Top Down View Games: 1982 (Aztec and The Hobbit are released)
1980|1981|1982|1983|1984|1985|1986|1987|1988|1989
AD&D: Cloudy Mountain (Intellivision, 1982)
Subgenre: Action Adventure
Perspective: Top Down view
Other: Asymmetric 2-player Co-op?, Overworld & Dungeons split (separate zoomed out overworld w/ tile-based movement)
-Very similar to Zelda 1 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 on the world map (boat and axe let you move through river and forest tiles respectively), locked doors, goal is to collect pieces of a shattered artifact (crown pieces), 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)
-Extra lives system (3 lives, can't gain more)
Playthrough - Review
Raiders of the Lost Ark (A2600, 1982)
Subgenre: Action Adventure, Minor stealth element
Perspective: TD view
Other: Shops (market and black market - need to pay one of the NPCs in the market for access to it)
Item inventory (6 items)
Thieving enemies (can find a treasure room with infinite money for replacement items)
Some tool/ability gating (some destructible walls which are destroyed with the grenade, grappling hook/skip over holes with the ankh)
False walls
Can find a map
The ark is randomly placed in one of the mazes each time you play
Cheap death traps
Playthrough w/ commentary
Telengard (Multi, 1982/PC DOS, 1985)
Subgenre: Rogue-like RPG/Dungeon Crawler RPG
Perspective: TD view
Other: Real-time on DOS (1985), Gain spells
-Randomized treasure
-Some friendly creatures
-Placed objects that give buffs and debuffs
-Rest at inns found along the way
-Gain spells
-Basic character creation (stats, name)
-Multiple floors
-Killed enemies drop loot on the ground
Video Review/Retrospective
The Caverns of Freitag (AII, 1982)
Subgenre: ARPG/Dungeon Crawler (exp point leveling, level up at the inn)
Perspective: TD view
Other: The game world consists of one big dungeon, Inn w/ a shop at the beginning, Tile-based movement, Difficulty and game speed options (while the game is in real-time it seems to also count turns based on a timer in the background - with a higher speed you have less time to act between turns)
-Speed spell (the charm of sir robin) lets you run from enemies but you can’t do anything else while it’s active and after usage you’re fatigued for a bit (can turn it off manually)
-Map feature (shows the nearby area and the player’s position, shows healer NPCs if they are in range - have to catch them to make them heal you)
-Diagonal movement
-Weapon inventory
-Upgradeable gear
-Melee and ranged weapons (sword and bow with limited arrow ammo)
-Two viewing modes (the second one gives a simpler, zoomed out view of the action while showing your stats and status messages)
-Level cap (10)
-Enemies and chests respawn if you move a few screens away from where they spawned
-Influenced Dragon Slayer (1984) - The same title is the final rank title in this game (it starts at stable boy)
-No ability/tool gating
-No save feature and no healing items
Gameplay
Tutankham (ARC, 1982)
Subgenre: Sideways Scrolling Maze Shooter/Proto-Action Adventure
Perspective: TD View
Other: 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)
Playthrough
Riddle of the Sphinx (A2600, 1982) - Vertically scrolling Run 'n Gun w/ AA elements
Perspective: TD view
Other: No overworld/dungeons structure, Can't attack downwards and you always move near the bottom of the screen
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
Playthrough w/ commentary
Sokoban (Multi, 1982)
Subgenre: Real-time Puzzle/Maze
Perspective: TD view
-Block pushing
Gameplay
Black Crystal (Multi, 1982)
Subgenre: Action Adventure, Level-based (overworlds w/ several castles, non-linear structure within each?), Text Adventure segments w/ inventory item and logic puzzles
Perspective: TD view
Dungeon maps are briefly shown before entering them
Various hidden paths (no clues and while there is a visibility spell it only works on tiles next to your avatar, dungeon 3 on the overworld is also hidden in this way)
Enter more random encounters if standing still
Real-time combat but there's no aiming or dodging involved
No ability/tool gating
TB puzzle combat in dungeon 6 (face of death segment)
Password save after each dungeon
Gameplay w/ commentary (C64, 1985)
Shamus (Multi, 1982)
Subgenre: Maze Shooter/Proto-AA, Level-based?
Perspective: TD view
Other: Locked doors and keys
An invincible enemy appears if you spend too long in a room
Gameplay
Haunted House (A2600, 1982)
Subgenre: Maze/Proto-Survival Horror, Retrieve and escape mission
Perspective: TD view
Limited inventory (3 items)
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)
Playthrough
Sword of Fargoal (VIC-20, 1982/C64, 1983/iOS, )?
Subgenre: Rogue-like/ARPG (real-time w/ automatic battles)
Perspective: 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)
Gameplay
AD&D: Cloudy Mountain (Intellivision, 1982)
Subgenre: Action Adventure
Perspective: Top Down view
Other: Asymmetric 2-player Co-op?, Overworld & Dungeons split (separate zoomed out overworld w/ tile-based movement)
-Very similar to Zelda 1 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 on the world map (boat and axe let you move through river and forest tiles respectively), locked doors, goal is to collect pieces of a shattered artifact (crown pieces), 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)
-Extra lives system (3 lives, can't gain more)
Playthrough - Review
Raiders of the Lost Ark (A2600, 1982)
Subgenre: Action Adventure, Minor stealth element
Perspective: TD view
Other: Shops (market and black market - need to pay one of the NPCs in the market for access to it)
Item inventory (6 items)
Thieving enemies (can find a treasure room with infinite money for replacement items)
Some tool/ability gating (some destructible walls which are destroyed with the grenade, grappling hook/skip over holes with the ankh)
False walls
Can find a map
The ark is randomly placed in one of the mazes each time you play
Cheap death traps
Playthrough w/ commentary
Telengard (Multi, 1982/PC DOS, 1985)
Subgenre: Rogue-like RPG/Dungeon Crawler RPG
Perspective: TD view
Other: Real-time on DOS (1985), Gain spells
-Randomized treasure
-Some friendly creatures
-Placed objects that give buffs and debuffs
-Rest at inns found along the way
-Gain spells
-Basic character creation (stats, name)
-Multiple floors
-Killed enemies drop loot on the ground
Video Review/Retrospective
The Caverns of Freitag (AII, 1982)
Subgenre: ARPG/Dungeon Crawler (exp point leveling, level up at the inn)
Perspective: TD view
Other: The game world consists of one big dungeon, Inn w/ a shop at the beginning, Tile-based movement, Difficulty and game speed options (while the game is in real-time it seems to also count turns based on a timer in the background - with a higher speed you have less time to act between turns)
-Speed spell (the charm of sir robin) lets you run from enemies but you can’t do anything else while it’s active and after usage you’re fatigued for a bit (can turn it off manually)
-Map feature (shows the nearby area and the player’s position, shows healer NPCs if they are in range - have to catch them to make them heal you)
-Diagonal movement
-Weapon inventory
-Upgradeable gear
-Melee and ranged weapons (sword and bow with limited arrow ammo)
-Two viewing modes (the second one gives a simpler, zoomed out view of the action while showing your stats and status messages)
-Level cap (10)
-Enemies and chests respawn if you move a few screens away from where they spawned
-Influenced Dragon Slayer (1984) - The same title is the final rank title in this game (it starts at stable boy)
-No ability/tool gating
-No save feature and no healing items
Gameplay
Tutankham (ARC, 1982)
Subgenre: Sideways Scrolling Maze Shooter/Proto-Action Adventure
Perspective: TD View
Other: 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)
Playthrough
Riddle of the Sphinx (A2600, 1982) - Vertically scrolling Run 'n Gun w/ AA elements
Perspective: TD view
Other: No overworld/dungeons structure, Can't attack downwards and you always move near the bottom of the screen
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
Playthrough w/ commentary
Sokoban (Multi, 1982)
Subgenre: Real-time Puzzle/Maze
Perspective: TD view
-Block pushing
Gameplay
Black Crystal (Multi, 1982)
Subgenre: Action Adventure, Level-based (overworlds w/ several castles, non-linear structure within each?), Text Adventure segments w/ inventory item and logic puzzles
Perspective: TD view
Dungeon maps are briefly shown before entering them
Various hidden paths (no clues and while there is a visibility spell it only works on tiles next to your avatar, dungeon 3 on the overworld is also hidden in this way)
Enter more random encounters if standing still
Real-time combat but there's no aiming or dodging involved
No ability/tool gating
TB puzzle combat in dungeon 6 (face of death segment)
Password save after each dungeon
Gameplay w/ commentary (C64, 1985)
Shamus (Multi, 1982)
Subgenre: Maze Shooter/Proto-AA, Level-based?
Perspective: TD view
Other: Locked doors and keys
An invincible enemy appears if you spend too long in a room
Gameplay
Haunted House (A2600, 1982)
Subgenre: Maze/Proto-Survival Horror, Retrieve and escape mission
Perspective: TD view
Limited inventory (3 items)
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)
Playthrough
Sword of Fargoal (VIC-20, 1982/C64, 1983/iOS, )?
Subgenre: Rogue-like/ARPG (real-time w/ automatic battles)
Perspective: 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)
Gameplay