Japanese PC Games That Were Innovative and/or Ahead of their Time (1980s)
Note that MSX games are covered separately on its own page and that western developed games ported to these systems aren't covered here.
1981:
Nostromo/Uchuu Yusousen Nostromo (PET 2001/PC-6000, 1981) - Survival Horror, Collectathon, Top Down View, Tile-based movement
-Sci-fi theme
-Basic resource management (can only hold 5 items at a time)
-The enemy alien is invisible unless close to the player
-Safe rooms (the alien paces back and forth outside of the room you last entered)
-Breakable walls (have the means to break them by default)
"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
1981:
Nostromo/Uchuu Yusousen Nostromo (PET 2001/PC-6000, 1981) - Survival Horror, Collectathon, Top Down View, Tile-based movement
-Sci-fi theme
-Basic resource management (can only hold 5 items at a time)
-The enemy alien is invisible unless close to the player
-Safe rooms (the alien paces back and forth outside of the room you last entered)
-Breakable walls (have the means to break them by default)
"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
1982:
Soukoban/Sokoban (PC-88, 1982/Multi) - Puzzle/Maze, TD View
-Block pushing
Dragon & Princess/Dragon and Princess (PC-88, 1982) - Text Adventure/RPG Hybrid (graphical top down view battles)
-The first JP RPG
Soukoban/Sokoban (PC-88, 1982/Multi) - Puzzle/Maze, TD View
-Block pushing
Dragon & Princess/Dragon and Princess (PC-88, 1982) - Text Adventure/RPG Hybrid (graphical top down view battles)
-The first JP RPG
1983:
Bomberman (PCs, 1983/MSX/Spectrum, 1984/NES, 1985) - Maze Action, Top down view
-Bombs - Warp & Warp
-Upgradeable weapon
-Breakable blocks
-Hidden level exits
Bokosuka Wars (X1, 1983/Multi) - ARPG/Proto-RTS or RTT, Rescue Mission, TD View, Tile-based movement
-Automatic battles
-Separate control over squads (5 unit types) and the king (the army general) - can't move individual units in a squad though (and they can't pass through each other so movement is pretty awkward)?
-Distance traveled counter (meters)
-Can move backwards (one long horizontally scrolling area/level?)
Binary Land (FM-7/PC-88, 1983/MSX, 1984/NES, 1985) - Action Puzzle/Maze, TD view
-Control mechanic used as a metaphor for a bond between people (later used in Brothers)
Flappy (X1, 1983/FM-7/MSX, 1984/NES, 1985) - Action Puzzle, TD/SV Hybrid gameplay
-Boulder Dash seems to get some of its physics from here
Dungeon (PC-80/PC-88/FM-7, 1983) - Dungeon Crawler RPG w/ Text Adventure-style town exploration/interaction, TD & FP view
-First proper JP RPG
-Random starting location on an island overworld (which constitues the entire game world) - later used in Tower of Druaga, Cauldron II and Arac
-Basic NPC schedules (can steal from shops when no one's there, if caught you're thrown in the dungeon)
-Overworld mini-map
-Character creation w/ five classes (Soldier, Cleric, Magic User, Thief and Ninja; after rolling you get 5 additional points to manually distribute)
-5 char stats (Stamina (HP), Attack Strength, Speed, Skillfulness and Charisma)
-Hunger mechanic - Akalabeth
-Enemies walk around the dungeon in semi-real time (Ultima 1-2)
-Single dungeon w/ multiple entry points
-Solid dungeon walls and large enemy sprites
Panorama Toh (PC-88, 1983) - Proto-RPG/Action Adventure, TD view overworld/FP view dungeons/Side view combat (real-time)
http://blog.hardcoregaming101.net/2013/06/dark-age-of-jrpgs-6-panorama-toh-pc-88.html
-Auto-map feature for the dungeons
Thunder Force (X1, 1983/Multi, 1984) - Free-Roaming Shooter, TD View
-Air to ground sub weapon attacks (Xevious?)
-FM synth music in ver. 2?
Nobunaga no Yabou (FM-7/PC-8000/PC-88/PC-98, 1983) - TBS (separate battle screen, hex-based)
-Historical theme (Chinese setting)
Dezeni Land (FM-7/PC-88/X1, 1983/PCs, 1984) - Graphic Adventure, FP View?
Portopia Renzoku Satsujin Jiken (PCs, 1983/Multi) - Adventure/Visual Novel
-Story character death
-Non-linear plot
-Dialogue trees
-Plot twist & twist ending
Hoi Hoi (PC-88, 1983) - First Tower Defense game?
Star Arthur Legend: Planet Mephius (FM-7, 1983) - Graphic Adventure
-First game w/ a Point & Click interface?
Kagirinaki Tatakai (X1, 1983) - Vertical Shoot 'em up/Platformer (descend as far down as you can, similar to HERO and Spelunker), Mech Action, Side view
-Bomb/grenade sub weapon (ammo-based)
-Jetpack (there's fall damage so it's also used to slow down descent)
-Destructible terrain (dying also makes you explode and blow up a bit of what you were standing on) - Aztec
-Can destroy most enemy shots with your own
-Auto-fire for the main laser weapon
-Some recoil when firing a rocket
-Can't move backwards/upwards
Bomberman (PCs, 1983/MSX/Spectrum, 1984/NES, 1985) - Maze Action, Top down view
-Bombs - Warp & Warp
-Upgradeable weapon
-Breakable blocks
-Hidden level exits
Bokosuka Wars (X1, 1983/Multi) - ARPG/Proto-RTS or RTT, Rescue Mission, TD View, Tile-based movement
-Automatic battles
-Separate control over squads (5 unit types) and the king (the army general) - can't move individual units in a squad though (and they can't pass through each other so movement is pretty awkward)?
-Distance traveled counter (meters)
-Can move backwards (one long horizontally scrolling area/level?)
Binary Land (FM-7/PC-88, 1983/MSX, 1984/NES, 1985) - Action Puzzle/Maze, TD view
-Control mechanic used as a metaphor for a bond between people (later used in Brothers)
Flappy (X1, 1983/FM-7/MSX, 1984/NES, 1985) - Action Puzzle, TD/SV Hybrid gameplay
-Boulder Dash seems to get some of its physics from here
Dungeon (PC-80/PC-88/FM-7, 1983) - Dungeon Crawler RPG w/ Text Adventure-style town exploration/interaction, TD & FP view
-First proper JP RPG
-Random starting location on an island overworld (which constitues the entire game world) - later used in Tower of Druaga, Cauldron II and Arac
-Basic NPC schedules (can steal from shops when no one's there, if caught you're thrown in the dungeon)
-Overworld mini-map
-Character creation w/ five classes (Soldier, Cleric, Magic User, Thief and Ninja; after rolling you get 5 additional points to manually distribute)
-5 char stats (Stamina (HP), Attack Strength, Speed, Skillfulness and Charisma)
-Hunger mechanic - Akalabeth
-Enemies walk around the dungeon in semi-real time (Ultima 1-2)
-Single dungeon w/ multiple entry points
-Solid dungeon walls and large enemy sprites
Panorama Toh (PC-88, 1983) - Proto-RPG/Action Adventure, TD view overworld/FP view dungeons/Side view combat (real-time)
http://blog.hardcoregaming101.net/2013/06/dark-age-of-jrpgs-6-panorama-toh-pc-88.html
-Auto-map feature for the dungeons
Thunder Force (X1, 1983/Multi, 1984) - Free-Roaming Shooter, TD View
-Air to ground sub weapon attacks (Xevious?)
-FM synth music in ver. 2?
Nobunaga no Yabou (FM-7/PC-8000/PC-88/PC-98, 1983) - TBS (separate battle screen, hex-based)
-Historical theme (Chinese setting)
Dezeni Land (FM-7/PC-88/X1, 1983/PCs, 1984) - Graphic Adventure, FP View?
Portopia Renzoku Satsujin Jiken (PCs, 1983/Multi) - Adventure/Visual Novel
-Story character death
-Non-linear plot
-Dialogue trees
-Plot twist & twist ending
Hoi Hoi (PC-88, 1983) - First Tower Defense game?
Star Arthur Legend: Planet Mephius (FM-7, 1983) - Graphic Adventure
-First game w/ a Point & Click interface?
Kagirinaki Tatakai (X1, 1983) - Vertical Shoot 'em up/Platformer (descend as far down as you can, similar to HERO and Spelunker), Mech Action, Side view
-Bomb/grenade sub weapon (ammo-based)
-Jetpack (there's fall damage so it's also used to slow down descent)
-Destructible terrain (dying also makes you explode and blow up a bit of what you were standing on) - Aztec
-Can destroy most enemy shots with your own
-Auto-fire for the main laser weapon
-Some recoil when firing a rocket
-Can't move backwards/upwards
1984:
Hydlide (PC-60/PC-88, 1984/MSX/PC-98, 1985/NES, 1986) - Open World ARPG (overworld & dungeons split, no NPCs), TD view
-One of the first ARPGs (along with Courageous Perseus and Dragon Slayer)
-Health and magic slowly regenerates when standing still
-Quick save/load via passwords
-Switch between attack and defense modes/stances
-Bump combat without positioning
-Partially destructible environment via magic
-Lamp item for seeing underground
-Single use auto revive item called “fake medicine” (needed for the final boss)
-Inspired by The Black Onyx and The Tower of Druaga
-Basic level scaling (the overworld is repopulated by stronger monsters once you hit a certain level)
-"“When I created Hydlide, I had never played any Western games at all. Back then, Japanese people didn’t have a defined sense of the RPG genre. I suspect the creators took the appearance of the RPG as a reference, and constructed new types of games according to their own sensibilities. I was inspired by Advanced Dungeons & Dragons and fairy illustrations in books from the West, and developed my own idiosyncratic view of the genre.” - Japansoft: An Oral History
Dragon Slayer (PC-88/PC-98/FM-7/X1, 1984/MSX, 1985/GB, 1990) - ARPG/Dungeon Crawler RPG, Collectathon, TD View, Tile-based movement
-Map feature (as a spell)
-Warp points
-Pushable blocks (need the ring - similar to the bracelet in Zelda) and you can also push your house around (!)
-Plays a melody as you move on PC-88
-Ghost enemies can steal any item in your inventory (they'll put the item somewhere else on the map) and other enemies can permanently reduce your attributes
-Diagonal movement after gaining 30K exp
-Some interesting items (can't be attacked while carrying a cross and it also kills the reaper enemy (which makes you unable to cast spells), tombstone - spawns monsters) and spells (teleport (to the last item a ghost dropped after stealing it) with the jump spell or home with the return spell, break - breaks blocks, kick - moves blocks which can also kill enemies, freeze - freeze all enemies near your avatar, flash - temporarily paralyze all enemies on the map, fly - temporarily transform into a bird to move over obstacles (also changes the bgm))
-Buy attack power upgrades with orbs
-Heal and buy stuff at your home
The Black Onyx (PC-88/PC-98/X1, 1984/Multi) - FP RPG
-Can create a 5 char party or ask friendly NPCs to join you in-game
-Originally released in JP but developed by Bullet-Proof Software (US)
-Money stash in town (it's a bank but there's no interest)
-Thief enemies
-The dungeon has several entrances, each hidden in one of the locations of the town
-One of the inspirations for The Legend of Zelda
Courageous Perseus (FM-7, 1984/MSX, 1985) - Open World ARPG, TD View
-Hunger/draining HP mechanic
-Large inventory and world for the time
Door Door (X1/PC-98, 1984/NES, 1985) - Puzzle Platformer/Trap 'em up
Abyss (FM-7/PC-88, 1984) - Graphic Adventure
Wingman (PC-98, 1984) - Adventure
3D Bomberman (PC-6001/X1/FM-7/MSX, 1984) - Faux 3D Maze Action, FP view, Tile-based movement
-Enemy radar in the GUI (smaller than average on MSX and larger on X1)
-Randomized level layouts
-Enemy counter
-Breakable clocks (Bomberman; however they all look the same here)
-Horror element to the enemies
-Voice samples in the PC-6001 version
Volguard (PC-88, 1984) - Vertical Shoot 'em up
Zarth (PC-98, 1984) - Adventure
Soukoban 2 (PC-88, 1984) - Puzzle/Maze, TD View
Newtron (X1/FM-7, 1984/PC-98, 1985) - Single Screen Action
Coron (PC-88, 1984) - Maze Action/Pac-Man-like
Sokoban 2 (Multi, 1984) - Real-time Puzzle/Maze, TD view
Girl's Garden (SG-1000 (console), 1984) - Simulation/Action Adventure, Collectathon, TD (bird's eye) view
-First human female protagonist?
-Luring item (honey for the bears)
-Romantic theme
Hydlide (PC-60/PC-88, 1984/MSX/PC-98, 1985/NES, 1986) - Open World ARPG (overworld & dungeons split, no NPCs), TD view
-One of the first ARPGs (along with Courageous Perseus and Dragon Slayer)
-Health and magic slowly regenerates when standing still
-Quick save/load via passwords
-Switch between attack and defense modes/stances
-Bump combat without positioning
-Partially destructible environment via magic
-Lamp item for seeing underground
-Single use auto revive item called “fake medicine” (needed for the final boss)
-Inspired by The Black Onyx and The Tower of Druaga
-Basic level scaling (the overworld is repopulated by stronger monsters once you hit a certain level)
-"“When I created Hydlide, I had never played any Western games at all. Back then, Japanese people didn’t have a defined sense of the RPG genre. I suspect the creators took the appearance of the RPG as a reference, and constructed new types of games according to their own sensibilities. I was inspired by Advanced Dungeons & Dragons and fairy illustrations in books from the West, and developed my own idiosyncratic view of the genre.” - Japansoft: An Oral History
Dragon Slayer (PC-88/PC-98/FM-7/X1, 1984/MSX, 1985/GB, 1990) - ARPG/Dungeon Crawler RPG, Collectathon, TD View, Tile-based movement
-Map feature (as a spell)
-Warp points
-Pushable blocks (need the ring - similar to the bracelet in Zelda) and you can also push your house around (!)
-Plays a melody as you move on PC-88
-Ghost enemies can steal any item in your inventory (they'll put the item somewhere else on the map) and other enemies can permanently reduce your attributes
-Diagonal movement after gaining 30K exp
-Some interesting items (can't be attacked while carrying a cross and it also kills the reaper enemy (which makes you unable to cast spells), tombstone - spawns monsters) and spells (teleport (to the last item a ghost dropped after stealing it) with the jump spell or home with the return spell, break - breaks blocks, kick - moves blocks which can also kill enemies, freeze - freeze all enemies near your avatar, flash - temporarily paralyze all enemies on the map, fly - temporarily transform into a bird to move over obstacles (also changes the bgm))
-Buy attack power upgrades with orbs
-Heal and buy stuff at your home
The Black Onyx (PC-88/PC-98/X1, 1984/Multi) - FP RPG
-Can create a 5 char party or ask friendly NPCs to join you in-game
-Originally released in JP but developed by Bullet-Proof Software (US)
-Money stash in town (it's a bank but there's no interest)
-Thief enemies
-The dungeon has several entrances, each hidden in one of the locations of the town
-One of the inspirations for The Legend of Zelda
Courageous Perseus (FM-7, 1984/MSX, 1985) - Open World ARPG, TD View
-Hunger/draining HP mechanic
-Large inventory and world for the time
Door Door (X1/PC-98, 1984/NES, 1985) - Puzzle Platformer/Trap 'em up
Abyss (FM-7/PC-88, 1984) - Graphic Adventure
Wingman (PC-98, 1984) - Adventure
3D Bomberman (PC-6001/X1/FM-7/MSX, 1984) - Faux 3D Maze Action, FP view, Tile-based movement
-Enemy radar in the GUI (smaller than average on MSX and larger on X1)
-Randomized level layouts
-Enemy counter
-Breakable clocks (Bomberman; however they all look the same here)
-Horror element to the enemies
-Voice samples in the PC-6001 version
Volguard (PC-88, 1984) - Vertical Shoot 'em up
Zarth (PC-98, 1984) - Adventure
Soukoban 2 (PC-88, 1984) - Puzzle/Maze, TD View
Newtron (X1/FM-7, 1984/PC-98, 1985) - Single Screen Action
Coron (PC-88, 1984) - Maze Action/Pac-Man-like
Sokoban 2 (Multi, 1984) - Real-time Puzzle/Maze, TD view
Girl's Garden (SG-1000 (console), 1984) - Simulation/Action Adventure, Collectathon, TD (bird's eye) view
-First human female protagonist?
-Luring item (honey for the bears)
-Romantic theme
1985:
Brain Breaker (Sharp X1, 1985) - Platform Adventure/Mech Action (linear structure in that all the upgrades are required?)
-Intro gameplay is similar to Super Metroid in terms of its environmental storytelling (first area seems abandoned until you find a weapon and return, at which point the enemy robots are activated)
-Save feature
-Flight via jetpack
-Warps/teleporters
-EMP gun (called brain breaker, also disables force fields, neutralizes a tank which can then be used as a vehicle)
-Destroy building walls with a certain gun and with a late game power
-Can pick up and drop items (used in a certain puzzle)
-Can communicate with a computer on your ship for tips?
-Explosions from destroyed land enemies create small craters in the ground
-Can reach a God form of sorts by freeing a crystalline alien encountered some ways into the game (it'll give you (temporary?) invincibility, the ability to fly and to destroy walls and floor tiles with your body) - the abilities given are needed to destroy the central computer and beat the game?
-Elevators
-No map?
Dragon Slayer II: Xanadu (Multi, 1985) & Xanadu Scenario II: Resurrection of the Dragon (Multi, 1986?) - ARPG/Proto-Platform Adventure (MV)(one town connected to a large dungeon, stat distribution in town when beginning (5 stats), action-based character growth aka use-based progression for spells and weapons, level up your char at temples or the training grounds - the latter lets you distribute the points manually), Side View (most exploration and the boss battles) & TDV Hybrid (regular battles and castles/towers within dungeons are TD), Tile-based movement (interestingly you can also move diagonally in side view)
-Shops (+temples and inns) in the dungeon,
-Interesting jumping mechanics (High jump (keep holding jump and the third one is twice as long), Up->diagonally upwards jump, Zig-zag upwards jump (lets you reach around a single block above you with one jump), Run across single tile gaps with enough momentum (4 tiles), More
-Pay to save or let the game auto-save at certain points
-Some ability/tool gating (mattock lets you break brick blocks diagonally below or straight below you, a mantle (consumable) that allows to pass through most walls for a short time, hourglass consumable - lets you stun enemies and stand on them though the latter is never used to progress, winged boots consumable - time limited flight (alternate way of getting out of traps and into one of the towers), temporary and permanent stat boost items)
-Some other interesting gear (Consumable teleportation items (black onyx - teleport to the next dungeon floor, fire crystal - teleport backwards one floor), Spectacles let you read an enemy’s stats and inventory, Invisibility rings (Demon's Ring, temporary consumable))
-Basic karma system (a bit weird and unintuitive, need to keep it low to enter the final dungeon and get the dragon slayer sword as well as to enter temples in which you can level up)
-Some "same floor" teleporters within the dungeon
-Some gear shows on your avatar
-Dark rooms which can be lit with lamps - Montezuma's Revenge, Below the Root
-Nameable char
-Can escape from battles
-Which side you're attacked from matters
-Hunger mechanic - Akalabeth
-Limited enemies per dungeon
-4 (?) different bosses, 3 of which are repeated later on in the game
-Linear structure (some optional hidden rooms)
-Level gating (have to reach a certain level to get to the next dungeon)
-Shows enemy HP and your damage output
-One-way ladder tiles
Xanadu Scenario II: Resurrection of the Dragon:
-Plays like an expansion pack and is non-linear in structure
-Can sell back items here
-Weight mechanic (effectively limiting the amount of items you can carry)
The Castle & Castlequest/Castle Excellent (FM-7/PC-88/X1, 1985/NES/MSX, 1986)(different from the BBC Micro game) - Puzzle Platformer/Proto-Platform Adventure
-Temporary scuba gear lets you move through water
-Platforming and physics puzzles
-Basic mini-map (shows the world layout and which rooms you've visited)
-Color coded keys and doors
-No save feature?
-NES ver.: More linear and you don't need to save every key
-The Castle is the same as Castle Excellent except for the different layout? (this is the prequel)
Outroyd (MSX, 1985/X1, 1986) - Action Adventure/Maze Shooter, Mech Action, TD view, Flip screen
-Energy/health drain mechanic (similar to Gauntlet)
-Upgradeable DP, AP, movement speed and inventory space
-Can repair your mech by going back to the home-base or finding maintenance stations (various enemies also drain DP and AP)
-Head, body, arms and foot gear/armor
-One upgrade lets you hover over water (movement is the same as on ground) and with a certain set of gear you can take off using a launchpad (there are a few placed around the game world). Another upgrade lets you move over certain tiles and one defends you from spikes
-Can find an item stash (need a key to use it)
-Search command lets you examine enemies to check their stats
Thexder (PCs, 1985/DOS, 1987) - Action Platformer, Mech-based
-Ship to mech transformation and back
-Homing beam
-Destructible tiles
-Early or first mech game?
-Gravity physics from Boulder Dash
The Alien Island: 3D-Version (PC-8001, 1985) - Proto-FPS, 2.5D Free-Roaming Shooter
-Mini-map
-Strafing?
Paladin (PC-88, 1985) - JRPG; Some synthesized speech
Hydlide II (PCs, 1985) - ARPG (basic character creation (stat distribution (hp, str and magic) and name), bump combat), TD View
-Basic morality system (good aka justice/neutral aka normal/bad aka evil, you lose morality by hurting good monsters and gain it by fighting only evil ones, being evil makes good monsters and townspeople ignore you so there's no point to being evil)
-Training mini-games for stat increases
-Health draining tiles (deserts, forests, or graveyards) and a cursed item that stops your health regen (can be dropped)
-Game speed toggle
-Long quest for the time
-HP regen while still on grass
Chain Shot! (FM-7, 1985) - First Tile-Matching Puzzle game?
-Falling blocks mechanic: "By selecting a group of adjoining blocks of the same color, a player may remove them from the screen. Blocks that are no longer supported will fall down, and a column without any blocks will be trimmed away by other columns always sliding to one side (often the left)"
-4-5 kinds of blocks (different colors)
Pitman (Sharp MZ-700, 1985) - Boulder Dash/Dig Dug variation (Side View w/ gravity), Puzzle Platformer/Collectathon, Single Screen
-Basic block pushing and falling physics - push blocks into holes to create paths to the gold items
-Ladders
-Breakable/diggable walls
-No rewind feature?
A-Ressha de Ikou/A-Train (FM-7, 1985/Multi, 1986) - C&M/Railroad Business Sim, Real-time, TD View
-Day/night cycle
-Gameplay is confined to building tracks for just one train line, the titular A-train
-Compete against CPU players (on other maps) - an annual report shows how you're doing
Tritorn (Multi, 1985/FM-7/MSX/PC-98, 1986) - ARPG (no equipment management or friendly areas) w/ Platforming, Flip Screen, Side view
-Save feature
-Ability gating? (walking faster is one gained ability)
-Background doors (also in Xanadu) - Later used in Goonies 2 and Wonder Boy 3: DT
The Screamer (PC-88, 1985/PC-98/X1, 1986)(fan translated) - FP Dungeon Crawler RPG/Side View Action (combat encounters) Hybrid (towns, jumping)
-Look and Give commands
-Compass, No maps?
-Save feature?
Brain Breaker (Sharp X1, 1985) - Platform Adventure/Mech Action (linear structure in that all the upgrades are required?)
-Intro gameplay is similar to Super Metroid in terms of its environmental storytelling (first area seems abandoned until you find a weapon and return, at which point the enemy robots are activated)
-Save feature
-Flight via jetpack
-Warps/teleporters
-EMP gun (called brain breaker, also disables force fields, neutralizes a tank which can then be used as a vehicle)
-Destroy building walls with a certain gun and with a late game power
-Can pick up and drop items (used in a certain puzzle)
-Can communicate with a computer on your ship for tips?
-Explosions from destroyed land enemies create small craters in the ground
-Can reach a God form of sorts by freeing a crystalline alien encountered some ways into the game (it'll give you (temporary?) invincibility, the ability to fly and to destroy walls and floor tiles with your body) - the abilities given are needed to destroy the central computer and beat the game?
-Elevators
-No map?
Dragon Slayer II: Xanadu (Multi, 1985) & Xanadu Scenario II: Resurrection of the Dragon (Multi, 1986?) - ARPG/Proto-Platform Adventure (MV)(one town connected to a large dungeon, stat distribution in town when beginning (5 stats), action-based character growth aka use-based progression for spells and weapons, level up your char at temples or the training grounds - the latter lets you distribute the points manually), Side View (most exploration and the boss battles) & TDV Hybrid (regular battles and castles/towers within dungeons are TD), Tile-based movement (interestingly you can also move diagonally in side view)
-Shops (+temples and inns) in the dungeon,
-Interesting jumping mechanics (High jump (keep holding jump and the third one is twice as long), Up->diagonally upwards jump, Zig-zag upwards jump (lets you reach around a single block above you with one jump), Run across single tile gaps with enough momentum (4 tiles), More
-Pay to save or let the game auto-save at certain points
-Some ability/tool gating (mattock lets you break brick blocks diagonally below or straight below you, a mantle (consumable) that allows to pass through most walls for a short time, hourglass consumable - lets you stun enemies and stand on them though the latter is never used to progress, winged boots consumable - time limited flight (alternate way of getting out of traps and into one of the towers), temporary and permanent stat boost items)
-Some other interesting gear (Consumable teleportation items (black onyx - teleport to the next dungeon floor, fire crystal - teleport backwards one floor), Spectacles let you read an enemy’s stats and inventory, Invisibility rings (Demon's Ring, temporary consumable))
-Basic karma system (a bit weird and unintuitive, need to keep it low to enter the final dungeon and get the dragon slayer sword as well as to enter temples in which you can level up)
-Some "same floor" teleporters within the dungeon
-Some gear shows on your avatar
-Dark rooms which can be lit with lamps - Montezuma's Revenge, Below the Root
-Nameable char
-Can escape from battles
-Which side you're attacked from matters
-Hunger mechanic - Akalabeth
-Limited enemies per dungeon
-4 (?) different bosses, 3 of which are repeated later on in the game
-Linear structure (some optional hidden rooms)
-Level gating (have to reach a certain level to get to the next dungeon)
-Shows enemy HP and your damage output
-One-way ladder tiles
Xanadu Scenario II: Resurrection of the Dragon:
-Plays like an expansion pack and is non-linear in structure
-Can sell back items here
-Weight mechanic (effectively limiting the amount of items you can carry)
The Castle & Castlequest/Castle Excellent (FM-7/PC-88/X1, 1985/NES/MSX, 1986)(different from the BBC Micro game) - Puzzle Platformer/Proto-Platform Adventure
-Temporary scuba gear lets you move through water
-Platforming and physics puzzles
-Basic mini-map (shows the world layout and which rooms you've visited)
-Color coded keys and doors
-No save feature?
-NES ver.: More linear and you don't need to save every key
-The Castle is the same as Castle Excellent except for the different layout? (this is the prequel)
Outroyd (MSX, 1985/X1, 1986) - Action Adventure/Maze Shooter, Mech Action, TD view, Flip screen
-Energy/health drain mechanic (similar to Gauntlet)
-Upgradeable DP, AP, movement speed and inventory space
-Can repair your mech by going back to the home-base or finding maintenance stations (various enemies also drain DP and AP)
-Head, body, arms and foot gear/armor
-One upgrade lets you hover over water (movement is the same as on ground) and with a certain set of gear you can take off using a launchpad (there are a few placed around the game world). Another upgrade lets you move over certain tiles and one defends you from spikes
-Can find an item stash (need a key to use it)
-Search command lets you examine enemies to check their stats
Thexder (PCs, 1985/DOS, 1987) - Action Platformer, Mech-based
-Ship to mech transformation and back
-Homing beam
-Destructible tiles
-Early or first mech game?
-Gravity physics from Boulder Dash
The Alien Island: 3D-Version (PC-8001, 1985) - Proto-FPS, 2.5D Free-Roaming Shooter
-Mini-map
-Strafing?
Paladin (PC-88, 1985) - JRPG; Some synthesized speech
Hydlide II (PCs, 1985) - ARPG (basic character creation (stat distribution (hp, str and magic) and name), bump combat), TD View
-Basic morality system (good aka justice/neutral aka normal/bad aka evil, you lose morality by hurting good monsters and gain it by fighting only evil ones, being evil makes good monsters and townspeople ignore you so there's no point to being evil)
-Training mini-games for stat increases
-Health draining tiles (deserts, forests, or graveyards) and a cursed item that stops your health regen (can be dropped)
-Game speed toggle
-Long quest for the time
-HP regen while still on grass
Chain Shot! (FM-7, 1985) - First Tile-Matching Puzzle game?
-Falling blocks mechanic: "By selecting a group of adjoining blocks of the same color, a player may remove them from the screen. Blocks that are no longer supported will fall down, and a column without any blocks will be trimmed away by other columns always sliding to one side (often the left)"
-4-5 kinds of blocks (different colors)
Pitman (Sharp MZ-700, 1985) - Boulder Dash/Dig Dug variation (Side View w/ gravity), Puzzle Platformer/Collectathon, Single Screen
-Basic block pushing and falling physics - push blocks into holes to create paths to the gold items
-Ladders
-Breakable/diggable walls
-No rewind feature?
A-Ressha de Ikou/A-Train (FM-7, 1985/Multi, 1986) - C&M/Railroad Business Sim, Real-time, TD View
-Day/night cycle
-Gameplay is confined to building tracks for just one train line, the titular A-train
-Compete against CPU players (on other maps) - an annual report shows how you're doing
Tritorn (Multi, 1985/FM-7/MSX/PC-98, 1986) - ARPG (no equipment management or friendly areas) w/ Platforming, Flip Screen, Side view
-Save feature
-Ability gating? (walking faster is one gained ability)
-Background doors (also in Xanadu) - Later used in Goonies 2 and Wonder Boy 3: DT
The Screamer (PC-88, 1985/PC-98/X1, 1986)(fan translated) - FP Dungeon Crawler RPG/Side View Action (combat encounters) Hybrid (towns, jumping)
-Look and Give commands
-Compass, No maps?
-Save feature?
1986:
WiBArM (PC-88, 1986/PC DOS, 1989) - ARPG/Third Person Shooter, Mech-based, Side View (overworld exploration and dungeon encounters)/TD View (regular encounters)/TP View Hybrid
-Pretty impressive polygonal 3D graphics for the dungeon segments (sprite characters though)
-Mini-map w/ auto-mapper (shows false walls and enemies), Compass
-Transform between mech/tank/airship forms on the fly
-Upgradeable equipment (weapon and item inventories)
-Manual stat allocation when leveling up (later used in Diablo)
-Save anywhere (one slot per game, have to die or restart the game to load though?)
-Non-random enemy encounters
-Level-gating for various enemies (see Ys)
-Warp obstacles (and items that destroy them)
-Linear structure?
Taiyou no Shinden/Asteka II: Temple of the Sun (Templo del Sol: Asteka II) (PCs, 1986 (JP developed)/SAT, 1998 (Falcom Classics II - Remaster based on PC versions)) - Graphical Adventure/Action Adventure Hybrid, FP (locations)/TD (overworld) hybrid, Icon interface (verb commands)
-Mayan civilization theme (not Aztec)
-Item inventory
-Shrinking item for shrinking yourself
-Some item combination puzzles
-Password save
-Compass (have to make it)
-No maps (early versions came with a world map?)
-Larger overworld on PC-88 (some puzzles are also different between the MSX and PC-88 versions; smallest world but also smooth scrolling in the NES game (Tombs & Treasure) which is more of a remix)
Romancia/Dragon Slayer Jr. (PC-88/PC-98/MSX, 1986/NES, 1987) - ARPG-ish (towns, trading, fetch quests; sequel to Dragon Slayer II), Side View, Time limit (30 mins)
-Can get stuck
-Upgradeable defense (bought)
-No save feature (added in the 1999 remake)
-NES ver.: Much larger world, some puzzles are different and some are removed, more action focus, no timer, an item lets you resurrect from death a handful of times, some invincibility time after you get hit, enemies drop health power-ups, some obtuse puzzle design (see HG101 review), smoother but still slow movement, wider gameplay viewport
Silpheed (PC-88 etc., 1986) - Rail Shooter (tilted view w/ perspective simulation, vertical shooter gameplay)
-Environmental hazards
-Rudimentary speech synthesis
-Some large sprites
-Some polygonal enemies/hazards?
-Weapon combo customization (five different weapons can be attached either to the left or right of your ship)
-Player health bar in a shoot 'em up
-Fairly advanced damage system for the time (after your shield is gone the ship starts taking damage to its weaponry and speed)
Moon Child (MZ-2500, 1986) - RPG
-HQ voice acting (intro and in-game) in this version
Super Pitfall (PC-88 version, 1986)? - Multi-Screen/Flip-Screen Platform Adventure?
-Upgradeable lifebar
-Shops
-Symbol coded locked doors
-Can shoot while crouching
-Compared to NES ver.: Better controls in this ver.?, Different and arguably better gfx, Less esoteric and cheap level design?
Mugen Senshi Valis: The Fantasm Soldier (X1, 1986/FM-7, 1987/etc.) - Action Platformer
-Female protagonist
-Nice cutscenes
Relics (PC-88 etc., 1986) - Platform Adventure?/Rescue Mission (escort segment near the end), Side view
-Multiple playable chars (seems the player can take over some enemies like in Avenging Spirit)
-NPC encounters
-Item inventory
Woody Poco/Woody Poko (PC-88/PC-98, 1986/FM-7/NES/MSX, 1987) - Maze Platformer w/ ARPG/Action Adventure elements (level-based), Tilted View (see Double Dragon)
-Hunger mechanic
-Shops are only open at certain times of the day - sleeping at inns makes time fast forward
-Seasons change in accordance with the in-game clock
-The use of an item sometimes changes depending on which hand you hold it in
-Some other innovative mechanics (gamble, bribe other characters, can steal items from stores but Poco's appearance will be altered in the process and shops will stop doing business with him)
-Many optional tunnels?
-Dark rooms (Zelda II?)
-Can perform long hover jumps using an umbrella (several screens on NES)
-Some large sprites
-Modern setting with some fantasy elements
-Can lower the difficulty... by choosing to play as a girl character at the beginning of the adventure
-Password save
Jumper (100 Yen Disk No. 1)(PC88, 1986) - Endless Runner
WiBArM (PC-88, 1986/PC DOS, 1989) - ARPG/Third Person Shooter, Mech-based, Side View (overworld exploration and dungeon encounters)/TD View (regular encounters)/TP View Hybrid
-Pretty impressive polygonal 3D graphics for the dungeon segments (sprite characters though)
-Mini-map w/ auto-mapper (shows false walls and enemies), Compass
-Transform between mech/tank/airship forms on the fly
-Upgradeable equipment (weapon and item inventories)
-Manual stat allocation when leveling up (later used in Diablo)
-Save anywhere (one slot per game, have to die or restart the game to load though?)
-Non-random enemy encounters
-Level-gating for various enemies (see Ys)
-Warp obstacles (and items that destroy them)
-Linear structure?
Taiyou no Shinden/Asteka II: Temple of the Sun (Templo del Sol: Asteka II) (PCs, 1986 (JP developed)/SAT, 1998 (Falcom Classics II - Remaster based on PC versions)) - Graphical Adventure/Action Adventure Hybrid, FP (locations)/TD (overworld) hybrid, Icon interface (verb commands)
-Mayan civilization theme (not Aztec)
-Item inventory
-Shrinking item for shrinking yourself
-Some item combination puzzles
-Password save
-Compass (have to make it)
-No maps (early versions came with a world map?)
-Larger overworld on PC-88 (some puzzles are also different between the MSX and PC-88 versions; smallest world but also smooth scrolling in the NES game (Tombs & Treasure) which is more of a remix)
Romancia/Dragon Slayer Jr. (PC-88/PC-98/MSX, 1986/NES, 1987) - ARPG-ish (towns, trading, fetch quests; sequel to Dragon Slayer II), Side View, Time limit (30 mins)
-Can get stuck
-Upgradeable defense (bought)
-No save feature (added in the 1999 remake)
-NES ver.: Much larger world, some puzzles are different and some are removed, more action focus, no timer, an item lets you resurrect from death a handful of times, some invincibility time after you get hit, enemies drop health power-ups, some obtuse puzzle design (see HG101 review), smoother but still slow movement, wider gameplay viewport
Silpheed (PC-88 etc., 1986) - Rail Shooter (tilted view w/ perspective simulation, vertical shooter gameplay)
-Environmental hazards
-Rudimentary speech synthesis
-Some large sprites
-Some polygonal enemies/hazards?
-Weapon combo customization (five different weapons can be attached either to the left or right of your ship)
-Player health bar in a shoot 'em up
-Fairly advanced damage system for the time (after your shield is gone the ship starts taking damage to its weaponry and speed)
Moon Child (MZ-2500, 1986) - RPG
-HQ voice acting (intro and in-game) in this version
Super Pitfall (PC-88 version, 1986)? - Multi-Screen/Flip-Screen Platform Adventure?
-Upgradeable lifebar
-Shops
-Symbol coded locked doors
-Can shoot while crouching
-Compared to NES ver.: Better controls in this ver.?, Different and arguably better gfx, Less esoteric and cheap level design?
Mugen Senshi Valis: The Fantasm Soldier (X1, 1986/FM-7, 1987/etc.) - Action Platformer
-Female protagonist
-Nice cutscenes
Relics (PC-88 etc., 1986) - Platform Adventure?/Rescue Mission (escort segment near the end), Side view
-Multiple playable chars (seems the player can take over some enemies like in Avenging Spirit)
-NPC encounters
-Item inventory
Woody Poco/Woody Poko (PC-88/PC-98, 1986/FM-7/NES/MSX, 1987) - Maze Platformer w/ ARPG/Action Adventure elements (level-based), Tilted View (see Double Dragon)
-Hunger mechanic
-Shops are only open at certain times of the day - sleeping at inns makes time fast forward
-Seasons change in accordance with the in-game clock
-The use of an item sometimes changes depending on which hand you hold it in
-Some other innovative mechanics (gamble, bribe other characters, can steal items from stores but Poco's appearance will be altered in the process and shops will stop doing business with him)
-Many optional tunnels?
-Dark rooms (Zelda II?)
-Can perform long hover jumps using an umbrella (several screens on NES)
-Some large sprites
-Modern setting with some fantasy elements
-Can lower the difficulty... by choosing to play as a girl character at the beginning of the adventure
-Password save
Jumper (100 Yen Disk No. 1)(PC88, 1986) - Endless Runner
1987:
Sorcerian (PCs, 1987/MD, 1990/PC Remake, ) - Platform Adventure?/ARPG (town and dungeons split), 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)
-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?, No ability gating?
Zeliard (PC-88, 1987/Sharp X1, 1988/PC DOS, 1990) - 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)
-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 and 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)
-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)
Ys: Vanished Omen/Ancient Ys Vanished (FM-7/X1/MSX etc., 1987/SMS, 1988) - ARPG (overworld and dungeons, towns w/ NPCs and shops), Top down view
-Basic dialogue trees
-Can bargain with one of the clerks
-Can teleport back to town (wing item)
-Health regen outside dungeons if standing still
-Save anywhere except during dialogue or boss battles
-Detailed artwork during important dialogue
-Somewhat non-linear structure
-Fairly impressive FM (YM2413) music?
-Gradually learn enemies' stats by killing more of them (post PCE versions - Eternal/Complete)
-Bump combat (similar to horseback duels)
-No maps
Reviver: The Real-Time Adventure (PC-88 etc, 1987) - Adventure (w/ direct control of the player avatar) w/ RPG elements (?)
"The sub-title, The Real-Time Adventure, is a reference to the game's real-time, persistent, open world, where time continues to elapse, day-night cycles adjust the brightness of the screen to indicate the time of day, and certain stores and non-player characters would only be available at certain times of the day. It won the 1987 Game of the Year award from Japanese gaming magazine Oh!X."
Hydlide III/Super Hydlide (PC-88/MSX, 1987/Sharp X1, 1988/MD/NES, 1989) - ARPG (char creation, 4 classes, spend exp to level up or learn spells in town, towns w/ shops), TD view
-Basic morality system
-Fatigue and resting mechanics, Hunger mechanic, Weight mechanic
-Day/night cycle, Time skip spell
-Move spell lets you teleport to any visited town that you've slept in
-Minor ability/tool gating (flash spell=temporarily light up dark areas)
-Save feature
-New gear shows on your avatar
-Banks w/ interest mechanic
-No maps
Euphory (Sharp X1, 1987) - ARPG-ish (no exp point leveling system, towns w/ shops), Side View, 2-Player Co-op (brother and sister protagonists)
-Save feature?
-No map?
Sofia (X1, 1987) - Multi-Screen/Flip-Screen Action Platformer
-Female protagonist, item inventory, upgradeable health bar
Märchen Veil (FDS/FM-7/MSX, 1987) - Proto-Action Adventure/Collectathon? (level/area-based w/ backtracking to previous levels to progress, jumping), TD view
-Save points
-Lifebar upgrades
-No maps?
Manhattan Requiem (PCs, 1987) - Adventure
Majinkyuu (X68K, 1987/MSX/PC-98, 1988) - RPG
Aoki Ookami to Shiroki Mejika: Genghis Khan (PC-98, 1987/Multi) - TBS
Jehard (PC-88)? - ARPG, TD view?
Sorcerian (PCs, 1987/MD, 1990/PC Remake, ) - Platform Adventure?/ARPG (town and dungeons split), 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)
-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?, No ability gating?
Zeliard (PC-88, 1987/Sharp X1, 1988/PC DOS, 1990) - 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)
-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 and 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)
-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)
Ys: Vanished Omen/Ancient Ys Vanished (FM-7/X1/MSX etc., 1987/SMS, 1988) - ARPG (overworld and dungeons, towns w/ NPCs and shops), Top down view
-Basic dialogue trees
-Can bargain with one of the clerks
-Can teleport back to town (wing item)
-Health regen outside dungeons if standing still
-Save anywhere except during dialogue or boss battles
-Detailed artwork during important dialogue
-Somewhat non-linear structure
-Fairly impressive FM (YM2413) music?
-Gradually learn enemies' stats by killing more of them (post PCE versions - Eternal/Complete)
-Bump combat (similar to horseback duels)
-No maps
Reviver: The Real-Time Adventure (PC-88 etc, 1987) - Adventure (w/ direct control of the player avatar) w/ RPG elements (?)
"The sub-title, The Real-Time Adventure, is a reference to the game's real-time, persistent, open world, where time continues to elapse, day-night cycles adjust the brightness of the screen to indicate the time of day, and certain stores and non-player characters would only be available at certain times of the day. It won the 1987 Game of the Year award from Japanese gaming magazine Oh!X."
Hydlide III/Super Hydlide (PC-88/MSX, 1987/Sharp X1, 1988/MD/NES, 1989) - ARPG (char creation, 4 classes, spend exp to level up or learn spells in town, towns w/ shops), TD view
-Basic morality system
-Fatigue and resting mechanics, Hunger mechanic, Weight mechanic
-Day/night cycle, Time skip spell
-Move spell lets you teleport to any visited town that you've slept in
-Minor ability/tool gating (flash spell=temporarily light up dark areas)
-Save feature
-New gear shows on your avatar
-Banks w/ interest mechanic
-No maps
Euphory (Sharp X1, 1987) - ARPG-ish (no exp point leveling system, towns w/ shops), Side View, 2-Player Co-op (brother and sister protagonists)
-Save feature?
-No map?
Sofia (X1, 1987) - Multi-Screen/Flip-Screen Action Platformer
-Female protagonist, item inventory, upgradeable health bar
Märchen Veil (FDS/FM-7/MSX, 1987) - Proto-Action Adventure/Collectathon? (level/area-based w/ backtracking to previous levels to progress, jumping), TD view
-Save points
-Lifebar upgrades
-No maps?
Manhattan Requiem (PCs, 1987) - Adventure
Majinkyuu (X68K, 1987/MSX/PC-98, 1988) - RPG
Aoki Ookami to Shiroki Mejika: Genghis Khan (PC-98, 1987/Multi) - TBS
Jehard (PC-88)? - ARPG, TD view?
1988:
Ys II: Ancient Ys Vanished – The Final Chapter (PC-88/PC-98/FM-7/X1/MSX, 1988/PCE CD, 1989/NES, 1990/PC DOS, 1994) - ARPG (bump compat), TD View
-Some innovative mechanics (transform into a demon to talk to enemies, gradually learn enemy stats by killing more of them (need to drink the bestiary potion first - later versions only?), bargain for a better iron ore price)
-Magic (fire - ranged attack, reveal/mask of eyes (helps with the limited field of vision in some dungeons), teleportation/wing)
-Diary feature (it's not a full fledged journal/log feature though)
-Some ability/tool gating (mattock for breaking a couple of walls, stone shoes to not slide down icy slopes, fireballs melt ice blocks, the monster transformation, other more key-like tools)
-Healing points in dungeons
-Better enemy variation and somewhat more interesting enemy behavior
-Teleport to any visited town (Wing/Warp)
-Fleshes out the villain(s) a bit more (in a pretty cliché way but still)
-You can shoot villagers with fire magic (harmless but sometimes results in new dialogue)
-Some hidden items (free short sword at the ruins for example)
-Interesting how the first dungeon actually connects to the first town via someone's basement
-Interactive dialogue with key characters - choose the subject to ask about
-Teleport back to town (Wing/Warp item)
-Regenerating health if you stand still in the overworld (not in dungeons)) - Ys I
-Pretty good gear variation
-Nice intro
-Character stills and portraits during important or interactive dialogue
-Some neat effects (like the light magic orb, the clouds and how enemies die, text displaying the name of the current location, etc - post PCE versions only?)
-Can speed up individual message boxes
-Mini-bosses
-Pretty cool build-up towards the final battle
-Better ending (mostly in-game epilogue with expressive sprites and some slightly animated art here and there)
-Lets you occasionally block enemy attacks like in Ys I SMS via a ring
-Save anywhere except during dialogue or boss battles (tons of slots, slots show the location and time spent) - Ys I?
-You can exit most boss battles at will
-No maps (more maze-focused level design)
-Revival item (life drop/elixir, only one in the game and it’s expensive)
-Silent protagonist in that a narrator kicks in telling the player roughly what Adol talks about instead of him talking directly
-Later versions only?: Quick toggle between rings (l1; not spells though (can be done in the PSP version of Chronicles)), stackable healing items, faster level/gear progression early on, faster saving than in Chronicles PSP, difficulty options, time attack mode, choose between midi or chip music, free movement (instead of four- or eight way), walking no longer helps with combat (hits are more frequent when running), don't need to care about positioning during combat on Easy difficulty, no exp or gold losses after death and there are checkpoints where you entered each area,
Star Cruiser (PC-88/PC-98/X1, 1988/X68K, 1989/MD, 1990) - 3D FPS/AA/Space Combat Sim (no jumping, mostly linear?, no flight within a planet's atmosphere), FP view
-Save feature (five slots, save anywhere?)
-Mini-map (indoors) and enemy radar (outdoors) but no full area maps, Space map, Basic galaxy map in the manual
-Compare to MD ver.
Snatcher (MSX/PC-88, 1988/) - Graphic Adventure/Visual Novel, Gallery Shooter segments?
-Large and detailed artwork with some animation
-Impressive music
-Cyberpunk theme (inspired by Blade Runner, Akira, The Terminator)
-Pretty interactive environment and rich lore
Herzog (X1/MSX, 1988) - TD Run 'n Gun/RTS Hybrid; Buy cpu-controlled troops that fight alongside you in the levels
The Scheme (PC-88, 1988) - Maze Platformer/ARPG-ish (no towns or NPCs, no abilities/tools gained that are used to progress or reach new areas in old levels except for the jump boots (which let you do the former only, no point in backtracking to previous levels)?), Linear structure with maze levels
-Impressive music
-Some large sprites
-Jump boots (Metroid)
-Save feature?
-No map, no checkpoints within levels
First Queen (PC-98, 1988/X68K, 1989/SNES, 1994)? - RPG/RTS hybrid, TD view
Master of Monsters (PC-88/X1, 1988/Multi) - SRPG/TBS (units gain exp and level up, no exploration between battles)
XZR: Hakai no Gouzou (PC-88/PC-98/X1/MSX, 1988) - ARPG, SV/TD view hybrid (town/overworld exploration)
-Assassin protagonists (ends up assassinating both the Caliph and the US President)
-Save feature?, No map?
XZR II: Toki no Hazama ni (PC-88/PC-98/MSX, 1988?) - Zelda II/Clash At Demonhead-ish ARPG (hub map, leveling, towns w/ NPCs and shops; no ability gating?), TD view town exploration
-Linear structure w/ maze dungeons (can't go back to earlier areas at certain points in the story)?
-Later remade as Exile (MD/GEN & PCE CD/TG CD)
-Crusades era middle eastern setting, time travel theme, drugs as healing items,
Ground Master: Ushinawareta Takara Shu no Densetsu (X68K/PC-98, 1988)? - RPG
Revolty II (X1, 1988) - Vertical Shoot 'em up
-Multiple planes gameplay (Xevious)
A-Ressha de Ikou II/Railroad Empire (X68K/PC-98, 1988/PC) - Business Management
Last Armageddon (PC-88/X1, 1988/Multi) - RPG
Angelus: Akuma no Fukuin (PC-88, 1988/Multi)? - Adventure
Tritorn II: Road of Darkness (PC-88, 1988/PC-98/X1/MSX, 1989) - ARPG (towns w/ NPCs and shops)
-4 playable chars (basically the same?, switch on the fly?)
-Ability gating?
Ys II: Ancient Ys Vanished – The Final Chapter (PC-88/PC-98/FM-7/X1/MSX, 1988/PCE CD, 1989/NES, 1990/PC DOS, 1994) - ARPG (bump compat), TD View
-Some innovative mechanics (transform into a demon to talk to enemies, gradually learn enemy stats by killing more of them (need to drink the bestiary potion first - later versions only?), bargain for a better iron ore price)
-Magic (fire - ranged attack, reveal/mask of eyes (helps with the limited field of vision in some dungeons), teleportation/wing)
-Diary feature (it's not a full fledged journal/log feature though)
-Some ability/tool gating (mattock for breaking a couple of walls, stone shoes to not slide down icy slopes, fireballs melt ice blocks, the monster transformation, other more key-like tools)
-Healing points in dungeons
-Better enemy variation and somewhat more interesting enemy behavior
-Teleport to any visited town (Wing/Warp)
-Fleshes out the villain(s) a bit more (in a pretty cliché way but still)
-You can shoot villagers with fire magic (harmless but sometimes results in new dialogue)
-Some hidden items (free short sword at the ruins for example)
-Interesting how the first dungeon actually connects to the first town via someone's basement
-Interactive dialogue with key characters - choose the subject to ask about
-Teleport back to town (Wing/Warp item)
-Regenerating health if you stand still in the overworld (not in dungeons)) - Ys I
-Pretty good gear variation
-Nice intro
-Character stills and portraits during important or interactive dialogue
-Some neat effects (like the light magic orb, the clouds and how enemies die, text displaying the name of the current location, etc - post PCE versions only?)
-Can speed up individual message boxes
-Mini-bosses
-Pretty cool build-up towards the final battle
-Better ending (mostly in-game epilogue with expressive sprites and some slightly animated art here and there)
-Lets you occasionally block enemy attacks like in Ys I SMS via a ring
-Save anywhere except during dialogue or boss battles (tons of slots, slots show the location and time spent) - Ys I?
-You can exit most boss battles at will
-No maps (more maze-focused level design)
-Revival item (life drop/elixir, only one in the game and it’s expensive)
-Silent protagonist in that a narrator kicks in telling the player roughly what Adol talks about instead of him talking directly
-Later versions only?: Quick toggle between rings (l1; not spells though (can be done in the PSP version of Chronicles)), stackable healing items, faster level/gear progression early on, faster saving than in Chronicles PSP, difficulty options, time attack mode, choose between midi or chip music, free movement (instead of four- or eight way), walking no longer helps with combat (hits are more frequent when running), don't need to care about positioning during combat on Easy difficulty, no exp or gold losses after death and there are checkpoints where you entered each area,
Star Cruiser (PC-88/PC-98/X1, 1988/X68K, 1989/MD, 1990) - 3D FPS/AA/Space Combat Sim (no jumping, mostly linear?, no flight within a planet's atmosphere), FP view
-Save feature (five slots, save anywhere?)
-Mini-map (indoors) and enemy radar (outdoors) but no full area maps, Space map, Basic galaxy map in the manual
-Compare to MD ver.
Snatcher (MSX/PC-88, 1988/) - Graphic Adventure/Visual Novel, Gallery Shooter segments?
-Large and detailed artwork with some animation
-Impressive music
-Cyberpunk theme (inspired by Blade Runner, Akira, The Terminator)
-Pretty interactive environment and rich lore
Herzog (X1/MSX, 1988) - TD Run 'n Gun/RTS Hybrid; Buy cpu-controlled troops that fight alongside you in the levels
The Scheme (PC-88, 1988) - Maze Platformer/ARPG-ish (no towns or NPCs, no abilities/tools gained that are used to progress or reach new areas in old levels except for the jump boots (which let you do the former only, no point in backtracking to previous levels)?), Linear structure with maze levels
-Impressive music
-Some large sprites
-Jump boots (Metroid)
-Save feature?
-No map, no checkpoints within levels
First Queen (PC-98, 1988/X68K, 1989/SNES, 1994)? - RPG/RTS hybrid, TD view
Master of Monsters (PC-88/X1, 1988/Multi) - SRPG/TBS (units gain exp and level up, no exploration between battles)
XZR: Hakai no Gouzou (PC-88/PC-98/X1/MSX, 1988) - ARPG, SV/TD view hybrid (town/overworld exploration)
-Assassin protagonists (ends up assassinating both the Caliph and the US President)
-Save feature?, No map?
XZR II: Toki no Hazama ni (PC-88/PC-98/MSX, 1988?) - Zelda II/Clash At Demonhead-ish ARPG (hub map, leveling, towns w/ NPCs and shops; no ability gating?), TD view town exploration
-Linear structure w/ maze dungeons (can't go back to earlier areas at certain points in the story)?
-Later remade as Exile (MD/GEN & PCE CD/TG CD)
-Crusades era middle eastern setting, time travel theme, drugs as healing items,
Ground Master: Ushinawareta Takara Shu no Densetsu (X68K/PC-98, 1988)? - RPG
Revolty II (X1, 1988) - Vertical Shoot 'em up
-Multiple planes gameplay (Xevious)
A-Ressha de Ikou II/Railroad Empire (X68K/PC-98, 1988/PC) - Business Management
Last Armageddon (PC-88/X1, 1988/Multi) - RPG
Angelus: Akuma no Fukuin (PC-88, 1988/Multi)? - Adventure
Tritorn II: Road of Darkness (PC-88, 1988/PC-98/X1/MSX, 1989) - ARPG (towns w/ NPCs and shops)
-4 playable chars (basically the same?, switch on the fly?)
-Ability gating?
1989:
Shiryou Sensen: War of the Dead Part 2 (MSX, 1988/PC-88, 1989) - ARPG/Survival Horror w/ escapeable encounters (similar to Zelda II except they don't pop up near you and disappear after a few seconds here), SV/TD View Hybrid (exploration)
-Runs better on PC-88 and has somewhat more advanced music
-Some large sprites
-Female protagonist
-A bit different and simplified on PCE & PC-88
-Save feature (password save on PCE - can only get one at the cross in the church)
-No area maps (seems the manual came with a world map)
Shiryou Sensen: War of the Dead (MSX, 1987/PC-88/PCE, 1989) - ARPG/Survival Horror w/ escapeable encounters (similar to Zelda II except they don't pop up near you and disappear after a few seconds here), SV/TD View Hybrid (exploration)
-Female protagonist
-A bit different and simplified on PCE & PC-88
-Save feature (password save on PCE - can only get one at the cross in the church)
-No area maps (seems the manual came with a world map)
Ys III: Wanderers from Ys (PC-88/PC-98/MSX, 1989/X68K, 1990/MD/PCE/SNES/NES, 1991/PS2, 2005) - ARPG/Platform Adventure (very linear structure), Side View
-Can escape from boss fights
-Some new gear shows on your avatar (only the flame sword)
-Partially interactive epilogue
-HP regen (stand still outside dungeons) - Ys I
-Warp to town - Ys I
-Impressive music
-Up- and downstab (Rastan, Zelda II, Dragon Buster had down)
-Pretty good dialogue for its time
-Save almost anywhere (not during boss fights, three slots)
-No dungeon maps
-No tool items for traversal/exporation gained besides the Fire Jewel (creates a guiding light in a dark maze) and arguably the Fire Dragon's Amulet (dries up a lava river) - the rest are used as keys or for trading
Xak: The Art of Visual Stage (PC-88/PC-98/MSX, 1989/PCE CD, 1992) - Ys-like ARPG (bump combat, towns with shops), TD View
-Save feature (anywhere outside of boss fights?)
-Regen gear (a cloak) - Ys
-Teleport to town scroll - Ys
-No map?
-Minor ability gating (break rocks with one spell, gear that lets you move through hazardous liquids but which can be skipped?)
-A bit different on SNES (manual attacks for example)
Fire Hawk: Thexder - The Second Contact (PC-88, 1989/PC DOS, 1990) - Action Platformer, Mech-based
-Transform into a small plane at will (Thexder)
-Non-sexualized female military officer protagonist (save your male fiancé - role reversal)
-Optional tutorial
-NPC encounters
Dragon Slayer: The Legend of Heroes (PC-88, 1989/Multi, 1990/Etc.) - JRPG
Shikinjou (PC-88, 1989/Multi) - Puzzle/Maze, TD View
Star Trader (PC-88/PC-98/X68K, 1989) - Graphic Adventure/Shoot 'em up hybrid w/ AA elements (shop, ship customization, hub map (non-linear), no exp point leveling)
-Save in-between levels
-Health bar
-NPC encounters in-between levels
-Impressive music
Emerald Dragon (PC-88/PC-98, 1989/Multi)? - RPG
38 Man Kilo No Kokuu (PC-98/X68K/FMT, 1989) - Adventure, FP View
Dragon Knight (PC-98, 1989/X68K/MSX, 1990) - RPG
ALFAIM (PC-98, 1989)? - Adventure
Tokimeki SESiL (PC-98, 1989)? - Adventure
Chaos Angels (X68K/MSX, 1989) - RPG
Splash Act 2 (PC-88, 1989)? - Graphic Adventure/Visual Novel
Blue Moon Story Part 1 (PC-98, 1989)? - Adventure
Crescent Moon Gal (X68K, 1989/MSX, 1990) - Adventure
100 Yen Disk 6 (PC-88, 1989)? - Mini-Game Compilation/Party Game
Albatross 2: Master's History (PC-98, 1989)? - Sports (Golf)
MS Field: Kidou Senshi Gundam (PC-98, 1989)? - Action
Angel Hearts (PC-88/PC-98, 1989) - JRPG, Erotic
Shiryou Sensen: War of the Dead Part 2 (MSX, 1988/PC-88, 1989) - ARPG/Survival Horror w/ escapeable encounters (similar to Zelda II except they don't pop up near you and disappear after a few seconds here), SV/TD View Hybrid (exploration)
-Runs better on PC-88 and has somewhat more advanced music
-Some large sprites
-Female protagonist
-A bit different and simplified on PCE & PC-88
-Save feature (password save on PCE - can only get one at the cross in the church)
-No area maps (seems the manual came with a world map)
Shiryou Sensen: War of the Dead (MSX, 1987/PC-88/PCE, 1989) - ARPG/Survival Horror w/ escapeable encounters (similar to Zelda II except they don't pop up near you and disappear after a few seconds here), SV/TD View Hybrid (exploration)
-Female protagonist
-A bit different and simplified on PCE & PC-88
-Save feature (password save on PCE - can only get one at the cross in the church)
-No area maps (seems the manual came with a world map)
Ys III: Wanderers from Ys (PC-88/PC-98/MSX, 1989/X68K, 1990/MD/PCE/SNES/NES, 1991/PS2, 2005) - ARPG/Platform Adventure (very linear structure), Side View
-Can escape from boss fights
-Some new gear shows on your avatar (only the flame sword)
-Partially interactive epilogue
-HP regen (stand still outside dungeons) - Ys I
-Warp to town - Ys I
-Impressive music
-Up- and downstab (Rastan, Zelda II, Dragon Buster had down)
-Pretty good dialogue for its time
-Save almost anywhere (not during boss fights, three slots)
-No dungeon maps
-No tool items for traversal/exporation gained besides the Fire Jewel (creates a guiding light in a dark maze) and arguably the Fire Dragon's Amulet (dries up a lava river) - the rest are used as keys or for trading
Xak: The Art of Visual Stage (PC-88/PC-98/MSX, 1989/PCE CD, 1992) - Ys-like ARPG (bump combat, towns with shops), TD View
-Save feature (anywhere outside of boss fights?)
-Regen gear (a cloak) - Ys
-Teleport to town scroll - Ys
-No map?
-Minor ability gating (break rocks with one spell, gear that lets you move through hazardous liquids but which can be skipped?)
-A bit different on SNES (manual attacks for example)
Fire Hawk: Thexder - The Second Contact (PC-88, 1989/PC DOS, 1990) - Action Platformer, Mech-based
-Transform into a small plane at will (Thexder)
-Non-sexualized female military officer protagonist (save your male fiancé - role reversal)
-Optional tutorial
-NPC encounters
Dragon Slayer: The Legend of Heroes (PC-88, 1989/Multi, 1990/Etc.) - JRPG
Shikinjou (PC-88, 1989/Multi) - Puzzle/Maze, TD View
Star Trader (PC-88/PC-98/X68K, 1989) - Graphic Adventure/Shoot 'em up hybrid w/ AA elements (shop, ship customization, hub map (non-linear), no exp point leveling)
-Save in-between levels
-Health bar
-NPC encounters in-between levels
-Impressive music
Emerald Dragon (PC-88/PC-98, 1989/Multi)? - RPG
38 Man Kilo No Kokuu (PC-98/X68K/FMT, 1989) - Adventure, FP View
Dragon Knight (PC-98, 1989/X68K/MSX, 1990) - RPG
ALFAIM (PC-98, 1989)? - Adventure
Tokimeki SESiL (PC-98, 1989)? - Adventure
Chaos Angels (X68K/MSX, 1989) - RPG
Splash Act 2 (PC-88, 1989)? - Graphic Adventure/Visual Novel
Blue Moon Story Part 1 (PC-98, 1989)? - Adventure
Crescent Moon Gal (X68K, 1989/MSX, 1990) - Adventure
100 Yen Disk 6 (PC-88, 1989)? - Mini-Game Compilation/Party Game
Albatross 2: Master's History (PC-98, 1989)? - Sports (Golf)
MS Field: Kidou Senshi Gundam (PC-98, 1989)? - Action
Angel Hearts (PC-88/PC-98, 1989) - JRPG, Erotic