Top Down Games: 1986 (Cholo, Academy, Kid Icarus, King's Quest III, Metroid and Alex Kidd in Miracle World are released)
1980|1981|1982|1983|1984|1985|1986|1987|1988|1989
The Legend of Zelda (FDS, 1986/NES, 1987)
Subgenre: Action Adventure
Perspective: Top down view
Other: Partially inspired by Ultima and Black Onyx
Playthrough - Video Review - Mini-Review
Valkyrie no Bouken: Toki no Kagi Densetsu (NES, 1986)
Subgenre: ARPG (rest at inns to level up), Similar to Dragon Slayer 1 and Zelda 1
Perspective: TD View
Other: Basic quiz-style character creation (Zodiac Sign, Blood Type and favorite color - the answers influence some rules of the game and the player's status at the beginning)
-Female protagonist
-Axes to cut through forests (and even mountains later on) and lanterns to light up dungeons
-Password save
-No in-game map (came with a physical map showing the first three areas and a vague outline of the rest)
-Day/night cycle
-Whale mount (can call it or dismount at certain points near water)
-Shops
-Breakable and permanent versions of gear items
-Spells such as healing, fireballs, enemy freeze, etc.
Playthrough - Video Review/Retrospective - Mini-Review
Adian no Tsue (FDS, 1986)
Subgenre: Action Adventure/Zelda 1-like (no exp point leveling, dungeons only)
Perspective: TD view
Other: Math problems (includes a Game B/Stepping mode which is a math quiz marathon), Shops
Linear (no backtracking to previous floors?)
Gear and item gating for bosses
One ability gate in a weapon or item that lets you destroy blocks?
No maps
No save or password save?
Playthrough - Video Review - Mini-Review
Mind Walker (AMI, 1986)
Subgenre: Puzzle/Action Adventure
Perspective: Tilted view/TD view/FP view hybrid
Other: No jumping
-Four chars (switch below the floating pyramids)
-Fairly detailed map feature, You use a sound queue to find your way in the TD segments (repeats faster the closer you get to the goal)
-Unusual gameplay (in the tilted view segment each char must build a path ("Path of Coherent Thought") from a crystal to a special square located somewhere in the brain, each char can connect only one type of platforms)
-Psychological theme (the player is immersed inside a human brain and must cure a psychosis that is threatening the patient's well-being)
-360 degree attack in the TD segments which is kinda similar to the blade attack in Radiant Silvergun (SAT)
-Pre-rendered enemies in the tilted view segments
-Can buy tips with your points (tap Sigmund Freud's pipe) in the jigsaw puzzle assembling mini-game segment
-Homing lightning attack in the tilted view segments
-Save feature
-Randomly generated world (can use the save feature to restart the same world if you want)
-No new tools/abilities or other upgrades gained
Playthrough - Commentary - Mini-Review
The Legend of Zelda (FDS, 1986/NES, 1987)
Subgenre: Action Adventure
Perspective: Top down view
Other: Partially inspired by Ultima and Black Onyx
- Open ended structure
- Save feature (one of the first console games with battery save - 1987 on NES/1986 on famicom disk system)
- Warps
- Equipment inventory
- Basic map systems (overworld: mini-map in the HUD which shows your location only; dungeons (has to be found in each): shows the layout on the mini-map, visited rooms and found exits on the pause screen as well as the triforce piece location after finding the compass on the mini-map)
- Shops and mini-games
- Hidden rooms
- Can block some projectiles
- Dark rooms
- Can bomb walls (lacking visual and audio clues)
- Some interesting new tools (boomerang, ladder and a raft)
- Use your voice to kill a certain enemy (JP version)
- Unlockable second quest (different layouts, harder)
- Bomb ammo capacity upgrades, Lifebar upgrades (heart containers), Upgraded versions of swords obtained by finding them and having enough heart containers (there's also an upgraded shield which can be bought)
- Called Action Adventure by some back in the day
Playthrough - Video Review - Mini-Review
Valkyrie no Bouken: Toki no Kagi Densetsu (NES, 1986)
Subgenre: ARPG (rest at inns to level up), Similar to Dragon Slayer 1 and Zelda 1
Perspective: TD View
Other: Basic quiz-style character creation (Zodiac Sign, Blood Type and favorite color - the answers influence some rules of the game and the player's status at the beginning)
-Female protagonist
-Axes to cut through forests (and even mountains later on) and lanterns to light up dungeons
-Password save
-No in-game map (came with a physical map showing the first three areas and a vague outline of the rest)
-Day/night cycle
-Whale mount (can call it or dismount at certain points near water)
-Shops
-Breakable and permanent versions of gear items
-Spells such as healing, fireballs, enemy freeze, etc.
Playthrough - Video Review/Retrospective - Mini-Review
Adian no Tsue (FDS, 1986)
Subgenre: Action Adventure/Zelda 1-like (no exp point leveling, dungeons only)
Perspective: TD view
Other: Math problems (includes a Game B/Stepping mode which is a math quiz marathon), Shops
Linear (no backtracking to previous floors?)
Gear and item gating for bosses
One ability gate in a weapon or item that lets you destroy blocks?
No maps
No save or password save?
Playthrough - Video Review - Mini-Review
Mind Walker (AMI, 1986)
Subgenre: Puzzle/Action Adventure
Perspective: Tilted view/TD view/FP view hybrid
Other: No jumping
-Four chars (switch below the floating pyramids)
-Fairly detailed map feature, You use a sound queue to find your way in the TD segments (repeats faster the closer you get to the goal)
-Unusual gameplay (in the tilted view segment each char must build a path ("Path of Coherent Thought") from a crystal to a special square located somewhere in the brain, each char can connect only one type of platforms)
-Psychological theme (the player is immersed inside a human brain and must cure a psychosis that is threatening the patient's well-being)
-360 degree attack in the TD segments which is kinda similar to the blade attack in Radiant Silvergun (SAT)
-Pre-rendered enemies in the tilted view segments
-Can buy tips with your points (tap Sigmund Freud's pipe) in the jigsaw puzzle assembling mini-game segment
-Homing lightning attack in the tilted view segments
-Save feature
-Randomly generated world (can use the save feature to restart the same world if you want)
-No new tools/abilities or other upgrades gained
Playthrough - Commentary - Mini-Review
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))
Subgenre: Graphical Adventure (location exploration)/Action Adventure (overworld) hybrid
Perspective: FP (locations)/TD (overworld) hybrid
Other: Icon interface (verb commands)
-Mayan civilization theme (not Aztec)
-Item inventory
-Shrinking item for shrinking yourself
-Puzzles (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)
Playthrough - Review - Mini-Review
Starflight (PC (1986/MD, 1991 (Remake))
Subgenre: Open World Sci-Fi RPG/Space Exploration Sim (vehicle and skill upgrade purchasing rather than exp point leveling)
Perspective: TD view
Other: Real-time ship combat
-Party creation
-Ship and crew customization (five races)
-Interactive dialogue
-Save anywhere
-Zoomable planet maps (can be upgraded to show nearby encounters and fluxes)
-Large game world/galaxy
-Interplanetary travel (Ultima II, Elite)
-Meaningful choices in terms of NPC attitude towards you
-Can be beaten without fighting
-Mining
-Crystal Pearl for teleporting away from trouble and Flat Device for teleporting back to ship on a planet
-Some traversal upgrades for the ATV (planet exploration vehicle) in the MD version. Pontoons let it float on water surfaces, turbo charger lets it move faster, more?
-Planets wrap around meaning you end up where you were if you keep going in one direction
Gameplay - Video Review (MD) - Mini-Review
Eggerland Mystery 2 (MSX, 1986)
Subgenre: Action Puzzle/Action Adventure (one large maze)
Perspective: TD view
-Basic map feature (shows basic layout+your location+visited rooms, have to find it, final area is on a different floor and isn't mapped)
-Password save
-Temporary rafts
-Locked doors
-Vague hint system in the GUI
-Can find four NPCs who will grant you abilities (infinite ammo, super speed, etc.) in the final few puzzles
-Introduced different terrain types (grass and deserts) and the "rock breaking" power
Playthrough - Review - Mini-Review
Space Hunter (NES, 1986)(Fan translated)
Subgenre: Platform Adventure/MV
Perspective: Side view and TD view hybrid (similar to Blaster Master)
Other: Flight-based, Hub area/overworld (can move around but not get hit or attack anything), Swimming on one planet
Playthrough - Review - Mini Review
WiBArM (PC-88, 1986/PC DOS, 1989)
Subgenre: ARPG/Third Person Shooter, Similar to DSII: Xanadu
Perspective: Side View (outdoors)/TD View (regular encounters)/TP View Hybrid (indoors/dungeons)
Other: Mech-based
-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 and airship
-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)
Playthrough w/ commentary - Video Review - Mini-Review
Friday the 13th (C64/CPC/Spectrum, 1986)
Subgenre: Survival Horror/Action Adventure
Perspective: Bird's Eye view, Flip screen
Other: Time limit ("sanity meter")
-Panic level meter (determines who Jason will attack)
-Status display for the other 10 visitors
-Can tell NPCs to go to the room with the cross which is a safe space
-9 weapons (can only carry one at a time?)
-Loops after finishing it
-No ability gating or char upgrades besides weapons
-No map feature?
-No save or password save?
-Called Arcade Adventure back in the day
Miami Vice (C64/CPC/Spectrum, 1986)
Subgenre: Action Adventure
Perspective: TD view (outdoors, car-based)/Side view (indoors) hybrid
Other: Chase segments
-Day/night cycle (have to enter buildings at specific times to progress)
-Can interrogate enemies for info (goal is to find and stop an illegal shipment)
-Can visit the hospital to restore health
-No save or password save
-Very limited ammo
-No ability gating or character upgrades?
-No map feature?
Deadly Towers (NES, 1986)
Subgenre: Action Adventure (no exp point leveling)
Perspective: Tilted View
Other: Diagonal movement (but not attacks), Shops (gear for AP and DP upgrades, items)
Non-linear
No map (there are two spells that're supposed to help a bit in dungeons but they're not that useful)
Password save
Random warp spell (within a dungeon), Warp to the beginning spell, Warp to the holy flame screen spell (where you can use bells to restore HP), Warp to dungeon exit spell
Freeze enemies spell and item (temporary)
HP upgrades (circle hearts)
Temporary buff items (necklaces)
Movement speed upgrade (boots) - only works for diagonals for some reason
Two detection items (yellow crystal, fire magic)
Playthrough
Into the Eagle's Nest (PCs, 1986)?
Subgenre: Maze Action/Stealth, Rescue Mission (3 soldiers), Level-based (no backtracking to previous ones?)
Perspective: TD view
-Locked doors and destructible obstacles
-Non-linear structure?
-Elevators
-Item inventory
-No save or password save?
-No maps?
-Limited ammo
-Called Arcade Adventure back in the day
Playthrough (CPC)
They Stole a Million (PCs, 1986)
Subgenre: Action Adventure/Strategy/Crime Sim?, Escape segments
Perspective: TD view
Other: Verb commands, Hire a team of criminals with different abilities
-Planning phase
-In the execution phase you’re the lookout waiting outside in the car but can go inside to help out at the risk of not being able to get away if police come
-No save feature besides saving your selected team in the beginning
-No maps
Playthrough
Asterix and the Magic Cauldron/Ardok the Barbarian (PCs, 1986)?
Subgenre: Action Adventure/Maze Action?
Perspective: Tilted View
Other: Separate battle encounters, Flip Screen
-Can be captured
-Locked doors
-No map?
-No save or password save?
-Called an Action game w/ Adventure elements back in the dy
Playthrough (CPC)
Hacker II (PCs, 1986)?
Subgenre: Hacking Sim (Text-based)/Stealth Action/Maze Hybrid (robot/drone-based, Tilted/TD view), Fetch quest
Perspective: Tilted view/TD view hybrid
Other: P&C interface
-4 viewports (one live camera, two tilted view cameras (out of 38 different ones in the building) and a real-time top down map view)
-Bypass security systems and record empty room footage to trick the enemy
-No save or password save
Playthrough
The Trap Door (PCs, 1986)?
Subgenre: Puzzle Action/Action Adventure?
Perspective: Tilted View
Other: Fetch quests, Time limit, No platforming?
-Easy mode option
-Non-linear?
-No save or password save?
-No map?
-Called Arcade Adventure back in the day
Playthrough
Dungeon Master (MSX, 1986)(Different, untranslated)
Subgenre: Ys/Hydlide-like ARPG w/ basic character creation (bump combat)
Perspective: TD view
Other: Party-based (you control all 3 chars which is kind of like in Sorcerian except the others don't auto-follow a leader so you tend to get stuck on walls), Overworld & Dungeons
-Password save
-No maps
Playthrough
The Stone of Wisdom/Kenja no Ishi (MSX, 1986)
Subgenre: Zelda-like ARPG (Dungeon only, 3 stats)
Perspective: TD view
-No save or password save
-No maps
Gameplay
Druid (C64 etc., 1986)?
Subgenre: Gauntlet-like Proto-AA/Maze Action
Perspective: TD view
Other: Can summon a golem which can be controlled by a second player on C64, Linear and level-based (no backtracking?)
Health restoration points
Invisibility spell
No save or password save?
No maps?
Called Arcade Adventure back in the day
Playthrough - Gameplay w/ commentary
Dante's Inferno (C64, 1986)?
Subgenre: Maze Action or Action Adventure
Perspective: TD view
Other: Temporary vehicles
-2 item inventory
-Very short
-No ability gating or char upgrades?
-No map feature?
-No save or password save?
Playthrough - Video Review - Mini-Review
Outliers:
The Way Of The Tiger II: Avenger (Spectrum/C64/CPC/MSX, 1986)
Subgenre: Maze Action/Proto-Action Adventure (find a scroll and escape while also assassinating the villain)
Perspective: TD view
-Locked doors and keys as well as tool items used like keys
-Ammo-based ranged weapon (shuriken)
-Can heal a limited number of times (a spell of sorts)
-No player char upgrades (can temporarily gain a sword)
-No save or password save?
-No map?
-Can drop down to the floor below at certain points - Dragon Quest 2?
The Return of Ishtar (ARC, 1986/PCs, 1987) - Maze Action w/ AA elements, TD view, 2-player only (camera focuses on Ki/the girl)
Password save
60 floors and 128 rooms
Bump melee combat for Gilgamesh/the boy (Ki uses spells)
64 different spells
Locked doors
Infiltrator (Multi, 1986) - Flight Sim/Stealth Action Hybrid, FP (helicopter flight)/TD (outdoors)/Tilted view (indoors) hybrid, Retrieve and escape missions, Time limit
Auto-map, Gas grenades for putting guards to sleep and papers to fool them about your identity
AutoDuel (Multi, 1986) - Driving/Action/RPG (customizable cars), TD view, Delivery missions, Arena battles
Dragon Quest (NES/MSX, 1986) - (J)RPG, TD view (FP view battles)
-Mostly non-linear/near open world (you'll need to grind to do things out of order though): "You can go to most locations right away, with only a few locked behind doors. Once you reach Rimuldar, you can buy keys, at which point you can go anywhere in the world except for Charlock castle."
Nazo no Murasame Jou/The Mysterious Murasame Castle (NES, 1986) - Linear and level-based (maze levels), TD view
Subgenre: Graphical Adventure (location exploration)/Action Adventure (overworld) hybrid
Perspective: FP (locations)/TD (overworld) hybrid
Other: Icon interface (verb commands)
-Mayan civilization theme (not Aztec)
-Item inventory
-Shrinking item for shrinking yourself
-Puzzles (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)
Playthrough - Review - Mini-Review
Starflight (PC (1986/MD, 1991 (Remake))
Subgenre: Open World Sci-Fi RPG/Space Exploration Sim (vehicle and skill upgrade purchasing rather than exp point leveling)
Perspective: TD view
Other: Real-time ship combat
-Party creation
-Ship and crew customization (five races)
-Interactive dialogue
-Save anywhere
-Zoomable planet maps (can be upgraded to show nearby encounters and fluxes)
-Large game world/galaxy
-Interplanetary travel (Ultima II, Elite)
-Meaningful choices in terms of NPC attitude towards you
-Can be beaten without fighting
-Mining
-Crystal Pearl for teleporting away from trouble and Flat Device for teleporting back to ship on a planet
-Some traversal upgrades for the ATV (planet exploration vehicle) in the MD version. Pontoons let it float on water surfaces, turbo charger lets it move faster, more?
-Planets wrap around meaning you end up where you were if you keep going in one direction
Gameplay - Video Review (MD) - Mini-Review
Eggerland Mystery 2 (MSX, 1986)
Subgenre: Action Puzzle/Action Adventure (one large maze)
Perspective: TD view
-Basic map feature (shows basic layout+your location+visited rooms, have to find it, final area is on a different floor and isn't mapped)
-Password save
-Temporary rafts
-Locked doors
-Vague hint system in the GUI
-Can find four NPCs who will grant you abilities (infinite ammo, super speed, etc.) in the final few puzzles
-Introduced different terrain types (grass and deserts) and the "rock breaking" power
Playthrough - Review - Mini-Review
Space Hunter (NES, 1986)(Fan translated)
Subgenre: Platform Adventure/MV
Perspective: Side view and TD view hybrid (similar to Blaster Master)
Other: Flight-based, Hub area/overworld (can move around but not get hit or attack anything), Swimming on one planet
- Partially non-linear structure (gained sub weapons are sometimes needed to damage bosses, seventh planet appears after beating the first six)
- Can leave a planet at any point to go to another one)
- Power requirement for some weapons (power also works like ammo for all found weapons)
- Password save on any screen
- Basic sub area/planet maps (shows your location, the basic layout and where there are buildings but no topography or where the bosses are) - no top down view maps but those rooms are one screen only anway
- The fins found on the red planet are needed to traverse beneath the surface on the water planet
Playthrough - Review - Mini Review
WiBArM (PC-88, 1986/PC DOS, 1989)
Subgenre: ARPG/Third Person Shooter, Similar to DSII: Xanadu
Perspective: Side View (outdoors)/TD View (regular encounters)/TP View Hybrid (indoors/dungeons)
Other: Mech-based
-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 and airship
-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)
Playthrough w/ commentary - Video Review - Mini-Review
Friday the 13th (C64/CPC/Spectrum, 1986)
Subgenre: Survival Horror/Action Adventure
Perspective: Bird's Eye view, Flip screen
Other: Time limit ("sanity meter")
-Panic level meter (determines who Jason will attack)
-Status display for the other 10 visitors
-Can tell NPCs to go to the room with the cross which is a safe space
-9 weapons (can only carry one at a time?)
-Loops after finishing it
-No ability gating or char upgrades besides weapons
-No map feature?
-No save or password save?
-Called Arcade Adventure back in the day
Miami Vice (C64/CPC/Spectrum, 1986)
Subgenre: Action Adventure
Perspective: TD view (outdoors, car-based)/Side view (indoors) hybrid
Other: Chase segments
-Day/night cycle (have to enter buildings at specific times to progress)
-Can interrogate enemies for info (goal is to find and stop an illegal shipment)
-Can visit the hospital to restore health
-No save or password save
-Very limited ammo
-No ability gating or character upgrades?
-No map feature?
Deadly Towers (NES, 1986)
Subgenre: Action Adventure (no exp point leveling)
Perspective: Tilted View
Other: Diagonal movement (but not attacks), Shops (gear for AP and DP upgrades, items)
Non-linear
No map (there are two spells that're supposed to help a bit in dungeons but they're not that useful)
Password save
Random warp spell (within a dungeon), Warp to the beginning spell, Warp to the holy flame screen spell (where you can use bells to restore HP), Warp to dungeon exit spell
Freeze enemies spell and item (temporary)
HP upgrades (circle hearts)
Temporary buff items (necklaces)
Movement speed upgrade (boots) - only works for diagonals for some reason
Two detection items (yellow crystal, fire magic)
Playthrough
Into the Eagle's Nest (PCs, 1986)?
Subgenre: Maze Action/Stealth, Rescue Mission (3 soldiers), Level-based (no backtracking to previous ones?)
Perspective: TD view
-Locked doors and destructible obstacles
-Non-linear structure?
-Elevators
-Item inventory
-No save or password save?
-No maps?
-Limited ammo
-Called Arcade Adventure back in the day
Playthrough (CPC)
They Stole a Million (PCs, 1986)
Subgenre: Action Adventure/Strategy/Crime Sim?, Escape segments
Perspective: TD view
Other: Verb commands, Hire a team of criminals with different abilities
-Planning phase
-In the execution phase you’re the lookout waiting outside in the car but can go inside to help out at the risk of not being able to get away if police come
-No save feature besides saving your selected team in the beginning
-No maps
Playthrough
Asterix and the Magic Cauldron/Ardok the Barbarian (PCs, 1986)?
Subgenre: Action Adventure/Maze Action?
Perspective: Tilted View
Other: Separate battle encounters, Flip Screen
-Can be captured
-Locked doors
-No map?
-No save or password save?
-Called an Action game w/ Adventure elements back in the dy
Playthrough (CPC)
Hacker II (PCs, 1986)?
Subgenre: Hacking Sim (Text-based)/Stealth Action/Maze Hybrid (robot/drone-based, Tilted/TD view), Fetch quest
Perspective: Tilted view/TD view hybrid
Other: P&C interface
-4 viewports (one live camera, two tilted view cameras (out of 38 different ones in the building) and a real-time top down map view)
-Bypass security systems and record empty room footage to trick the enemy
-No save or password save
Playthrough
The Trap Door (PCs, 1986)?
Subgenre: Puzzle Action/Action Adventure?
Perspective: Tilted View
Other: Fetch quests, Time limit, No platforming?
-Easy mode option
-Non-linear?
-No save or password save?
-No map?
-Called Arcade Adventure back in the day
Playthrough
Dungeon Master (MSX, 1986)(Different, untranslated)
Subgenre: Ys/Hydlide-like ARPG w/ basic character creation (bump combat)
Perspective: TD view
Other: Party-based (you control all 3 chars which is kind of like in Sorcerian except the others don't auto-follow a leader so you tend to get stuck on walls), Overworld & Dungeons
-Password save
-No maps
Playthrough
The Stone of Wisdom/Kenja no Ishi (MSX, 1986)
Subgenre: Zelda-like ARPG (Dungeon only, 3 stats)
Perspective: TD view
-No save or password save
-No maps
Gameplay
Druid (C64 etc., 1986)?
Subgenre: Gauntlet-like Proto-AA/Maze Action
Perspective: TD view
Other: Can summon a golem which can be controlled by a second player on C64, Linear and level-based (no backtracking?)
Health restoration points
Invisibility spell
No save or password save?
No maps?
Called Arcade Adventure back in the day
Playthrough - Gameplay w/ commentary
Dante's Inferno (C64, 1986)?
Subgenre: Maze Action or Action Adventure
Perspective: TD view
Other: Temporary vehicles
-2 item inventory
-Very short
-No ability gating or char upgrades?
-No map feature?
-No save or password save?
Playthrough - Video Review - Mini-Review
Outliers:
The Way Of The Tiger II: Avenger (Spectrum/C64/CPC/MSX, 1986)
Subgenre: Maze Action/Proto-Action Adventure (find a scroll and escape while also assassinating the villain)
Perspective: TD view
-Locked doors and keys as well as tool items used like keys
-Ammo-based ranged weapon (shuriken)
-Can heal a limited number of times (a spell of sorts)
-No player char upgrades (can temporarily gain a sword)
-No save or password save?
-No map?
-Can drop down to the floor below at certain points - Dragon Quest 2?
The Return of Ishtar (ARC, 1986/PCs, 1987) - Maze Action w/ AA elements, TD view, 2-player only (camera focuses on Ki/the girl)
Password save
60 floors and 128 rooms
Bump melee combat for Gilgamesh/the boy (Ki uses spells)
64 different spells
Locked doors
Infiltrator (Multi, 1986) - Flight Sim/Stealth Action Hybrid, FP (helicopter flight)/TD (outdoors)/Tilted view (indoors) hybrid, Retrieve and escape missions, Time limit
Auto-map, Gas grenades for putting guards to sleep and papers to fool them about your identity
AutoDuel (Multi, 1986) - Driving/Action/RPG (customizable cars), TD view, Delivery missions, Arena battles
Dragon Quest (NES/MSX, 1986) - (J)RPG, TD view (FP view battles)
-Mostly non-linear/near open world (you'll need to grind to do things out of order though): "You can go to most locations right away, with only a few locked behind doors. Once you reach Rimuldar, you can buy keys, at which point you can go anywhere in the world except for Charlock castle."
Nazo no Murasame Jou/The Mysterious Murasame Castle (NES, 1986) - Linear and level-based (maze levels), TD view