TD rooms)
-Two ways to beat it (fetch the present or escape the castle)
-Item inventory (any ability gating via these?)
-Can examine items
-Completion percentage indicator
-Teleporters
-No maps?, No save or password save?
Fairlight (Spectrum, 1985/PCs, 1986) - Knight Lore-like Action Adventure, Isometric, Hydlide 1-style bump combat (can also push enemies off ledges)
-Object manipulation (push, pick up and drop, stack)
-Run move
-Killed enemies drop helmets which will respawn into the same enemy and you can pick it up and place it elsewhere - if hit by a tornado hazard they are destroyed completely
-Multiple item inventory (some are too heavy to carry more than one of)
-Locked doors and keys
-Teleportation scroll
Dragontorc (Spectrum/CPC, 1985)? - Action Adventure?, Tilted View, Sequel to Avalon
-Floating player avatar (apparently an astral projection of the player char)
-Recruitable NPC allies
-Healing spell
-Keys
Quake Minus One (C64, 1985) - FPS/RTS Hybrid?, FP view, Isometric hub map, Recapturing mission
-Isometric mini-map
-Item inventory?
-No save feature?
Koronis Rift (PCs, 1985) - 3D Maze Shooter/FPS/Action Adventure?, FP view, Vehicle-based (tank)
-Area-based but non-linear?
-Send out a drone to loot shipwrecks and artifacts (for batteries, shields, weapons)
-Detailed topography
-No map?
-Save anywhere?
The Eidolon (PCs, 1985) - Maze Shooter/Puzzle, Pseudo-3D, FP view, Time limit (can regain time by collecting blue fireballs)
-Barriers requiring colored jewels
-Compass but no map? (level counter shows which level/floor (?) you are on)
-Proximity meter in the HUD shows how close you are to the dragon
-Temporarily freeze enemies with blue fireballs, randomly transform enemies with green fireballs (puzzle/progression uses?)
-No save or password save?
Doriath (C64, 1985)? - Maze Platformer
-Enemies are weak to specific spells but they all function the same, Key gating otherwise (check the effect of potions changing the color of mushrooms and potions that grow plants)
-Inventory
-Named rooms
-Manually controllable projectile spells
-One riddle (tells you how to beat the final boss)
Phantom of the Asteroid (C64, 1985) - Flight-based Maze Platformer/Proto-Platform Adventure (no ability gating, non-linear, no char upgrades, flight replaces jumping), Collectathon (36 uranium cubes to stop an asteroid heading towards earth by blowing it up), Thrust-based flight via jetpack (no jumping, fuel-based)
-Draining oxygen mechanic (Spelunker)
-Escape sequence after finding all the cubes
-Save anywhere (multiple slots?, saves to a separate disk?)
-Energy, fuel and oxygen recharge stations
-Timing puzzles - temporary gate switches
-One hit deaths from fire, spikes, poisonous plants and laser traps
-Some teleporters
-No map feature?
-Keeps track of how many enemies you've killed
-Conveyor belts
Doctor Who and the Mines of Terror (Multi, 1985)? - Puzzle Platformer
-Can program a pet cat to perform various actions for you (similar to gambits in FF12)
-Item inventory (4 items and 4 markers used for the cat)
-Some breakable walls
Time Tunnel (C64, 1985) - Action Adventure (inventory item puzzle focus, no dialogue?), Tilted view
-Time travel theme and mechanics
-Pocket dimension inventory (a separate room where you can place items - later used in Terranigma)
-Gnome player avatar
Spellbound (Amstrad/Spectrum, 1985/Atari 8-bit/C64, 1986)? - Maze Platformer/Adventure Hybrid (not much platforming)
-Item inventory (5 slots)
-Persistent items?
-Named rooms
-Draining health/hunger mechanic+time limit
-No save or password feature
Everyone's A Wally (PCs, 1985) - Quest Adventure/Life Sim/Platformer, Side View, 4 different playable chars (switch while on the same screen), TD view Space Wars-like mini-game
-Goal is to finish a day’s worth of daily work for each character (Wally has to complete building a wall for example) which yields part of a password to a safe holding everyone’s wages
-Chars wander around a bit while not controlled
The Pawn (PCs, 1985) - ? Graphic Adventure
G.I. Joe (C64, 1985) - ? Tank-based Free-Roaming Shooter;
Strangeloop (C64, 1985) - ? Flight-based Maze Action/Run 'n Gun
One Man and His Droid (PCs, 1985) - Maze Action/Herding, Frogger-like segments between levels, TD view?
-Herd 5 robots in the given order to finish a level
-Pretty impressive music for the time (C64)
-Some false walls
A Mind Forever Voyaging (PCs, 1985) - ? Text Adventure
Wishbringer (AMI, 1985) - ? Text Adventure
Boulder Dash II: Rockford's Revenge (C64, 1985) - Level editor?
Spy vs Spy II: The Island Caper (NES/C64, 1985) -
Back to Skool (Spectrum, 1985) - Sequel to Skool Daze
Willy the Worm (PC, 1985) - Donkey Kong-style Platformer (Single Screen), Side view
-Level editor
Summer Games II (Multi, 1985) - Misc. Sports, Mixed Perspective
-Can be combined with the events from the prequel if you own both games
Revs (BBC Micro, 1985/C64, 1986) - F1 Racing, Mostly 3D (2D cockpit/player car)
-Decent framerate (almost no backgrounds objects or buildings though and opponents blend into the road)
-Manual gear shifting
1986:
Starflight (PC (1986/MD, 1991) - Open World Sci-Fi RPG/Space Exploration Sim (vehicle and skill upgrade purchasing rather than exp point leveling, real-time ship combat), TD view
-Party creation
-Ship and crew customization (five races)
-Interactive dialogue
-Large game world/galaxy
-Interplanetary travel (Ultima II, Elite)
-Meaningful choices in terms of NPC attitude towards you
-Can be beaten without fighting
-Mining
-Save anywhere
-Zoomable planet maps (can be upgraded to show nearby encounters and fluxes)
-Crystal Pearl for teleporting away from trouble and Flat Device for teleporting back to ship on a planet
-Some traversal upgrades for the ATV (planet exploration vehicle)
-One of the longest 80s games at around 19,5h
-Procedurally generated content for planets (about 800 planets) and everything on them besides artifacts - actually helpful artifacts are always found in fixed locations. Story/progression related planets seem to be manually placed in fixed locations. It uses a fixed seed meaning every game has the same planets
-Planet contents are persistent meaning minerals you collected would still be gone if you returned later on
King's Quest III: To Heir Is Human (PCs, 1986)/PC Remake, ) - Quest Adventure, Stealth elements
-Open ended beginning (no clear goal at first, many accessible screens, you can get tons of different ingredients from the get go provided you can avoid Manannan)
-Unique premise (you're a wizard's slave trying to break free)
-Potion mixing
-Non-arbitrary time limits (the timer pauses while reading text/dialogue and while browsing the pop-up menu)
-Teleportation via the magic map (to visited tiles on the world map) - more locations are drawn in as you discover them
-Game speed options (remake only?)
-Some alternate solutions (Medusa - doesn't seem like she learned anything from it though, no need to get the random teleportation or animal understanding spells?, get more points for better solutions to puzzles and for being thorough))
-Some interesting spells (cause storms, transform into an eagle or a fly to manually fly and reach new places on the same screen, listen to animals)
-Need to wait for Manannan to sleep or go on a journey before you explore (however you can speed this up by sleeping in your bed)
-More stealth elements (hiding what you do from Manannan - you need to close opened drawers, hide forbidden possessions under your bed, etc.)
-Save anywhere outside of a cutscene (nameable saves (short character limit though), 20+ slots)
-Basic journal feature - you can use a blank page from the previous slave's journal to keep track of needed ingredients but I'm not sure how you rip it out (it was suddenly in my inventory at one point but I already had every ingredient by then in the remake),
The Sentinel (AMI/PC, 1986) - FP Tactical Combat/Puzzle, Polygonal graphics
-Take the high ground by creating platforms with collected energy and then kill the sentinel and sentries
-Polygonal graphics
-Map feature
-Pretty good art direction
-Experimental music (AMI)
Defender of the Crown (AMI, 1986/NES, 1989) - TBS/RTT/Fighting hybrid
-Hybrid gameplay (turn-based strategy and siege attacks, real-time jousting (can initiate tournaments)/siege defence/field battles/raiding combat)
-Medieval Britain setting with some folklore thrown in
-Impressive visuals (nice cutscenes (full screen artwork stills with text boxes, some animation))
-Your character's portrait will change depending on how your game is going
-Four different playable characters plus four CPU only characters (three stats: leadership (affects how fast your men respond to commands during field battles and when you need to switch tactics in a live fight), jousting (how fast you can move your lance and how steady you can hold it), swordplay (only affects your starting health during enemy castle raids))
-Basic character building in that the leadership stat can change during the course of a game (winning a fame joust increases it, being stuck in sieges over and over lowers it)
-Mouse controls in this version
-Can get help from Robin Hood (enter his forest) three times during a game
-Monthly income stat
-Recruit and redistribute armies (soldiers, knights, catapults)
-Can investigate any piece of land in the strategy segment (shows owner, vassals (this number adds to your army after conquering a neutral piece of land if the army defends from that position), income per turn)
-Can build new castles/forts
-Fight alongside 2 CPU allies during raids and rescue missions in this version, can retreat from a failing raid to avoid being captured
-Can move through your own or "allied" (blue/Saxon) territory as well as transfer troops without ending your turn
-Retreating your army when attacked moves it back to the home castle
-You'll be banned from future tournaments if you hit the opponent's horse with the lance
Racter (AMI, 1986) - ? AI dialogue interface
Alter Ego (PCs, 1986) - TB Life Sim/RPG-ish
-Male and female paths
-Partially non-linear structure
-Personality quiz style character creation
-Can choose at what point in life to start the game (from birth to old age)
International Karate (C64, 1986/Multi) - Vs. Fighting
-Crouch attacks and jump kicks
-Blocking
-Nice animation
-Impressive C64 music
-Very short battles
Mind Walker (AMI, 1986) - Puzzle/Action Adventure (no jumping, no new moves or upgrades gained over the course of the game?), Tilted view/TD view/FP view hybrid
-Four chars (switch below the floating pyramids)
-Fairly detailed map feature
-Unusual gameplay (in the tilted view segment each char must build a path from a crystal to a special square located somewhere in the brain, each char can connect only one type of platforms)
-Psychological theme (the player is immersed inside a human brain and must cure a psychosis that is threatening the patient's well-being)
-360 degree attack in the TD segments which is kinda similar to the blade attack in Radiant Silvergun (SAT)
-Pre-rendered enemies in the tilted view segments
-You use a sound queue to find your way in the TD segments (repeats faster the closer you get to the goal)
-Can buy tips with your points (tap Sigmund Freud's pipe) in the jigzaw puzzle assembling mini-game segment
-Unique aesthetics
-Homing lightning attack in the tilted view segments
Wizard's Crown (PCs, 1986) - RPG/TRPG or SRPG (tactical battles, manual stat allocation for skills using gained experience points, char creation), TD view
-8 person party
-Deployment phase
-Morale
-Classes are "bought" by using intelligence points (Thief, Ranger, Fighter, Priest and Sorcerer; can combine two of them)
-Can upgrade weapons with elemental properties, make them cause extra bleeding that can make characters faint, or cause perma-death
-Different weapons w/ unique characteristics (spears can attack two squares away, flails ignore the target's shields, axes have a chance of breaking shields, shields are used to defend against frontal attacks and those coming from whatever side the shield is equipped on)
-Auto-combat option
The Academy: Tau Ceti II (PCs, 1986)? - Vehicle Sim/FPS, Open World?, Wireframe 3D graphics
-Can use jump pads and move up/down+land with the skimmer
-Compass and radar (no area maps?)
-Save feature (tape menu on Spectrum)
Cholo (PCs, 1986) - Vehicle Sim/FPS, Open World, Wireframe 3D graphics, Hacking, Flight
-Take over stronger robots
-Map feature (shows teleporter locations)
Might and Magic: Book I/Might & Magic (PCs, 1986) - ? Dungeon Crawler RPG, First person exploration/interaction
-Surprise sci-fi setting (starts out as a fantasy setting)
-Large world
-Warp/teleport to any visited town with a spell
-First RPG w/ side quests?
-One of the longest 80s games at 43-56h
The Bard's Tale II: The Destiny Knight PCs (1986) - ? First Person RPG
-Animated enemies and NPCs
-Warp to any visited town with a spell
-One of the longest 80s games at 18-22h
Space Quest: Chapter I - The Sarien Encounter (PC, 1986/VGA, 1990) - Quest Adventure, Action sequences, short time limit and stealth elements in the first area of the game (you can move in the direction the guards are coming from though as long as you exit the screen before they come)
-Sci-Fi Setting
-Smell and taste
-Self-deprecating humour
-Many ways to die (sometimes over the top death and funny cutscenes)
-Good dialogue/writing overall (somewhat more advanced language than in the KQ series)
-Some alternate solutions (killing Orat, getting money from the slot machine)
-A jingle plays when you do something right
-Save anywhere outside of a cutscene (VGA ver.: nameable saves, 100 slots in ScummVM)
-Need to stay hydrated when wandering around after landing on the first planet (the game tells you when it's time to drink though and you won't run out of water (?))
Hacker II (C64, 1986) - Hacking Sim (text-based)/Stealth Action/Maze Hybrid (robot/drone-based)/Puzzle/Strategy, Tilted/TD view hybrid, Fetch quest, P&C interface
-4 viewports (one live camera, two tilted view cameras (out of 38 different ones in the building) and a real-time top down map view)
-Bypass security systems and record empty room footage to trick the enemy
-No save or password save
Taiyou no Shinden/Asteka II: Temple of the Sun (PCs, 1986 (JP developed)/SAT, 1998 (Falcom Classics II)) - Graphical Adventure/Top down action adventure
Solaris (Atari, 1986) - Space exploration/combat sim, TP view which scrolls in four directions in space, defend allied planets while attacking enemy planets (similar to Star Fox 2), Hostage rescue
-Fly near planet surfaces
-Fuel mechanic (refuel on ally controlled planet surfaces)
-Teleporting (choose destination on a star map)
-Basic radar system
The Sacred Armour of Antiriad/Rad Warrior (C64 etc, 1986) - Platform Adventure/MV, Side View
-Collect an upgradeable suit some ways into the game (the suit allows flight after you collect some parts for it, you can also remove the suit if you want (leaving it where you took it off - have to do this if its power is depleted or to pass certain barriers, it can't be destroyed))
-Nice graphics
-No save or password save?, No map?
Arac/Spiderbot (C64, 1986) - Platform Adventure/MV, Side View, Time limit
-Collect three robot parts to be able to transform into a spiderbot (can climb on the ceilings using a reverse gravity jump, can be toggled on and off, shoots a ricocheting projectile in three (?) directions)
-The spiderbot drains health when used which can be regenerated in regular form
-Catch creatures and use their powers to enter new areas (five different creatures which you can capture more than one of; big brown bug - digs through dirt, green butterfly - super jump, manta - blocks a sensory system to prevent guards from coming for a few seconds, jellyfish - not sure, pink "rabbit" - used as a key of sorts at one point)
-Randomized starting location
-Option to start with the spiderbot assembled already (short game)
-Completion stat based on how many rooms you visited
-Can jump up through some platforms
-No map?, No save or password save?
Saboteur (C64 etc, 1986) - Multi-Screen/Flip Screen Proto-Platform Adventure/Stealth Hybrid (temporary weapons only and no new abilities gained), Time limit (less than 3 mins on any difficulty level to place the bomb and retrieve the data disk and then 1 min to escape to the chopper but the game is very short)
-Guards will chase and attack you if they see you or if you make too much sound (minor element though as most will see you as you enter a screen)
-HP can be replenished by standing still and resting in safe areas (later used in the Ys games)
-Run move
-The HUD shows out of view items to you as you pass them
-Item inventory
-Difficulty options (9 (!) levels - affects number of guards, time, complexity of the maze)
-Multiple endings (can skip placing the bomb and retrieving the data disk)
-Single item inventory
-Some quick travel (the trains)
-No maps, No save or password save
Starglider (Multi, 1986/AMI/DOS, 1987) - FP Space Combat Sim, Wireframe 3D (good framerate, decent draw distance)
-Sampled music w/ vocals on Atari ST
Turbo Esprit (Spectrum/CPC/C64, 1986) - Driving, TP view (w/ car cockpit HUD), Open World? (search & destroy mission)
-Functioning (left-hand) traffic
-Map feature
-Four different cities
-Can kill NPCs and drive against traffic (including run over pedestrians)
The Halley Project: A Mission In Our Solar System (AMI, 1986) - ? Edutainment/Science;
Arctic Fox (AMI etc., 1986/DOS, 1987) - Tank combat simulation, Free-roaming
-Polygonal graphics
-Somewhat destructible environment
-Map feature, Compass
The Black Cauldron (PC, 1986) - Quest Adventure
-Disney license
-Check ADG video
Uninvited (PC/AMI, 1986/NES, ) - Graphic Adventure;
Biosphere (TRS-80 CoCo) - Life Sim/Edutainment
-Environmental theme (ecologist protagonist, the goal is to create a functioning and self-supporting ecosystem)
Cauldron II/Cauldron 2: The Pumpkin Strikes Back (C64, 1986) - Platform Adventure/Collectathon-ish (collect 2 (?) ingredients to mix a potion with)
-Energy (includes weapon energy, Cauldron 1) restore points
-Bouncing ball avatar and physics (see Within a Deep Forest)
-Most items act as protection from specific attacks or keys rather than giving you a new move or attack to explore more of the castle with (the one exception is the magical star which lets you shoot in 8 directions and it's a soft gate)
-8 different starting points (randomized, 4 in the c64 ver.?)
-Play as the boss of the first game
-Switch puzzles
-Death cutscenes when falling into pits
-No save or password save?, No map?
Alternate Reality: The City (PCs, 1986) - ? RPG, FP View
https://www.youtube.com/watch?v=6yNxhth5f9I
Druid (C64 etc., 1986) - Gauntlet-like Proto-AA/Maze Action, TD view
-Can summon a golem which can be controlled by a second player on C64, Linear and level-based (no backtracking?)
-Health restoration points
-Invisibility spell
-No save or password save?, No maps?
Leather Goddesses of Phobos (AMI, 1986) - Text Adventure
Transylvania (AMI, 1986) - Graphic Adventure
Portal (AMI, 1986) - Graphic Adventure
Borrowed Time (AMI, 1986) - Graphic Adventure
Parallax (C64, 1986) - Roaming Shooter/Maze Action hybrid;
Chimera (C64, 1986) - ? Isometric Action Adventure/Puzzle (no platforming?), Activate a bomb and escape mission (no added timer after activation)
-Object manipulation
-Hunger and thirst mechanics
-Minor tool gating (use a wrench/spanner to remove some obstacles), No char upgrades
-No save or password save? (short), No map?
Dan Dare (C64 etc, 1986) - Platform Adventure w/ Quest Adventure elements (no need to backtrack and use a tool/weapon in a previous area?, no jumping?), Hostage rescue+search & destroy mission, 25 min time limit (2 mins to escape to the planet's surface at the end)
-Text pop ups show when you walk past something of interest
-An alien pet/mascot follows you around (can make it pick up some objects that you can't reach by throwing a fruit)
-Fairly advanced object interaction for the time
-Some dark rooms where you'll need a torch (works like a flashlight though)
-High and low attacks+blocking in melee combat (a bit like Zelda II, Shanghai Kid (1985) had mid and low attacks)
-Some interesting puzzles (ricochet laser beam channeling, )
-Mostly linear?
-No map?, No save?
Imogen (BBC Micro, 1986) - Puzzle Platformer
-Randomized level order
-Transformations (animals with different abilites, can "capture" some enemies and temporarily play as them too during the course of the game) - the only way to die is if you use up all 150 transformation charges
-Some physics-based puzzles (can push certain objects by throwing another object at them, can add weight to platforms to make them lower, etc.)
Thrust (C64, 1986) - Gravitar-like/Free-Roaming Shooter/Rescue Mission of sorts (collect a ball in a cave and get back to the surface), Side view, Fuel mechanic
-Decent "ball attached to rope" physics when carrying the ball (although it acts more like a ball attached to a stick, its weight pulls your ship when it gains speed and it rotates around your ship when doing turns at high speeds pretty much as you'd expect)
-Good thrust/inertia-based physics like in Gravitar
-Object interaction (pick up and carry the ball towards the atmosphere to beat a level, pick up fuel with a tractor beam - Gravitar)
-Temporary bullet shield (activated with same button as pick up item, drains fuel) - Gravitar
-Some interesting level gimmicks (timed doors triggered by switches, reverse gravity levels (Gravitar) - same 6 level layouts though and it gets very frustrating towards the end, can shoot the reactor to temporarily disable turrets but you might as well destroy them instead - if you shoot it too much it blows up and you die if you can't finish the level in 10 seconds)
-In-game manual
-Levels loop horizontally like in Defender (you pretty much never have to move around the surface however)
-Fairly impressive music (title only)
Firelord (C64, 1986) - Top down Maze
Ballyhoo (AMI, 1986) - Text Adventure
Dragonskulle (C64, 1986) - ? Staff of Karnath-like, tilted view;
Leader Board (AMI, 1986) - Golf, partially 3D,
Cutthroats (AMI, 1986) - Text Adventure
Crimson Crown AMI (1986) - Graphic Adventure
Murder Club (PCs, 1986/PCE CD, 1990) - Graphic Adventure
Enchanter (AMI, 1986) - Text Adventure
Fist II: The Legend Continues (C64 etc, 1986) - Beat 'em up (titled view gfx but side view gameplay)/Maze Ation/Proto-Platform Adventure (no tools or moves gained that let you explore more of the world)
-Upgradeable HP (collect scrolls and pray at shrines)
-Some breakable walls
-No save or password save (no checkpoints either), No map?
Transformers: Battle to Save the Earth (C64, 1986) - Gallery Shooter aka Light Gun-style Shooter/RTT, Hub map (real-time?)
-Voiced narration for the intro (digitized speech)
The Great Escape (Multi, 1986) - Isometric Action Adventure, Stealth
-Prison break theme
-Multiple ways to escape (open-ended/proto-immersive sim)
-NPCs following daily routines (the game also performs these for you if you let go of the controls for a bit)
-No save or password save?, No maps?
Where in the USA is Carmen Sandiego? (AII, 1986/AMI/DOS, 1989) - Adventure/Edutainment?
Winnie the Pooh in the Hundred Acre Wood (AMI, 1986) - Graphic Adventure/Quiz?
Ultimate Wizard (C64, 1986) - ? Collectathon platformer
Dante's Inferno (C64, 1986) - ? Maze Action or Action Adventure (no ability gating or char upgrades?), TD view, Temporary vehicles
-2 item inventory
-Very short
-No map feature?, No save or password save?
TrailBlazer (C64, 1986) & TrailBlazer II (C64, 1987) - Platformer/Rail Shooter
Uridium (C64, 1986) - Free-Roaming Shooter
Moonmist (AMI, 1986) - Text Adventure
Spellbreaker AMI (1986) - ? Text Adventure
Starcross AMI (1986) - ? Text Adventure
Trinity AMI (1986) - ? Text Adventure
Boulder Dash III (C64, 1986) - ?
Shanghai (AMI etc., 1986?) - Puzzle/Board Game; remove all tiles
Earl Weaver Baseball (AMI/PC, 1986) - Baseball Sim
"It had a ridiculous amount of stat tracking, create teams and players, trades, all then-current MLB stadiums as well as several old stadiums, ability to design stadiums, MLBPA roster disks for a couple years after the game released, ability to tell the announcer how to pronounce players' names when they come up to bat (going by the manual, since our Tandy 1000EX didn't have a sound card)"
Thunderstruck (BBC Micro, 1986) - Maze Platformer/Puzzle Platformer (Proto-Platform Adventure)
-Persistent items (can pick up and place items and have them stay where you put them)
-Elevators
-Single item inventory?
Star Raiders II (originally The Last Starfighter)(Atari 8-bit, 1986) - FP Space Combat Sim/RTT Hybrid (protect friendly planets while destroying/scorching enemy planets), radar feature, set up travel paths on the hub map screen, repair and refuel stations, warp feature, gun temperature (they start misfiring if they overheat)
Livingstone, I Presume?/Livingstone Supongo (C64/ST/PC, 1986/Multi, 1987) - Puzzle Platformer w/ tool gating (pole-jumping), Collectathon (5 crystals); You never backtrack/sidetrack for more than a single screen, no map and no save? (short game though), volley throw grenades, basic switch puzzles
Knight Tyme (PCs, 1986) - Quest Adventure/Platformer hybrid w/ FP space flight segments (travel between planets, 10 verb commands including examine)
-Teleporters (need coordinates)
-No maps?, No save?
Magnetik Tank (PC, 1986) - Isometric Action Adventure/Maze Action, Tank-based
-Ice physics
-Block puzzles (some can be pushed, some can be moved by shooting them, some can be used for lifts)
-No save or password save?
-No maps?
Batman (PCs/MSX, 1986) - Action Adventure w/ Platforming, Isometric
-Object manipulation
-Some ability/tool gating (The Batbag allows you to pick up and drop objects, Jet Batboots allow you to jump, the Thruster allows Road-Runnering (movement while you fall), and the Low Gravity Batbelt keeps you in the air for longer, temporary enhanced jump item)
-Multiple floors
-Checkpoint system (batstone clusters) - No save or password save (added in more recent fan remakes), Lives system
-No maps
Friday the 13th (C64/CPC/Spectrum, 1986) - Survival Horror/Action Adventure (no ability gating or char upgrades besides weapons), Bird's Eye/TD view, Flip screen, Time limit ("sanity meter")
-Panic level meter (determines who Jason will attack)
-Status display for the other 10 visitors
-Can tell NPCs to go to the room with the cross which is a safe space
-9 weapons (can only carry one at a time?)
-Loops after finishing it
-No map feature?, No save or password save?
Miami Vice (C64/CPC/Spectrum, 1986) - Action Adventure (no ability gating or character upgrades?), TD view (outdoors, car-based)/Side view (indoors) hybrid, Chase segments
-Day/night cycle (have to enter buildings at specific times to progress)
-Can interrogate enemies for info (goal is to find and stop an illegal shipment)
-Can visit the hospital to restore health
-Very limited ammo
-No save or password save, No map feature?
Bobby Bearing (PCs, 1986) - Action Adventure/Puzzle, Rescue+escort mission, Isometric view, Time limit
-Rolling ball avatar
-Jumping w/ momentum
-No save or password save?, No maps?
Into the Eagle's Nest (PCs, 1986)? - Maze Action/Stealth, Rescue Mission (3 soldiers), Level-based (no backtracking to previous ones?), TD view
-Locked doors and destructible obstacles
-Non-linear structure?
-Elevators
-Item inventory
-Limited ammo
-No save or password save?, No maps?
Spell of Destruction/Wizardry (PC, 1986)? - Proto-Action Adventure/Puzzle, Isometric View
-"Find chest" and "hint" spells
-No save or password save, No map?
Fairlight II (PCs, 1986) - Action Adventure? (some platforming), Isometric
-Object manipulation
-5 item inventory
-Save feature
-Carry blocks with you and use as platforms or weapons (can also use a flying carpet)
-No character upgrades?, No maps?
They Stole a Million (PCs, 1986) - Action Adventure/Strategy/Crime Sim? (verb commands), Escape segments, TD view
-Hire a team of criminals with different abilities
-Planning phase
-In the execution phase you’re the lookout waiting outside in the car but can go inside to help out at the risk of not being able to get away if police come
-No save feature besides saving your selected team in the beginning, No maps
Asterix and the Magic Cauldron (PCs, 1986)? - Action Adventure/Maze Action? (separate battle encounters), Tilted View, Flip Screen
-Can be captured
-Locked doors
-No map?, No save or password save?
Get Dexter! (PCs, 1986) - Puzzle Platformer/Action Adventure?, Isometric
-Color-coded locked doors
-CPU ally (helps with some puzzles?)
-Healing points
-Object Manipulation
-Can use some enemies as platforms
-No save or password save?, No maps?
Quazatron (Spectrum, 1986) - Action Adventure?, Isometric, Separate mini-game for controlling/grappling enemy robots (similar to Paradroid, lets you take some enemy robot components for own use)
-Map feature
-Elevators
-No save or password save?
Spindizzy (PCs, 1986) - Puzzle Platformer/AA? (jump via ramps), Isometric, Time limit (extended by collecting crystals),
-Cone avatar which can transform into a ball and a dreidel/spinner
-Elevators
-Auto-map (?) and compass
-No save or password save?
Heartland (PCs, 1986)? - Maze Platformer/Collectathon (no ability gating?, jumping, NPCs), Side View, Time limit
-Hub area
-Elevators
Pyracurse (Spectrum, 1986)? - Action Adventure/Action Puzzle? (no platforming?), Isometric view
-4 different playable chars (switch on the fly?, can make anyone the team leader which makes the others follow you - or you can go solo)
-Each char can carry 3 items
-Came with a layout map
-No save or password save?
The Trap Door (PCs, 1986)? - Puzzle Action/Action Adventure (no platforming?), Tilted View, Fetch quests, Time limit
-Easy mode option
-Non-linear?
-No save or password save?, No map?
Infiltrator (Multi, 1986) - Flight Sim/Stealth Action Hybrid, FP (helicopter flight)/TD (outdoors)/Tilted view (indoors) hybrid, Retrieve and escape missions, Time limit
-Auto-map
-Gas grenades for putting guards to sleep and papers to fool them about your identity
Airheart (AII, 1986) - TPS/Free-roaming shooter/Collectathon, Vehicle-based (flotation device)
Tracker (PCs, 1986) - 3D Maze Shooter/FPS, FP view, Flight-based, Mouse aiming?
-Need to destroy objects that power certain enemies
-Map feature
-Save feature
Maze Wars+ (PCs, 1986) - MP Online FPS
The Detective/The Detective Game (C64, 1986) - Isometric Quest Adventure; modern setting
The Last Of The Free (BBC Micro, 1986) & Quest For Freedom (Acorn Electron, 1986) - ? Maze Platformer
The Network (BBC Micro, 1986) - ? Maze Platformer/Collectathon; teleporters
Pandemonium (BBC Micro, 1986) - ? Maze Platformer
221 B Baker St. (AII/ST, 1986/Multi) - Board Game, Isometric View; nice visuals
Bob Winner (PCs, 1986) - Cinematic Platformer/PoP-style Platformer before Prince of Persia; Nice visuals
Pirates Of The Barbary Coast (Multi, 1986) - ? Strategy/Business Sim
Ninja (PC/C64, 1986) - ? Action Platformer (not the beat 'em up) - find
Contact Sam Cruise (Spectrum, 1986)? - Action Adventure w/ jumping, Side View,
Starflight (PC (1986/MD, 1991) - Open World Sci-Fi RPG/Space Exploration Sim (vehicle and skill upgrade purchasing rather than exp point leveling, real-time ship combat), TD view
-Party creation
-Ship and crew customization (five races)
-Interactive dialogue
-Large game world/galaxy
-Interplanetary travel (Ultima II, Elite)
-Meaningful choices in terms of NPC attitude towards you
-Can be beaten without fighting
-Mining
-Save anywhere
-Zoomable planet maps (can be upgraded to show nearby encounters and fluxes)
-Crystal Pearl for teleporting away from trouble and Flat Device for teleporting back to ship on a planet
-Some traversal upgrades for the ATV (planet exploration vehicle)
-One of the longest 80s games at around 19,5h
-Procedurally generated content for planets (about 800 planets) and everything on them besides artifacts - actually helpful artifacts are always found in fixed locations. Story/progression related planets seem to be manually placed in fixed locations. It uses a fixed seed meaning every game has the same planets
-Planet contents are persistent meaning minerals you collected would still be gone if you returned later on
King's Quest III: To Heir Is Human (PCs, 1986)/PC Remake, ) - Quest Adventure, Stealth elements
-Open ended beginning (no clear goal at first, many accessible screens, you can get tons of different ingredients from the get go provided you can avoid Manannan)
-Unique premise (you're a wizard's slave trying to break free)
-Potion mixing
-Non-arbitrary time limits (the timer pauses while reading text/dialogue and while browsing the pop-up menu)
-Teleportation via the magic map (to visited tiles on the world map) - more locations are drawn in as you discover them
-Game speed options (remake only?)
-Some alternate solutions (Medusa - doesn't seem like she learned anything from it though, no need to get the random teleportation or animal understanding spells?, get more points for better solutions to puzzles and for being thorough))
-Some interesting spells (cause storms, transform into an eagle or a fly to manually fly and reach new places on the same screen, listen to animals)
-Need to wait for Manannan to sleep or go on a journey before you explore (however you can speed this up by sleeping in your bed)
-More stealth elements (hiding what you do from Manannan - you need to close opened drawers, hide forbidden possessions under your bed, etc.)
-Save anywhere outside of a cutscene (nameable saves (short character limit though), 20+ slots)
-Basic journal feature - you can use a blank page from the previous slave's journal to keep track of needed ingredients but I'm not sure how you rip it out (it was suddenly in my inventory at one point but I already had every ingredient by then in the remake),
The Sentinel (AMI/PC, 1986) - FP Tactical Combat/Puzzle, Polygonal graphics
-Take the high ground by creating platforms with collected energy and then kill the sentinel and sentries
-Polygonal graphics
-Map feature
-Pretty good art direction
-Experimental music (AMI)
Defender of the Crown (AMI, 1986/NES, 1989) - TBS/RTT/Fighting hybrid
-Hybrid gameplay (turn-based strategy and siege attacks, real-time jousting (can initiate tournaments)/siege defence/field battles/raiding combat)
-Medieval Britain setting with some folklore thrown in
-Impressive visuals (nice cutscenes (full screen artwork stills with text boxes, some animation))
-Your character's portrait will change depending on how your game is going
-Four different playable characters plus four CPU only characters (three stats: leadership (affects how fast your men respond to commands during field battles and when you need to switch tactics in a live fight), jousting (how fast you can move your lance and how steady you can hold it), swordplay (only affects your starting health during enemy castle raids))
-Basic character building in that the leadership stat can change during the course of a game (winning a fame joust increases it, being stuck in sieges over and over lowers it)
-Mouse controls in this version
-Can get help from Robin Hood (enter his forest) three times during a game
-Monthly income stat
-Recruit and redistribute armies (soldiers, knights, catapults)
-Can investigate any piece of land in the strategy segment (shows owner, vassals (this number adds to your army after conquering a neutral piece of land if the army defends from that position), income per turn)
-Can build new castles/forts
-Fight alongside 2 CPU allies during raids and rescue missions in this version, can retreat from a failing raid to avoid being captured
-Can move through your own or "allied" (blue/Saxon) territory as well as transfer troops without ending your turn
-Retreating your army when attacked moves it back to the home castle
-You'll be banned from future tournaments if you hit the opponent's horse with the lance
Racter (AMI, 1986) - ? AI dialogue interface
Alter Ego (PCs, 1986) - TB Life Sim/RPG-ish
-Male and female paths
-Partially non-linear structure
-Personality quiz style character creation
-Can choose at what point in life to start the game (from birth to old age)
International Karate (C64, 1986/Multi) - Vs. Fighting
-Crouch attacks and jump kicks
-Blocking
-Nice animation
-Impressive C64 music
-Very short battles
Mind Walker (AMI, 1986) - Puzzle/Action Adventure (no jumping, no new moves or upgrades gained over the course of the game?), Tilted view/TD view/FP view hybrid
-Four chars (switch below the floating pyramids)
-Fairly detailed map feature
-Unusual gameplay (in the tilted view segment each char must build a path from a crystal to a special square located somewhere in the brain, each char can connect only one type of platforms)
-Psychological theme (the player is immersed inside a human brain and must cure a psychosis that is threatening the patient's well-being)
-360 degree attack in the TD segments which is kinda similar to the blade attack in Radiant Silvergun (SAT)
-Pre-rendered enemies in the tilted view segments
-You use a sound queue to find your way in the TD segments (repeats faster the closer you get to the goal)
-Can buy tips with your points (tap Sigmund Freud's pipe) in the jigzaw puzzle assembling mini-game segment
-Unique aesthetics
-Homing lightning attack in the tilted view segments
Wizard's Crown (PCs, 1986) - RPG/TRPG or SRPG (tactical battles, manual stat allocation for skills using gained experience points, char creation), TD view
-8 person party
-Deployment phase
-Morale
-Classes are "bought" by using intelligence points (Thief, Ranger, Fighter, Priest and Sorcerer; can combine two of them)
-Can upgrade weapons with elemental properties, make them cause extra bleeding that can make characters faint, or cause perma-death
-Different weapons w/ unique characteristics (spears can attack two squares away, flails ignore the target's shields, axes have a chance of breaking shields, shields are used to defend against frontal attacks and those coming from whatever side the shield is equipped on)
-Auto-combat option
The Academy: Tau Ceti II (PCs, 1986)? - Vehicle Sim/FPS, Open World?, Wireframe 3D graphics
-Can use jump pads and move up/down+land with the skimmer
-Compass and radar (no area maps?)
-Save feature (tape menu on Spectrum)
Cholo (PCs, 1986) - Vehicle Sim/FPS, Open World, Wireframe 3D graphics, Hacking, Flight
-Take over stronger robots
-Map feature (shows teleporter locations)
Might and Magic: Book I/Might & Magic (PCs, 1986) - ? Dungeon Crawler RPG, First person exploration/interaction
-Surprise sci-fi setting (starts out as a fantasy setting)
-Large world
-Warp/teleport to any visited town with a spell
-First RPG w/ side quests?
-One of the longest 80s games at 43-56h
The Bard's Tale II: The Destiny Knight PCs (1986) - ? First Person RPG
-Animated enemies and NPCs
-Warp to any visited town with a spell
-One of the longest 80s games at 18-22h
Space Quest: Chapter I - The Sarien Encounter (PC, 1986/VGA, 1990) - Quest Adventure, Action sequences, short time limit and stealth elements in the first area of the game (you can move in the direction the guards are coming from though as long as you exit the screen before they come)
-Sci-Fi Setting
-Smell and taste
-Self-deprecating humour
-Many ways to die (sometimes over the top death and funny cutscenes)
-Good dialogue/writing overall (somewhat more advanced language than in the KQ series)
-Some alternate solutions (killing Orat, getting money from the slot machine)
-A jingle plays when you do something right
-Save anywhere outside of a cutscene (VGA ver.: nameable saves, 100 slots in ScummVM)
-Need to stay hydrated when wandering around after landing on the first planet (the game tells you when it's time to drink though and you won't run out of water (?))
Hacker II (C64, 1986) - Hacking Sim (text-based)/Stealth Action/Maze Hybrid (robot/drone-based)/Puzzle/Strategy, Tilted/TD view hybrid, Fetch quest, P&C interface
-4 viewports (one live camera, two tilted view cameras (out of 38 different ones in the building) and a real-time top down map view)
-Bypass security systems and record empty room footage to trick the enemy
-No save or password save
Taiyou no Shinden/Asteka II: Temple of the Sun (PCs, 1986 (JP developed)/SAT, 1998 (Falcom Classics II)) - Graphical Adventure/Top down action adventure
Solaris (Atari, 1986) - Space exploration/combat sim, TP view which scrolls in four directions in space, defend allied planets while attacking enemy planets (similar to Star Fox 2), Hostage rescue
-Fly near planet surfaces
-Fuel mechanic (refuel on ally controlled planet surfaces)
-Teleporting (choose destination on a star map)
-Basic radar system
The Sacred Armour of Antiriad/Rad Warrior (C64 etc, 1986) - Platform Adventure/MV, Side View
-Collect an upgradeable suit some ways into the game (the suit allows flight after you collect some parts for it, you can also remove the suit if you want (leaving it where you took it off - have to do this if its power is depleted or to pass certain barriers, it can't be destroyed))
-Nice graphics
-No save or password save?, No map?
Arac/Spiderbot (C64, 1986) - Platform Adventure/MV, Side View, Time limit
-Collect three robot parts to be able to transform into a spiderbot (can climb on the ceilings using a reverse gravity jump, can be toggled on and off, shoots a ricocheting projectile in three (?) directions)
-The spiderbot drains health when used which can be regenerated in regular form
-Catch creatures and use their powers to enter new areas (five different creatures which you can capture more than one of; big brown bug - digs through dirt, green butterfly - super jump, manta - blocks a sensory system to prevent guards from coming for a few seconds, jellyfish - not sure, pink "rabbit" - used as a key of sorts at one point)
-Randomized starting location
-Option to start with the spiderbot assembled already (short game)
-Completion stat based on how many rooms you visited
-Can jump up through some platforms
-No map?, No save or password save?
Saboteur (C64 etc, 1986) - Multi-Screen/Flip Screen Proto-Platform Adventure/Stealth Hybrid (temporary weapons only and no new abilities gained), Time limit (less than 3 mins on any difficulty level to place the bomb and retrieve the data disk and then 1 min to escape to the chopper but the game is very short)
-Guards will chase and attack you if they see you or if you make too much sound (minor element though as most will see you as you enter a screen)
-HP can be replenished by standing still and resting in safe areas (later used in the Ys games)
-Run move
-The HUD shows out of view items to you as you pass them
-Item inventory
-Difficulty options (9 (!) levels - affects number of guards, time, complexity of the maze)
-Multiple endings (can skip placing the bomb and retrieving the data disk)
-Single item inventory
-Some quick travel (the trains)
-No maps, No save or password save
Starglider (Multi, 1986/AMI/DOS, 1987) - FP Space Combat Sim, Wireframe 3D (good framerate, decent draw distance)
-Sampled music w/ vocals on Atari ST
Turbo Esprit (Spectrum/CPC/C64, 1986) - Driving, TP view (w/ car cockpit HUD), Open World? (search & destroy mission)
-Functioning (left-hand) traffic
-Map feature
-Four different cities
-Can kill NPCs and drive against traffic (including run over pedestrians)
The Halley Project: A Mission In Our Solar System (AMI, 1986) - ? Edutainment/Science;
Arctic Fox (AMI etc., 1986/DOS, 1987) - Tank combat simulation, Free-roaming
-Polygonal graphics
-Somewhat destructible environment
-Map feature, Compass
The Black Cauldron (PC, 1986) - Quest Adventure
-Disney license
-Check ADG video
Uninvited (PC/AMI, 1986/NES, ) - Graphic Adventure;
Biosphere (TRS-80 CoCo) - Life Sim/Edutainment
-Environmental theme (ecologist protagonist, the goal is to create a functioning and self-supporting ecosystem)
Cauldron II/Cauldron 2: The Pumpkin Strikes Back (C64, 1986) - Platform Adventure/Collectathon-ish (collect 2 (?) ingredients to mix a potion with)
-Energy (includes weapon energy, Cauldron 1) restore points
-Bouncing ball avatar and physics (see Within a Deep Forest)
-Most items act as protection from specific attacks or keys rather than giving you a new move or attack to explore more of the castle with (the one exception is the magical star which lets you shoot in 8 directions and it's a soft gate)
-8 different starting points (randomized, 4 in the c64 ver.?)
-Play as the boss of the first game
-Switch puzzles
-Death cutscenes when falling into pits
-No save or password save?, No map?
Alternate Reality: The City (PCs, 1986) - ? RPG, FP View
https://www.youtube.com/watch?v=6yNxhth5f9I
Druid (C64 etc., 1986) - Gauntlet-like Proto-AA/Maze Action, TD view
-Can summon a golem which can be controlled by a second player on C64, Linear and level-based (no backtracking?)
-Health restoration points
-Invisibility spell
-No save or password save?, No maps?
Leather Goddesses of Phobos (AMI, 1986) - Text Adventure
Transylvania (AMI, 1986) - Graphic Adventure
Portal (AMI, 1986) - Graphic Adventure
Borrowed Time (AMI, 1986) - Graphic Adventure
Parallax (C64, 1986) - Roaming Shooter/Maze Action hybrid;
Chimera (C64, 1986) - ? Isometric Action Adventure/Puzzle (no platforming?), Activate a bomb and escape mission (no added timer after activation)
-Object manipulation
-Hunger and thirst mechanics
-Minor tool gating (use a wrench/spanner to remove some obstacles), No char upgrades
-No save or password save? (short), No map?
Dan Dare (C64 etc, 1986) - Platform Adventure w/ Quest Adventure elements (no need to backtrack and use a tool/weapon in a previous area?, no jumping?), Hostage rescue+search & destroy mission, 25 min time limit (2 mins to escape to the planet's surface at the end)
-Text pop ups show when you walk past something of interest
-An alien pet/mascot follows you around (can make it pick up some objects that you can't reach by throwing a fruit)
-Fairly advanced object interaction for the time
-Some dark rooms where you'll need a torch (works like a flashlight though)
-High and low attacks+blocking in melee combat (a bit like Zelda II, Shanghai Kid (1985) had mid and low attacks)
-Some interesting puzzles (ricochet laser beam channeling, )
-Mostly linear?
-No map?, No save?
Imogen (BBC Micro, 1986) - Puzzle Platformer
-Randomized level order
-Transformations (animals with different abilites, can "capture" some enemies and temporarily play as them too during the course of the game) - the only way to die is if you use up all 150 transformation charges
-Some physics-based puzzles (can push certain objects by throwing another object at them, can add weight to platforms to make them lower, etc.)
Thrust (C64, 1986) - Gravitar-like/Free-Roaming Shooter/Rescue Mission of sorts (collect a ball in a cave and get back to the surface), Side view, Fuel mechanic
-Decent "ball attached to rope" physics when carrying the ball (although it acts more like a ball attached to a stick, its weight pulls your ship when it gains speed and it rotates around your ship when doing turns at high speeds pretty much as you'd expect)
-Good thrust/inertia-based physics like in Gravitar
-Object interaction (pick up and carry the ball towards the atmosphere to beat a level, pick up fuel with a tractor beam - Gravitar)
-Temporary bullet shield (activated with same button as pick up item, drains fuel) - Gravitar
-Some interesting level gimmicks (timed doors triggered by switches, reverse gravity levels (Gravitar) - same 6 level layouts though and it gets very frustrating towards the end, can shoot the reactor to temporarily disable turrets but you might as well destroy them instead - if you shoot it too much it blows up and you die if you can't finish the level in 10 seconds)
-In-game manual
-Levels loop horizontally like in Defender (you pretty much never have to move around the surface however)
-Fairly impressive music (title only)
Firelord (C64, 1986) - Top down Maze
Ballyhoo (AMI, 1986) - Text Adventure
Dragonskulle (C64, 1986) - ? Staff of Karnath-like, tilted view;
Leader Board (AMI, 1986) - Golf, partially 3D,
Cutthroats (AMI, 1986) - Text Adventure
Crimson Crown AMI (1986) - Graphic Adventure
Murder Club (PCs, 1986/PCE CD, 1990) - Graphic Adventure
Enchanter (AMI, 1986) - Text Adventure
Fist II: The Legend Continues (C64 etc, 1986) - Beat 'em up (titled view gfx but side view gameplay)/Maze Ation/Proto-Platform Adventure (no tools or moves gained that let you explore more of the world)
-Upgradeable HP (collect scrolls and pray at shrines)
-Some breakable walls
-No save or password save (no checkpoints either), No map?
Transformers: Battle to Save the Earth (C64, 1986) - Gallery Shooter aka Light Gun-style Shooter/RTT, Hub map (real-time?)
-Voiced narration for the intro (digitized speech)
The Great Escape (Multi, 1986) - Isometric Action Adventure, Stealth
-Prison break theme
-Multiple ways to escape (open-ended/proto-immersive sim)
-NPCs following daily routines (the game also performs these for you if you let go of the controls for a bit)
-No save or password save?, No maps?
Where in the USA is Carmen Sandiego? (AII, 1986/AMI/DOS, 1989) - Adventure/Edutainment?
Winnie the Pooh in the Hundred Acre Wood (AMI, 1986) - Graphic Adventure/Quiz?
Ultimate Wizard (C64, 1986) - ? Collectathon platformer
Dante's Inferno (C64, 1986) - ? Maze Action or Action Adventure (no ability gating or char upgrades?), TD view, Temporary vehicles
-2 item inventory
-Very short
-No map feature?, No save or password save?
TrailBlazer (C64, 1986) & TrailBlazer II (C64, 1987) - Platformer/Rail Shooter
Uridium (C64, 1986) - Free-Roaming Shooter
Moonmist (AMI, 1986) - Text Adventure
Spellbreaker AMI (1986) - ? Text Adventure
Starcross AMI (1986) - ? Text Adventure
Trinity AMI (1986) - ? Text Adventure
Boulder Dash III (C64, 1986) - ?
Shanghai (AMI etc., 1986?) - Puzzle/Board Game; remove all tiles
Earl Weaver Baseball (AMI/PC, 1986) - Baseball Sim
"It had a ridiculous amount of stat tracking, create teams and players, trades, all then-current MLB stadiums as well as several old stadiums, ability to design stadiums, MLBPA roster disks for a couple years after the game released, ability to tell the announcer how to pronounce players' names when they come up to bat (going by the manual, since our Tandy 1000EX didn't have a sound card)"
Thunderstruck (BBC Micro, 1986) - Maze Platformer/Puzzle Platformer (Proto-Platform Adventure)
-Persistent items (can pick up and place items and have them stay where you put them)
-Elevators
-Single item inventory?
Star Raiders II (originally The Last Starfighter)(Atari 8-bit, 1986) - FP Space Combat Sim/RTT Hybrid (protect friendly planets while destroying/scorching enemy planets), radar feature, set up travel paths on the hub map screen, repair and refuel stations, warp feature, gun temperature (they start misfiring if they overheat)
Livingstone, I Presume?/Livingstone Supongo (C64/ST/PC, 1986/Multi, 1987) - Puzzle Platformer w/ tool gating (pole-jumping), Collectathon (5 crystals); You never backtrack/sidetrack for more than a single screen, no map and no save? (short game though), volley throw grenades, basic switch puzzles
Knight Tyme (PCs, 1986) - Quest Adventure/Platformer hybrid w/ FP space flight segments (travel between planets, 10 verb commands including examine)
-Teleporters (need coordinates)
-No maps?, No save?
Magnetik Tank (PC, 1986) - Isometric Action Adventure/Maze Action, Tank-based
-Ice physics
-Block puzzles (some can be pushed, some can be moved by shooting them, some can be used for lifts)
-No save or password save?
-No maps?
Batman (PCs/MSX, 1986) - Action Adventure w/ Platforming, Isometric
-Object manipulation
-Some ability/tool gating (The Batbag allows you to pick up and drop objects, Jet Batboots allow you to jump, the Thruster allows Road-Runnering (movement while you fall), and the Low Gravity Batbelt keeps you in the air for longer, temporary enhanced jump item)
-Multiple floors
-Checkpoint system (batstone clusters) - No save or password save (added in more recent fan remakes), Lives system
-No maps
Friday the 13th (C64/CPC/Spectrum, 1986) - Survival Horror/Action Adventure (no ability gating or char upgrades besides weapons), Bird's Eye/TD view, Flip screen, Time limit ("sanity meter")
-Panic level meter (determines who Jason will attack)
-Status display for the other 10 visitors
-Can tell NPCs to go to the room with the cross which is a safe space
-9 weapons (can only carry one at a time?)
-Loops after finishing it
-No map feature?, No save or password save?
Miami Vice (C64/CPC/Spectrum, 1986) - Action Adventure (no ability gating or character upgrades?), TD view (outdoors, car-based)/Side view (indoors) hybrid, Chase segments
-Day/night cycle (have to enter buildings at specific times to progress)
-Can interrogate enemies for info (goal is to find and stop an illegal shipment)
-Can visit the hospital to restore health
-Very limited ammo
-No save or password save, No map feature?
Bobby Bearing (PCs, 1986) - Action Adventure/Puzzle, Rescue+escort mission, Isometric view, Time limit
-Rolling ball avatar
-Jumping w/ momentum
-No save or password save?, No maps?
Into the Eagle's Nest (PCs, 1986)? - Maze Action/Stealth, Rescue Mission (3 soldiers), Level-based (no backtracking to previous ones?), TD view
-Locked doors and destructible obstacles
-Non-linear structure?
-Elevators
-Item inventory
-Limited ammo
-No save or password save?, No maps?
Spell of Destruction/Wizardry (PC, 1986)? - Proto-Action Adventure/Puzzle, Isometric View
-"Find chest" and "hint" spells
-No save or password save, No map?
Fairlight II (PCs, 1986) - Action Adventure? (some platforming), Isometric
-Object manipulation
-5 item inventory
-Save feature
-Carry blocks with you and use as platforms or weapons (can also use a flying carpet)
-No character upgrades?, No maps?
They Stole a Million (PCs, 1986) - Action Adventure/Strategy/Crime Sim? (verb commands), Escape segments, TD view
-Hire a team of criminals with different abilities
-Planning phase
-In the execution phase you’re the lookout waiting outside in the car but can go inside to help out at the risk of not being able to get away if police come
-No save feature besides saving your selected team in the beginning, No maps
Asterix and the Magic Cauldron (PCs, 1986)? - Action Adventure/Maze Action? (separate battle encounters), Tilted View, Flip Screen
-Can be captured
-Locked doors
-No map?, No save or password save?
Get Dexter! (PCs, 1986) - Puzzle Platformer/Action Adventure?, Isometric
-Color-coded locked doors
-CPU ally (helps with some puzzles?)
-Healing points
-Object Manipulation
-Can use some enemies as platforms
-No save or password save?, No maps?
Quazatron (Spectrum, 1986) - Action Adventure?, Isometric, Separate mini-game for controlling/grappling enemy robots (similar to Paradroid, lets you take some enemy robot components for own use)
-Map feature
-Elevators
-No save or password save?
Spindizzy (PCs, 1986) - Puzzle Platformer/AA? (jump via ramps), Isometric, Time limit (extended by collecting crystals),
-Cone avatar which can transform into a ball and a dreidel/spinner
-Elevators
-Auto-map (?) and compass
-No save or password save?
Heartland (PCs, 1986)? - Maze Platformer/Collectathon (no ability gating?, jumping, NPCs), Side View, Time limit
-Hub area
-Elevators
Pyracurse (Spectrum, 1986)? - Action Adventure/Action Puzzle? (no platforming?), Isometric view
-4 different playable chars (switch on the fly?, can make anyone the team leader which makes the others follow you - or you can go solo)
-Each char can carry 3 items
-Came with a layout map
-No save or password save?
The Trap Door (PCs, 1986)? - Puzzle Action/Action Adventure (no platforming?), Tilted View, Fetch quests, Time limit
-Easy mode option
-Non-linear?
-No save or password save?, No map?
Infiltrator (Multi, 1986) - Flight Sim/Stealth Action Hybrid, FP (helicopter flight)/TD (outdoors)/Tilted view (indoors) hybrid, Retrieve and escape missions, Time limit
-Auto-map
-Gas grenades for putting guards to sleep and papers to fool them about your identity
Airheart (AII, 1986) - TPS/Free-roaming shooter/Collectathon, Vehicle-based (flotation device)
Tracker (PCs, 1986) - 3D Maze Shooter/FPS, FP view, Flight-based, Mouse aiming?
-Need to destroy objects that power certain enemies
-Map feature
-Save feature
Maze Wars+ (PCs, 1986) - MP Online FPS
The Detective/The Detective Game (C64, 1986) - Isometric Quest Adventure; modern setting
The Last Of The Free (BBC Micro, 1986) & Quest For Freedom (Acorn Electron, 1986) - ? Maze Platformer
The Network (BBC Micro, 1986) - ? Maze Platformer/Collectathon; teleporters
Pandemonium (BBC Micro, 1986) - ? Maze Platformer
221 B Baker St. (AII/ST, 1986/Multi) - Board Game, Isometric View; nice visuals
Bob Winner (PCs, 1986) - Cinematic Platformer/PoP-style Platformer before Prince of Persia; Nice visuals
Pirates Of The Barbary Coast (Multi, 1986) - ? Strategy/Business Sim
Ninja (PC/C64, 1986) - ? Action Platformer (not the beat 'em up) - find
Contact Sam Cruise (Spectrum, 1986)? - Action Adventure w/ jumping, Side View,
1987:
Sid Meier's Pirates! (PCs, 1987/AIIGS, 1988/AMI, 1990/NES, 1991) - Pirating Sim, Action Adventure/Strategy Hybrid, Open World, Mini-games, TD view/SV/FP view (bars) hybrid
-Good variety (hybrid gameplay)
-Open ended structure
-Basic character building (can only increase rank which affects which wife you can take and your final score+the ending)
-Character creation in a non-RPG/non-traditional RPG (nationality (& starting position), name, difficulty, special ability (fencing, navigation, gunnery, wit and charm, medicine)
-Sea battles and sailing mechanics
-Fencing duels
-Can take over towns
-Aging and hunger mechanics
-Can get married
-Can change allegiances
-Multiple endings
-Switch difficulty level during the game
-Multiple ships and some ship customization
-Vague treasure map pieces (no in-game world map until the Gold version though the Amiga and NES versions came with a physical WM, instead you have to use a sun sight item to determine your coordinates)
-Save feature (NES: 8 slots, only in town)
Habitat (PC/C64, 1986 (Beta, full game in 1987)/FMT, 1990?) - First graphical MMORPG/Post-MUD game
-Full graphics
-Some music
-GUI (P&C controls, text parser, chat feature)
-Big sprites and decent animation
-Can rob and kill other players
Dungeon Master (PCs, 1987) - First Person Dungeon Crawler, P&C controls (grid-based movement, click and drag objects from the world into your inventory, no jumping)
-Early RPG with activity/use-based progression (character building/leveling) - Xanadu: Dragon Slayer II (PC-88, 1985) and Adventure Construction Set (1984), Dungeons of Daggorath (1982)?
-First FP dungeon crawler RPG with real-time mechanics (combat, torches - these also run out while held in hand, hunger - food and water)? - Daggorath is a Dungeon Crawler but not quite an RPG and not party-based
-Unique spell system (string together glyphs/runes representing one syllable each; fire symbol+wing symbol=fireball for example)
-Stat regeneration mechanic (health/stamina/mana)
-Plot twist ending and alternate bad ending
-Enemies tend to flee when their HP is low
-Can pick up and throw weapons such as clubs and they'll land on the ground so you can pick them up again
-Strafing
-Create potions through spellcasting. You combine 2-4 runes (syllables) in a specific order, with each category of rune representing one aspect (the first represents the power of the potion, the second the element, the third the form, the fourth the class/alignment). You start with all runes, but using different ones changes the MP cost - proto-crafting
-Speed boots and a horn item that scares enemies
-Paper doll interface (for placing gear on different parts of a character)
-Save feature
-No map feature
Alien Fires: 2199 AD (AMI etc., 1987 or 1988?) - WRPG/Adventure, FP Dungeon Crawler
-Encounters with voiced dialogue (speech synthesis, text parser)
-3D-ish environments with non-tile based movement and 360 degree rotation
-Hip hop-like music (goes silent during encounters)
-Fairly advanced damage system (can damage individual body parts)
Maniac Mansion (PC, 1987/NES, 1988 JP & 1990 US) - P&C Adventure (Quest Adventure)
-Pick a party of 3 different characters (out of 6 in total) with their own skills and who can split up during a playthrough
-SCUMM interface (actions are drawn in the GUI as verbs; Deja Vu Mac ver.)
-Experimental real-time AI mechanics (NPCs can act while you're in a different part of the mansion; King's Quest III)
-Comical Horror theme (can blow up Weird Ed's hamster in a microwave and have him murder you if you show him the remains)
-More music (which is also pretty impressive) on NES
-Pop-up text in the UI when hovering the mouse over something that you can interact with (have to use "What Is" in the PC version, automatic on NES)
-Basic crafting/item combinations (object or NPC manipulation) - the sponge (suck up developer fluid), manuscript (alter it with the typewriter) and hamster (explode it in the microwave - can show the remains to Ed for a bad ending)
-Multiple endings
-Some instances where the presence or absence of specific playable characters influenced NPC responses, different dialogue or story events based on party composition (Syd can befriend the green tentacle, Michael can befriend weird Ed, Wendy can get the talk show ending, Bernard can call the meteor police, Wendy+Bernard can trigger a unique ending) - first example of dynamic storytelling/dialogue?
Head Over Heels (PCs, 1987/Remade in 2003) - Isometric Action Adventure/Puzzle Platformer
-Two character team gameplay (switch on the fly)
-Object interaction
-No character upgrades?
-No save or password save until the remake (can eat a fish for a checkpoint), No map
Bubble Ghost (PCs, 1987/GB, 1990) - Flight-based Action Puzzle
-Bubble blowing physics
Leisure Suit Larry in the Land of the Lounge Lizards (PC/AMI, 1987)/VGA (1991) - Quest Adventure/P&C Adventure, Text parser
-Some good humour (demeaning, silly, sarcastic, bizarre, self-deprecating, the respawn scene)
-Adult themes
-Fairly open-ended beginning (you're limited by money though since you can barely get anywhere on foot)
-Unzip command (VGA ver.)
-Many ways to die
-Cinematic touches for major dialogue scenes (close ups, animated sprites)
-At one point you essentially drug (Spanish fly pills) one of the women in hopes of having sex with her
VGA only?:
-Game speed options (can't speed up the in-game cutscenes though)
-Skippable text boxes (click or press Enter)
-Can cancel an action after Larry starts walking towards the object you're trying to interact with
-Eve is black in this version
International Karate+/IK+ (C64, 1987/AMI, 1988) - 3-player vs. Fighting
-Scald move
-Shield mini-game (block bouncing balls coming at you from both sides, single screen)
-Impressive music
-Good animation
Project Stealth Fighter (C64, 1987) - 3D-ish Flight Combat Sim (2D cockpit)
-Mini-map
-Lock-on with target info
Midi Maze (AST, 1987) - FPS/Maze Shooter
-Decent framerate
-Wider than 1 tile maze paths
-Rotatable view
-Pick how many bots to spawn and set their difficulty level
Zeliard (PC etc. (JP developed), 1987) - Zelda-like Platform Adventure/ARPG (level up in towns, NPCs, shops, towns and dungeons split), Side View
-Rudimentary synthesized NPC speech in shops
-Animated dialogue scenes
-Up- and downstab
-Large and detailed boss sprites
-Ambient sfx (noise outside boss rooms as a warning - Zelda 1?)
-Slowly regenerating health on DOS (Ys 1-style - can still attack though and you can speed up the game while waiting)
-Bank feature (store, exchange currency, withdraw; no interest rates?)
-Save feature (only in towns)
-Enemies also get hit by spikes
-Dungeons loop horizontally (Defender?)
-Different towns have different alma to gold exchange rates (get alma/souls from defeated enemies)
-Deteriorating shields (can be repaired in towns until broken)
-Some PC DOS differences (higher rewards and better exchange rates, health regen while still, game speed options - 9 settings, multiple save slots, pause button, smoother scrolling)
-No in-game map but the game comes with basic maps of the dungeons
-Two sequence breaks possible - can skip the ice boots in the ice cave, can skip a good chunk of the fire level (the blue foxes can go through the invisible one-way doors so using a glitch you can have them push you through one of these doors)). Otherwise linear
XConq (AMI, 1987) - 4X precursor TBS
Sorcerian (PCs, 1987 (JP developed)/MD/PC Remake, ) - Platform Adventure?/ARPG (town and dungeons split, no ability gating?), Side View
-Create and control a whole party in side view (four classes, four chars, selectable gender, can get each char a job in-game (affects stats and money when they're not adventuring)) - rest of party follows the leader in a line
-Flexible non-linear structure (can technically exit every quest by returning to the entrance, can play scenarios over and over to get more loot, can select any quest in the game at any time with the exception of the final one)
-Can infuse gear with elemental powers and train skills in town (both take time which can be advanced automatically via a menu option)
-Pretty advanced magic system for the time (combine different elements, can seal spells into equipment with the right combos)
-Sometimes you're limited to 3 chars for a certain quest
-Minor puzzles (hidden switches for example)
-Some large sprites
-Save feature
-No maps?
Virus/Zarch (Acorn 32-bit, 1987/AMI/PC, 1988) - Flight Combat/TPS
-Polygon graphics (limited FOV but good framerate, shadows)
-Mini-map feature
-Thrust and gravity mechanics/physics in 3D
Airborne Ranger (C64, 1987/PC, 1988/AMI, 1989) - Top Down Action/Stealth/Tactical Shooter, Mission-based (choose your path unless playing in campaign mode)
-One of the first stealth action/tactical shooter games (crouching in ditches or behind cover to avoid detection, sometimes being detected leads to failing the main objective - on easiest difficulty you can basically run & gun however, can hear enemies coming before they enter the screen (there's ambient sfx for the escape helicopter as well)
-Partially destructible environment (fences, bunkers, mines, frozen lakes - can be used to make enemies drown))
-Deployment phase (an aircraft carrying your avatar moves south across the mission area and you select where to drop up to 3 supplies before selecting where to parachute - can also steer your landing a bit)
-Pretty good map system (shows a pretty detailed topology of the mission area, your objective, dropped supplies (small crosses) as well as your location and the extraction point for exiting the mission)
-Difficulty options (slider with 4 levels (each mission also has a default challenge value from 1-3 which this is added to) - can be set per mission outside of the campaign mode, on harder difficulties there are more enemies and they are faster+smarter (they'll use cover as well as grenades and rockets), a practice mode ranger moves a bit faster - no other differences)
-Choose gear before each mission
-Good mission variety (retrieve an item or capture an enemy officer, get to an objective undetected and destroy it (it'll leave (if it's an airplane) or you'll be penalized if you make too much noise by blowing up bunkers for example), search and destroy, find and rescue, enter a hangar unseen (using a disguise retrieved from a nearby guard post), timed diversion (start attacking while making your way to the extraction point once an alarm sounds - happens very early in the mission however), delayed sabotage (plant a bomb without being seen which goes off later than usual); missions end with a holdout/escape segment where you get to an extraction point and call a helicopter then wait around for it to come while enemies attack)
-Gear inventory (rifle (default), grenades - can control how far one is thrown by holding the button+they can be lobbed over walls, rocket launcher, timed bombs, knife, first aid kit)
-Run button
-Fairly detailed mission briefings (can't check them again after starting though)
-Enemy shots can also hit other enemies
-Can fail a mission's main objective and keep going (you'll just get less merit points which means you get promoted slower and promotions sadly have no gameplay effect) - later used in Wing Commander
-8-way movement and 16-way aiming
-Randomly generated mission layouts (the general layout is pretty much the same though - for example the airplane will be in roughly the same spot towards the northern border of the mission area)
-Resource management - limited ammo and healing items
-Fatigue/stamina mechanic (affects if you can run or not, replenishes fully in about 40 sec) - displayed by the bar next to the health bar
Driller/Space Station Oblivion (Spectrum/C64/CPC, 1987/AMI/ST/PC, 1988) - 3D FPS/Maze Shooter (no jumping (can raise and lower the body of the vehicle as well as look up/down), hover vehicle lets you fly over pits - no other ability gating), Vehicle-based, P&C aiming
-Basic switch and code puzzles (can also empty a pool of water at one point)
-Polygonal graphics (pretty smooth, good draw distance), Can aim up and down, Can raise and lower the body of the vehicle, Hover vehicle (move over pits?), compass, acceleration and deceleration
-Compass
Wizardry IV: The Return of Werdna (PCs, 1987) - Dungeon Crawler RPG, FP view
-Play as the antagonist/bad guy of the first game (Werdna), starting at the bottom of the dungeon and trying to escape as the initial goal
-Multiple endings
-Recruit monsters throughout the dungeon
-Partial AA-style stats upgrades (finding the first pentagram on each floor gives Werdna a stat boost)
-Summon monsters at pentagrams and have them fight for you (the higher the player char's level the stronger they are) - inspired Pokemon or SMT?
-Pentagrams also serve as HP and MP healing points
Ports of Call (AMI, 1987) - Business Sim
Kikstart 2 (C64, 1987) - Motorbike Platformer (obstacle course)
-Precursor to Trials
Police Quest (PCs, 1987) - Quest Adventure/Police Sim
-Driving segments w/ traffic rules
-Adult themes
-Check WIP review
NetHack (PC, 1987) - Rogue-like
-Diagonal movement
Colony (C64, 1987) - Action Adventure/Strategy/Farming Sim hybrid (RTT-like), Tilted view
-Base defense gameplay (can use turrets to shoot enemies (or shoot them directly) and repair broken fences
-Have to distribute supplies to shops which are dropped at a landing bay if the base has power)
-Shops (harvest mushrooms and solar energy for money/power - also have to protect them from enemies)
-Can gain a CPU ally (have to buy and insert a battery)
-Basic mini-map
-4 item inventory
-Base upgrades
-Stamina/power mechanic for your droid avatar (can recharge it at a certain building)
-Too much power will blow up the base (there's a warning in the GUI)
-Can buy and place traps
-Play for score rather than an ending?
-No save or password save?
Legacy of the Ancients (C64, 1987) - ? First person, Dungeon Crawler
Alternate Reality: The Dungeon (C64, 1987) - ? First person, Dungeon Crawler
Buggy Boy/Speed Buggy (ARC/C64, 1987/AMI, 1988) - Platforming/Driving
Genghis Khan (PCs, 1987/NES, 1989/AMI, 1990) - Government Sim/TBS
The Faery Tale Adventure (Multi, 1987) - ARPG, Open World?, TD View, Mouse-driven combat only?
-Shops
-Save anywhere
-Comes with a WM, No in-game maps?
-Pretty interactive and very large world for the time
-Faster travel via a golden swan
-Day/night cycle
-Hunger and fatigue mechanics
The Last Ninja (PCs, 1987) - Isometric Action Adventure-lite w/ jumping (level-based and you don't backtrack to previous ones)
-High and low attacks (can also crouch)
-Impressive music
-Can block attacks
-Search move
-Weak/fast and strong/slow melee attacks
-Shows enemy health bars
-Adjustable player and enemy speed (can be used to your advantage in some situations)
-Weapon and item inventories
-Minor ability/tool gating (claw to climb cliffs and rope to climb at another spot)
-No character upgrades besides the glove
-Can save on PC and Amiga (Remix version), Lives system
-No maps
Phantasie III: The Wrath of Nikademus (AMI, 1987) - RPG
Wizball (C64, 1987/PC Remake, ) - Defender-like/Adventure/Puzzle
-Ingredient mixing
Saboteur II: Avenging Angel (C64 etc, 1987) - Maze Platformer/Proto-Platform Adventure (no new abilities gained and the world (while the layout is the same) isn't persistent between missions, weapons are one use only and don't carry over between missions), Mission-based (can choose the order to do them in, usually retrieve object and escape missions (sometimes need to disable an electrified fence) - need to collect part of a code in each mission besides the first to stop the missile launch and fully beat the game), Time limit (between 600 and 999 seconds)
-Female protagonist
-Elevators
-Minor switch puzzles
-Basic map on the loading screens (Spectrum only?) and in some manuals
-Password save (one per beaten level)
-Regenerating health when standing still
-No difficulty options here?
Cobra (Spectrum, 1987) - Action Platformer that scrolls both ways, Rescue/Protect Mission
-Many sprites without slowdown or flicker
-Parallax
Bubble Bobble (JP developed)(ARC, 1986/C64, 1987/AMI, 1988/NES/SMS)- 2-player Co-op Action Platformer/Collectathon, Single screen
-A ghost appears after some time (used in some later platformers)
-Use enemies (in bubbles) as temporary platforms mechanic
-Large bosses
-Unlock items by collecting letters to a word
Sinbad and the Throne of the Falcon (AMI etc, 1987) - Graphic Adventure/TBS w/ some Side View & FP View Action segments (climbing and duels/stormy boat ride through cliffs where you rescue crew who fell overboard), RPG?
-Interactive dialogue
-Hub map w/ 2 levels of zoom
-Redrawn visuals on PC DOS
The Armageddon Man (C64, 1987/AMI, 1988) - War Sim/TBS
Breach (AMI, 1987) - Laser Squad-like,
Nebulus (PCs, 1987) - Rotating tower/Vertical Platformer
Roadwar 2000 (AMI, 1987) & Roadwar Europa (?) - ? TBS
The Crown of Ardania (AMI, 1987) - Defender of the Crown-like?
The Guild of Thieves (PCs, 1987) - Graphic Adventure
Barbarian (C64, 1987/AMI, ) & Death Sword AMI (1987) - Fighting
Beyond Zork: The Coconut of Quendor (PCs, 1987) - Text Adventure
Shadowgate (PCs, 1987)/NES (1989) - Graphic Adventure w/ horror/fantasy theme
Gnome Ranger (AMI, 1987) - Graphic Adventure
Bureaucracy (PCs, 1987) - Interactive Fiction/Text Adventure
Dizzy: The Ultimate Cartoon Adventure (Multi, 1987) - Puzzle Platformer/Maze Platformer/Quest Adventure hybrid (no abilites or permanent tools gained?, inventory puzzles), Semi-Platform Adventure
-Message boxes show the names of important locations (sometimes they hand out puzzle clues as well)
-Movable springs (mushrooms - use the trowel?)
-Good visual variation
-Can place items on the ground and have them stay there for later use
-No save or password save?, No map?
Death Wish III (C64/Spectrum/Amstrad/MSX, 1987) - Multi-Screen Maze Shooter (track down riot/gang leaders and kill them, no jumping), Tilted view (but the gameplay is side view)
-Mini-map and compass features (can move between screens on the z-plane)
-Some gore
-Sniping through windows inside buildings (FP view)
-Avoid civilians
-Limited ammo
-Mini-map and compass features
-No ending and no difficulty progression?
Codename: Droid - Stryker's Run Part 2 (BBC Micro, 1987) - Maze Platformer (no permanent tools/abilities gained that let you reach new areas?)/Collectathon-ish (collect 4 items to pilot the ship which is the goal of the game), Collectathon-lite (collect 4 items to pilot the ship which is the goal of the game)
-Micro-maps
-Flying chair vehicles
-Elevators
-Minor switch puzzles
-Mines
-No save or password save?
Omega Orb (BBC Micro, 1987) - Maze Platformer/Collectathon (12 items), Bouncing ball avatar
-Teleporters
-Buy/sell extra lives
-Single item inventory
-Basic map feature
-Code locked doors
-No save or password save?
Palace of Magic (BBC Micro, 1987) - Maze Platformer/Collectathon?
-Similar to Citadel
-No save or password save?, No map?
Black Magic (C64, 1987) - Platform Adventure/Collectathon (6 eyes that you should get in a certain order to unlock a castle - picking up an eye makes the game harder)/Rescue mission, ARPG (basic leveling system (killing enemies and rescuing people gives exp, gain spells when leveling up and some are needed to progress), Collectathon-lite (6 eyes that you should get in a certain order to unlock a castle - picking up an eye makes the game harder)/Rescue mission
-NPCs that trade food for one of two randomly picked things: temporarily unlimited arrows or scrolls)
-Spell inventory (ammo-based; Blink - short randomized teleport, Chill - freeze water and some enemies, Vanish - don't take damage from enemies, Bolt - destroy some walls, Heal, etc.)
-Platforming puzzles
-Randomized item locations and abundance (leads to tight resource management and you can get stuck)
-Comes with a detailed map
-Hunger mechanic
-Enemies can climb ladders
-Can aim diagonally upwards
-A large bird can carry you to a different and randomly picked part of the world (like in Adventure (Atari), Pharaoh's Curse)
-Named areas (signposts)
-No save or password save
World Tour Golf (PC, 1987) - Golf Sim
-Create your own golfers, design golf courses, has about 20 real life courses that were on the PGA Tour
Lurking Horror (AMI, 1987) - Text Adventure
Druid II (C64, 1987)? - Gauntlet/Zelda 1-like Proto-AA/Maze Action?, TD view
-"First part of the game is open world, where you can explore freely and collect the necessary items to reach the second part. Then it gets linear."
-One optional area
-A fireshield spell to allow you to pass fiery areas, an illumination/flashlight spell for dark areas and a teleport spell
-4 elemental summon spells
-8 item (including spells) inventory - 32 spells in total, Can drop a spell somewhere and pick it up again later
-Easier on Amiga
Yes Prime Minister: The Computer Game (PCs, 1987) - Politician Sim/Graphic Adventure
Nord and Bert couldn't make Head or Tail of It AMI (1987) - Text Adventure
Werewolves of London (PCs, 1987) - Semi-Platform Adventure/Action Adventure (not much platforming), Killathon (the more you kill the more the police will make an effort to stop you), Tilted view
-Day/night cycle (transform into a werewolf at night allowing you to kill certain NPCs to lift the curse as well as jump higher and longer to reach new areas)
-Basic radar system (flashing cross in the GUI) but no in-game maps
-Flashlight item for dark areas (limited item inventory)
-No save or password save
Stationfall AMI (1987) - Text Adventure
Knight Orc (AMI, 1987) - Graphic Adventure
Platoon (C64/NES, 1987) - ? Maze Shooter
The King of Chicago (AMI, 1987) - Graphic Adventure
Wings of Fury (AII, 1987/AMI, 1990) - Defender-like Flight Combat, Side view
-Landing and taking off (zoomed in view)
-Semi-dynamic camera (zooms out abruptly as you get further away from the ship you take off from)
-Secondary viewport in FP view
Terramex (C64/AMI/ST/Spectrum etc., 1987) - Dizzy-like Maze Platformer/Puzzle Platformer
-Five different playable chars (choose before beginning)
-Some ability gating via inventory items (spring & trampoline, umbrella, vacuum cleaner (floating device), balloon, etc.)
-A couple of teleporters
-No save or password save?, No map?
Cosmic Relief: Prof. Renegade to the Rescue (AMI, 1987) - Multi-Screen Maze Platformer; item inventory, one hit deaths, same game as Terramex?
Addicta Ball (C64, 1987) - ? Scrolling breakout-like
Batty (C64, 1987) - ? 2-player Breakout-like
Delta (C64, 1987) - ? Horizontal Shooter
Road Runner (C64, 1987) - Scrolling misc. action game, tilted view;
The Three Stooges (AMI, 1987) - Mini-games/Adventure, comical theme
Combat School/Boot Camp (ARC/C64, 1987) - Mini-Games/Sports, some scrolling segments;
The Great Giana Sisters (C64, 1987/AMI, 1988) - SMB1-like Platformer; female protagonists
Emerald Mine AMI (1987) - Boulder Dash-like
TV Sports Football (PC, 1987) -
Ransack (PCs, 1987) - Horizontal Shoot 'em up w/ a bouncing ball avatar
Thunderstruck II (BBC Micro, 1987) - Maze Platformer/Puzzle Platformer
-More of the same?
-Named rooms
-No save or password save?, No map?
Stormbringer (PCs, 1987)? - Quest Adventure/Maze Platformer Hybrid, See Spellbound
-Disguises
-Named rooms
-No maps, No save or password save?
Goody (PC, 1987/Multi, 1988) - Puzzle Platformer w/ some tool gating, Collectathon?
-Very similar to Livingstone, I Presume?/Livingstone Supongo but w/ a more maze-like world
-Shop
Airball (AMI, 1989) - Isometric Action Adventure/Puzzle Platformer w/ a ball avatar
-Fast paced
-Oxygen mechanic (can refill in the starting room and some other rooms)
-Some ability/tool gating (a candle for dark rooms, more?)
-150 rooms
-No maps?, No save or password save, Lives system (only 3 and you can't gain any more)
-Fall damage (insta-death)
Aliens: The Computer Game (Multi, 1987) - FPS/Proto-Survival Horror/Squad Tactics (switch on the fly, no new abilities gained or unique abilities to any char?), FP view
-Destructible doors (can also lock doors to keep aliens away)
-Characters can be captured if not controlled and then rescued
-Headshots
-Can rotate 360 degrees
-Replenish ammo at armory and health at medical bay
-Stamina mechanic (have to be still to refill it)
Mini-Putt (Multi, 1987) - Mini-Golf Sim, TD View
-Mini-map feature
-Slopes
Nether Earth (C64, 1987) - Early RTT/Proto-RTS, Isometric view
-Build robot units
-Blow up opponent's buildings w/ kamikaze attacks
-Can control one unit at a time directly as well as give them one of a few orders (destroy, capture, kill, defend)
-Mini-map
Dragonriders Of Pern (PC, 1987) - Strategy?; fairly impressive OPL2 music for the time
Test Drive (Multi, 1987) - FP Racing; rearview mirror
FaceOff! (C64, 1987?/PC, 1989) - Sports (Hockey), Title View; Nice goal cutscenes on PC
Wizball, Mach 3 and Crazy Cars (PC, 1987) - Good use of PC Speaker PWM for music
Infiltrator II (PCs, 1987)? - Action/Stealth, FP/TD/Tilted view hybrid, See Infiltrator
Wizball, Mach 3 and Crazy Cars (PC, 1987) - Good use of PC Speaker PWM for music
Sid Meier's Pirates! (PCs, 1987/AIIGS, 1988/AMI, 1990/NES, 1991) - Pirating Sim, Action Adventure/Strategy Hybrid, Open World, Mini-games, TD view/SV/FP view (bars) hybrid
-Good variety (hybrid gameplay)
-Open ended structure
-Basic character building (can only increase rank which affects which wife you can take and your final score+the ending)
-Character creation in a non-RPG/non-traditional RPG (nationality (& starting position), name, difficulty, special ability (fencing, navigation, gunnery, wit and charm, medicine)
-Sea battles and sailing mechanics
-Fencing duels
-Can take over towns
-Aging and hunger mechanics
-Can get married
-Can change allegiances
-Multiple endings
-Switch difficulty level during the game
-Multiple ships and some ship customization
-Vague treasure map pieces (no in-game world map until the Gold version though the Amiga and NES versions came with a physical WM, instead you have to use a sun sight item to determine your coordinates)
-Save feature (NES: 8 slots, only in town)
Habitat (PC/C64, 1986 (Beta, full game in 1987)/FMT, 1990?) - First graphical MMORPG/Post-MUD game
-Full graphics
-Some music
-GUI (P&C controls, text parser, chat feature)
-Big sprites and decent animation
-Can rob and kill other players
Dungeon Master (PCs, 1987) - First Person Dungeon Crawler, P&C controls (grid-based movement, click and drag objects from the world into your inventory, no jumping)
-Early RPG with activity/use-based progression (character building/leveling) - Xanadu: Dragon Slayer II (PC-88, 1985) and Adventure Construction Set (1984), Dungeons of Daggorath (1982)?
-First FP dungeon crawler RPG with real-time mechanics (combat, torches - these also run out while held in hand, hunger - food and water)? - Daggorath is a Dungeon Crawler but not quite an RPG and not party-based
-Unique spell system (string together glyphs/runes representing one syllable each; fire symbol+wing symbol=fireball for example)
-Stat regeneration mechanic (health/stamina/mana)
-Plot twist ending and alternate bad ending
-Enemies tend to flee when their HP is low
-Can pick up and throw weapons such as clubs and they'll land on the ground so you can pick them up again
-Strafing
-Create potions through spellcasting. You combine 2-4 runes (syllables) in a specific order, with each category of rune representing one aspect (the first represents the power of the potion, the second the element, the third the form, the fourth the class/alignment). You start with all runes, but using different ones changes the MP cost - proto-crafting
-Speed boots and a horn item that scares enemies
-Paper doll interface (for placing gear on different parts of a character)
-Save feature
-No map feature
Alien Fires: 2199 AD (AMI etc., 1987 or 1988?) - WRPG/Adventure, FP Dungeon Crawler
-Encounters with voiced dialogue (speech synthesis, text parser)
-3D-ish environments with non-tile based movement and 360 degree rotation
-Hip hop-like music (goes silent during encounters)
-Fairly advanced damage system (can damage individual body parts)
Maniac Mansion (PC, 1987/NES, 1988 JP & 1990 US) - P&C Adventure (Quest Adventure)
-Pick a party of 3 different characters (out of 6 in total) with their own skills and who can split up during a playthrough
-SCUMM interface (actions are drawn in the GUI as verbs; Deja Vu Mac ver.)
-Experimental real-time AI mechanics (NPCs can act while you're in a different part of the mansion; King's Quest III)
-Comical Horror theme (can blow up Weird Ed's hamster in a microwave and have him murder you if you show him the remains)
-More music (which is also pretty impressive) on NES
-Pop-up text in the UI when hovering the mouse over something that you can interact with (have to use "What Is" in the PC version, automatic on NES)
-Basic crafting/item combinations (object or NPC manipulation) - the sponge (suck up developer fluid), manuscript (alter it with the typewriter) and hamster (explode it in the microwave - can show the remains to Ed for a bad ending)
-Multiple endings
-Some instances where the presence or absence of specific playable characters influenced NPC responses, different dialogue or story events based on party composition (Syd can befriend the green tentacle, Michael can befriend weird Ed, Wendy can get the talk show ending, Bernard can call the meteor police, Wendy+Bernard can trigger a unique ending) - first example of dynamic storytelling/dialogue?
Head Over Heels (PCs, 1987/Remade in 2003) - Isometric Action Adventure/Puzzle Platformer
-Two character team gameplay (switch on the fly)
-Object interaction
-No character upgrades?
-No save or password save until the remake (can eat a fish for a checkpoint), No map
Bubble Ghost (PCs, 1987/GB, 1990) - Flight-based Action Puzzle
-Bubble blowing physics
Leisure Suit Larry in the Land of the Lounge Lizards (PC/AMI, 1987)/VGA (1991) - Quest Adventure/P&C Adventure, Text parser
-Some good humour (demeaning, silly, sarcastic, bizarre, self-deprecating, the respawn scene)
-Adult themes
-Fairly open-ended beginning (you're limited by money though since you can barely get anywhere on foot)
-Unzip command (VGA ver.)
-Many ways to die
-Cinematic touches for major dialogue scenes (close ups, animated sprites)
-At one point you essentially drug (Spanish fly pills) one of the women in hopes of having sex with her
VGA only?:
-Game speed options (can't speed up the in-game cutscenes though)
-Skippable text boxes (click or press Enter)
-Can cancel an action after Larry starts walking towards the object you're trying to interact with
-Eve is black in this version
International Karate+/IK+ (C64, 1987/AMI, 1988) - 3-player vs. Fighting
-Scald move
-Shield mini-game (block bouncing balls coming at you from both sides, single screen)
-Impressive music
-Good animation
Project Stealth Fighter (C64, 1987) - 3D-ish Flight Combat Sim (2D cockpit)
-Mini-map
-Lock-on with target info
Midi Maze (AST, 1987) - FPS/Maze Shooter
-Decent framerate
-Wider than 1 tile maze paths
-Rotatable view
-Pick how many bots to spawn and set their difficulty level
Zeliard (PC etc. (JP developed), 1987) - Zelda-like Platform Adventure/ARPG (level up in towns, NPCs, shops, towns and dungeons split), Side View
-Rudimentary synthesized NPC speech in shops
-Animated dialogue scenes
-Up- and downstab
-Large and detailed boss sprites
-Ambient sfx (noise outside boss rooms as a warning - Zelda 1?)
-Slowly regenerating health on DOS (Ys 1-style - can still attack though and you can speed up the game while waiting)
-Bank feature (store, exchange currency, withdraw; no interest rates?)
-Save feature (only in towns)
-Enemies also get hit by spikes
-Dungeons loop horizontally (Defender?)
-Different towns have different alma to gold exchange rates (get alma/souls from defeated enemies)
-Deteriorating shields (can be repaired in towns until broken)
-Some PC DOS differences (higher rewards and better exchange rates, health regen while still, game speed options - 9 settings, multiple save slots, pause button, smoother scrolling)
-No in-game map but the game comes with basic maps of the dungeons
-Two sequence breaks possible - can skip the ice boots in the ice cave, can skip a good chunk of the fire level (the blue foxes can go through the invisible one-way doors so using a glitch you can have them push you through one of these doors)). Otherwise linear
XConq (AMI, 1987) - 4X precursor TBS
Sorcerian (PCs, 1987 (JP developed)/MD/PC Remake, ) - Platform Adventure?/ARPG (town and dungeons split, no ability gating?), Side View
-Create and control a whole party in side view (four classes, four chars, selectable gender, can get each char a job in-game (affects stats and money when they're not adventuring)) - rest of party follows the leader in a line
-Flexible non-linear structure (can technically exit every quest by returning to the entrance, can play scenarios over and over to get more loot, can select any quest in the game at any time with the exception of the final one)
-Can infuse gear with elemental powers and train skills in town (both take time which can be advanced automatically via a menu option)
-Pretty advanced magic system for the time (combine different elements, can seal spells into equipment with the right combos)
-Sometimes you're limited to 3 chars for a certain quest
-Minor puzzles (hidden switches for example)
-Some large sprites
-Save feature
-No maps?
Virus/Zarch (Acorn 32-bit, 1987/AMI/PC, 1988) - Flight Combat/TPS
-Polygon graphics (limited FOV but good framerate, shadows)
-Mini-map feature
-Thrust and gravity mechanics/physics in 3D
Airborne Ranger (C64, 1987/PC, 1988/AMI, 1989) - Top Down Action/Stealth/Tactical Shooter, Mission-based (choose your path unless playing in campaign mode)
-One of the first stealth action/tactical shooter games (crouching in ditches or behind cover to avoid detection, sometimes being detected leads to failing the main objective - on easiest difficulty you can basically run & gun however, can hear enemies coming before they enter the screen (there's ambient sfx for the escape helicopter as well)
-Partially destructible environment (fences, bunkers, mines, frozen lakes - can be used to make enemies drown))
-Deployment phase (an aircraft carrying your avatar moves south across the mission area and you select where to drop up to 3 supplies before selecting where to parachute - can also steer your landing a bit)
-Pretty good map system (shows a pretty detailed topology of the mission area, your objective, dropped supplies (small crosses) as well as your location and the extraction point for exiting the mission)
-Difficulty options (slider with 4 levels (each mission also has a default challenge value from 1-3 which this is added to) - can be set per mission outside of the campaign mode, on harder difficulties there are more enemies and they are faster+smarter (they'll use cover as well as grenades and rockets), a practice mode ranger moves a bit faster - no other differences)
-Choose gear before each mission
-Good mission variety (retrieve an item or capture an enemy officer, get to an objective undetected and destroy it (it'll leave (if it's an airplane) or you'll be penalized if you make too much noise by blowing up bunkers for example), search and destroy, find and rescue, enter a hangar unseen (using a disguise retrieved from a nearby guard post), timed diversion (start attacking while making your way to the extraction point once an alarm sounds - happens very early in the mission however), delayed sabotage (plant a bomb without being seen which goes off later than usual); missions end with a holdout/escape segment where you get to an extraction point and call a helicopter then wait around for it to come while enemies attack)
-Gear inventory (rifle (default), grenades - can control how far one is thrown by holding the button+they can be lobbed over walls, rocket launcher, timed bombs, knife, first aid kit)
-Run button
-Fairly detailed mission briefings (can't check them again after starting though)
-Enemy shots can also hit other enemies
-Can fail a mission's main objective and keep going (you'll just get less merit points which means you get promoted slower and promotions sadly have no gameplay effect) - later used in Wing Commander
-8-way movement and 16-way aiming
-Randomly generated mission layouts (the general layout is pretty much the same though - for example the airplane will be in roughly the same spot towards the northern border of the mission area)
-Resource management - limited ammo and healing items
-Fatigue/stamina mechanic (affects if you can run or not, replenishes fully in about 40 sec) - displayed by the bar next to the health bar
Driller/Space Station Oblivion (Spectrum/C64/CPC, 1987/AMI/ST/PC, 1988) - 3D FPS/Maze Shooter (no jumping (can raise and lower the body of the vehicle as well as look up/down), hover vehicle lets you fly over pits - no other ability gating), Vehicle-based, P&C aiming
-Basic switch and code puzzles (can also empty a pool of water at one point)
-Polygonal graphics (pretty smooth, good draw distance), Can aim up and down, Can raise and lower the body of the vehicle, Hover vehicle (move over pits?), compass, acceleration and deceleration
-Compass
Wizardry IV: The Return of Werdna (PCs, 1987) - Dungeon Crawler RPG, FP view
-Play as the antagonist/bad guy of the first game (Werdna), starting at the bottom of the dungeon and trying to escape as the initial goal
-Multiple endings
-Recruit monsters throughout the dungeon
-Partial AA-style stats upgrades (finding the first pentagram on each floor gives Werdna a stat boost)
-Summon monsters at pentagrams and have them fight for you (the higher the player char's level the stronger they are) - inspired Pokemon or SMT?
-Pentagrams also serve as HP and MP healing points
Ports of Call (AMI, 1987) - Business Sim
Kikstart 2 (C64, 1987) - Motorbike Platformer (obstacle course)
-Precursor to Trials
Police Quest (PCs, 1987) - Quest Adventure/Police Sim
-Driving segments w/ traffic rules
-Adult themes
-Check WIP review
NetHack (PC, 1987) - Rogue-like
-Diagonal movement
Colony (C64, 1987) - Action Adventure/Strategy/Farming Sim hybrid (RTT-like), Tilted view
-Base defense gameplay (can use turrets to shoot enemies (or shoot them directly) and repair broken fences
-Have to distribute supplies to shops which are dropped at a landing bay if the base has power)
-Shops (harvest mushrooms and solar energy for money/power - also have to protect them from enemies)
-Can gain a CPU ally (have to buy and insert a battery)
-Basic mini-map
-4 item inventory
-Base upgrades
-Stamina/power mechanic for your droid avatar (can recharge it at a certain building)
-Too much power will blow up the base (there's a warning in the GUI)
-Can buy and place traps
-Play for score rather than an ending?
-No save or password save?
Legacy of the Ancients (C64, 1987) - ? First person, Dungeon Crawler
Alternate Reality: The Dungeon (C64, 1987) - ? First person, Dungeon Crawler
Buggy Boy/Speed Buggy (ARC/C64, 1987/AMI, 1988) - Platforming/Driving
Genghis Khan (PCs, 1987/NES, 1989/AMI, 1990) - Government Sim/TBS
The Faery Tale Adventure (Multi, 1987) - ARPG, Open World?, TD View, Mouse-driven combat only?
-Shops
-Save anywhere
-Comes with a WM, No in-game maps?
-Pretty interactive and very large world for the time
-Faster travel via a golden swan
-Day/night cycle
-Hunger and fatigue mechanics
The Last Ninja (PCs, 1987) - Isometric Action Adventure-lite w/ jumping (level-based and you don't backtrack to previous ones)
-High and low attacks (can also crouch)
-Impressive music
-Can block attacks
-Search move
-Weak/fast and strong/slow melee attacks
-Shows enemy health bars
-Adjustable player and enemy speed (can be used to your advantage in some situations)
-Weapon and item inventories
-Minor ability/tool gating (claw to climb cliffs and rope to climb at another spot)
-No character upgrades besides the glove
-Can save on PC and Amiga (Remix version), Lives system
-No maps
Phantasie III: The Wrath of Nikademus (AMI, 1987) - RPG
Wizball (C64, 1987/PC Remake, ) - Defender-like/Adventure/Puzzle
-Ingredient mixing
Saboteur II: Avenging Angel (C64 etc, 1987) - Maze Platformer/Proto-Platform Adventure (no new abilities gained and the world (while the layout is the same) isn't persistent between missions, weapons are one use only and don't carry over between missions), Mission-based (can choose the order to do them in, usually retrieve object and escape missions (sometimes need to disable an electrified fence) - need to collect part of a code in each mission besides the first to stop the missile launch and fully beat the game), Time limit (between 600 and 999 seconds)
-Female protagonist
-Elevators
-Minor switch puzzles
-Basic map on the loading screens (Spectrum only?) and in some manuals
-Password save (one per beaten level)
-Regenerating health when standing still
-No difficulty options here?
Cobra (Spectrum, 1987) - Action Platformer that scrolls both ways, Rescue/Protect Mission
-Many sprites without slowdown or flicker
-Parallax
Bubble Bobble (JP developed)(ARC, 1986/C64, 1987/AMI, 1988/NES/SMS)- 2-player Co-op Action Platformer/Collectathon, Single screen
-A ghost appears after some time (used in some later platformers)
-Use enemies (in bubbles) as temporary platforms mechanic
-Large bosses
-Unlock items by collecting letters to a word
Sinbad and the Throne of the Falcon (AMI etc, 1987) - Graphic Adventure/TBS w/ some Side View & FP View Action segments (climbing and duels/stormy boat ride through cliffs where you rescue crew who fell overboard), RPG?
-Interactive dialogue
-Hub map w/ 2 levels of zoom
-Redrawn visuals on PC DOS
The Armageddon Man (C64, 1987/AMI, 1988) - War Sim/TBS
Breach (AMI, 1987) - Laser Squad-like,
Nebulus (PCs, 1987) - Rotating tower/Vertical Platformer
Roadwar 2000 (AMI, 1987) & Roadwar Europa (?) - ? TBS
The Crown of Ardania (AMI, 1987) - Defender of the Crown-like?
The Guild of Thieves (PCs, 1987) - Graphic Adventure
Barbarian (C64, 1987/AMI, ) & Death Sword AMI (1987) - Fighting
Beyond Zork: The Coconut of Quendor (PCs, 1987) - Text Adventure
Shadowgate (PCs, 1987)/NES (1989) - Graphic Adventure w/ horror/fantasy theme
Gnome Ranger (AMI, 1987) - Graphic Adventure
Bureaucracy (PCs, 1987) - Interactive Fiction/Text Adventure
Dizzy: The Ultimate Cartoon Adventure (Multi, 1987) - Puzzle Platformer/Maze Platformer/Quest Adventure hybrid (no abilites or permanent tools gained?, inventory puzzles), Semi-Platform Adventure
-Message boxes show the names of important locations (sometimes they hand out puzzle clues as well)
-Movable springs (mushrooms - use the trowel?)
-Good visual variation
-Can place items on the ground and have them stay there for later use
-No save or password save?, No map?
Death Wish III (C64/Spectrum/Amstrad/MSX, 1987) - Multi-Screen Maze Shooter (track down riot/gang leaders and kill them, no jumping), Tilted view (but the gameplay is side view)
-Mini-map and compass features (can move between screens on the z-plane)
-Some gore
-Sniping through windows inside buildings (FP view)
-Avoid civilians
-Limited ammo
-Mini-map and compass features
-No ending and no difficulty progression?
Codename: Droid - Stryker's Run Part 2 (BBC Micro, 1987) - Maze Platformer (no permanent tools/abilities gained that let you reach new areas?)/Collectathon-ish (collect 4 items to pilot the ship which is the goal of the game), Collectathon-lite (collect 4 items to pilot the ship which is the goal of the game)
-Micro-maps
-Flying chair vehicles
-Elevators
-Minor switch puzzles
-Mines
-No save or password save?
Omega Orb (BBC Micro, 1987) - Maze Platformer/Collectathon (12 items), Bouncing ball avatar
-Teleporters
-Buy/sell extra lives
-Single item inventory
-Basic map feature
-Code locked doors
-No save or password save?
Palace of Magic (BBC Micro, 1987) - Maze Platformer/Collectathon?
-Similar to Citadel
-No save or password save?, No map?
Black Magic (C64, 1987) - Platform Adventure/Collectathon (6 eyes that you should get in a certain order to unlock a castle - picking up an eye makes the game harder)/Rescue mission, ARPG (basic leveling system (killing enemies and rescuing people gives exp, gain spells when leveling up and some are needed to progress), Collectathon-lite (6 eyes that you should get in a certain order to unlock a castle - picking up an eye makes the game harder)/Rescue mission
-NPCs that trade food for one of two randomly picked things: temporarily unlimited arrows or scrolls)
-Spell inventory (ammo-based; Blink - short randomized teleport, Chill - freeze water and some enemies, Vanish - don't take damage from enemies, Bolt - destroy some walls, Heal, etc.)
-Platforming puzzles
-Randomized item locations and abundance (leads to tight resource management and you can get stuck)
-Comes with a detailed map
-Hunger mechanic
-Enemies can climb ladders
-Can aim diagonally upwards
-A large bird can carry you to a different and randomly picked part of the world (like in Adventure (Atari), Pharaoh's Curse)
-Named areas (signposts)
-No save or password save
World Tour Golf (PC, 1987) - Golf Sim
-Create your own golfers, design golf courses, has about 20 real life courses that were on the PGA Tour
Lurking Horror (AMI, 1987) - Text Adventure
Druid II (C64, 1987)? - Gauntlet/Zelda 1-like Proto-AA/Maze Action?, TD view
-"First part of the game is open world, where you can explore freely and collect the necessary items to reach the second part. Then it gets linear."
-One optional area
-A fireshield spell to allow you to pass fiery areas, an illumination/flashlight spell for dark areas and a teleport spell
-4 elemental summon spells
-8 item (including spells) inventory - 32 spells in total, Can drop a spell somewhere and pick it up again later
-Easier on Amiga
Yes Prime Minister: The Computer Game (PCs, 1987) - Politician Sim/Graphic Adventure
Nord and Bert couldn't make Head or Tail of It AMI (1987) - Text Adventure
Werewolves of London (PCs, 1987) - Semi-Platform Adventure/Action Adventure (not much platforming), Killathon (the more you kill the more the police will make an effort to stop you), Tilted view
-Day/night cycle (transform into a werewolf at night allowing you to kill certain NPCs to lift the curse as well as jump higher and longer to reach new areas)
-Basic radar system (flashing cross in the GUI) but no in-game maps
-Flashlight item for dark areas (limited item inventory)
-No save or password save
Stationfall AMI (1987) - Text Adventure
Knight Orc (AMI, 1987) - Graphic Adventure
Platoon (C64/NES, 1987) - ? Maze Shooter
The King of Chicago (AMI, 1987) - Graphic Adventure
Wings of Fury (AII, 1987/AMI, 1990) - Defender-like Flight Combat, Side view
-Landing and taking off (zoomed in view)
-Semi-dynamic camera (zooms out abruptly as you get further away from the ship you take off from)
-Secondary viewport in FP view
Terramex (C64/AMI/ST/Spectrum etc., 1987) - Dizzy-like Maze Platformer/Puzzle Platformer
-Five different playable chars (choose before beginning)
-Some ability gating via inventory items (spring & trampoline, umbrella, vacuum cleaner (floating device), balloon, etc.)
-A couple of teleporters
-No save or password save?, No map?
Cosmic Relief: Prof. Renegade to the Rescue (AMI, 1987) - Multi-Screen Maze Platformer; item inventory, one hit deaths, same game as Terramex?
Addicta Ball (C64, 1987) - ? Scrolling breakout-like
Batty (C64, 1987) - ? 2-player Breakout-like
Delta (C64, 1987) - ? Horizontal Shooter
Road Runner (C64, 1987) - Scrolling misc. action game, tilted view;
The Three Stooges (AMI, 1987) - Mini-games/Adventure, comical theme
Combat School/Boot Camp (ARC/C64, 1987) - Mini-Games/Sports, some scrolling segments;
The Great Giana Sisters (C64, 1987/AMI, 1988) - SMB1-like Platformer; female protagonists
Emerald Mine AMI (1987) - Boulder Dash-like
TV Sports Football (PC, 1987) -
Ransack (PCs, 1987) - Horizontal Shoot 'em up w/ a bouncing ball avatar
Thunderstruck II (BBC Micro, 1987) - Maze Platformer/Puzzle Platformer
-More of the same?
-Named rooms
-No save or password save?, No map?
Stormbringer (PCs, 1987)? - Quest Adventure/Maze Platformer Hybrid, See Spellbound
-Disguises
-Named rooms
-No maps, No save or password save?
Goody (PC, 1987/Multi, 1988) - Puzzle Platformer w/ some tool gating, Collectathon?
-Very similar to Livingstone, I Presume?/Livingstone Supongo but w/ a more maze-like world
-Shop
Airball (AMI, 1989) - Isometric Action Adventure/Puzzle Platformer w/ a ball avatar
-Fast paced
-Oxygen mechanic (can refill in the starting room and some other rooms)
-Some ability/tool gating (a candle for dark rooms, more?)
-150 rooms
-No maps?, No save or password save, Lives system (only 3 and you can't gain any more)
-Fall damage (insta-death)
Aliens: The Computer Game (Multi, 1987) - FPS/Proto-Survival Horror/Squad Tactics (switch on the fly, no new abilities gained or unique abilities to any char?), FP view
-Destructible doors (can also lock doors to keep aliens away)
-Characters can be captured if not controlled and then rescued
-Headshots
-Can rotate 360 degrees
-Replenish ammo at armory and health at medical bay
-Stamina mechanic (have to be still to refill it)
Mini-Putt (Multi, 1987) - Mini-Golf Sim, TD View
-Mini-map feature
-Slopes
Nether Earth (C64, 1987) - Early RTT/Proto-RTS, Isometric view
-Build robot units
-Blow up opponent's buildings w/ kamikaze attacks
-Can control one unit at a time directly as well as give them one of a few orders (destroy, capture, kill, defend)
-Mini-map
Dragonriders Of Pern (PC, 1987) - Strategy?; fairly impressive OPL2 music for the time
Test Drive (Multi, 1987) - FP Racing; rearview mirror
FaceOff! (C64, 1987?/PC, 1989) - Sports (Hockey), Title View; Nice goal cutscenes on PC
Wizball, Mach 3 and Crazy Cars (PC, 1987) - Good use of PC Speaker PWM for music
Infiltrator II (PCs, 1987)? - Action/Stealth, FP/TD/Tilted view hybrid, See Infiltrator
Wizball, Mach 3 and Crazy Cars (PC, 1987) - Good use of PC Speaker PWM for music
1988:
Ultima V: Warriors of Destiny (PCs, 1988) - WRPG/Sandbox/OW RPG (FP dungeon exploration, TD world exploration and TBS combat)
-Deeper storytelling and more complex plot
-Puts a new spin on the virtue system of the previous game by having them enforced harshly on the world's inhabitants by a corrupt despot and makes the player a fugitive
-The shadowlords have various effects on NPCs if present in the town you're currently in. For example: if the Shadowlord of Cowardice is around people will run away from the player, and if under the effect of the Shadowlord of Falsehood, they will try to steal from the player
-Look command
-Partially impressive visuals
-Day/night cycle and NPC schedules (player avatar's field of vision shrinks as it becomes night and vice versa)
-Stealth element
-Magic flying carpet (a kind of fast travel - move across water and small mountain tiles)
-Old party members and locales+NPCs carry over from the previous game with some growth/changes
-More advanced combat (diagonal aiming, equip individual hands) and more varied loot
-Combat is almost always optional
-Villains must be stopped with cunning rather than force
-Only four classes (not limited in their weapon choices)
-Travel guide style manual
-More object interaction (like pushing chairs in front of doors to block off access or taking torches off the walls)
-Can get drunk
Pool of Radiance (PCs, 1988) - WRPG (FP exploration/interaction, Top Down TBS combat)
-Party creation (also lets you customize your characters' appearance to some degree)
-More extensive dialogue choices than in Ultima IV, but only for certain encounters
-The game doesn't use any of the races, sexes, classes, and alignments in a way that changes the game encounters, with one exception (or are there more?): if you have a thief, there's one section where some other thieves show you a shortcut
The Manhole (PCs, 1988/PCE, 1991) - FP Graphic/P&C Adventure, Sim/Sandbox, Edutainment
-Highly interactive game world
-Move around by clicking similar to Myst
-Voiced characters in later versions
-Minimalist HUD
“When The Manhole came out, it was new. There had been plenty of adventure games, and even graphic adventures, but a point-and-click graphic ‘world’ hadn’t really been done before and, as sophomoric as The Manhole now seems, it introduced a new way of playing games. A lot of people say that Myst was our big revolutionary game when in fact we were following an evolution started with The Manhole. It was our genesis. Sunsoft saw that it was something different and new and wanted to be involved. But we really didn’t get to know them during the Manhole port. We didn’t meet them until much later.” – Robyn Miller, Cyan Worlds
Exile (Electron, 1988/AMI & C64, 1991)(Superior Software/Audiogenic) - Platform Adventure/Action Adventure/Physics-based Puzzle Platformer, Thrust-based flight (no traditional jumping?)
-Life-preserving teleport system (when very near death your avatar is automatically teleported to a location that you've previously designated)
-Very open-ended structure
-Advanced physics (gravity, inertia, mass, explosions, shockwaves, elemental (water/earth/wind/fire) effects, pick up/throw (can accelerate a thrown object using the jetpack)/drop objects, sucking and repelling creatures) and puzzles designed around them
-Advanced enemy AI for the time (reacts to nearby noises, has line-of-sight vision, remembers where the player was last seen?, etc)
-Save Feature (multiple nameable slots, anywhere?)
-No map feature?
-Environmental hazards like mushroom spores which can clog up your jetpack and radioactive objects which hurt you until you gain protection
-Can grab some creatures to stop them from hurting you
-Four item inventory (your pockets are actually stasis fields meaning an object is completely suspended in time and space (a live grenade won't explode for example))
-It's possible to get stuck in a couple of ways
Modem Wars (C64/PC, 1988) - Online RTT/Proto-RTS Game, TD view
-Formations
-Espionage
-Terrain effects
-Fog of War?
Carrier Command (AMI/ST, 1988/PC, 1989) - Vehicle Combat Sim (planes and tanks)/RTS Hybrid (take over islands, build bases and launch manually or auto-piloted vehicles from your carrier to conquer enemy islands and finally wipe out the enemy carrier)
-Can directly control the carrier and its units or set them to auto-pilot and point at targets on a map screen (seems manual control is necessary for combat however)
-Polygonal 3D with pretty good framerate for the time
-Bases are built with an Automatic Control Centre Builder that one sends onto an empty or conquered island via a tank (can build a command centre geared towards one purpose: defence (missile and aircraft launchers), resource mining or factory which creates equipment for the carrier produced with resources sent from resource focused islands). Players also assign one stockpile island, receiving supplies from the other islands which can then be given to the carrier: fuel, equipment, ammo and additional planes and tanks
-Moving home base (a carrier ship) which can also attack - can also zoom in and snipe with it
-Fuel mechanic for your units and carrier
Two game modes - Strategy game (start from scratch with no islands) or Action game (both sides have an equal number of island bases already set up and you start near the enemy)
-Tanks can be armed with virus bombs which let them capture enemy command centres
-Multiple damage points on the carrier which can be individually repaired
-The enemy carrier is cloaked on the map, forcing minor scouting
-Tanks can be equipped with Harbinger wire guided missiles which the player controls manually after they've been shot (Metal Gear?)
-Can save during gameplay
-Time acceleration/fast-forward feature (Spectrum only? This version also saw some balance tweaks over the ST/AMI ver.)
-Resources are sent between islands via undersea pipelines, and if a red island is between two blue islands then supplies will move between them "very slowly, if at all"
-Area of influence mechanic - if a unit strays too far from the carrier it is destroyed
BattleTech: The Crescent Hawk's Inception (PC, 1988) - SRPG/TRPG w/ mechs (use-based progression), Open World (after the first city though there are some arrows to tell you where you should go in the beginning, take on missions to make money and become a proper mech mercenary)
-Unique semi turn-based system (input for example a walk command and select where to then watch your unit and the enemies take turns firing while the move is executed, based on initiative?)
-Pretty detailed mech customization (won't have the money for it right away)
-Separate body parts with their own HP that can be damaged and destroyed during combat
-Can move around outside of the mech
-Towns (exploration is similar to Ultima 4-5)
-Can recruit a party
-Separate animations for some events in a smaller viewport (the one that usually tells you what action just took place)
-Walk, run and jump commands; scan unit command, flee command
-Basic reputation system based on your performance during missions
-Can invest in the stock market and train to become a mech repairman
-Terrain effects (slower movement in forests, more?)
-Area map feature (separate screen)
-Battle arena
-Can steal mechs
-Dynamic difficulty element (more enemies if you have a larger party)
Total Eclipse (AMI, 1988) - 3D FPS/Maze Shooter w/ Adventure elements (item inventory, basic switch puzzles), FP view, P&C+Keyboard controls, Crouching, Can look up/down
-Polygonal graphics
-OK-ish framerate
-Thirst mechanic
-Flashlight (gives a limited FoV in dark rooms)
-Destructible walls and pillars holding up objects
-Compass, No map?
-Save feature
Might and Magic II (PCs, 1988) - ? FP exploration/interaction, Dungeon Crawler RPG?
-Animated enemies and NPCs plus some background elements
-Can get drunk
-One of the longest 80s games at 40-60h
-Some class-specific quests
Wasteland (PC, 1988) - Non-linear/Open World RPG, Top down exploration/FP battles
-Post apocalyptic theme
-More extensive dialogue choices than in Ultima IV, but only for certain encounters
-Can have sex (Leisure Suit Larry) and get an STD
-Manual stat allocation when leveling up (main stats/attributes) - Beneath Apple Manor (1978), Ultima III & VI
-Use-based progression for skills (can also train specific skills at libraries - manual stat allocation) - Moria (1975)
-Animated enemies during combat (the animations aren't directly tied to their actions though)
-Hire party characters (can also replace them if they die) - one month before Dragon Quest III
Hostages/Hostage: Rescue Mission (PCs, 1988) - Stealth Action/Mini-games
-Mission-based
-Mini-map during the rescue segment (shows the layout, your location and direction, other characters and the exit)
Zak McKracken and the Alien Mindbenders (PCs, 1988/FMT, ) - ? Similar to Maniac Mansion, comedic
The Colony (MAC, 1988) - FPS/Maze Shooter, FP view
-256 degree turning
-Fairly smooth framerate and convincing fake 3D
-Teleporters
-Forklift (moves certain objects)
-Elevator
Death Stalker (Amstrad CPC, 1988) - Multi-Screen Maze/Platform Adventure/Quest Adventure Hybrid (interact with objects via verbs in a menu - examine/take/drop/use, NPCs, linear structure?), Stealth element (sneak past certain enemies)
-Line of sight (like Rogue or AD&D: Cloudy Mountain)
-Rescue prisoners (optional?)
-Item inventory
-Ranged sub weapon
-No save or password save?
Neuromancer (AMI, 1988/PC, 1989) - Quest Adventure
-Cyberpunk theme
Wizardry V: Heart of the Maelstrom (PCs, 1988/SNES, 1992) - ? Dungeon Crawler RPG, FP view
Times of Lore (C64/AMI, 1988) - Action Adventure/ARPG-ish (no exp point leveling), Top down view
-Fairly impressive CMS music for the time
-Interactive dialogue (key words, two topics and yes/no answers)
-Can run but acceleration is very slow - Can gain an upgrade about halfway
-Password save
-Day/night cycle
-Came with a world map, No in-game maps?
-Large world with no loading times during the game
-Can get stuck by killing important NPCs
-Teleportation scroll
-One hidden city
Microsoft Flight Simulator 3.0 (PC, 1988) - 3D Flight Sim, Mainly FP View
-Three viewports
Falcon A.T. (PC, 1988) - ? Flight Combat Sim
Impossible Mission II (Multi, 1988) - Multi-Screen Semi-Platform Adventure (No permanent upgrades/tools gained?), Time limit (8 hours)
-Music mixing elements (recorded pieces of music found in safes and play them back in the right order to progress)
-Basic map feature
-Bombs (open safes) and mines which blow holes in floors
-Save feature (in aisles and lifts)
King's Quest IV: The Perils of Rosella (PCs, 1988) - Quest Adventure
-Female protagonist
-16-color EGA graphics
-Mouse support
-Sound card options (features impressive use of the MT-32 for the time)
Leisure Suit Larry Goes Looking for Love (In Several Wrong Places)/Larry 2 (PCs, 1988) - Quest Adventure
-Comical tone
-Impressive use of the MT-32 for music for the time
Police Quest 2 (PCs, 1988) - Quest Adventure/Police Sim
-One of the first and best uses of the Roland MT-32 module for music
The Bard's Tale III: Thief of Fate (PCs, 1988) - ? RPG, FP view
-Animated enemies and NPCs
Starglider 2 (PCs, 1988) - FP Space Exploration/Combat Sim
-Polygonal graphics
Draconus (C64/Spectrum, 1988) - Metroid-like Platform Adventure (Mostly linear structure (can grab a few items out of order it seems but it's not recommended))
-One transformation (sea monster/draconewt) which lets you swim - transform at specific points
-Serekos Eye lets you see through and pass fake walls (x-ray of sorts)
-Two alternate weapons (fire breath (ammo-based) and lightning staff which shoots bolts in a wave pattern)
-Armor upgrade (also removes fall damage)
-Die from falling too far until you get a certain item
-No save or password, No map (short game though at ~100 screens)
-Lives system (3 lives, can't gain more and have to die once to get a certain item), Some checkpoints
-Can't see your health bar and there are no health drops or placed health items
F-19 Stealth Fighter (PC, 1988/AMI, 1990) - 3D Flight Combat Sim
-Mini-map and enemy viewport for enemies you've locked on to
-Kill cam
-Decent framerate
-Homing missiles
Dark Side (C64 etc., 1988) - 3D FPS/Maze Shooter, FP View, Time limit, Jetpack but no jumping
-Polygonal graphics
-Pretty impressive music on C64
-Compass but no map?
-Save feature
-Linear? (destroy certain targets in a specific order)
Bombuzal (PCs, 1988/SNES, ) - Puzzle, Isometric, Tile-based movement?
Skychase (AMI, 1988) - Flight Combat, First Person, 2-player vs. split screen;
Galdregon's Domain (AMI, 1988) - ? RPG, First Person;
Falcon (AMI, 1988) - Flight Sim; cockpit view
The Amy Putt Classics (AMI, 1988) - Mini-golf, Top down
Jetfighter (PC, 1988) - 3D Flight Combat Sim
Zany Golf (AMI/PC, 1988) - Mini-golf, Isometric
F/A-18 Interceptor (AMI, 1988) - Flight Sim;
World Class Leader Board (AMI, 1988) - Golf, partially 3D
Darkside (AMI/PC, 1988) - Maze Shooter?; polygonal graphics, OK-ish framerate
Weird Dreams (AMI, 1988) - Timing-focused; surreal theme,
Treasure Island Dizzy/Dizzy: Treasure Island (Multi, 1988) - Puzzle Platformer/Maze Platformer/Collectathon (30 coins)
-Limited inventory (3 items)
-One life and no HP
-No save or password save?, No map?
Jet (AMI, 1988) - Flight Sim, TP and FP view?, no YT footage
Vermeer (AMI, 1988) - Trading Sim
Joan of Arc: Siege & the Sword (AMI, 1988/PC, 1989) - TBS
Red Storm Rising (AMI, 1988) - Marine Warfare TBS
Déjà Vu II: Lost in Las Vegas (PCs, 1988) - Graphic Adventure
War in Middle Earth (AMI, 1988) - War Sim/TBS,
Hanse (AMI, 1988) - TBS, German language
Questron II (AMI, 1988) - Rogue-like
Rocket Ranger (AMI/PC, 1988) - Graphic Adventure/Strategy/Action (Shoot ‘em up, Beat ‘em up) Hybrid, Hub map, No platforming, Side View/TP View Hybrid,
-Basic dialogue tree system w/ voice acting (what to pick to succeed feels kinda random, stats or what you've done previously has no effect)
-Impressive visuals
-Some voice acting
-Dispatch and give orders to troops, Infiltrate factories
-WW2 theme
Silkworm (AMI/ARC, 1988) - Hori-Shooter, 2-Player Asymmetrical Co-op
-One player controls a helicopter and the other a jeep
Time and Magik (AMI, 1988) - Graphic Adventure
Speedball (AMI, 1988) - Combat/Sports, 2-player vs.
Zork Zero (PCs, 1988) - Text Adventure w/ some graphic elements
Samurai Warrior: Usagi Yojimbo (C64, 1988) - Hack 'n Slash/Proto-Platform Adventure Hybrid (no abilities/tools gained that are used to progress or get optional items in previous areas), Tilted view but can only sidestep for branching paths
-Karma system (don't kill civilians, give money to peasants and priests)
-Can pull out and put away your weapon
-Some enemies are disguised as civilians
-Practice mode (doesn't teach you much though)
-Good animation
-Shows enemy lifebars
-Basic gambling and you can buy food to restore health
-If your karma reaches zero your avatar commits suicide
-No save or password (short game though)
Planetfall (AMI, 1988) - Text Adventure,
Fish! (AMI, 1988) - Graphic Adventure
Rex (ZX Spectrum, 1988) - Action Platformer (Linear and level-based structure (also can't backtrack inside levels)), Flip screen/Multi-Screen
-Breakable wall tiles which some enemies and bosses can also break
-Sci-fi setting
-Some alternate paths through levels and some hidden paths
-Ammo-based shield that you start with (can be toggled on or off with down key, destroys enemies you move into) - can be recharged only at certain green pads with a moving part underneath them which are placed in the levels
-Frequent checkpoints
-Control config before starting
-Upgradeable main weapon (5 levels: wider shot, higher rate of fire, laser (keeps going after hitting and killing an enemy), rotating gun drones, configurable spray shor (3-way, 5-way, 4 directional (cardinal directions) and 8 directional)). Collect upgrades from the rocket looking objects placed around each level
-Pretty detailed tutorial "video" before playing - Below the Root?
-Some large sprites and nice explosion effects
-Knockback effect on enemies
-Mid-air control during jumps - SMB1?
-Some good enemy AI
-Smart bombs (can hold three at a time, space key) - Defender
-A smart bomb triggers when you die but it only helps if you respawn in the same room
-Temporary speed upgrade (gained from the question marks which trigger a "one armed bandit" mini-game - these also have two negative effects) - Caverns of Freitag, Gauntlet
-Only minor slowdown despite a lot of sprites on screen
Captain Blood (AMI, 1988) - Strategy/Graphic Adventure
-Open ended
-Jean Michel Jarre made the OST
-Obtuse and unconventional interface
Laser Squad (Spectrum/C64, 1988/AMI, 1989/PC, 1992) - TBS/TBT w/ a science fiction theme (friendly units can move through each other), Mouse control on PC DOS
-Precursor to X-Com (squad customization before combat, action point system - each action costs a certain number of points, morale mechanic - units witnessing friendly deaths might panic and you then lose control over them, overwatch/reaction fire mechanic - lets a unit shoot during the opponent's turn when it moves into view and range, characters/squad members have 8 stats, can't see enemy movement unless your units can see it, three firing modes (aimed shot, single shot, auto/burst shot), partially destructible environment, doors)
-Deployment phase
-Rescue, retrieval, assassination and search & destroy missions, defend objective mission, escape w/ object mission
-Fatigue mechanic based on encumbrance
-Reinforcements during one scenario (laser platoon)
-7 scenarios including the expansion pack
-Map/scanner feature (shows the basic layout in TD view, where your units are and where seen enemies are)
-No soft cover?
Jinxter (AMI, 1988) - Graphic Adventure
Mortville Manor (AMI, 1988) - Graphic Adventure
James Clavell's Shogun (AMI, 1988) - Graphic Adventure
Life & Death (PC, 1988/Multi) - Doctor/Surgeon Sim
Gold Rush! (PCs, 1988) - Graphic Adventure
EGA Bomb/Artillery Combat (PC, 1988) -
Battle Chess (PC, 1988) - Board Game; Nice visuals, sampled sfx
Lancelot (AMI, 1988) - Graphic Adventure
Crash Garrett (AMI, 1988) - Graphic Adventure
Corruption (AMI, 1988) - Graphic Adventure
Ingrid's Back! (AMI, 1988) - Gnome Ranger sequel?
Deflektor (AMI, 1988) - Puzzle; laser beam reflection mechanic
Mask III: Venom Strikes Back (C64, 1988) - ? Action Platformer/Run 'n Gun;
Dan Dare II (C64, 1988) - ? Flight-based Maze Action/Run 'n Gun
Cybernoid II C64 (1988) - ? Flight-based Maze Action/Run 'n Gun
Cybernoid C64/AMI (1988) - ? Flight-based Maze Action/Run 'n Gun
Barbarian 2: The Dungeon of Drax (C64, 1988/AMI, ) - ? Hack 'n Slash/Maze, side view;
Spidertronic (AMI, 1988) - Isometric Maze Action, Collectathon?; no jumping,
Zoom! (AMI US/Full ver., 1988/MD, 1990) - Fill in the contours of tiles, tilted view, 2-player co-op on MD
Katakis (C64, 1988) - H-Shooter,
Armalyte (C64, 1988) - H-Shooter,
IO: Into Oblivion (C64, 1988) - H-Shooter,
Superstar Ice Hockey (AMI, 1988) - ? 2-player vs.,
Wayne Gretzky Hockey (AMI, 1988) - ? 2-player vs.,
Kick Off (AMI, 1988) - ?
Microprose Soccer (C64, 1988) - 2-player vs.;
Firepower (AMI, 1988) - Tank-based Maze Shooter, 2-player co-op?
-Destructible environment
Future Tank (AMI, 1988) - Tank-based Maze Shooter, zoomed in/large sprites
Boomeraid (AMI, 1988) - Free-Roaming Shooter, Math-based gameplay (use equations to determine the boomerang's path when thrown), Dungeon Crawler Controls (click on arrow icons)
Fernandez Must Die (AMI, 1988) - Top Down Run 'n Gun
Pandora (AMI, 1988) - Action Adventure/ARPG? (no ability gating or character upgrades?), Trading, Destroy and escape ship mission, Time limit
-Item stash in your shuttle (can't get them back again though?)
-No save or password save, No map?
-Charge attack of sorts (strike rate bar similar to swing strength in golf games)
-Context sensitive firearm combat (you'll hit with it at close range)
-Examine corpses for items and computer terminals for clues
Last Ninja 2 (C64 etc. 1988) - Semi-Action Adventure/Maze Action (level-based without backtracking (two separate paths through level 6)), Isometric w/ platforming (more forgiving here)
-Can walk backwards
-Lives system (hamburgers are 1-ups, infinite continues)
-Minor ability/tool gating (the staff moves an object, rope)
EbonStar (AMI, 1988) - Asteroids-like, 2-player vs.?; gravity/black hole fields
BoBo (AMI, 1988) - Mini-Games
John Madden Football (PCs, 1988) - Sports
Spycat (BBC Micro, 1988) - Like Thunderstruck? (Puzzle Platformer/Maze Platformer)
No save or password save?, No map?
Willow (Multi, 1988) - Graphic Adventure w/ some action sequences, FP View/TD View hybrid, P&C controls; Nice visuals
Manhunter: New York (Multi, 1988) - ? Graphic Adventure/TD Action Adventure Hybrid
Space Racer, Fire and Forget, Skate or Die! (Tandy 1000 ver.), Purple Saturn Day and Bad Cat (PCs, 1988) - Good use of PC Speaker PWM for music
Kings of the Beach (PC, 1988) - Fairly impressive OPL2 music for the time (title screen)
Echelon (PC, 1988) - Fairly impressive 6-bit PCM PC Speaker music achieved by connecting it to a stereo system
Donald's Alphabet Chase (PC, 1988) - Edutainment; Nice visuals
Caveman Ugh-Lympics (C64, 1988/PC, 1989) - Sports/Mini-games; Nice visuals on PC
Mars Saga/Mines of Titan (C64, 1988/PC, 1989 - ? Dungeon Crawler RPG, FP View; Sci-fi setting
Magnetron (Spectrum/C64, 1988) - Action Adventure?, Isometric
-Sequel to Quazatron (grapple mini-game returns)
-Map feature
-Elevators
-No save or password save?
Ultima V: Warriors of Destiny (PCs, 1988) - WRPG/Sandbox/OW RPG (FP dungeon exploration, TD world exploration and TBS combat)
-Deeper storytelling and more complex plot
-Puts a new spin on the virtue system of the previous game by having them enforced harshly on the world's inhabitants by a corrupt despot and makes the player a fugitive
-The shadowlords have various effects on NPCs if present in the town you're currently in. For example: if the Shadowlord of Cowardice is around people will run away from the player, and if under the effect of the Shadowlord of Falsehood, they will try to steal from the player
-Look command
-Partially impressive visuals
-Day/night cycle and NPC schedules (player avatar's field of vision shrinks as it becomes night and vice versa)
-Stealth element
-Magic flying carpet (a kind of fast travel - move across water and small mountain tiles)
-Old party members and locales+NPCs carry over from the previous game with some growth/changes
-More advanced combat (diagonal aiming, equip individual hands) and more varied loot
-Combat is almost always optional
-Villains must be stopped with cunning rather than force
-Only four classes (not limited in their weapon choices)
-Travel guide style manual
-More object interaction (like pushing chairs in front of doors to block off access or taking torches off the walls)
-Can get drunk
Pool of Radiance (PCs, 1988) - WRPG (FP exploration/interaction, Top Down TBS combat)
-Party creation (also lets you customize your characters' appearance to some degree)
-More extensive dialogue choices than in Ultima IV, but only for certain encounters
-The game doesn't use any of the races, sexes, classes, and alignments in a way that changes the game encounters, with one exception (or are there more?): if you have a thief, there's one section where some other thieves show you a shortcut
The Manhole (PCs, 1988/PCE, 1991) - FP Graphic/P&C Adventure, Sim/Sandbox, Edutainment
-Highly interactive game world
-Move around by clicking similar to Myst
-Voiced characters in later versions
-Minimalist HUD
“When The Manhole came out, it was new. There had been plenty of adventure games, and even graphic adventures, but a point-and-click graphic ‘world’ hadn’t really been done before and, as sophomoric as The Manhole now seems, it introduced a new way of playing games. A lot of people say that Myst was our big revolutionary game when in fact we were following an evolution started with The Manhole. It was our genesis. Sunsoft saw that it was something different and new and wanted to be involved. But we really didn’t get to know them during the Manhole port. We didn’t meet them until much later.” – Robyn Miller, Cyan Worlds
Exile (Electron, 1988/AMI & C64, 1991)(Superior Software/Audiogenic) - Platform Adventure/Action Adventure/Physics-based Puzzle Platformer, Thrust-based flight (no traditional jumping?)
-Life-preserving teleport system (when very near death your avatar is automatically teleported to a location that you've previously designated)
-Very open-ended structure
-Advanced physics (gravity, inertia, mass, explosions, shockwaves, elemental (water/earth/wind/fire) effects, pick up/throw (can accelerate a thrown object using the jetpack)/drop objects, sucking and repelling creatures) and puzzles designed around them
-Advanced enemy AI for the time (reacts to nearby noises, has line-of-sight vision, remembers where the player was last seen?, etc)
-Save Feature (multiple nameable slots, anywhere?)
-No map feature?
-Environmental hazards like mushroom spores which can clog up your jetpack and radioactive objects which hurt you until you gain protection
-Can grab some creatures to stop them from hurting you
-Four item inventory (your pockets are actually stasis fields meaning an object is completely suspended in time and space (a live grenade won't explode for example))
-It's possible to get stuck in a couple of ways
Modem Wars (C64/PC, 1988) - Online RTT/Proto-RTS Game, TD view
-Formations
-Espionage
-Terrain effects
-Fog of War?
Carrier Command (AMI/ST, 1988/PC, 1989) - Vehicle Combat Sim (planes and tanks)/RTS Hybrid (take over islands, build bases and launch manually or auto-piloted vehicles from your carrier to conquer enemy islands and finally wipe out the enemy carrier)
-Can directly control the carrier and its units or set them to auto-pilot and point at targets on a map screen (seems manual control is necessary for combat however)
-Polygonal 3D with pretty good framerate for the time
-Bases are built with an Automatic Control Centre Builder that one sends onto an empty or conquered island via a tank (can build a command centre geared towards one purpose: defence (missile and aircraft launchers), resource mining or factory which creates equipment for the carrier produced with resources sent from resource focused islands). Players also assign one stockpile island, receiving supplies from the other islands which can then be given to the carrier: fuel, equipment, ammo and additional planes and tanks
-Moving home base (a carrier ship) which can also attack - can also zoom in and snipe with it
-Fuel mechanic for your units and carrier
Two game modes - Strategy game (start from scratch with no islands) or Action game (both sides have an equal number of island bases already set up and you start near the enemy)
-Tanks can be armed with virus bombs which let them capture enemy command centres
-Multiple damage points on the carrier which can be individually repaired
-The enemy carrier is cloaked on the map, forcing minor scouting
-Tanks can be equipped with Harbinger wire guided missiles which the player controls manually after they've been shot (Metal Gear?)
-Can save during gameplay
-Time acceleration/fast-forward feature (Spectrum only? This version also saw some balance tweaks over the ST/AMI ver.)
-Resources are sent between islands via undersea pipelines, and if a red island is between two blue islands then supplies will move between them "very slowly, if at all"
-Area of influence mechanic - if a unit strays too far from the carrier it is destroyed
BattleTech: The Crescent Hawk's Inception (PC, 1988) - SRPG/TRPG w/ mechs (use-based progression), Open World (after the first city though there are some arrows to tell you where you should go in the beginning, take on missions to make money and become a proper mech mercenary)
-Unique semi turn-based system (input for example a walk command and select where to then watch your unit and the enemies take turns firing while the move is executed, based on initiative?)
-Pretty detailed mech customization (won't have the money for it right away)
-Separate body parts with their own HP that can be damaged and destroyed during combat
-Can move around outside of the mech
-Towns (exploration is similar to Ultima 4-5)
-Can recruit a party
-Separate animations for some events in a smaller viewport (the one that usually tells you what action just took place)
-Walk, run and jump commands; scan unit command, flee command
-Basic reputation system based on your performance during missions
-Can invest in the stock market and train to become a mech repairman
-Terrain effects (slower movement in forests, more?)
-Area map feature (separate screen)
-Battle arena
-Can steal mechs
-Dynamic difficulty element (more enemies if you have a larger party)
Total Eclipse (AMI, 1988) - 3D FPS/Maze Shooter w/ Adventure elements (item inventory, basic switch puzzles), FP view, P&C+Keyboard controls, Crouching, Can look up/down
-Polygonal graphics
-OK-ish framerate
-Thirst mechanic
-Flashlight (gives a limited FoV in dark rooms)
-Destructible walls and pillars holding up objects
-Compass, No map?
-Save feature
Might and Magic II (PCs, 1988) - ? FP exploration/interaction, Dungeon Crawler RPG?
-Animated enemies and NPCs plus some background elements
-Can get drunk
-One of the longest 80s games at 40-60h
-Some class-specific quests
Wasteland (PC, 1988) - Non-linear/Open World RPG, Top down exploration/FP battles
-Post apocalyptic theme
-More extensive dialogue choices than in Ultima IV, but only for certain encounters
-Can have sex (Leisure Suit Larry) and get an STD
-Manual stat allocation when leveling up (main stats/attributes) - Beneath Apple Manor (1978), Ultima III & VI
-Use-based progression for skills (can also train specific skills at libraries - manual stat allocation) - Moria (1975)
-Animated enemies during combat (the animations aren't directly tied to their actions though)
-Hire party characters (can also replace them if they die) - one month before Dragon Quest III
Hostages/Hostage: Rescue Mission (PCs, 1988) - Stealth Action/Mini-games
-Mission-based
-Mini-map during the rescue segment (shows the layout, your location and direction, other characters and the exit)
Zak McKracken and the Alien Mindbenders (PCs, 1988/FMT, ) - ? Similar to Maniac Mansion, comedic
The Colony (MAC, 1988) - FPS/Maze Shooter, FP view
-256 degree turning
-Fairly smooth framerate and convincing fake 3D
-Teleporters
-Forklift (moves certain objects)
-Elevator
Death Stalker (Amstrad CPC, 1988) - Multi-Screen Maze/Platform Adventure/Quest Adventure Hybrid (interact with objects via verbs in a menu - examine/take/drop/use, NPCs, linear structure?), Stealth element (sneak past certain enemies)
-Line of sight (like Rogue or AD&D: Cloudy Mountain)
-Rescue prisoners (optional?)
-Item inventory
-Ranged sub weapon
-No save or password save?
Neuromancer (AMI, 1988/PC, 1989) - Quest Adventure
-Cyberpunk theme
Wizardry V: Heart of the Maelstrom (PCs, 1988/SNES, 1992) - ? Dungeon Crawler RPG, FP view
Times of Lore (C64/AMI, 1988) - Action Adventure/ARPG-ish (no exp point leveling), Top down view
-Fairly impressive CMS music for the time
-Interactive dialogue (key words, two topics and yes/no answers)
-Can run but acceleration is very slow - Can gain an upgrade about halfway
-Password save
-Day/night cycle
-Came with a world map, No in-game maps?
-Large world with no loading times during the game
-Can get stuck by killing important NPCs
-Teleportation scroll
-One hidden city
Microsoft Flight Simulator 3.0 (PC, 1988) - 3D Flight Sim, Mainly FP View
-Three viewports
Falcon A.T. (PC, 1988) - ? Flight Combat Sim
Impossible Mission II (Multi, 1988) - Multi-Screen Semi-Platform Adventure (No permanent upgrades/tools gained?), Time limit (8 hours)
-Music mixing elements (recorded pieces of music found in safes and play them back in the right order to progress)
-Basic map feature
-Bombs (open safes) and mines which blow holes in floors
-Save feature (in aisles and lifts)
King's Quest IV: The Perils of Rosella (PCs, 1988) - Quest Adventure
-Female protagonist
-16-color EGA graphics
-Mouse support
-Sound card options (features impressive use of the MT-32 for the time)
Leisure Suit Larry Goes Looking for Love (In Several Wrong Places)/Larry 2 (PCs, 1988) - Quest Adventure
-Comical tone
-Impressive use of the MT-32 for music for the time
Police Quest 2 (PCs, 1988) - Quest Adventure/Police Sim
-One of the first and best uses of the Roland MT-32 module for music
The Bard's Tale III: Thief of Fate (PCs, 1988) - ? RPG, FP view
-Animated enemies and NPCs
Starglider 2 (PCs, 1988) - FP Space Exploration/Combat Sim
-Polygonal graphics
Draconus (C64/Spectrum, 1988) - Metroid-like Platform Adventure (Mostly linear structure (can grab a few items out of order it seems but it's not recommended))
-One transformation (sea monster/draconewt) which lets you swim - transform at specific points
-Serekos Eye lets you see through and pass fake walls (x-ray of sorts)
-Two alternate weapons (fire breath (ammo-based) and lightning staff which shoots bolts in a wave pattern)
-Armor upgrade (also removes fall damage)
-Die from falling too far until you get a certain item
-No save or password, No map (short game though at ~100 screens)
-Lives system (3 lives, can't gain more and have to die once to get a certain item), Some checkpoints
-Can't see your health bar and there are no health drops or placed health items
F-19 Stealth Fighter (PC, 1988/AMI, 1990) - 3D Flight Combat Sim
-Mini-map and enemy viewport for enemies you've locked on to
-Kill cam
-Decent framerate
-Homing missiles
Dark Side (C64 etc., 1988) - 3D FPS/Maze Shooter, FP View, Time limit, Jetpack but no jumping
-Polygonal graphics
-Pretty impressive music on C64
-Compass but no map?
-Save feature
-Linear? (destroy certain targets in a specific order)
Bombuzal (PCs, 1988/SNES, ) - Puzzle, Isometric, Tile-based movement?
Skychase (AMI, 1988) - Flight Combat, First Person, 2-player vs. split screen;
Galdregon's Domain (AMI, 1988) - ? RPG, First Person;
Falcon (AMI, 1988) - Flight Sim; cockpit view
The Amy Putt Classics (AMI, 1988) - Mini-golf, Top down
Jetfighter (PC, 1988) - 3D Flight Combat Sim
Zany Golf (AMI/PC, 1988) - Mini-golf, Isometric
F/A-18 Interceptor (AMI, 1988) - Flight Sim;
World Class Leader Board (AMI, 1988) - Golf, partially 3D
Darkside (AMI/PC, 1988) - Maze Shooter?; polygonal graphics, OK-ish framerate
Weird Dreams (AMI, 1988) - Timing-focused; surreal theme,
Treasure Island Dizzy/Dizzy: Treasure Island (Multi, 1988) - Puzzle Platformer/Maze Platformer/Collectathon (30 coins)
-Limited inventory (3 items)
-One life and no HP
-No save or password save?, No map?
Jet (AMI, 1988) - Flight Sim, TP and FP view?, no YT footage
Vermeer (AMI, 1988) - Trading Sim
Joan of Arc: Siege & the Sword (AMI, 1988/PC, 1989) - TBS
Red Storm Rising (AMI, 1988) - Marine Warfare TBS
Déjà Vu II: Lost in Las Vegas (PCs, 1988) - Graphic Adventure
War in Middle Earth (AMI, 1988) - War Sim/TBS,
Hanse (AMI, 1988) - TBS, German language
Questron II (AMI, 1988) - Rogue-like
Rocket Ranger (AMI/PC, 1988) - Graphic Adventure/Strategy/Action (Shoot ‘em up, Beat ‘em up) Hybrid, Hub map, No platforming, Side View/TP View Hybrid,
-Basic dialogue tree system w/ voice acting (what to pick to succeed feels kinda random, stats or what you've done previously has no effect)
-Impressive visuals
-Some voice acting
-Dispatch and give orders to troops, Infiltrate factories
-WW2 theme
Silkworm (AMI/ARC, 1988) - Hori-Shooter, 2-Player Asymmetrical Co-op
-One player controls a helicopter and the other a jeep
Time and Magik (AMI, 1988) - Graphic Adventure
Speedball (AMI, 1988) - Combat/Sports, 2-player vs.
Zork Zero (PCs, 1988) - Text Adventure w/ some graphic elements
Samurai Warrior: Usagi Yojimbo (C64, 1988) - Hack 'n Slash/Proto-Platform Adventure Hybrid (no abilities/tools gained that are used to progress or get optional items in previous areas), Tilted view but can only sidestep for branching paths
-Karma system (don't kill civilians, give money to peasants and priests)
-Can pull out and put away your weapon
-Some enemies are disguised as civilians
-Practice mode (doesn't teach you much though)
-Good animation
-Shows enemy lifebars
-Basic gambling and you can buy food to restore health
-If your karma reaches zero your avatar commits suicide
-No save or password (short game though)
Planetfall (AMI, 1988) - Text Adventure,
Fish! (AMI, 1988) - Graphic Adventure
Rex (ZX Spectrum, 1988) - Action Platformer (Linear and level-based structure (also can't backtrack inside levels)), Flip screen/Multi-Screen
-Breakable wall tiles which some enemies and bosses can also break
-Sci-fi setting
-Some alternate paths through levels and some hidden paths
-Ammo-based shield that you start with (can be toggled on or off with down key, destroys enemies you move into) - can be recharged only at certain green pads with a moving part underneath them which are placed in the levels
-Frequent checkpoints
-Control config before starting
-Upgradeable main weapon (5 levels: wider shot, higher rate of fire, laser (keeps going after hitting and killing an enemy), rotating gun drones, configurable spray shor (3-way, 5-way, 4 directional (cardinal directions) and 8 directional)). Collect upgrades from the rocket looking objects placed around each level
-Pretty detailed tutorial "video" before playing - Below the Root?
-Some large sprites and nice explosion effects
-Knockback effect on enemies
-Mid-air control during jumps - SMB1?
-Some good enemy AI
-Smart bombs (can hold three at a time, space key) - Defender
-A smart bomb triggers when you die but it only helps if you respawn in the same room
-Temporary speed upgrade (gained from the question marks which trigger a "one armed bandit" mini-game - these also have two negative effects) - Caverns of Freitag, Gauntlet
-Only minor slowdown despite a lot of sprites on screen
Captain Blood (AMI, 1988) - Strategy/Graphic Adventure
-Open ended
-Jean Michel Jarre made the OST
-Obtuse and unconventional interface
Laser Squad (Spectrum/C64, 1988/AMI, 1989/PC, 1992) - TBS/TBT w/ a science fiction theme (friendly units can move through each other), Mouse control on PC DOS
-Precursor to X-Com (squad customization before combat, action point system - each action costs a certain number of points, morale mechanic - units witnessing friendly deaths might panic and you then lose control over them, overwatch/reaction fire mechanic - lets a unit shoot during the opponent's turn when it moves into view and range, characters/squad members have 8 stats, can't see enemy movement unless your units can see it, three firing modes (aimed shot, single shot, auto/burst shot), partially destructible environment, doors)
-Deployment phase
-Rescue, retrieval, assassination and search & destroy missions, defend objective mission, escape w/ object mission
-Fatigue mechanic based on encumbrance
-Reinforcements during one scenario (laser platoon)
-7 scenarios including the expansion pack
-Map/scanner feature (shows the basic layout in TD view, where your units are and where seen enemies are)
-No soft cover?
Jinxter (AMI, 1988) - Graphic Adventure
Mortville Manor (AMI, 1988) - Graphic Adventure
James Clavell's Shogun (AMI, 1988) - Graphic Adventure
Life & Death (PC, 1988/Multi) - Doctor/Surgeon Sim
Gold Rush! (PCs, 1988) - Graphic Adventure
EGA Bomb/Artillery Combat (PC, 1988) -
Battle Chess (PC, 1988) - Board Game; Nice visuals, sampled sfx
Lancelot (AMI, 1988) - Graphic Adventure
Crash Garrett (AMI, 1988) - Graphic Adventure
Corruption (AMI, 1988) - Graphic Adventure
Ingrid's Back! (AMI, 1988) - Gnome Ranger sequel?
Deflektor (AMI, 1988) - Puzzle; laser beam reflection mechanic
Mask III: Venom Strikes Back (C64, 1988) - ? Action Platformer/Run 'n Gun;
Dan Dare II (C64, 1988) - ? Flight-based Maze Action/Run 'n Gun
Cybernoid II C64 (1988) - ? Flight-based Maze Action/Run 'n Gun
Cybernoid C64/AMI (1988) - ? Flight-based Maze Action/Run 'n Gun
Barbarian 2: The Dungeon of Drax (C64, 1988/AMI, ) - ? Hack 'n Slash/Maze, side view;
Spidertronic (AMI, 1988) - Isometric Maze Action, Collectathon?; no jumping,
Zoom! (AMI US/Full ver., 1988/MD, 1990) - Fill in the contours of tiles, tilted view, 2-player co-op on MD
Katakis (C64, 1988) - H-Shooter,
Armalyte (C64, 1988) - H-Shooter,
IO: Into Oblivion (C64, 1988) - H-Shooter,
Superstar Ice Hockey (AMI, 1988) - ? 2-player vs.,
Wayne Gretzky Hockey (AMI, 1988) - ? 2-player vs.,
Kick Off (AMI, 1988) - ?
Microprose Soccer (C64, 1988) - 2-player vs.;
Firepower (AMI, 1988) - Tank-based Maze Shooter, 2-player co-op?
-Destructible environment
Future Tank (AMI, 1988) - Tank-based Maze Shooter, zoomed in/large sprites
Boomeraid (AMI, 1988) - Free-Roaming Shooter, Math-based gameplay (use equations to determine the boomerang's path when thrown), Dungeon Crawler Controls (click on arrow icons)
Fernandez Must Die (AMI, 1988) - Top Down Run 'n Gun
Pandora (AMI, 1988) - Action Adventure/ARPG? (no ability gating or character upgrades?), Trading, Destroy and escape ship mission, Time limit
-Item stash in your shuttle (can't get them back again though?)
-No save or password save, No map?
-Charge attack of sorts (strike rate bar similar to swing strength in golf games)
-Context sensitive firearm combat (you'll hit with it at close range)
-Examine corpses for items and computer terminals for clues
Last Ninja 2 (C64 etc. 1988) - Semi-Action Adventure/Maze Action (level-based without backtracking (two separate paths through level 6)), Isometric w/ platforming (more forgiving here)
-Can walk backwards
-Lives system (hamburgers are 1-ups, infinite continues)
-Minor ability/tool gating (the staff moves an object, rope)
EbonStar (AMI, 1988) - Asteroids-like, 2-player vs.?; gravity/black hole fields
BoBo (AMI, 1988) - Mini-Games
John Madden Football (PCs, 1988) - Sports
Spycat (BBC Micro, 1988) - Like Thunderstruck? (Puzzle Platformer/Maze Platformer)
No save or password save?, No map?
Willow (Multi, 1988) - Graphic Adventure w/ some action sequences, FP View/TD View hybrid, P&C controls; Nice visuals
Manhunter: New York (Multi, 1988) - ? Graphic Adventure/TD Action Adventure Hybrid
Space Racer, Fire and Forget, Skate or Die! (Tandy 1000 ver.), Purple Saturn Day and Bad Cat (PCs, 1988) - Good use of PC Speaker PWM for music
Kings of the Beach (PC, 1988) - Fairly impressive OPL2 music for the time (title screen)
Echelon (PC, 1988) - Fairly impressive 6-bit PCM PC Speaker music achieved by connecting it to a stereo system
Donald's Alphabet Chase (PC, 1988) - Edutainment; Nice visuals
Caveman Ugh-Lympics (C64, 1988/PC, 1989) - Sports/Mini-games; Nice visuals on PC
Mars Saga/Mines of Titan (C64, 1988/PC, 1989 - ? Dungeon Crawler RPG, FP View; Sci-fi setting
Magnetron (Spectrum/C64, 1988) - Action Adventure?, Isometric
-Sequel to Quazatron (grapple mini-game returns)
-Map feature
-Elevators
-No save or password save?
1989:
SimCity (PC/AMI, 1989/SNES, 1991) - City-Building/Management Sim
-Second game of its kind?
-Good interface for its time (shortcut button for the sidebar menu, quick-scroll, stats on most important things)
-Some advanced mechanics to explore (zone stacking, most efficient zone/road placement and optimizing growth via gifts and taxes, dealing with pollution and crime)
-Difficulty options
-999+ different standard maps as well as a few scenarios to play
-Basic weather effects depending on the season
-Trigger disasters at will (fire, flood, plane crash, tornado, earthquake, monster, shipwreck, nuclear meltdown, UFO attack, bomb drop (MAC); destructible buildings, can also bulldoze trees/plant life tiles)
-Save feature
-EGA 640x350 resolution widescreen mode on DOS
Die Hard (PC, 1989) - TPS/Maze Shooter, 3D-ish environment w/ 2D sprites (2.5D), TP view (no platforming)
-Separate aiming for the right arm of your avatar
-Item inventory
-Search bodies for loot (Castle Wolfenstein)
-Map system (shows your location and the floor layout, stairs, restrooms, doors with security alarms?, where other maps are)
-Strafing and rolling
-Interconnected world but linear structure?
-Black protagonist?
-Healing points
-No save or password save?
Kingdom of Drakkar (PC, 1989) - Second graphical MMORPG
-Basic combat
Quest For Glory I: So You Want To Be A Hero (PC, 1989/VGA ver., 1992) - Quest Adventure/RPG hybrid (no direct platforming but can use climbing as a skill), Real-time combat (heavily stat based), One mini-game (mage's maze), Isometric view combat encounters
-Character creation with stat distribution (6 abilities/attributes, 7 skills), three classes (fighter, magic user, thief - can break into houses an steal certain items) and you can create hybrids of all three to an extent, shops, loot enemy corpses)
-Option to export your character to the next game
-Different ways to solve problems depending on which class you picked
-Movement speed options
-Day/night cycle (can check time of day at any point) with effects on gameplay
-Non-random and avoidable enemy encounters (monsters can also follow you until you're a couple of screens away, can also attack before they reach you)
-Dialogue trees and P&C interface replaces the text parser in the VGA ver. (keywords (selected with the mouse in the VGA ver.), stat checks affect dialogue options)
-Pretty open ended structure and many problems have multiple solutions
-Save anywhere (many slots in ScummVM)
-Can examine pretty much anything in the game world
-Running and sneaking moves
-Sleep at will (can choose for how long, can be killed when outside if you try to sleep all night)
-Activity based stat building/progression (FF2?, Dungeon Master)
-Good sense of humour overall (witty, sarcastic, silly, references, slapstick)
-Many ways to die
-Skip dialogue on a per text box/paragraph basis
-Tooltips in-game (question mark)
-Pretty expressive sprites, Character portraits during dialogue, Pretty impressive MT-32 music
-Some memorable characters and locations (Erasmus and his tower, the dryad, Brauggi, mushroom garden - can end up on a drug trip, Erana's garden)
-Some good puzzles (quiz which changes a bit every time you reload or replay, kobold's cave, yorick's labyrinth)
-Can block+dodge and use two types of attacks in combat (swing and stab) - can also throw rocks and daggers at enemies (rocks can be picked up pretty much anywhere in the wild) or cast spells at them outside of combat
-Slightly different ending depending on which side quests you finished (main one is rescuing the baron's daughter)
-No maps
Populous (PCs, 1989) - Construction & Management/City Building & War Simulation, God Sim, Proto-RTS, Isometric view
-Assign and control a leader with a papal magnet symbol placed on the ground with the move to magnet command - all followers then follow the leader to that location (no direct control over individual units)
-Besides that order, your followers collectively follow these orders: Settle which you can control the direction and speed of by altering the land or placing the magnet; gather into stronger units/walkers for longer trips; go attack the nearest enemy building, go to papal magnet
-Sprogging (alter the land near a building to make it revert to a smaller size and causing a follower to come out and expand your city before the building is completely full)
-Terraforming/landscaping spell (raise and lower land - later used in SimCity 2000; can only do it within a certain distance of your city or leader)
-Play as a deity (no on screen avatar) that can cast spells and grows stronger with more followers (directly related to your MP/mana pool)
-Interactive mini-map (shows the scenario map's layout as well as both your and your opponent's followers)
-Query tool (check weapon power and number of followers a walker sprite symbolizes / building level and room left; sadly it doesn't let you check what all the icons in the GUI do)
-Can promote leader units/walkers to knights with the knight spell (preferably a strong one) - turns them into independent combat units
-Some other interesting spells/miracles (armageddon - makes everyone leave their homes and go fight including the enemy population, swamp, earthquake - reduces and ranomizes on screen land height, volcano - large mountain, flood - raises the water level by one for the whole map)
-Four different background tilesets (lava, grassland, desert, winter)
Prince of Persia (AII, 1989/AMI/ST/PC DOS, 1990) - Action platformer/Puzzle platformer w/ maze-like levels, Time limit
-More realistic physics than usual
-Cling onto and climb platform edges
-Nice animation (rotoscoping)
-Fencing duels (parry, parry-then slash/counter attack, move backwards)
-Avoiding combat is sometimes preferred
-Good use of the Roland MT-32 module for the time
-Upgradeable lifebar (large red potions)
-Temporary hover jump/slow fall ability via the green potions (these are used when picked up)
-Switch and timing puzzles as well as an upside down room puzzle (one of the later green potions has this effect) and a doppelganger/mirror image puzzle (have to merge with it as damaging it hurts you too)
-Early game using VGA graphics (1990; up to 256 colors)
-Some interesting level transitions (level 6 to 7)
Indiana Jones and the Last Crusade (PC, 1989) - P&C Adventure, Stealth segment, Rail Shooter (flight combat) segment
-Dialogue tree system (a few scenes, the nazi guards remember if you had fought guards before and what clothes you last wore?, some dialogue changes based on previously gained info (Siegfried), can bribe some guards as well as interrupt dialogue to start fighting) - Like Rocket Ranger but more fleshed out (no VA though)
-Some alternate solutions (the guards, Vogel, biplane (survive planes to skip checkpoint guards later on) or zeppelin, etc.)
-Some decent humour (silly, morbid, slapstick, parodies)
-Some good puzzles (skulls, the guards in the castle remember your outfit, second test)
-Pretty expressive sprites (Maniac Mansion)
-Some timed sequences
-Stamina system during fights - Later used in Astyanax and Seiken Densetsu/FF Adventure
FM Towns ver.: Pretty fast walking speed, can cancel an action while Indy is moving towards the object/NPC to be interacted with, action hotkeys, skip sentences/paragraphs (.) and cutscenes (Esc), text speed and volume level options, CD music,
It Came from the Desert (AMI, 1989) - Graphic Adventure w/ FP Light-Gun and Top Down Run 'n Gun-style action sequences, TD escape sequences with basic stealth at the hospital, Time limit (need to collect evidence and present it to the mayor)
-Hub map
-Horror theme
-Sound signalling before a giant ant appears
-Small southern town setting
-Interactive nightmares
-Dialogue trees (some scenes, select between topics and orders/requests from a menu)
-Need to keep track of NPC schedules
-Make calls from and sleep at home (can choose for how many hours to rest)
Fire Hawk: Thexder - The Second Contact (PC-88, 1989/DOS, 1990) - Action Platformer, Mech-based
-Transform into a small plane at will
-Non-sexualized female military officer protagonist (save your male fiancé - role reversal)
-Optional tutorial
-NPC encounters
The Colonel's Bequest: A Laura Bow Mystery (PCs, 1989) - Quest Adventure
-Real-time AI elements
-Female protagonist
-Non-linear narrative?
-Fairly impressive use of the MT-32 midi module for the time
Rock Star Ate My Hamster (AMI, 1989) - Band Management Sim
-Comical theme
-Features parodies of famous 80s singers
Project Firestart (C64, 1989) - Run 'n gun-ish Survival Horror/Maze Action, Tilted view (see Renegade) without platforming
-Sci-fi theme
-Limited ammo
-Storytelling through journal entries/ship logs on computers (later used in System Shock)
-Dynamic music triggers
-Enemies can follow you between rooms
-Optional rescue mission (affects the story)
-Dark rooms (someone flicks a light switch mid-way through the game)
-Pretty cinematic for the time w/ plenty of cutscenes during the game (including various "meanwhile" scenes)
-Came with a map
-Gore
-Some interactive dialogue with your senior
-No save feature?
Starflight II (PCs, 1989) - Open World AA/WRPG-ish (light on character growth/building for your party, pretty linear main quest, light on side quests), More of a trading focus (interstellar economy), TD view
-Sci-fi theme
-Can flee from encounters during travel
-Jump pods can be used for teleporting, Can teleport back to ship while on a planet with the planetary teleporter item, Random in-battle teleporter
-Galaxy and area maps, Various scanner items for showing more things on them, Planets with sentient species are marked in the manual (this game has both spacefaring and non-spacefaring aliens)
-Message log
-Race choices for your crew matter less in encounters
-Greeting/hailing and scanning in real-time at the beginning of encounters
-Can't talk to planet-only aliens (only trade) and can't contact wandering groups while on planet surfaces
-Auto-aiming at the closest enemy during battle (manual for the new blasto pods)
-Combat isn't useful in terms of loot rewards
-One major story choice
-Some interesting tools (can check emotional state of an encounter ship or trader w/ a psychic probe, stun all lifeforms in an area w/ the field stunner)
-Save anywhere?
North & South (AMI, 1989/NES, 1990) - RTS/Action/TBS hybrid gameplay, 2-player vs. and you can also watch two CPUs duke it out (can set power level/handicap (1-3) for each player)
-Alternate mechanics options (storm - stops an army from moving, native americans and mexicans (randomly kills armies near the western border)
-Ship (random reinforcements to whoever controls north carolina)
-Very distinct unit types (infantry, cavalry, cannon)
-4 scenarios (1861-64 - different power balances)
-Comical tone
-Armies can be tripled in size by joining them together on the map screen
-Different play styles for attacker and defender in siege and train segments (defending feels sort of like playing the other side in an action platformer as you can place units at will but they're much weaker)
-Can intercept supply trains (occupy states with rail between stations)
-Comic book style art direction
-Pretty good enemy AI at level 3 (cheats though since it can move all units at the same time while you can't)
-Destructible bridges
Prophecy: The Fall of Trinadon (PC, 1989) - ARPG (9 char attributes besides HP and MP, non-interactive dialogue, no ability/tool gating besides a movement speed spell you can use for the escape sequence?), Top down view (no platforming), Escape sequence in the finale
-Shops
-Fairly large weapons arsenal
-Enemies can hit other enemies by accident
-Can kill NPCs
-Upgradeable MP
-Can't block or strafe (can sometimes use corners in combination with longer weapons or semi-trap enemies while shooting them)
-Includes a narrator's description of various screens
-Save anywhere
-Look command (for traps)
-No maps?
MechWarrior (PC, 1989) - 3D Mech Sim/RPG/Graphic Adventure Hybrid (recruit a crew (4 char party?) at a bar, customize/buy/maintain mechs, reputation mechanic, negotiate mission contracts), FP view, Jump jets (no standard jumping), 5 year time limit
-Non-linear mission-based structure (menu select)
-Can upgrade mechs with three different parts (armor, heatsinks, jumpjets) and weapons
-Can keep going after failing a mission
-Guard and Rescue missions
-CPU allies that can be ordered around
-Polygonal graphics w/ OK framerate
-Radar feature
-Lock-on aiming
-Avatar with multiple destructible parts (GUI shows each one's status)
-Issue orders to your teammates (basic, sometimes unresponsive)
-Pretty good use of the MT-32 midi module for the time
-Maps and mini-maps, Compass
-Save feature (in-between missions?)
-Random starting planet and procedurally generated missions
Midwinter (PC, 1989/AMI/PC, 1990) - 3D Action Adventure w/ RPG elements (various char attributes & skills, recruit chars for a 2-6 person party, hub map/building select when entering towns), FP View, Time limits?
-3D engine (small viewing window though) with mountainous terrain
-Open ended gameplay
-Three different vehicles to drive (hang glider - beginning only?, skiing - default?, snow mobile/scooter) - Jumping via hills only (no traditional avatar movement?)
-Sniping (scope feature)
-Detailed map w/ zoom feature, Compass and mini-map
-OK-ish framerate (better on DOS)
-Detailed map w/ zoom feature
-Side view angle display when using a vehicle or skiing
-Recruit chars for a 2-6 person party
-Ski lifts
-Blow up buildings with explosives
-Save feature
Lost Dutchman Mine (AMI, 1989) - Adventure/Survival Sim, Rogue-lite?, Some action sequences (gallery/light gun shooter, ), Side View (locations)/TD view (overworld/hub map) view
-Survival elements: Hunger and drink, temperature, poison and wound treatment
-Non-linear structure
-Day/night cycle
-Random world generation
-Mining
-Fishing
-Gambling
-Fast travel+storage via bought horses
Vette! (PCs, 1989) - Open World Driving, Polygonal 3D (so-so framerate), FP and TP views
-Map feature w/ compass (mini-map)+street names are shown in the GUI
-Damage on the car affects its mobility
-Can run people over
-Police which can be interacted with (several dialogue choices)
-Rearview mirror and side view camera
-Traffic
Space Quest III: The Pirates of Pestulon (PCs, 1989) - Quest Adventure
-Impressive MT-32 use for the time
Leisure Suit Larry III: Passionate Patti in Pursuit of the Pulsating Pectorals (PCs, 1989) - Quest Adventure
-Good use of the MT-32 module
Code Name: Iceman (PC, 1988) - Quest Adventure
-Impressive MT-32 use for the time
Curse of the Azure Bonds (PC/C64, 1989) - PoR sequel?, RPG
Sword of the Samurai (PC, 1989) - Strategy (recruitment, diplomacy, management, assassination, train, trade, infiltration, marriage and breeding)/RTS/WRPG/Action Hybrid or Samurai Sim (a bit like Pirates!), FP View (strategy/sim)/TD View (most action segments)/TP View (sword duels) hybrid, Conquest mission, Main gameplay is turn-based
-Feudal Japan setting
-Vague world map (no area maps)
-Save outside of real-time segments?
-Randomized quests and events w/ binary choices
-Honour/macho reputation stat
-Charge attacks and aimed sword swings as well as blocking during duels
-Context sensitive weapon use during top down segments
-Game only ends if your lineage is wiped out or your land is conquered (not just from a single char's death)
-Difficulty options
Sleeping Gods Lie (AMI/ST/PC, 1989)? - Action Adventure/Maze Action, Pseudo 3D, FP View
"Once you travel to a new Kingdom, you will not be allowed to return to a previous one"
-Save anywhere
-Fatigue mechanic
-Some puzzles
-No maps
The Dark Heart of Uukrul (PC, 1989) - Pool of Radiance-like
Oil Imperium (AMI, 1989) - Business Sim
Lords of the Rising Sun (AMI, 1989) - TBS with action sequences (defending from assassination attempts, etc.)
Space Rogue (PC/C64/AII, 1989/AMI/X68K/PC-98/FMT, 1990) - Space Exploration/Combat Sim
-Polygonal graphics during flight
Hero's Quest/Quest for Glory (PCs, 1989) - Isometric ARPG?
Dungeon Master: Chaos Strikes Back (PCs, 1989)(Expansion) - Dungeon Crawler RPG, FP View
Stunt Car Racer (AMI, 1989) - 3D Racing (heightened track)
-Polygonal graphics
-Jumps via ramps
-Decent physics
Deathtrack (PC, 1989) - Racing/Shooter, 3D (cars, most background objects, 2D cockpit)
-Inside the car view (front window takes up only about 30% of the screen)
-Rearview mirror
-Slopes and jumps
-Customization and shopping (weapons and parts)
-Lock-on feature for the missile weapon
-Course maps
-Opponent portraits
-Side objectives (an NPC appears before a race and offers you a reward for taking out a specific opponent)
-Pretty limited physics and mostly flat tracks
-Fairly impressive MT-32 music for the time
Millennium 2.2/Millennium: Return to Earth (AMI/ST/PC, 1989) - War/Construction and Management, FP Shooter combat (3D Space Flight Sim)
-Sci-fi theme
Gold of the Americas: The Conquest of the New World (AMI, 1989) - Colonization Sim
Typhoon Thompson in Search for the Sea Child (AMI, 1989) - Free-Roaming TPS
Chip's Challenge (PCs, 1989)/Lynx - Action Puzzle/Maze, TD View
Future Wars: Time Travellers (AMI/PC, 1989) -
Dragon Wars (PCs, 1989/NES, 1991) - ? RPG?, FP view
-Party creation
The Kristal (AMI, 1989) -
Battlehawks 1942 (AMI, 1989) - Flight Combat Sim; cockpit view
Bloodwych (AMI, 1989) & The Extended Levels - ? First Person;
Hillsfar (AMI/PC, 1989) - Ultima V-like?/RPG
Warhead (AMI, 1989) - FP Vehicle Sim, Shooter?
F29 Retaliator (AMI, 1989) - Flight Combat Sim, Various perspectives
Test Drive II: The Duel (PCs, 1989/MD, /SNES, 1992) - Racing; Easier turns on MD than on Amiga, Better framerate on MD & SNES?
Nuclear War (AMI, 1989) - Multiplayer vs. TBS; satirical tone
Fantasy World Dizzy (AMI/Multi, 1989) - Puzzle Platformer/Platform Adventure/Collectathon (coins)
-Map feature (shows coins and some platforms)
-Improved inventory interface
-Item bag (only increases capacity from 3 to 4 but still)
-Upside down/reverse gravity segment
-Decent cutscenes when talking to egg NPCs
-Weather effects (rain)
-Good visual variation
-Plant and grow a beanstalk
-Improved animation on AMI
-No save or password save
-One sequence break (the game doesn't actually require the magic bean to be planted for the beanstalk to grow - only the bucket of water - so you can skip all the steps involving the bean) - check which version
Abrams Battle Tank (PC, 1989/MD, 1991) - 3D Tank Combat Sim (large 2D cockpit)
-Decent framerate
-Secondary viewport
-Assistant message pop-ups with portraits
Balance of Power 1990 Edition (AMI, 1989) - ? Government Sim/Cold War Sim;
Kingdoms of England (AMI, 1989) - ? TBS
Le Fetiche Maya (AMI, 1989) - ? Quest Adventure, French language
Bushido: The Way of the Warrior (C64, 1989) - Action Adventure/ARPG (7 classes - pick before beginning, 8 char attributes; some platforming), Isometric/Tilted view
-Strafing
-Map feature (layouts in top down view)
-Save feature (You're also transported automatically back to the starting point when near death - can only fail via the aging mechanic)
-Age increases as you boost your stats (manual allocation)
-Can bribe guards
-Sleeping enemies (can't sneak past them though?)
-Spell mixing (these are all optional though; no hard ability gating)
Conflict: Europe (AMI, 1989) - ? TBS
Omega (PCs 198?) - Rogue-like
The Quest for the Time-Bird (AMI, 1989) - Graphic Adventure (GA)
Journey (AMI, 1989) - Graphic Adventure
Breach 2 (AMI, 1989) - Laser Squad-like, isometric
Full Metal Planete (AMI, 1989) - TBS, Board game adaption
Pharaoh (AMI, 1989) - TBS, some action sequences
Waterloo (AMI, 1989) - War Sim/TBS; slow
Ooze: Creepy Nights (AMI, 1989) - Graphic Adventure
Scary Mutant Space Aliens from Mars (AMI, 1989) - Graphic Adventure
The Hound of Shadow (AMI, 1989) - Graphic Adventure
Demon's Tomb: The Awakening (AMI, 1989) - Text Adventure w/ some graphics
The Jetsons: George Jetson and the Legend of Robotopia (AMI, 1989) - GA
Kult (AMI, 1989) - GA
Murders in Venice (AMI, 1989) - GA
Myth (AMI, 1989) - GA
Scapeghost (AMI, 1989) - GA, convoluted map?
Personal Nightmare (AMI, 1989) - GA
Arthur: The Quest for Excalibur (AMI, 1989) - GA/Text; Copy protection midway
Les Portes du Temps (PCs, 1989) - Graphic Adventure, French language
La Aventura Original AMI (1989) - GA/Text; Spanish language
Paradroid: Metal Edition/Heavy Metal Paradroid (C64, 1989) - ?
Gravity Force/Gravity-Force (AMI/PC, 1989) - Free-Roaming/Maze Shooter, 2-player vs., side view; thrust mechanics,
Windwalker (AMI, 1989) - RPG/Fighting (clunky); big head avatars instead of character sprites in the exploration mode
Where in Europe is Carmen Sandiego? (AMI, 1989) - Adventure/Edutainment?
Mean Streets (C64/PC, 1989/ST/AMI, 1990) - Quest Adventure/Graphic Adventure/Driving/Flight hybrid, FMV elements, 3D world when piloting (w/ car cockpit sprite overlay, small viewport), multiple views when piloting?
-Map feature with auto-pilot command
-Some voice acting
-Morphing vehicle (car to plane)
Where in the World is Carmen Sandiego? (PCs, 1989) - Edutainment/Adventure/Strategy?
Tusker (C64/AMI, 1989) - Action Adventure or Maze Action, Tilted view without platforming?
-Some dark rooms
-Thirst mechanic
-Some large sprites (AMI)
-Can free certain beasts
-Two active item slots (similar to Castlevania)
-Shadow clone/decoy power up?
-One fetch quest
-AMI ver.: Music and sfx, partially different level design
-No map?, No save or password save?
Retrograde (C64, 1989) - ? Fantasy Zone-like/Action Platformer
Treasure Trap (AMI, 1989) - Isometric Maze Platformer/Action Adventure-lite (no tool/ability gating besides the three gems you can stack, no character upgrades)
-Ship wreck theme
-Map feature
-Save anywhere (there's also a lives system)
-Limited air supply (find bottles)
-Some friendly fish which can be used as smart bombs if collected
-Random teleporter traps (whirlpools)
Shadow of the Beast (AMI, 1989/MD/Lynx/SNES etc., ) - Beat 'em up (side view)/Maze Platformer (while there appears to be alternate paths to go you'll just be killed if you take the unintended one)
-Impressive graphics (large sprites, good animation overall, parallax scrolling) and impressive music on Amiga
-JP MD ver. is easier?
-Basic cutscenes
Tetris (C64 etc., 1989) - Falling Block Puzzle, 2-player vs.
-Fairly impressive music in the C64 ver.
-Originally from 1984
Designasaurus (AMI, 1989) - ?
Cyberdyne Warrior (C64, 1989) - Run 'n Gun/Action Platformer; small sprites
Myth: History in the Making (C64, 1989) - ? Action Platformer
Winter Games (AMI, 1987) - Various
Hard 'n Heavy (C64, 1989) - ? Action Platformer
Ninja Golf (A7800, 1989) - BEU/Golf hybrid?
Persian Gulf Inferno (AMI, 1989) - Action Platformer/Run 'n Gun; muslim stereotypes
LED Storm (ARC/C64, 1989) - Racing w/ jumping;
Spherical (AMI, 1989) - Solomon's Key-like
Spy vs Spy III - Arctic Antics (AMI/C64, 1989) - Trapping, 2-player vs.;
Pipe Dream (AMI, 1989) - Puzzle (build a path for fluid to flow through with randomized pipe tiles (similar to Rampart))
Blood Money (AMI, 1989) - H-Shooter
Hole-In-One (AMI, 1989) - Mini-golf; top down
X-Out (C64, 1989/AMI, 1990) - ? H-Shooter
Citadel (C64, 1989) - Defender-like
Beach Volley (AMI, 1989) - 2-player vs.?
Oliver & Company (AMI/PC, 1989) - Collectathon/Mini-Games; Pretty nice visuals
Skweek (AMI, 1989/GG, ) - Puzzle/Maze Shooter, top down;
Grand Monster Slam (AMI/PC, 1989) - Misc. Sports, Blood Bowl-inspired?; pretty nice visuals
Biplane Duel (AMI, 1989) - 2-player vs. Maze Action/Flight Combat, side view; looping screen mechanic (see Ice Climber)
Block Out (AMI etc., 1989) - Top down "3D" Tetris-like;
Drip (AMI, 1989) - ? Puzzle Platformer
Rock'n Roll (AMI, 1989) - Collectathon/Ball Maze; top down,
Batman (AMI, 1989) - Action Platformer, Rail Shooter levels; hookshot, item inventory,
Battle Squadron (AMI, 1989) - 2-player Co-op V-Shooter, alternate cave paths, very tough
?Rick Dangerous (AMI, 1989) - Masocore Action Platformer;
Pro Tennis Tour (AMI, 1989) - ?
Tennis Cup (AMI, 1989) - ? TP perspective
Axel's Magic Hammer (AMI, 1989) - Alex Kidd-like
Wings of Death (AMI, 1989) - V-Shooter
Hybris (AMI, 1989) - V-Shooter
Switchblade (AMI, 1989) - Action Platformer/Maze Platformer
-Charge attack
-Many hidden rooms behind breakable walls
-Bosses require specific weapons gained throughout the game
-No save or password save, No maps
Twinworld: Land of Vision (AMI, 1989) - Action/Maze Platformer; item inventory,
Final Countdown (AMI, 1989) - Action/Maze Platformer
-Low-gravity/floaty physics
-Limited flight (fuel-based)
-Minor stealth
Dogs of War (AMI, 1989) - 2-player Co-op Top Down Run 'n Gun;
Operation Thunderbolt (ARC, 1988/AMI, 1989) - 2-player Co-op Light Gun game w/ Rail Shooter segments;
Quarts (AMI, 1988) - H-Shooter/Free-Roaming hybrid, top down
Omni-Play Basketball (AMI, 1989) - ?
Fiendish Freddy's Big Top o' Fun (AMI, 1989) - Circus stunts
Xenon 2: Megablast (AMI, 1989) - V-Shooter
Rotor (AMI, 1989) - Free-Roaming Shooter (side view), large sprites/zoomed in view
Datastorm (AMI, 1989) - Defender-like
Budokan: The Martial Spirit (AMI, 1989/MD, ) - Sports/Fighting
-Good use of the MT-32 module
-One of the first games using VGA graphics (up to 256 colors)
Cosmic Pirate (AMI, 1989) - Asteroids-like; large sprites/zoomed in view
Shufflepuck Café (AMI, 1989) - Air Hockey, 1-player
Blue Angel 69 (AMI, 1989) - ? Puzzle
M1 Tank Platoon (PCs, 1989) - Tank Sim, 3D (2D cockpit/interface)
Harpoon (PCs, 1989) -
F-16 Combat Pilot (PC/AMI, 1989)? - ? Flight Combat Sim
F-15 Strike Eagle II (Multi, 1989) - ? Flight Combat Sim
Ricochet (BBC Micro, 1989) - Maze Platformer, Bouncing ball avatar (kinda stiff though; can roll, can hold the button to charge jump?)
-Very fast movement
-2 item inventory (can put down items and pick them up later - see Dizzy etc.)
-Items are used for lock and key-style puzzles/obstacles and a trading sequence only?
-No invincibility time or knockback
-Password saves
Chuck Yeager's Advanced Flight Trainer 2.0 (PC, 1989/AMI/ST, 1990) - 3D Flight Sim (2D sprite-based cockpit), Multiple camera views
Silpheed (/PC, 1989) - Shoot 'em up; Good use of the MT-32 module
A-10 Tank Killer and Indy 500/Indianapolis 500 (PC, 1989) -? ? ; Good use of the MT-32 module for the time, 3D graphics in Indy 500
Sherman M4 (PC/AMI, 1989) - 3D Tank Combat Sim (large 2D cockpit), FP View
Chamber of the Sci-Mutant Priestess/Kult: The Temple of Flying Saucers (PC, 1989) - Fairly impressive OPL2 music for the time
Chicago 90 (Multi, 1989) - Isometric Racing/Police Sim?; two viewports, mini-map feature, jumps
The Cycles: International Grand Prix Racing (PC/AMI, 1989) - Motorbike Racing; Tunnels, rearview mirror, course map
David Wolf: Secret Agent (PC, 1989) - 3D Racing/Action; Pretty good framerate, hangglider flight,
Dragon's Lair (ARC, 1983/PC, 1989) - FMV Action/QTE Action; Nice visuals
Circus Attractions (PC, 1989) - Mini-Games?; Nice visuals
Deathbringer (PC, 1989) - Hack 'n Slash, Side View; Nice visuals
A Nightmare on Elm Street (PC, 1989) - Action Adventure?/Proto-Survival Horror/Maze, Rescue mission, TD/Semi-isometric view, Time limit
-Horror theme
-6 different playable chars
-Item inventory
-Status display for the other chars
-Shops (vending machines)
-No save?, No map?
Drakkhen (PC/AMI, 1989/SNES etc., 1991) - RPG, FP/TP View (becomes TP tilted view for combat, dungeon exploration and events while exploring the overworld, other indoors locations are displayed as single screen artwork like in Graphic Adventure games)
-Mostly 3D overworld (reminiscent of the Mode 7 effect in SNES games) - a 2D ground plane is skewed so as to mimic a 3D perspective where the player can move in the cardinal directions as well as rotate in FP view, while most objects and characters are 2D sprites laid on top of it and scaled in/out as the player moves, and a 2D background makes out the horizon landscape and sky. There are also a few basic polygonal shapes mapped onto the ground, representing roads, dirt patches, fast travel points and lakes.
-Smooth day/night cycle (you can even see the sun rising and setting in real-time as you're moving around in the overworld)
-Party of four
Dream Warrior (Multi, 1989) - ? Tilted View Run 'n Gun
FaceOff! (C64, 1987?/PC, 1989) - Sports (Hockey), Title View; Nice goal cutscenes
If It Moves, Shoot It! (PC, 1989) - Vertical Shoot 'em up; Nice visuals
Interphase (PC, 1989) - FPS/Maze Shooter (vehicle-based, Flight Combat?, futuristic), 3D, Escort mission, FP view
-Descent precursor
-Clear a path and guide your girlfriend (similar to Ico)
-Map feature
Knights of Legend (Multi, 1989) - RPG, TD View
Manhunter 2: San Fransisco (Multi, 1989) - ? Graphic Adventure/TD Action Adventure Hybrid
Microsoft Flight Simulator 4.0 (PC, 1989) - ? 3D Flight Sim, Mainly FP View; Three viewports
Archipelagos (PC, 1989) - Like Sentinel?, 3D
Billiards Simulator (PC, 1989) - Pool/Sports, 3D graphics
Face Off (PC, 1989) - Sports Sim (Hockey), Bird's Eye/TD View
Pipe Mania/Pipe Dream (Multi, 1989) - Puzzle
Street Rod (PC/C64, 1989/AMI, 1990) - 2.5D Racing Sim (2D cockpit and far background, 3D road/ground)
Ghostbusters II (PC DOS, 1989) - TPS (fixed movement) or Cabal-like/Action Adventure/Misc. Action
-Nice visuals
-Shops
-Pretty good use of the MT-32 for music and SB sound card for voice samples
Ballistix (AMI/PCs, 1989) - Sports/Action (Shufflepuck/Air Hockey/Pong variation), TD View
Targhan (PCs, 1989)? - Maze Platformer/Puzzle Platformer?
-Item inventory
Secret Quest (A2600 (console), 1989)? - Semi-Action Adventure/Maze Action, Level-based, Set bombs mission w/ escape sequences (have to pick up a code and then enter it in a specific room to set the bomb), TD view
-Time limit (oxygen, can increase it with enemy drops)
Aspar GP Master (PC, 1989) - Very good use of PC Speaker PWM for music for the time
Fire!, Mean Streets (PC, 1989) - Good use of PC Speaker PWM for music for the time
Castle of the Winds (PC, 1989) - Rogue-like RPG, TD view
-First graphical/non-ASCII rogue-like (second seems to be Crossfire from 1992)
Back to Innovative Games
SimCity (PC/AMI, 1989/SNES, 1991) - City-Building/Management Sim
-Second game of its kind?
-Good interface for its time (shortcut button for the sidebar menu, quick-scroll, stats on most important things)
-Some advanced mechanics to explore (zone stacking, most efficient zone/road placement and optimizing growth via gifts and taxes, dealing with pollution and crime)
-Difficulty options
-999+ different standard maps as well as a few scenarios to play
-Basic weather effects depending on the season
-Trigger disasters at will (fire, flood, plane crash, tornado, earthquake, monster, shipwreck, nuclear meltdown, UFO attack, bomb drop (MAC); destructible buildings, can also bulldoze trees/plant life tiles)
-Save feature
-EGA 640x350 resolution widescreen mode on DOS
Die Hard (PC, 1989) - TPS/Maze Shooter, 3D-ish environment w/ 2D sprites (2.5D), TP view (no platforming)
-Separate aiming for the right arm of your avatar
-Item inventory
-Search bodies for loot (Castle Wolfenstein)
-Map system (shows your location and the floor layout, stairs, restrooms, doors with security alarms?, where other maps are)
-Strafing and rolling
-Interconnected world but linear structure?
-Black protagonist?
-Healing points
-No save or password save?
Kingdom of Drakkar (PC, 1989) - Second graphical MMORPG
-Basic combat
Quest For Glory I: So You Want To Be A Hero (PC, 1989/VGA ver., 1992) - Quest Adventure/RPG hybrid (no direct platforming but can use climbing as a skill), Real-time combat (heavily stat based), One mini-game (mage's maze), Isometric view combat encounters
-Character creation with stat distribution (6 abilities/attributes, 7 skills), three classes (fighter, magic user, thief - can break into houses an steal certain items) and you can create hybrids of all three to an extent, shops, loot enemy corpses)
-Option to export your character to the next game
-Different ways to solve problems depending on which class you picked
-Movement speed options
-Day/night cycle (can check time of day at any point) with effects on gameplay
-Non-random and avoidable enemy encounters (monsters can also follow you until you're a couple of screens away, can also attack before they reach you)
-Dialogue trees and P&C interface replaces the text parser in the VGA ver. (keywords (selected with the mouse in the VGA ver.), stat checks affect dialogue options)
-Pretty open ended structure and many problems have multiple solutions
-Save anywhere (many slots in ScummVM)
-Can examine pretty much anything in the game world
-Running and sneaking moves
-Sleep at will (can choose for how long, can be killed when outside if you try to sleep all night)
-Activity based stat building/progression (FF2?, Dungeon Master)
-Good sense of humour overall (witty, sarcastic, silly, references, slapstick)
-Many ways to die
-Skip dialogue on a per text box/paragraph basis
-Tooltips in-game (question mark)
-Pretty expressive sprites, Character portraits during dialogue, Pretty impressive MT-32 music
-Some memorable characters and locations (Erasmus and his tower, the dryad, Brauggi, mushroom garden - can end up on a drug trip, Erana's garden)
-Some good puzzles (quiz which changes a bit every time you reload or replay, kobold's cave, yorick's labyrinth)
-Can block+dodge and use two types of attacks in combat (swing and stab) - can also throw rocks and daggers at enemies (rocks can be picked up pretty much anywhere in the wild) or cast spells at them outside of combat
-Slightly different ending depending on which side quests you finished (main one is rescuing the baron's daughter)
-No maps
Populous (PCs, 1989) - Construction & Management/City Building & War Simulation, God Sim, Proto-RTS, Isometric view
-Assign and control a leader with a papal magnet symbol placed on the ground with the move to magnet command - all followers then follow the leader to that location (no direct control over individual units)
-Besides that order, your followers collectively follow these orders: Settle which you can control the direction and speed of by altering the land or placing the magnet; gather into stronger units/walkers for longer trips; go attack the nearest enemy building, go to papal magnet
-Sprogging (alter the land near a building to make it revert to a smaller size and causing a follower to come out and expand your city before the building is completely full)
-Terraforming/landscaping spell (raise and lower land - later used in SimCity 2000; can only do it within a certain distance of your city or leader)
-Play as a deity (no on screen avatar) that can cast spells and grows stronger with more followers (directly related to your MP/mana pool)
-Interactive mini-map (shows the scenario map's layout as well as both your and your opponent's followers)
-Query tool (check weapon power and number of followers a walker sprite symbolizes / building level and room left; sadly it doesn't let you check what all the icons in the GUI do)
-Can promote leader units/walkers to knights with the knight spell (preferably a strong one) - turns them into independent combat units
-Some other interesting spells/miracles (armageddon - makes everyone leave their homes and go fight including the enemy population, swamp, earthquake - reduces and ranomizes on screen land height, volcano - large mountain, flood - raises the water level by one for the whole map)
-Four different background tilesets (lava, grassland, desert, winter)
Prince of Persia (AII, 1989/AMI/ST/PC DOS, 1990) - Action platformer/Puzzle platformer w/ maze-like levels, Time limit
-More realistic physics than usual
-Cling onto and climb platform edges
-Nice animation (rotoscoping)
-Fencing duels (parry, parry-then slash/counter attack, move backwards)
-Avoiding combat is sometimes preferred
-Good use of the Roland MT-32 module for the time
-Upgradeable lifebar (large red potions)
-Temporary hover jump/slow fall ability via the green potions (these are used when picked up)
-Switch and timing puzzles as well as an upside down room puzzle (one of the later green potions has this effect) and a doppelganger/mirror image puzzle (have to merge with it as damaging it hurts you too)
-Early game using VGA graphics (1990; up to 256 colors)
-Some interesting level transitions (level 6 to 7)
Indiana Jones and the Last Crusade (PC, 1989) - P&C Adventure, Stealth segment, Rail Shooter (flight combat) segment
-Dialogue tree system (a few scenes, the nazi guards remember if you had fought guards before and what clothes you last wore?, some dialogue changes based on previously gained info (Siegfried), can bribe some guards as well as interrupt dialogue to start fighting) - Like Rocket Ranger but more fleshed out (no VA though)
-Some alternate solutions (the guards, Vogel, biplane (survive planes to skip checkpoint guards later on) or zeppelin, etc.)
-Some decent humour (silly, morbid, slapstick, parodies)
-Some good puzzles (skulls, the guards in the castle remember your outfit, second test)
-Pretty expressive sprites (Maniac Mansion)
-Some timed sequences
-Stamina system during fights - Later used in Astyanax and Seiken Densetsu/FF Adventure
FM Towns ver.: Pretty fast walking speed, can cancel an action while Indy is moving towards the object/NPC to be interacted with, action hotkeys, skip sentences/paragraphs (.) and cutscenes (Esc), text speed and volume level options, CD music,
It Came from the Desert (AMI, 1989) - Graphic Adventure w/ FP Light-Gun and Top Down Run 'n Gun-style action sequences, TD escape sequences with basic stealth at the hospital, Time limit (need to collect evidence and present it to the mayor)
-Hub map
-Horror theme
-Sound signalling before a giant ant appears
-Small southern town setting
-Interactive nightmares
-Dialogue trees (some scenes, select between topics and orders/requests from a menu)
-Need to keep track of NPC schedules
-Make calls from and sleep at home (can choose for how many hours to rest)
Fire Hawk: Thexder - The Second Contact (PC-88, 1989/DOS, 1990) - Action Platformer, Mech-based
-Transform into a small plane at will
-Non-sexualized female military officer protagonist (save your male fiancé - role reversal)
-Optional tutorial
-NPC encounters
The Colonel's Bequest: A Laura Bow Mystery (PCs, 1989) - Quest Adventure
-Real-time AI elements
-Female protagonist
-Non-linear narrative?
-Fairly impressive use of the MT-32 midi module for the time
Rock Star Ate My Hamster (AMI, 1989) - Band Management Sim
-Comical theme
-Features parodies of famous 80s singers
Project Firestart (C64, 1989) - Run 'n gun-ish Survival Horror/Maze Action, Tilted view (see Renegade) without platforming
-Sci-fi theme
-Limited ammo
-Storytelling through journal entries/ship logs on computers (later used in System Shock)
-Dynamic music triggers
-Enemies can follow you between rooms
-Optional rescue mission (affects the story)
-Dark rooms (someone flicks a light switch mid-way through the game)
-Pretty cinematic for the time w/ plenty of cutscenes during the game (including various "meanwhile" scenes)
-Came with a map
-Gore
-Some interactive dialogue with your senior
-No save feature?
Starflight II (PCs, 1989) - Open World AA/WRPG-ish (light on character growth/building for your party, pretty linear main quest, light on side quests), More of a trading focus (interstellar economy), TD view
-Sci-fi theme
-Can flee from encounters during travel
-Jump pods can be used for teleporting, Can teleport back to ship while on a planet with the planetary teleporter item, Random in-battle teleporter
-Galaxy and area maps, Various scanner items for showing more things on them, Planets with sentient species are marked in the manual (this game has both spacefaring and non-spacefaring aliens)
-Message log
-Race choices for your crew matter less in encounters
-Greeting/hailing and scanning in real-time at the beginning of encounters
-Can't talk to planet-only aliens (only trade) and can't contact wandering groups while on planet surfaces
-Auto-aiming at the closest enemy during battle (manual for the new blasto pods)
-Combat isn't useful in terms of loot rewards
-One major story choice
-Some interesting tools (can check emotional state of an encounter ship or trader w/ a psychic probe, stun all lifeforms in an area w/ the field stunner)
-Save anywhere?
North & South (AMI, 1989/NES, 1990) - RTS/Action/TBS hybrid gameplay, 2-player vs. and you can also watch two CPUs duke it out (can set power level/handicap (1-3) for each player)
-Alternate mechanics options (storm - stops an army from moving, native americans and mexicans (randomly kills armies near the western border)
-Ship (random reinforcements to whoever controls north carolina)
-Very distinct unit types (infantry, cavalry, cannon)
-4 scenarios (1861-64 - different power balances)
-Comical tone
-Armies can be tripled in size by joining them together on the map screen
-Different play styles for attacker and defender in siege and train segments (defending feels sort of like playing the other side in an action platformer as you can place units at will but they're much weaker)
-Can intercept supply trains (occupy states with rail between stations)
-Comic book style art direction
-Pretty good enemy AI at level 3 (cheats though since it can move all units at the same time while you can't)
-Destructible bridges
Prophecy: The Fall of Trinadon (PC, 1989) - ARPG (9 char attributes besides HP and MP, non-interactive dialogue, no ability/tool gating besides a movement speed spell you can use for the escape sequence?), Top down view (no platforming), Escape sequence in the finale
-Shops
-Fairly large weapons arsenal
-Enemies can hit other enemies by accident
-Can kill NPCs
-Upgradeable MP
-Can't block or strafe (can sometimes use corners in combination with longer weapons or semi-trap enemies while shooting them)
-Includes a narrator's description of various screens
-Save anywhere
-Look command (for traps)
-No maps?
MechWarrior (PC, 1989) - 3D Mech Sim/RPG/Graphic Adventure Hybrid (recruit a crew (4 char party?) at a bar, customize/buy/maintain mechs, reputation mechanic, negotiate mission contracts), FP view, Jump jets (no standard jumping), 5 year time limit
-Non-linear mission-based structure (menu select)
-Can upgrade mechs with three different parts (armor, heatsinks, jumpjets) and weapons
-Can keep going after failing a mission
-Guard and Rescue missions
-CPU allies that can be ordered around
-Polygonal graphics w/ OK framerate
-Radar feature
-Lock-on aiming
-Avatar with multiple destructible parts (GUI shows each one's status)
-Issue orders to your teammates (basic, sometimes unresponsive)
-Pretty good use of the MT-32 midi module for the time
-Maps and mini-maps, Compass
-Save feature (in-between missions?)
-Random starting planet and procedurally generated missions
Midwinter (PC, 1989/AMI/PC, 1990) - 3D Action Adventure w/ RPG elements (various char attributes & skills, recruit chars for a 2-6 person party, hub map/building select when entering towns), FP View, Time limits?
-3D engine (small viewing window though) with mountainous terrain
-Open ended gameplay
-Three different vehicles to drive (hang glider - beginning only?, skiing - default?, snow mobile/scooter) - Jumping via hills only (no traditional avatar movement?)
-Sniping (scope feature)
-Detailed map w/ zoom feature, Compass and mini-map
-OK-ish framerate (better on DOS)
-Detailed map w/ zoom feature
-Side view angle display when using a vehicle or skiing
-Recruit chars for a 2-6 person party
-Ski lifts
-Blow up buildings with explosives
-Save feature
Lost Dutchman Mine (AMI, 1989) - Adventure/Survival Sim, Rogue-lite?, Some action sequences (gallery/light gun shooter, ), Side View (locations)/TD view (overworld/hub map) view
-Survival elements: Hunger and drink, temperature, poison and wound treatment
-Non-linear structure
-Day/night cycle
-Random world generation
-Mining
-Fishing
-Gambling
-Fast travel+storage via bought horses
Vette! (PCs, 1989) - Open World Driving, Polygonal 3D (so-so framerate), FP and TP views
-Map feature w/ compass (mini-map)+street names are shown in the GUI
-Damage on the car affects its mobility
-Can run people over
-Police which can be interacted with (several dialogue choices)
-Rearview mirror and side view camera
-Traffic
Space Quest III: The Pirates of Pestulon (PCs, 1989) - Quest Adventure
-Impressive MT-32 use for the time
Leisure Suit Larry III: Passionate Patti in Pursuit of the Pulsating Pectorals (PCs, 1989) - Quest Adventure
-Good use of the MT-32 module
Code Name: Iceman (PC, 1988) - Quest Adventure
-Impressive MT-32 use for the time
Curse of the Azure Bonds (PC/C64, 1989) - PoR sequel?, RPG
Sword of the Samurai (PC, 1989) - Strategy (recruitment, diplomacy, management, assassination, train, trade, infiltration, marriage and breeding)/RTS/WRPG/Action Hybrid or Samurai Sim (a bit like Pirates!), FP View (strategy/sim)/TD View (most action segments)/TP View (sword duels) hybrid, Conquest mission, Main gameplay is turn-based
-Feudal Japan setting
-Vague world map (no area maps)
-Save outside of real-time segments?
-Randomized quests and events w/ binary choices
-Honour/macho reputation stat
-Charge attacks and aimed sword swings as well as blocking during duels
-Context sensitive weapon use during top down segments
-Game only ends if your lineage is wiped out or your land is conquered (not just from a single char's death)
-Difficulty options
Sleeping Gods Lie (AMI/ST/PC, 1989)? - Action Adventure/Maze Action, Pseudo 3D, FP View
"Once you travel to a new Kingdom, you will not be allowed to return to a previous one"
-Save anywhere
-Fatigue mechanic
-Some puzzles
-No maps
The Dark Heart of Uukrul (PC, 1989) - Pool of Radiance-like
Oil Imperium (AMI, 1989) - Business Sim
Lords of the Rising Sun (AMI, 1989) - TBS with action sequences (defending from assassination attempts, etc.)
Space Rogue (PC/C64/AII, 1989/AMI/X68K/PC-98/FMT, 1990) - Space Exploration/Combat Sim
-Polygonal graphics during flight
Hero's Quest/Quest for Glory (PCs, 1989) - Isometric ARPG?
Dungeon Master: Chaos Strikes Back (PCs, 1989)(Expansion) - Dungeon Crawler RPG, FP View
Stunt Car Racer (AMI, 1989) - 3D Racing (heightened track)
-Polygonal graphics
-Jumps via ramps
-Decent physics
Deathtrack (PC, 1989) - Racing/Shooter, 3D (cars, most background objects, 2D cockpit)
-Inside the car view (front window takes up only about 30% of the screen)
-Rearview mirror
-Slopes and jumps
-Customization and shopping (weapons and parts)
-Lock-on feature for the missile weapon
-Course maps
-Opponent portraits
-Side objectives (an NPC appears before a race and offers you a reward for taking out a specific opponent)
-Pretty limited physics and mostly flat tracks
-Fairly impressive MT-32 music for the time
Millennium 2.2/Millennium: Return to Earth (AMI/ST/PC, 1989) - War/Construction and Management, FP Shooter combat (3D Space Flight Sim)
-Sci-fi theme
Gold of the Americas: The Conquest of the New World (AMI, 1989) - Colonization Sim
Typhoon Thompson in Search for the Sea Child (AMI, 1989) - Free-Roaming TPS
Chip's Challenge (PCs, 1989)/Lynx - Action Puzzle/Maze, TD View
Future Wars: Time Travellers (AMI/PC, 1989) -
Dragon Wars (PCs, 1989/NES, 1991) - ? RPG?, FP view
-Party creation
The Kristal (AMI, 1989) -
Battlehawks 1942 (AMI, 1989) - Flight Combat Sim; cockpit view
Bloodwych (AMI, 1989) & The Extended Levels - ? First Person;
Hillsfar (AMI/PC, 1989) - Ultima V-like?/RPG
Warhead (AMI, 1989) - FP Vehicle Sim, Shooter?
F29 Retaliator (AMI, 1989) - Flight Combat Sim, Various perspectives
Test Drive II: The Duel (PCs, 1989/MD, /SNES, 1992) - Racing; Easier turns on MD than on Amiga, Better framerate on MD & SNES?
Nuclear War (AMI, 1989) - Multiplayer vs. TBS; satirical tone
Fantasy World Dizzy (AMI/Multi, 1989) - Puzzle Platformer/Platform Adventure/Collectathon (coins)
-Map feature (shows coins and some platforms)
-Improved inventory interface
-Item bag (only increases capacity from 3 to 4 but still)
-Upside down/reverse gravity segment
-Decent cutscenes when talking to egg NPCs
-Weather effects (rain)
-Good visual variation
-Plant and grow a beanstalk
-Improved animation on AMI
-No save or password save
-One sequence break (the game doesn't actually require the magic bean to be planted for the beanstalk to grow - only the bucket of water - so you can skip all the steps involving the bean) - check which version
Abrams Battle Tank (PC, 1989/MD, 1991) - 3D Tank Combat Sim (large 2D cockpit)
-Decent framerate
-Secondary viewport
-Assistant message pop-ups with portraits
Balance of Power 1990 Edition (AMI, 1989) - ? Government Sim/Cold War Sim;
Kingdoms of England (AMI, 1989) - ? TBS
Le Fetiche Maya (AMI, 1989) - ? Quest Adventure, French language
Bushido: The Way of the Warrior (C64, 1989) - Action Adventure/ARPG (7 classes - pick before beginning, 8 char attributes; some platforming), Isometric/Tilted view
-Strafing
-Map feature (layouts in top down view)
-Save feature (You're also transported automatically back to the starting point when near death - can only fail via the aging mechanic)
-Age increases as you boost your stats (manual allocation)
-Can bribe guards
-Sleeping enemies (can't sneak past them though?)
-Spell mixing (these are all optional though; no hard ability gating)
Conflict: Europe (AMI, 1989) - ? TBS
Omega (PCs 198?) - Rogue-like
The Quest for the Time-Bird (AMI, 1989) - Graphic Adventure (GA)
Journey (AMI, 1989) - Graphic Adventure
Breach 2 (AMI, 1989) - Laser Squad-like, isometric
Full Metal Planete (AMI, 1989) - TBS, Board game adaption
Pharaoh (AMI, 1989) - TBS, some action sequences
Waterloo (AMI, 1989) - War Sim/TBS; slow
Ooze: Creepy Nights (AMI, 1989) - Graphic Adventure
Scary Mutant Space Aliens from Mars (AMI, 1989) - Graphic Adventure
The Hound of Shadow (AMI, 1989) - Graphic Adventure
Demon's Tomb: The Awakening (AMI, 1989) - Text Adventure w/ some graphics
The Jetsons: George Jetson and the Legend of Robotopia (AMI, 1989) - GA
Kult (AMI, 1989) - GA
Murders in Venice (AMI, 1989) - GA
Myth (AMI, 1989) - GA
Scapeghost (AMI, 1989) - GA, convoluted map?
Personal Nightmare (AMI, 1989) - GA
Arthur: The Quest for Excalibur (AMI, 1989) - GA/Text; Copy protection midway
Les Portes du Temps (PCs, 1989) - Graphic Adventure, French language
La Aventura Original AMI (1989) - GA/Text; Spanish language
Paradroid: Metal Edition/Heavy Metal Paradroid (C64, 1989) - ?
Gravity Force/Gravity-Force (AMI/PC, 1989) - Free-Roaming/Maze Shooter, 2-player vs., side view; thrust mechanics,
Windwalker (AMI, 1989) - RPG/Fighting (clunky); big head avatars instead of character sprites in the exploration mode
Where in Europe is Carmen Sandiego? (AMI, 1989) - Adventure/Edutainment?
Mean Streets (C64/PC, 1989/ST/AMI, 1990) - Quest Adventure/Graphic Adventure/Driving/Flight hybrid, FMV elements, 3D world when piloting (w/ car cockpit sprite overlay, small viewport), multiple views when piloting?
-Map feature with auto-pilot command
-Some voice acting
-Morphing vehicle (car to plane)
Where in the World is Carmen Sandiego? (PCs, 1989) - Edutainment/Adventure/Strategy?
Tusker (C64/AMI, 1989) - Action Adventure or Maze Action, Tilted view without platforming?
-Some dark rooms
-Thirst mechanic
-Some large sprites (AMI)
-Can free certain beasts
-Two active item slots (similar to Castlevania)
-Shadow clone/decoy power up?
-One fetch quest
-AMI ver.: Music and sfx, partially different level design
-No map?, No save or password save?
Retrograde (C64, 1989) - ? Fantasy Zone-like/Action Platformer
Treasure Trap (AMI, 1989) - Isometric Maze Platformer/Action Adventure-lite (no tool/ability gating besides the three gems you can stack, no character upgrades)
-Ship wreck theme
-Map feature
-Save anywhere (there's also a lives system)
-Limited air supply (find bottles)
-Some friendly fish which can be used as smart bombs if collected
-Random teleporter traps (whirlpools)
Shadow of the Beast (AMI, 1989/MD/Lynx/SNES etc., ) - Beat 'em up (side view)/Maze Platformer (while there appears to be alternate paths to go you'll just be killed if you take the unintended one)
-Impressive graphics (large sprites, good animation overall, parallax scrolling) and impressive music on Amiga
-JP MD ver. is easier?
-Basic cutscenes
Tetris (C64 etc., 1989) - Falling Block Puzzle, 2-player vs.
-Fairly impressive music in the C64 ver.
-Originally from 1984
Designasaurus (AMI, 1989) - ?
Cyberdyne Warrior (C64, 1989) - Run 'n Gun/Action Platformer; small sprites
Myth: History in the Making (C64, 1989) - ? Action Platformer
Winter Games (AMI, 1987) - Various
Hard 'n Heavy (C64, 1989) - ? Action Platformer
Ninja Golf (A7800, 1989) - BEU/Golf hybrid?
Persian Gulf Inferno (AMI, 1989) - Action Platformer/Run 'n Gun; muslim stereotypes
LED Storm (ARC/C64, 1989) - Racing w/ jumping;
Spherical (AMI, 1989) - Solomon's Key-like
Spy vs Spy III - Arctic Antics (AMI/C64, 1989) - Trapping, 2-player vs.;
Pipe Dream (AMI, 1989) - Puzzle (build a path for fluid to flow through with randomized pipe tiles (similar to Rampart))
Blood Money (AMI, 1989) - H-Shooter
Hole-In-One (AMI, 1989) - Mini-golf; top down
X-Out (C64, 1989/AMI, 1990) - ? H-Shooter
Citadel (C64, 1989) - Defender-like
Beach Volley (AMI, 1989) - 2-player vs.?
Oliver & Company (AMI/PC, 1989) - Collectathon/Mini-Games; Pretty nice visuals
Skweek (AMI, 1989/GG, ) - Puzzle/Maze Shooter, top down;
Grand Monster Slam (AMI/PC, 1989) - Misc. Sports, Blood Bowl-inspired?; pretty nice visuals
Biplane Duel (AMI, 1989) - 2-player vs. Maze Action/Flight Combat, side view; looping screen mechanic (see Ice Climber)
Block Out (AMI etc., 1989) - Top down "3D" Tetris-like;
Drip (AMI, 1989) - ? Puzzle Platformer
Rock'n Roll (AMI, 1989) - Collectathon/Ball Maze; top down,
Batman (AMI, 1989) - Action Platformer, Rail Shooter levels; hookshot, item inventory,
Battle Squadron (AMI, 1989) - 2-player Co-op V-Shooter, alternate cave paths, very tough
?Rick Dangerous (AMI, 1989) - Masocore Action Platformer;
Pro Tennis Tour (AMI, 1989) - ?
Tennis Cup (AMI, 1989) - ? TP perspective
Axel's Magic Hammer (AMI, 1989) - Alex Kidd-like
Wings of Death (AMI, 1989) - V-Shooter
Hybris (AMI, 1989) - V-Shooter
Switchblade (AMI, 1989) - Action Platformer/Maze Platformer
-Charge attack
-Many hidden rooms behind breakable walls
-Bosses require specific weapons gained throughout the game
-No save or password save, No maps
Twinworld: Land of Vision (AMI, 1989) - Action/Maze Platformer; item inventory,
Final Countdown (AMI, 1989) - Action/Maze Platformer
-Low-gravity/floaty physics
-Limited flight (fuel-based)
-Minor stealth
Dogs of War (AMI, 1989) - 2-player Co-op Top Down Run 'n Gun;
Operation Thunderbolt (ARC, 1988/AMI, 1989) - 2-player Co-op Light Gun game w/ Rail Shooter segments;
Quarts (AMI, 1988) - H-Shooter/Free-Roaming hybrid, top down
Omni-Play Basketball (AMI, 1989) - ?
Fiendish Freddy's Big Top o' Fun (AMI, 1989) - Circus stunts
Xenon 2: Megablast (AMI, 1989) - V-Shooter
Rotor (AMI, 1989) - Free-Roaming Shooter (side view), large sprites/zoomed in view
Datastorm (AMI, 1989) - Defender-like
Budokan: The Martial Spirit (AMI, 1989/MD, ) - Sports/Fighting
-Good use of the MT-32 module
-One of the first games using VGA graphics (up to 256 colors)
Cosmic Pirate (AMI, 1989) - Asteroids-like; large sprites/zoomed in view
Shufflepuck Café (AMI, 1989) - Air Hockey, 1-player
Blue Angel 69 (AMI, 1989) - ? Puzzle
M1 Tank Platoon (PCs, 1989) - Tank Sim, 3D (2D cockpit/interface)
Harpoon (PCs, 1989) -
F-16 Combat Pilot (PC/AMI, 1989)? - ? Flight Combat Sim
F-15 Strike Eagle II (Multi, 1989) - ? Flight Combat Sim
Ricochet (BBC Micro, 1989) - Maze Platformer, Bouncing ball avatar (kinda stiff though; can roll, can hold the button to charge jump?)
-Very fast movement
-2 item inventory (can put down items and pick them up later - see Dizzy etc.)
-Items are used for lock and key-style puzzles/obstacles and a trading sequence only?
-No invincibility time or knockback
-Password saves
Chuck Yeager's Advanced Flight Trainer 2.0 (PC, 1989/AMI/ST, 1990) - 3D Flight Sim (2D sprite-based cockpit), Multiple camera views
Silpheed (/PC, 1989) - Shoot 'em up; Good use of the MT-32 module
A-10 Tank Killer and Indy 500/Indianapolis 500 (PC, 1989) -? ? ; Good use of the MT-32 module for the time, 3D graphics in Indy 500
Sherman M4 (PC/AMI, 1989) - 3D Tank Combat Sim (large 2D cockpit), FP View
Chamber of the Sci-Mutant Priestess/Kult: The Temple of Flying Saucers (PC, 1989) - Fairly impressive OPL2 music for the time
Chicago 90 (Multi, 1989) - Isometric Racing/Police Sim?; two viewports, mini-map feature, jumps
The Cycles: International Grand Prix Racing (PC/AMI, 1989) - Motorbike Racing; Tunnels, rearview mirror, course map
David Wolf: Secret Agent (PC, 1989) - 3D Racing/Action; Pretty good framerate, hangglider flight,
Dragon's Lair (ARC, 1983/PC, 1989) - FMV Action/QTE Action; Nice visuals
Circus Attractions (PC, 1989) - Mini-Games?; Nice visuals
Deathbringer (PC, 1989) - Hack 'n Slash, Side View; Nice visuals
A Nightmare on Elm Street (PC, 1989) - Action Adventure?/Proto-Survival Horror/Maze, Rescue mission, TD/Semi-isometric view, Time limit
-Horror theme
-6 different playable chars
-Item inventory
-Status display for the other chars
-Shops (vending machines)
-No save?, No map?
Drakkhen (PC/AMI, 1989/SNES etc., 1991) - RPG, FP/TP View (becomes TP tilted view for combat, dungeon exploration and events while exploring the overworld, other indoors locations are displayed as single screen artwork like in Graphic Adventure games)
-Mostly 3D overworld (reminiscent of the Mode 7 effect in SNES games) - a 2D ground plane is skewed so as to mimic a 3D perspective where the player can move in the cardinal directions as well as rotate in FP view, while most objects and characters are 2D sprites laid on top of it and scaled in/out as the player moves, and a 2D background makes out the horizon landscape and sky. There are also a few basic polygonal shapes mapped onto the ground, representing roads, dirt patches, fast travel points and lakes.
-Smooth day/night cycle (you can even see the sun rising and setting in real-time as you're moving around in the overworld)
-Party of four
Dream Warrior (Multi, 1989) - ? Tilted View Run 'n Gun
FaceOff! (C64, 1987?/PC, 1989) - Sports (Hockey), Title View; Nice goal cutscenes
If It Moves, Shoot It! (PC, 1989) - Vertical Shoot 'em up; Nice visuals
Interphase (PC, 1989) - FPS/Maze Shooter (vehicle-based, Flight Combat?, futuristic), 3D, Escort mission, FP view
-Descent precursor
-Clear a path and guide your girlfriend (similar to Ico)
-Map feature
Knights of Legend (Multi, 1989) - RPG, TD View
Manhunter 2: San Fransisco (Multi, 1989) - ? Graphic Adventure/TD Action Adventure Hybrid
Microsoft Flight Simulator 4.0 (PC, 1989) - ? 3D Flight Sim, Mainly FP View; Three viewports
Archipelagos (PC, 1989) - Like Sentinel?, 3D
Billiards Simulator (PC, 1989) - Pool/Sports, 3D graphics
Face Off (PC, 1989) - Sports Sim (Hockey), Bird's Eye/TD View
Pipe Mania/Pipe Dream (Multi, 1989) - Puzzle
Street Rod (PC/C64, 1989/AMI, 1990) - 2.5D Racing Sim (2D cockpit and far background, 3D road/ground)
Ghostbusters II (PC DOS, 1989) - TPS (fixed movement) or Cabal-like/Action Adventure/Misc. Action
-Nice visuals
-Shops
-Pretty good use of the MT-32 for music and SB sound card for voice samples
Ballistix (AMI/PCs, 1989) - Sports/Action (Shufflepuck/Air Hockey/Pong variation), TD View
Targhan (PCs, 1989)? - Maze Platformer/Puzzle Platformer?
-Item inventory
Secret Quest (A2600 (console), 1989)? - Semi-Action Adventure/Maze Action, Level-based, Set bombs mission w/ escape sequences (have to pick up a code and then enter it in a specific room to set the bomb), TD view
-Time limit (oxygen, can increase it with enemy drops)
Aspar GP Master (PC, 1989) - Very good use of PC Speaker PWM for music for the time
Fire!, Mean Streets (PC, 1989) - Good use of PC Speaker PWM for music for the time
Castle of the Winds (PC, 1989) - Rogue-like RPG, TD view
-First graphical/non-ASCII rogue-like (second seems to be Crossfire from 1992)
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