Isometric View Games: 1991 (Monster World III, Another World, Metroid II, Hunter, Cybercon III, Quackshot and Ufouria are released)
1990|1991|1992|1993|1994|1995|1996|1997|1998|1999
Heimdall (PC, 1991/MCD, 1994)
Subgenre: ARPG/AA (party creation - pick 4 premade chars; only the leader is used outside of battle - in battle you can switch between them)
Perspective: Isometric view (main gameplay and some mini-games)/FP view hybrid (separate combat encounters (P&C w/ icons-driven, mostly non-random) and some mini-games)
Other: Some mini-games, Hub map, No jumping besides in one of the mini-games, Towns w/ shops
Save in the boat/on the hub map
No area maps
Partially non-linear?
Identify mechanic
Minor ability gating (short teleport spell, more?)
Playthrough (AMI)
Cadaver: The Payoff (PCs, 1991)(Expansion/Level pack)?
Subgenre: Proto-Action Adventure?/Puzzle (level-based), Flip screen
Perspective: Isometric
Other: Platforming
-Horror/dark fantasy theme
-Save feature (10 slots, however the further you progress the more money a subsequent save will cost
-Map feature
-Minor ability/tool gating (turn monster spell to get a key, freeze spell - stops moving platforms; spells are single use scrolls though?)
-Block/barrel moving and/or stacking puzzles
Playthrough (AMI) - Reviews - Mini Review
Dusk of the Gods (PC, 1991)?
Subgenre: Action Adventure or ARPG?, Similar to Diablo
Perspective: Isometric
Gameplay
The Adventures of Robin Hood (PCs, 1991)?
Subgenre: Action Adventure
Perspective: Isometric
Other: Mouse controls (icon interface)
Reputation system
Playthrough (AMI)
Altered Space: A 3-D Alien Adventure (GB, 1991)
Subgenre: Action Adventure/Puzzle Platformer?
Perspective: Isometric
Playthrough
Escape from Colditz (AMI, 1991)
Subgenre: Action Adventure, Escape mission
Perspective: Isometric
Other: 4 different playable chars
Dig paths with shovels
Playthrough
Outliers:
D/Generation (AMI/PC, 1991)
Subgenre: Proto-Action Adventure/Action Puzzle (level-based without backtracking), Optional rescue mission w/ an escort element, Killathon element (generally have to take out moving enemies (non-turrets) in a room before you can interact with the NPC in it, rooms are persistent in this regard so you don't have to keep clearing them)
Perspective: Isometric
Other: Dialogue trees (sometimes w/ keywords for questions, no important choices though) and additional lore as well as an enemy bestiary from computer terminals, No platforming (no jumping), Flip screen (non-scrolling), 20 min time limit starts after a certain point on floor 8 (a bad ending is included if you don't make it in time)
Playthrough - Video Review - Mini Review
Last Ninja 3 (C64/AMI, 1991)?
Subgenre: Action Adventure, Level-based without backtracking to previous ones
Perspective: Isometric
Other: Jumping
Lives system
Playthrough - Video Review - Mini Review
Arcus Odyssey (MD, 1991/SNES, 1993)
Subgenre: Maze Action w/ Action Adventure elements (level-based)
Perspective: Isometric
Other: 2-Player Co-op, 4 different playable characters, No platforming
-Item inventory
-NPCs
-CPU allies
Heimdall (PC, 1991/MCD, 1994)
Subgenre: ARPG/AA (party creation - pick 4 premade chars; only the leader is used outside of battle - in battle you can switch between them)
Perspective: Isometric view (main gameplay and some mini-games)/FP view hybrid (separate combat encounters (P&C w/ icons-driven, mostly non-random) and some mini-games)
Other: Some mini-games, Hub map, No jumping besides in one of the mini-games, Towns w/ shops
Save in the boat/on the hub map
No area maps
Partially non-linear?
Identify mechanic
Minor ability gating (short teleport spell, more?)
Playthrough (AMI)
Cadaver: The Payoff (PCs, 1991)(Expansion/Level pack)?
Subgenre: Proto-Action Adventure?/Puzzle (level-based), Flip screen
Perspective: Isometric
Other: Platforming
-Horror/dark fantasy theme
-Save feature (10 slots, however the further you progress the more money a subsequent save will cost
-Map feature
-Minor ability/tool gating (turn monster spell to get a key, freeze spell - stops moving platforms; spells are single use scrolls though?)
-Block/barrel moving and/or stacking puzzles
Playthrough (AMI) - Reviews - Mini Review
Dusk of the Gods (PC, 1991)?
Subgenre: Action Adventure or ARPG?, Similar to Diablo
Perspective: Isometric
Gameplay
The Adventures of Robin Hood (PCs, 1991)?
Subgenre: Action Adventure
Perspective: Isometric
Other: Mouse controls (icon interface)
Reputation system
Playthrough (AMI)
Altered Space: A 3-D Alien Adventure (GB, 1991)
Subgenre: Action Adventure/Puzzle Platformer?
Perspective: Isometric
Playthrough
Escape from Colditz (AMI, 1991)
Subgenre: Action Adventure, Escape mission
Perspective: Isometric
Other: 4 different playable chars
Dig paths with shovels
Playthrough
Outliers:
D/Generation (AMI/PC, 1991)
Subgenre: Proto-Action Adventure/Action Puzzle (level-based without backtracking), Optional rescue mission w/ an escort element, Killathon element (generally have to take out moving enemies (non-turrets) in a room before you can interact with the NPC in it, rooms are persistent in this regard so you don't have to keep clearing them)
Perspective: Isometric
Other: Dialogue trees (sometimes w/ keywords for questions, no important choices though) and additional lore as well as an enemy bestiary from computer terminals, No platforming (no jumping), Flip screen (non-scrolling), 20 min time limit starts after a certain point on floor 8 (a bad ending is included if you don't make it in time)
- Save feature (only at the beginning of each level)
- No maps
- Better control options on AMI (can use arrow keys to move diagonally instead of the numpad)
- Enemy spawners/generators which can be deactivated (similar to Gauntlet)
- Some detours for optional items and NPCs
- Decent-good puzzles and timing puzzles
- Partially destructible environment
- 8-way movement and attacks (4-way in Landstalker for example)
- Can kill NPCs
- Restart floor/level command (ctrl+r, lose progress made on that floor), Suicide command for if you get stuck (ctrl+a, restart where you entered the room)
- Some shortcuts via paths that loop around
- Turrets can hit each other and enemies can remove mines and laser barriers
- Some interesting tools (Clock - Slows down time for everything and everyone but you (rare), Plasma Barrier - place a moving plasma barrier trap that bounces off the walls)
- One hit deaths (same for NPCs) - single use shield power ups (these don't last very long)
- Lives system (however when you lose your last life you just start over from the beginning of the level with the same number of lives you had when you began that level, checkpoints where you entered rooms, gain more by rescuing people, can't abuse it by rescuing two NPCs in the same room and then dying)
- Strict resource management (have to save your grenades/shields for later or you'll run into rooms with an enemy that can kill you several times)
- No strafing or dodging, No blocking (can destroy turret shots by shooting them however)
- Minor stealth element (electric eyes/cameras that trigger turrets however they can't see very far - small pink dots)
- Cyberpunk theme
Playthrough - Video Review - Mini Review
Last Ninja 3 (C64/AMI, 1991)?
Subgenre: Action Adventure, Level-based without backtracking to previous ones
Perspective: Isometric
Other: Jumping
Lives system
Playthrough - Video Review - Mini Review
Arcus Odyssey (MD, 1991/SNES, 1993)
Subgenre: Maze Action w/ Action Adventure elements (level-based)
Perspective: Isometric
Other: 2-Player Co-op, 4 different playable characters, No platforming
-Item inventory
-NPCs
-CPU allies