Top Down View Games: 1985 (Ultima IV, Mercenary, Taui Ceti, Brain Breaker, The Bard's Tale, Hero of the Golden Talisman and Dragon Buster are released)
1980|1981|1982|1983|1984|1985|1986|1987|1988|1989
Hydlide II (PCs, 1985)
Subgenre: ARPG (Basic character creation (stat distribution (hp, str and magic) and name))
Perspective: TD View
Other: Bump combat
-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)
-HP regen while still on grass
-Game speed toggle
-Long quest for the time
-Late game teleport spell
-Can use fire magic to remove a certain obstacle (the only tool/ability gating)
Playthrough (FM-7) - Review
Dragon Slayer II: Xanadu (Multi, 1985) & Xanadu Scenario II: Resurrection of the Dragon (Multi, 1986?)
Subgenre: ARPG/Proto-Platform Adventure Hybrid (stat distribution in town when beginning (5 stats), action-based character growth for spells and weapons, level up your char at temples or the training grounds - the latter lets you distribute the points manually)
Movement Mechanics: Temporary flight, 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
Perspective: Side View (most exploration and the boss battles) & TD view Hybrid (regular battles and castles/towers within the dungeon are top down)
Other: One town, Shops (+temples and inns) in the dungeon, Tile-based movement (interestingly you can also move diagonally in side view)
Mostly linear overarching structure (some optional hidden rooms, can get to level/floor 2 before beating the first boss and the final boss isn't located on the final floor?)
Pay to save or let the game auto-save at certain points
Consumable teleportation items (black onyx - teleport to the next dungeon floor, fire crystal - teleport backwards one floor) and some "same floor" teleporters within the dungeon
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)
Dark rooms which can be lit with lamps
An elixir lets you revive where you died (like Fairies in Zelda)
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, can lower it with poison but these items are limited)
Level gating (have to reach a certain level to get to the next dungeon floor)
Can escape from battles
Which side you're attacked from matters
Limited enemies per dungeon
Hunger mechanic
Shows enemy HP and your damage output
Xanadu Scenario II: Resurrection of the Dragon:
Plays like an expansion pack and is non-linear in structure (can explore any of the 11 dungeons however you'll get crushed if you start with the later ones)
Can sell back items here
Weight mechanic (effectively limiting the amount of items you can carry)
Playthrough w/ commentary - Video Review/Retrospective
Outroyd (MSX, 1985/X1, 1986) - Action Adventure/Maze Shooter, Mech Action, TD view, Flip screen
Other: Overworld only
-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
-Saves are wiped if you game over by stepping into certain pits
-No bosses
-No map feature
Playthrough (MSX)
Alcazar (Multi, 1985/Colecovision, 1985)
Subgenre: Maze Shooter/Action Adventure, Optional rescue mission (black castles hold prisoners who can be freed with keys to get an extra life)
Perspective: TD View
Other: The goal is to get to the large castle on the far side of the map and get to the throne room, Possibly inspired by D&D: Cloudy Mountain
-Hub map with branching paths
-Non-linear structure
-Item inventory (3 items can be held at a time besides what you're holding in your hand; rope, ring, gun, raw meat, water, raft - the ring, raft and rope allow for the use of shortcuts on the map, oil and water are weapons for specific enemies)
-A few shortcut points (on the map: a large lake, two broken bridges; in dungeons: two or more flying carpets each from point A to point B in the current castle) - each requires an item to cross them which is consumed upon use
-No ability/tool gating besides the shortcut unlocking which is more like using a key
-Dungeon map feature (basic auto-map)
-Finite items and respawning monsters
-Monsters can follow you between rooms - they will come after you from an adjacent room if they hear you shooting or using your keys. -Can lure monsters into pits after finding out how to spot which rooms have them
-Dungeons with multiple floors
-Random map generation
-Enemies give visual or audio clues if they are in the adjacent room and can be shot through doors
-No save feature?
-Difficulty options
Playthrough (C64)
Entombed (C64, 1985)
Subgenre: Maze Action/Platformer (similar to Staff of Karnath)
Perspective: Tilted view
-Oxygen mechanic in some rooms
-Weapon/item inventory
-Minor puzzles and you can find clues to some of them in chests
-Some ability/tool gating (some dark rooms where you need to use a found torch to see - can also look around with it while still similar to a flashlight, whip objects to move them - the whip is a found item which is also used as a weapon)
-No save feature?
-Called Arcade Adventure back in the day
Playthrough
Paradroid (C64, 1985)
Subgenre: Maze Action/Action Adventure
Perspective: TD view
-Map feature
-In-game bestiary
-Level up/upgrade by taking over enemy robots in a unique mini-game
-No save feature
Playthrough - Video Review
Gauntlet (ARC, 1985/Multi)
Subgenre: Maze Action w/ ARPG elements
Perspective: TD view
Other: 4-player co-op (4 different chars w/ different starting stats, each player is assigned a specific character according to which controls they use on the cabinet)
-Stat upgrade potions (6 stats - HP, long range AP and speed, short range AP, armor, speed, magic attack/smart bomb power; found in treasure rooms) - these last until you use a credit or they're stolen by thief enemies (you are warned by a sound queue when a thief enters a level)
-Need keys to open doors (open on their own after some time has passed)
-Enemy spawners/generators (later used in Soul Blazer and Diablo)
-Hunger/draining health
-Voiced hints
-Smart bombs (magic potions)
-Gold is for points only
-Limited item inventory (smart bombs and keys share space)
-Walls become exits after spending 180 seconds in a level
-A ranking system is in place (in later versions) which diminishes the amount of food that appears as you score more and more points
-Various differences on NES
Playthrough
Sword of Kadash (PCs, 1985)
Subgenre: ARPG, Minor stealth? (a few alarms cause traps to appear)
Perspective: TD view
Other: Real-time
Diagonal movement and shots
Secret passages and invisible walls
Some cursed items and items that lift the curses
Difficulty options
Scrolls can make monsters flee from you
Gameplay (ST)
Eggerland Mystery (MSX, 1985)
Subgenre: Action Puzzle
Perspective: TD view
Block puzzles
Temporary rafts
Playthrough
Robin of the Wood (C64, 1985)
Subgenre: Maze Action
Perspective: Top down view
Pit Pot/Fushigi no Oshiro Pit Pot (SMS, 1985)
Subgenre: Maze Action/Puzzle/Collectathon
Perspective: TD view
Destroy and restore blocks mechanic
Proto-Zelda gameplay (locked doors, collect 3 special items plus all jewels to be able to save the princess and marry her, hidden treasure - hit certain blocks and collect certain treasure to make new paths appear)
Stop watch and temporary invincibility and dragon stun power ups (heart/blue helmet/lyre)
Constantly respawning enemies
Practice mode
Lives system (red helmets=extra lives)
Finders Keepers (PCs, 1985)
Subgenre: Puzzle Platformer/Maze Platformer/Maze Action, Trading
Perspective: SV/TD View hybrid (some TD rooms)
-Two ways to beat it (fetch the present or escape the castle)
-Item inventory (any ability gating via these?)
-Can examine items
-Completion percentage indicator
-Teleporters
-No maps?
-No save or password save?
-Called Arcade Adventure back in the day
Dragontorc (Spectrum/CPC, 1985)?
Subgenre: Action Adventure?
Perspective: Tilted View
Other: Floating player avatar (apparently an astral projection of the player char), sequel to Avalon
-Recruitable NPC allies
-Healing spell
-Keys
-Enemies that chase you from room to room (opening doors to get to you)
-Called Arcade Adventure back in the day
Heart of Africa (C64, 1985)
Subgenre: Action Adventure/Strategy, Open World?
Perspective: Top Down view
Other: Dynamic camera (zooms in when entering towns and even more when entering houses)
-Spiritual sequel to Seven Cities of Gold
-Trading
-Diary feature
-Save in pubs at port cities
-Randomization element (tomb and valuables locations)
Challenger (NES, 1985)
Subgenre: Platformer, Action Adventure, Collectathon element (3+ keys to the boss's lair)
Perspective: Side View & Top Down View Hybrid
Other: Overworld & "Dungeons" structure (the dungeons are basically single screen challenge rooms inside caves and buildings connecting to the top down hub area), Platformer mini-game before the main game begins (based on Stop the Express from 1983), Difficulty options (16 levels in total but you can't lower it too far or you'll miss some required items for progression, the difficulty increases by two steps each time you beat the game)
-Non-linear structure
-Temporary movement upgrade power ups and screen clearing bomb power ups (shoot the dropped knives and crystal balls, moving faster lets you outrun the invincible ghost enemies)
-No tool/ability gating with permanent tools and the bombs might be optional since you can sneak past the skeletons guarding building and cave entrances
-Time limit
-No continues
-Self-described as an Action Adventure game when booted up
Outliers:
Ultima IV (Multi, 1985) - WRPG, TD view
Subgenre: ARPG/Proto-Platform Adventure Hybrid (stat distribution in town when beginning (5 stats), action-based character growth for spells and weapons, level up your char at temples or the training grounds - the latter lets you distribute the points manually)
Movement Mechanics: Temporary flight, 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
Perspective: Side View (most exploration and the boss battles) & TD view Hybrid (regular battles and castles/towers within the dungeon are top down)
Other: One town, Shops (+temples and inns) in the dungeon, Tile-based movement (interestingly you can also move diagonally in side view)
Mostly linear overarching structure (some optional hidden rooms, can get to level/floor 2 before beating the first boss and the final boss isn't located on the final floor?)
Pay to save or let the game auto-save at certain points
Consumable teleportation items (black onyx - teleport to the next dungeon floor, fire crystal - teleport backwards one floor) and some "same floor" teleporters within the dungeon
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)
Dark rooms which can be lit with lamps
An elixir lets you revive where you died (like Fairies in Zelda)
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, can lower it with poison but these items are limited)
Level gating (have to reach a certain level to get to the next dungeon floor)
Can escape from battles
Which side you're attacked from matters
Limited enemies per dungeon
Hunger mechanic
Shows enemy HP and your damage output
Xanadu Scenario II: Resurrection of the Dragon
Plays like an expansion pack and is non-linear in structure (can explore any of the 11 dungeons however you'll get crushed if you start with the later ones)
Can sell back items here
Weight mechanic (effectively limiting the amount of items you can carry)
Hydlide II (PCs, 1985)
Subgenre: ARPG (Basic character creation (stat distribution (hp, str and magic) and name))
Perspective: TD View
Other: Bump combat
-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)
-HP regen while still on grass
-Game speed toggle
-Long quest for the time
-Late game teleport spell
-Can use fire magic to remove a certain obstacle (the only tool/ability gating)
Playthrough (FM-7) - Review
Dragon Slayer II: Xanadu (Multi, 1985) & Xanadu Scenario II: Resurrection of the Dragon (Multi, 1986?)
Subgenre: ARPG/Proto-Platform Adventure Hybrid (stat distribution in town when beginning (5 stats), action-based character growth for spells and weapons, level up your char at temples or the training grounds - the latter lets you distribute the points manually)
Movement Mechanics: Temporary flight, 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
Perspective: Side View (most exploration and the boss battles) & TD view Hybrid (regular battles and castles/towers within the dungeon are top down)
Other: One town, Shops (+temples and inns) in the dungeon, Tile-based movement (interestingly you can also move diagonally in side view)
Mostly linear overarching structure (some optional hidden rooms, can get to level/floor 2 before beating the first boss and the final boss isn't located on the final floor?)
Pay to save or let the game auto-save at certain points
Consumable teleportation items (black onyx - teleport to the next dungeon floor, fire crystal - teleport backwards one floor) and some "same floor" teleporters within the dungeon
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)
Dark rooms which can be lit with lamps
An elixir lets you revive where you died (like Fairies in Zelda)
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, can lower it with poison but these items are limited)
Level gating (have to reach a certain level to get to the next dungeon floor)
Can escape from battles
Which side you're attacked from matters
Limited enemies per dungeon
Hunger mechanic
Shows enemy HP and your damage output
Xanadu Scenario II: Resurrection of the Dragon:
Plays like an expansion pack and is non-linear in structure (can explore any of the 11 dungeons however you'll get crushed if you start with the later ones)
Can sell back items here
Weight mechanic (effectively limiting the amount of items you can carry)
Playthrough w/ commentary - Video Review/Retrospective
Outroyd (MSX, 1985/X1, 1986) - Action Adventure/Maze Shooter, Mech Action, TD view, Flip screen
Other: Overworld only
-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
-Saves are wiped if you game over by stepping into certain pits
-No bosses
-No map feature
Playthrough (MSX)
Alcazar (Multi, 1985/Colecovision, 1985)
Subgenre: Maze Shooter/Action Adventure, Optional rescue mission (black castles hold prisoners who can be freed with keys to get an extra life)
Perspective: TD View
Other: The goal is to get to the large castle on the far side of the map and get to the throne room, Possibly inspired by D&D: Cloudy Mountain
-Hub map with branching paths
-Non-linear structure
-Item inventory (3 items can be held at a time besides what you're holding in your hand; rope, ring, gun, raw meat, water, raft - the ring, raft and rope allow for the use of shortcuts on the map, oil and water are weapons for specific enemies)
-A few shortcut points (on the map: a large lake, two broken bridges; in dungeons: two or more flying carpets each from point A to point B in the current castle) - each requires an item to cross them which is consumed upon use
-No ability/tool gating besides the shortcut unlocking which is more like using a key
-Dungeon map feature (basic auto-map)
-Finite items and respawning monsters
-Monsters can follow you between rooms - they will come after you from an adjacent room if they hear you shooting or using your keys. -Can lure monsters into pits after finding out how to spot which rooms have them
-Dungeons with multiple floors
-Random map generation
-Enemies give visual or audio clues if they are in the adjacent room and can be shot through doors
-No save feature?
-Difficulty options
Playthrough (C64)
Entombed (C64, 1985)
Subgenre: Maze Action/Platformer (similar to Staff of Karnath)
Perspective: Tilted view
-Oxygen mechanic in some rooms
-Weapon/item inventory
-Minor puzzles and you can find clues to some of them in chests
-Some ability/tool gating (some dark rooms where you need to use a found torch to see - can also look around with it while still similar to a flashlight, whip objects to move them - the whip is a found item which is also used as a weapon)
-No save feature?
-Called Arcade Adventure back in the day
Playthrough
Paradroid (C64, 1985)
Subgenre: Maze Action/Action Adventure
Perspective: TD view
-Map feature
-In-game bestiary
-Level up/upgrade by taking over enemy robots in a unique mini-game
-No save feature
Playthrough - Video Review
Gauntlet (ARC, 1985/Multi)
Subgenre: Maze Action w/ ARPG elements
Perspective: TD view
Other: 4-player co-op (4 different chars w/ different starting stats, each player is assigned a specific character according to which controls they use on the cabinet)
-Stat upgrade potions (6 stats - HP, long range AP and speed, short range AP, armor, speed, magic attack/smart bomb power; found in treasure rooms) - these last until you use a credit or they're stolen by thief enemies (you are warned by a sound queue when a thief enters a level)
-Need keys to open doors (open on their own after some time has passed)
-Enemy spawners/generators (later used in Soul Blazer and Diablo)
-Hunger/draining health
-Voiced hints
-Smart bombs (magic potions)
-Gold is for points only
-Limited item inventory (smart bombs and keys share space)
-Walls become exits after spending 180 seconds in a level
-A ranking system is in place (in later versions) which diminishes the amount of food that appears as you score more and more points
-Various differences on NES
Playthrough
Sword of Kadash (PCs, 1985)
Subgenre: ARPG, Minor stealth? (a few alarms cause traps to appear)
Perspective: TD view
Other: Real-time
Diagonal movement and shots
Secret passages and invisible walls
Some cursed items and items that lift the curses
Difficulty options
Scrolls can make monsters flee from you
Gameplay (ST)
Eggerland Mystery (MSX, 1985)
Subgenre: Action Puzzle
Perspective: TD view
Block puzzles
Temporary rafts
Playthrough
Robin of the Wood (C64, 1985)
Subgenre: Maze Action
Perspective: Top down view
Pit Pot/Fushigi no Oshiro Pit Pot (SMS, 1985)
Subgenre: Maze Action/Puzzle/Collectathon
Perspective: TD view
Destroy and restore blocks mechanic
Proto-Zelda gameplay (locked doors, collect 3 special items plus all jewels to be able to save the princess and marry her, hidden treasure - hit certain blocks and collect certain treasure to make new paths appear)
Stop watch and temporary invincibility and dragon stun power ups (heart/blue helmet/lyre)
Constantly respawning enemies
Practice mode
Lives system (red helmets=extra lives)
Finders Keepers (PCs, 1985)
Subgenre: Puzzle Platformer/Maze Platformer/Maze Action, Trading
Perspective: SV/TD View hybrid (some TD rooms)
-Two ways to beat it (fetch the present or escape the castle)
-Item inventory (any ability gating via these?)
-Can examine items
-Completion percentage indicator
-Teleporters
-No maps?
-No save or password save?
-Called Arcade Adventure back in the day
Dragontorc (Spectrum/CPC, 1985)?
Subgenre: Action Adventure?
Perspective: Tilted View
Other: Floating player avatar (apparently an astral projection of the player char), sequel to Avalon
-Recruitable NPC allies
-Healing spell
-Keys
-Enemies that chase you from room to room (opening doors to get to you)
-Called Arcade Adventure back in the day
Heart of Africa (C64, 1985)
Subgenre: Action Adventure/Strategy, Open World?
Perspective: Top Down view
Other: Dynamic camera (zooms in when entering towns and even more when entering houses)
-Spiritual sequel to Seven Cities of Gold
-Trading
-Diary feature
-Save in pubs at port cities
-Randomization element (tomb and valuables locations)
Challenger (NES, 1985)
Subgenre: Platformer, Action Adventure, Collectathon element (3+ keys to the boss's lair)
Perspective: Side View & Top Down View Hybrid
Other: Overworld & "Dungeons" structure (the dungeons are basically single screen challenge rooms inside caves and buildings connecting to the top down hub area), Platformer mini-game before the main game begins (based on Stop the Express from 1983), Difficulty options (16 levels in total but you can't lower it too far or you'll miss some required items for progression, the difficulty increases by two steps each time you beat the game)
-Non-linear structure
-Temporary movement upgrade power ups and screen clearing bomb power ups (shoot the dropped knives and crystal balls, moving faster lets you outrun the invincible ghost enemies)
-No tool/ability gating with permanent tools and the bombs might be optional since you can sneak past the skeletons guarding building and cave entrances
-Time limit
-No continues
-Self-described as an Action Adventure game when booted up
Outliers:
Ultima IV (Multi, 1985) - WRPG, TD view
Subgenre: ARPG/Proto-Platform Adventure Hybrid (stat distribution in town when beginning (5 stats), action-based character growth for spells and weapons, level up your char at temples or the training grounds - the latter lets you distribute the points manually)
Movement Mechanics: Temporary flight, 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
Perspective: Side View (most exploration and the boss battles) & TD view Hybrid (regular battles and castles/towers within the dungeon are top down)
Other: One town, Shops (+temples and inns) in the dungeon, Tile-based movement (interestingly you can also move diagonally in side view)
Mostly linear overarching structure (some optional hidden rooms, can get to level/floor 2 before beating the first boss and the final boss isn't located on the final floor?)
Pay to save or let the game auto-save at certain points
Consumable teleportation items (black onyx - teleport to the next dungeon floor, fire crystal - teleport backwards one floor) and some "same floor" teleporters within the dungeon
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)
Dark rooms which can be lit with lamps
An elixir lets you revive where you died (like Fairies in Zelda)
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, can lower it with poison but these items are limited)
Level gating (have to reach a certain level to get to the next dungeon floor)
Can escape from battles
Which side you're attacked from matters
Limited enemies per dungeon
Hunger mechanic
Shows enemy HP and your damage output
Xanadu Scenario II: Resurrection of the Dragon
Plays like an expansion pack and is non-linear in structure (can explore any of the 11 dungeons however you'll get crushed if you start with the later ones)
Can sell back items here
Weight mechanic (effectively limiting the amount of items you can carry)