Top Down View Games: 1984 (Elite, Star Trader, Below the Root, Pitfall II, Impossible Mission and King's Quest are released)
1980|1981|1982|1983|1984|1985|1986|1987|1988|1989
Hydlide (PC-60/PC-88, 1984/MSX/PC-98, 1985/NES, 1986)
Subgenre: Open World ARPG
Perspective: Top Down view
Other: Overworld & Dungeons split, Inspired by The Black Onyx and The Tower of Druaga
-Bump combat without positioning
-Health and magic slowly regenerates when standing still (there's also a ring that speeds up the HP regen)
-Quick save/load via passwords
-Switch between attack and defense modes/stances
-No NPCs
-Partially destructible environment (burn down a tree with fire magic)
-Lamp item for seeing underground
-Single use auto revive item called “fake medicine” (needed for the final boss)
-Basic switch and terrain altering puzzles (drain a lake)
Playthrough (NES) - Review - Video Review (NES)
Dragon Slayer (PC-88/PC-98/FM-7/X1, 1984/MSX, 1985/GB, 1990)
Subgenre: ARPG/Dungeon Crawler RPG, Collectathon
Perspective: TD View
Other: 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 (!)
-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
Playthrough (GB)
Beyond Castle Wolfenstein (PCs, 1984?)
Subgenre: Maze Shooter/Proto-Action Adventure/Stealth, Escape segment
Perspective: TD View
Other: 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
Playthrough - Video Review
Courageous Perseus (FM-7, 1984/MSX, 1985)
Subgenre: Open World ARPG, Collectaton element (3 goddesses or 12 zodiac symbols)
Perspective: TD View
Other: Bump combat of sorts (move into enemies while pressing a button to attack), Raft vehicle (start with it)
-Hunger/draining HP mechanic
-Large inventory and world for the time
-Hard level gating
-Random teleporters (caves)
-No tool/ability gating?
Gameplay - Review
Gemstone Warrior (Multi, 1984)
Subgenre: Action Adventure, Find the items and escape mission (5 gemstones)
Perspective: TD view
Other: 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
-Called Action Adventure back in the day
Gameplay (AII)
Seven Cities of Gold (C64, 1984)
Subgenre: Open World Action Adventure/Strategy
Perspective: TD view/SV (Spanish/home city only) hybrid
Other: 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)
Called an Adventure/RPG and Adventure/Strategy hybrid back in the day
Gameplay
Ghostbusters (C64, 1984/SMS, 1987)
Subgenre: Driving/Trapping/Shooter/RTT hybrid
Perspective: TD view/Side view/Tilted view hybrid
Other: Single screen overworld, Time limits?, Control two avatars at once while trapping ghosts
-Partially non-linear ()
-Hub area
-Item inventory
-Shop
-Upgradeable car
-New final area and interactive final boss fight on SMS
Playthrough (C64) / Playthrough w/ commentary (SMS) - Video Review (SMS)
Quest for Quintana Roo (Multi, 1984)
Subgenre: Action Adventure, Find treasure and escape mission
Perspective: Tilted view/Side view hybrid (shafts only?)
Pickaxe and acid flasks for finding hidden rooms (a geiger counter helps you find them)
Called Action Adventure retrospectively
Playthrough w/ commentary
The Tower of Druaga (ARC, 1984/NES, 1985/MSX, 1986/GB, 1990)
Subgenre: Maze Action w/ some AA/ARPG elements (level-based, no exp point leveling)
Perspective: TD View
-Block magic attacks with the shield and put out fire magic (sorcerer enemies) with the sword
-Random starting locations
-Hidden treasure
-Some tool/ability gating (pickaxes to break some blocks - these deteriorate quickly until you get the golden one, jet boots for faster movement - required, green ring and red ring each let you pass through a certain enemy, pearl stops dragons from moving, ), Chime/bell, candles and books are detection/visibility items
-Need to find a magic rod during the game to make the final boss appear (if you don't you are teleported to a previous floor/level)
-Druid/druid ghosts/blue slime enemies can break walls
-Can choose to sheathe or draw your sword and one enemy type can't kill you if it's not drawn (ropers)
-Bump into enemies-style combat (a similar system was used later in the Ys games)
-Temporary life bar increasing items, some permanent AP increasing and protection gear
Playthrough - Video Review/Retrospective
Sabre Wulf (Multi, 1984)
Subgenre: Maze Action/Proto-AA
Perspective: TD view
Called Arcade Adventure back in the day
Playthrough
Treasure Island (Multi, 1984)
Subgenre: Maze Action/Proto-AA
Perspective: TD view
Playthrough
The Staff of Karnath (C64, 1984)
Subgenre: Action Adventure/Maze Action, Collectathon (16 pentacle pieces)
Perspective: Tilted view (similar to Renegade and Double Dragon)
-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
-Only one life and no save but your health is refilled after each returned piece (the game is also pretty short)
-No map
Playthrough
Sokoban 2 (Multi, 1984)
Subgenre: Real-time Puzzle/Maze
Perspective: TD view
Gameplay
Cuthbert Enters the Tombs of Doom (C16/C64, 1984)
Subgenre: Proto-Action Adventure/Collectathon?
Perspective: TD view
Other: Locked doors (can only carry one key at a time)
Gameplay
Countdown to Shutdown (PCs, 1984)
Subgenre: Proto-Action Adventure/Disarming mission
Perspective: Tilted view
Other: Time limit, 8 different playable chars (droids with different abilities)
Examine command
Playthrough
Robbers of the Lost Tomb (C64, 1984)
Subgenre: Proto-Action Adventure?
Perspective: Tilted view
Your character comments on their surrounds when entering a new room
Difficulty options
Playthrough
Spirit of the Stones (C64, 1984)
Subgenre: Proto-Action Adventure/Platform Adventure, Collectathon
Perspective: TD view (overworld)/Side view (houses/dungeons) hybrid
Other: Fall damage, Collecting diamonds also heals you
Playthrough
New York City (PCs, 1984)
Subgenre: Proto-Action Adventure?
Perspective: TD view (outdoors exploration, car-based)/Side view hybrid (indoors mini-games, time limit)
Playthrough
Sundog: Frozen Legacy (PCs, 1984)
Subgenre: Action Adventure/B&M Sim Hybrid, Rescue mission, Trading
Perspective: TD view
Called an Adventure/Arcade hybrid back in the day
Gameplay (ST, 1985), Gameplay (AII)
Maxwell Manor (PCs, 1984)
Subgenre: Proto-Action Adventure/Platform Adventure, Collectathon?
Perspective: TD view/Side view hybrid
Randomized item placements and layout
Gameplay
Spy vs. Spy (Multi, 1984)
Subgenre: Trapping/Collectathon/Action
Perspective: Tilted view
Other: 2-player vs., Multi-Screen/Flip screen Maze
Playthrough (C64)
Hydlide (PC-60/PC-88, 1984/MSX/PC-98, 1985/NES, 1986)
Subgenre: Open World ARPG
Perspective: Top Down view
Other: Overworld & Dungeons split, Inspired by The Black Onyx and The Tower of Druaga
-Bump combat without positioning
-Health and magic slowly regenerates when standing still (there's also a ring that speeds up the HP regen)
-Quick save/load via passwords
-Switch between attack and defense modes/stances
-No NPCs
-Partially destructible environment (burn down a tree with fire magic)
-Lamp item for seeing underground
-Single use auto revive item called “fake medicine” (needed for the final boss)
-Basic switch and terrain altering puzzles (drain a lake)
Playthrough (NES) - Review - Video Review (NES)
Dragon Slayer (PC-88/PC-98/FM-7/X1, 1984/MSX, 1985/GB, 1990)
Subgenre: ARPG/Dungeon Crawler RPG, Collectathon
Perspective: TD View
Other: 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 (!)
-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
Playthrough (GB)
Beyond Castle Wolfenstein (PCs, 1984?)
Subgenre: Maze Shooter/Proto-Action Adventure/Stealth, Escape segment
Perspective: TD View
Other: 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
Playthrough - Video Review
Courageous Perseus (FM-7, 1984/MSX, 1985)
Subgenre: Open World ARPG, Collectaton element (3 goddesses or 12 zodiac symbols)
Perspective: TD View
Other: Bump combat of sorts (move into enemies while pressing a button to attack), Raft vehicle (start with it)
-Hunger/draining HP mechanic
-Large inventory and world for the time
-Hard level gating
-Random teleporters (caves)
-No tool/ability gating?
Gameplay - Review
Gemstone Warrior (Multi, 1984)
Subgenre: Action Adventure, Find the items and escape mission (5 gemstones)
Perspective: TD view
Other: 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
-Called Action Adventure back in the day
Gameplay (AII)
Seven Cities of Gold (C64, 1984)
Subgenre: Open World Action Adventure/Strategy
Perspective: TD view/SV (Spanish/home city only) hybrid
Other: 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)
Called an Adventure/RPG and Adventure/Strategy hybrid back in the day
Gameplay
Ghostbusters (C64, 1984/SMS, 1987)
Subgenre: Driving/Trapping/Shooter/RTT hybrid
Perspective: TD view/Side view/Tilted view hybrid
Other: Single screen overworld, Time limits?, Control two avatars at once while trapping ghosts
-Partially non-linear ()
-Hub area
-Item inventory
-Shop
-Upgradeable car
-New final area and interactive final boss fight on SMS
Playthrough (C64) / Playthrough w/ commentary (SMS) - Video Review (SMS)
Quest for Quintana Roo (Multi, 1984)
Subgenre: Action Adventure, Find treasure and escape mission
Perspective: Tilted view/Side view hybrid (shafts only?)
Pickaxe and acid flasks for finding hidden rooms (a geiger counter helps you find them)
Called Action Adventure retrospectively
Playthrough w/ commentary
The Tower of Druaga (ARC, 1984/NES, 1985/MSX, 1986/GB, 1990)
Subgenre: Maze Action w/ some AA/ARPG elements (level-based, no exp point leveling)
Perspective: TD View
-Block magic attacks with the shield and put out fire magic (sorcerer enemies) with the sword
-Random starting locations
-Hidden treasure
-Some tool/ability gating (pickaxes to break some blocks - these deteriorate quickly until you get the golden one, jet boots for faster movement - required, green ring and red ring each let you pass through a certain enemy, pearl stops dragons from moving, ), Chime/bell, candles and books are detection/visibility items
-Need to find a magic rod during the game to make the final boss appear (if you don't you are teleported to a previous floor/level)
-Druid/druid ghosts/blue slime enemies can break walls
-Can choose to sheathe or draw your sword and one enemy type can't kill you if it's not drawn (ropers)
-Bump into enemies-style combat (a similar system was used later in the Ys games)
-Temporary life bar increasing items, some permanent AP increasing and protection gear
Playthrough - Video Review/Retrospective
Sabre Wulf (Multi, 1984)
Subgenre: Maze Action/Proto-AA
Perspective: TD view
Called Arcade Adventure back in the day
Playthrough
Treasure Island (Multi, 1984)
Subgenre: Maze Action/Proto-AA
Perspective: TD view
Playthrough
The Staff of Karnath (C64, 1984)
Subgenre: Action Adventure/Maze Action, Collectathon (16 pentacle pieces)
Perspective: Tilted view (similar to Renegade and Double Dragon)
-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
-Only one life and no save but your health is refilled after each returned piece (the game is also pretty short)
-No map
Playthrough
Sokoban 2 (Multi, 1984)
Subgenre: Real-time Puzzle/Maze
Perspective: TD view
Gameplay
Cuthbert Enters the Tombs of Doom (C16/C64, 1984)
Subgenre: Proto-Action Adventure/Collectathon?
Perspective: TD view
Other: Locked doors (can only carry one key at a time)
Gameplay
Countdown to Shutdown (PCs, 1984)
Subgenre: Proto-Action Adventure/Disarming mission
Perspective: Tilted view
Other: Time limit, 8 different playable chars (droids with different abilities)
Examine command
Playthrough
Robbers of the Lost Tomb (C64, 1984)
Subgenre: Proto-Action Adventure?
Perspective: Tilted view
Your character comments on their surrounds when entering a new room
Difficulty options
Playthrough
Spirit of the Stones (C64, 1984)
Subgenre: Proto-Action Adventure/Platform Adventure, Collectathon
Perspective: TD view (overworld)/Side view (houses/dungeons) hybrid
Other: Fall damage, Collecting diamonds also heals you
Playthrough
New York City (PCs, 1984)
Subgenre: Proto-Action Adventure?
Perspective: TD view (outdoors exploration, car-based)/Side view hybrid (indoors mini-games, time limit)
Playthrough
Sundog: Frozen Legacy (PCs, 1984)
Subgenre: Action Adventure/B&M Sim Hybrid, Rescue mission, Trading
Perspective: TD view
Called an Adventure/Arcade hybrid back in the day
Gameplay (ST, 1985), Gameplay (AII)
Maxwell Manor (PCs, 1984)
Subgenre: Proto-Action Adventure/Platform Adventure, Collectathon?
Perspective: TD view/Side view hybrid
Randomized item placements and layout
Gameplay
Spy vs. Spy (Multi, 1984)
Subgenre: Trapping/Collectathon/Action
Perspective: Tilted view
Other: 2-player vs., Multi-Screen/Flip screen Maze
Playthrough (C64)