Top Down View Games: 1987 (Goonies II, Driller, Maniac Mansion, Maze of Galious, Zillion, Faxanadu and Dungeon Master are released)
1980|1981|1982|1983|1984|1985|1986|1987|1988|1989
Ys: Vanished Omen/Ancient Ys Vanished (FM-7/X1/MSX etc., 1987/SMS, 1988)
Subgenre: ARPG
Perspective: Top down view
Other: Bump combat (similar to horseback duels)
Playthrough - Video Review (SMS) - Mini Review (Complete ver.)
Metal Gear (MSX2/NES, 1987)
Subgenre: Stealth Action/Action Adventure
Perspective: TD view
Playthrough (MSX) - Video Review - Mini Review (MSX)
King Kong 2: Yomigaeru Densetsu (MSX, 1986 or 1987)
Subgenre: Zelda-ish ARPG (leveling)
Perspective: Top Down View
Other: Level/strength requirement for gear (can't skip the knife for the axe for example however you get the axe for free later)
Playthrough - Video Retrospective - Mini Review
The Faery Tale Adventure (Multi, 1987)
Subgenre: ARPG, Open World?, Minor collectathon element (five golden statues)
Perspective: TD view
Other: Mouse-driven combat only?, Shops
-Save anywhere
-Comes with a WM, No in-game maps but the bird totem item gives a zoomed out view of your surroundings
-Pretty interactive and very large world for the time
-Fast travel via a golden swan (tamed with the lasso) as well as the blue stone (used at stone circles to teleport to another stone circle in the direction your avatar is facing)
-Some ability/tool gating (lasso for using the golden swan to fly around - lets you reach some areas easier and lets you go rescue the princess (more like a fast travel option otherwise since you can't be attacked while flying), turtle to travel by sea (summoned w/ a seashell or found via a side quest), gold ring - temporarily freezes enemies and their projectiles (letting you progress in a certain cave), green stone for lighting up dark areas, )
-Day/night cycle
-Hunger and fatigue mechanics
Playthrough - Video Review - Mini Review
Sid Meier's Pirates! (PCs, 1987/AIIGS, 1988/AMI, 1990/NES, 1991)
Subgenre: Pirating Sim, Action Adventure/Strategy Hybrid, Open World
Perspective: TD view/SV/FP view (bars) hybrid
Other: Mini-games
Playthrough (AMI) - Video Review (NES) - Mini Review (NES)
Ys: Vanished Omen/Ancient Ys Vanished (FM-7/X1/MSX etc., 1987/SMS, 1988)
Subgenre: ARPG
Perspective: Top down view
Other: Bump combat (similar to horseback duels)
- Basic dialogue trees
- Bargain with one of the clerks
- Teleport back to town (wing)
- Health regen outside dungeons if standing still
- Save anywhere except during dialogue or boss battles
- Somewhat non-linear structure
- Gradually learn enemies' stats by killing more of them (post PCE versions - Eternal/Complete)
- No maps
- Two basic ability/tool gates in the mask and sara's crystal (shows hidden doors but makes enemies invisible at the same time/shows teleporter statues at one point). Other items are used like keys, for trading or during combat
Playthrough - Video Review (SMS) - Mini Review (Complete ver.)
Metal Gear (MSX2/NES, 1987)
Subgenre: Stealth Action/Action Adventure
Perspective: TD view
- Version differences: http://blog.hardcoregaming101.net/2009/08/metal-gear-msx-and-nes-comparison.html
- Radio communication feature (can get tips from NPCs)
- Interesting gear (binoculars (view adjacent screens - respawns enemies on NES), enemy uniform (Castle Wolfenstein) and cardboard box used as disguises, compass, tracker item (can be placed on you by the enemy if you get captured), silencer - avoid detection when shooting, remote controlled missiles). Infrared goggles, mine detector, flashlight, parachute and oxygen tank are used like keys (for spotting some hazards/seeing in the dark/accessing a certain area/not losing health while underwater)
- Boss introductions
- Find destructible walls by listening for differing sounds when hitting them - blow them up using found bombs
- Creates a sense of vulnerability at times (the dogs, losing your gear before the first boss)
- Save feature (loading puts you in the previous elevator room though)
- Checkpoints at the beginning of each area and when exiting or entering a building
- No maps
- Some interesting level design (flying enemy triggering an electric floor trap, moving infrared beam alarm room, tank fire in the desert)
- Basic level up/rank system (lets you carry more equipment and ammo but also sometimes determines if an NPC will answer you on the radio, 4 levels and increases with every 5th rescued prisoner, killing prisoners lowers rank)
- Escape sequence (Metroid)
Playthrough (MSX) - Video Review - Mini Review (MSX)
King Kong 2: Yomigaeru Densetsu (MSX, 1986 or 1987)
Subgenre: Zelda-ish ARPG (leveling)
Perspective: Top Down View
Other: Level/strength requirement for gear (can't skip the knife for the axe for example however you get the axe for free later)
- Early Zelda/Ys-like gameplay (explore a large world for the time, NPCs who give hints and directions, shops, basic character building, overworld and dungeons (cellars) layout, weapon & item inventory)
- Mini-bosses
- Save feature (cart combination?)
- No maps
- Three different endings (use less continues and spend less time for a better one)
- Partially non-linear
- Some ability/tool gating (water sandals (walk on water), temusa spell can be used to destroy certain rocks)
- Can walk away from any dialogue (down)
- The game shows enemies' stats as you face them (up to two kinds per screen)
- Do more damage by attacking from behind? (some enemies can only be hit from behind - Zelda 1)
- Spin attack (via the whirl spell, very strong)
- Can use some objects as weapons (big boulder - very situational though as it only damages one enemy type in the first area)
- Unlimited continues
Playthrough - Video Retrospective - Mini Review
The Faery Tale Adventure (Multi, 1987)
Subgenre: ARPG, Open World?, Minor collectathon element (five golden statues)
Perspective: TD view
Other: Mouse-driven combat only?, Shops
-Save anywhere
-Comes with a WM, No in-game maps but the bird totem item gives a zoomed out view of your surroundings
-Pretty interactive and very large world for the time
-Fast travel via a golden swan (tamed with the lasso) as well as the blue stone (used at stone circles to teleport to another stone circle in the direction your avatar is facing)
-Some ability/tool gating (lasso for using the golden swan to fly around - lets you reach some areas easier and lets you go rescue the princess (more like a fast travel option otherwise since you can't be attacked while flying), turtle to travel by sea (summoned w/ a seashell or found via a side quest), gold ring - temporarily freezes enemies and their projectiles (letting you progress in a certain cave), green stone for lighting up dark areas, )
-Day/night cycle
-Hunger and fatigue mechanics
Playthrough - Video Review - Mini Review
Sid Meier's Pirates! (PCs, 1987/AIIGS, 1988/AMI, 1990/NES, 1991)
Subgenre: Pirating Sim, Action Adventure/Strategy Hybrid, Open World
Perspective: TD view/SV/FP view (bars) hybrid
Other: Mini-games
- Good variation (hybrid gameplay)
- Open ended structure
- Sea battles and sailing mechanics
- Fencing duels
- Take over towns
- Aging and hunger
- Get married
- Multiple endings
- Basic character building (can only increase rank which affects which wife you can take and your final score+the ending)
- Multiple ships and some ship customization
- Change allegiances
- Switch difficulty level during the game
- Vague treasure map pieces (no in-game world map until the Gold version though the Amiga and NES versions came with a physical WM, instead you have to use a sun sight item to determine your coordinates)
- Save feature (NES: 8 slots, only in town)
Playthrough (AMI) - Video Review (NES) - Mini Review (NES)
The Magic of Scheherazade (NES, 1987)
Subgenre: JRPG (some battles)/Action Adventure (TD with some sidescrolling segments, FP view TB battles) Hybrid, Similar to Zelda/Dragon Quest/DSII: Xanadu
Perspective: TD/FP view (TB boss battles)/SV (some segments) hybrid
Other: Top down jumping (can jump over NPCs/enemies and certain obstacles), Casino mini-game (can't choose how much to bet though for some reason)
Playthrough - Review - Mini Review
Golvellius (MSX, 1987)
Subgenre: Action Adventure/Action Platformer/Vertical Shoot 'em up Hybrid, Similar to Zelda
Perspective: TD view/SV hybrid
Other: Shops
Playthrough - Review - Mini Review
AshGuine Story III (MSX, 1987)(fan translated)
Subgenre: ARPG
Perspective: Top Down
Other: Separate and avoidable battle encounters
Password save
No map feature?
Find Gameplay - Find Review
Rygar (NES, 1987)
Subgenre: Platform Adventure/ARPG (exp adds to attack and defense+upgrades your life bar - automatic stat increases, get clues on what tools to use and basic directions from NPCs)
Perspective: TD view/Side view hybrid (both have platforming and enemies)
Other: Hub and spokes structure with an overworld and a partial hub in the Gran Mountains sub area
Playthrough - Video Review/Retrospective - Mini Review
Shiryou Sensen: War of the Dead (MSX, 1987/PC-88/PCE, 1989)
Subgenre: ARPG/Survival Horror w/ escapeable encounters (similar to Zelda II except they don't pop up near you and disappear after a few seconds here)
Perspective: SV (combat)/TD View Hybrid (exploration)
Playthrough - Review - Mini Review
Esper Dream (FDS, 1987)(fan translated)
Subgenre: JRPG/ARPG Hybrid (separate battle encounters), Some similarities to DSII: Xanadu
Other: Mostly avoidable encounters, Towns and shops
-Non-random encounters
-Linear structure with some backtracking?
-Gain some spells as you level up
-Minor tool gating via spells (esper lamp spell for seeing, time stop?, barrier?)
-Teleport home spell
-No maps?
-Items that save you from death
-No save or password save (no lives - after dying you start at the main village with half the money you had and zero experience since your last level up)
Playthrough - Review - Mini Review
Colony (C64 etc. 1987)
Subgenre: Action Adventure/Strategy/Farming Sim hybrid
Perspective: Tilted view
Other: Base defense gameplay (can use turrets to shoot enemies (or shoot them directly) and repair broken fences, have to distribute supplies to shops which are dropped at a landing bay if the base has power), Shops (harvest mushrooms and solar energy for money/power - also have to protect them from enemies), Can gain a CPU ally (have to buy and insert a battery)
Basic mini-map
4 item inventory
Base upgrades
Stamina/power mechanic for your droid avatar (can recharge it at a certain building)
Too much power will blow up the base (there's a warning in the GUI)
Can buy and place traps
Play for score rather than an ending?
No save or password save?
Guide/commentary
Borfes to 5-jin no Akuma (Borfes and the Five Devils) (MSX, 1987)?
Subgenre: Zelda-like Action Adventure
Perspective: TD view
Other: Overworld & Dungeons
-Save feature?
-No map?
Gameplay
Kalin no Tsurugi (Sword of Kalin) (FDS, 1987)(fan translated)
Subgenre: JRPG/ARPG hybrid w/ separate encounters, Similar to DSII: Xanadu but w/ an overworld
Perspective: TD view
Other: Non-random encounters, Zoomed out overworld, Towns and shops
Check/examine command
Save and quicksave features
No maps
Minor ability/tool gating (Black Mask - pass through gas unharmed)
Teleport between the normal world and Len (the world of darkness) w/ the Amulet
Playthrough
Jehard (PC-88)? - ARPG, TD view?
Find Gameplay
Seiken Psycho Caliber: Maju no Mori Densetsu (FDS, 1987)(fan translated)
Subgenre: Zelda 1-ish ARPG
Perspective: TD view/SV hybrid (one area)
Other: Shops, Two towns, Time limits (health/stamina meter)
Linear and you don't backtrack to previous areas
Save feature
Leveling system of sorts (collect force points to be able to upgrade your weapon) and some level gating
Some death pits (ice area)
Musical puzzle
Minor tool gating (brick wall breaking sword and lamp item for dark areas)
Enemy lure item (white apple)
Teleport to the beginning of current area (Wing item)
No map
Playthrough
Zelda II: The Adventure of Link (FDS, 1987/NES, 1988)
Subgenre: Zelda II-like ARPG (manual stat allocation on level up and you can also save the exp points for later - different attributes (HP, Attack Power, MP) have different costs to level them up)
Other: JRPG-style overworld with semi-avoidable enemy encounters (can avoid them in open areas), Temporary flight via a transformation spell
Playthrough - Video Review - Mini Review
Hydlide III/Super Hydlide (Multi, 1987/MD, 1990)
Subgenre: ARPG (char creation, 4 classes, spen exp to level up or learn spells in town)
Perspective: TD view
Other: Basic morality system, Towns w/ shops
Fatigue and resting mechanics, Hunger mechanic, Weight mechanic
Day/night cycle, Time skip spell
Move spell lets you teleport to any visited town that you've slept in
Minor ability/tool gating (flash spell=temporarily light up dark areas)
Save feature
No maps
New gear shows on your avatar
Sometimes harsh level gating
Banks w/ interest mechanic
Playthrough (MSX) - Video Review (MD) - Mini Review
Getsu Fuuma Den (NES, 1987)
Subgenre: Platform Adventure/ARPG (Dungeon Crawler w/ real-time combat) Hybrid
Perspective: SV/FP view/TD view (overworld/hub map) hybrid
Other: Hub map w/ encounters (similar to Zelda II or SMB3), Shops
Mostly linear structure
Password save
No maps, Compass for the FP view segments
Lives system
Minor ability gating (wall breaking sword, candle for the FP segments)
Playthrough - Review - Mini Review
Higemaru Makaijima (Makai Island) (MSX/NES, 1987)(fan translated)
Subgenre: Proto Zelda-like Action Adventure/Maze Action
Perspective: TD view
Other: Overworld and locations structure (both are TD view), Jumping
-No permanent weapons (use barrels and rocks in the environment, can pick up and throw these by default)
-Password save
-Map (have to find it)
-Upgradeable lifebar (no other char upgrades, hit combos with thrown objects make you gain more HP, there is a hidden sword item (gained by having 000 at the end of your health number) but it also just increases HP)
-No tool/ability gating, only key gating
-Some basic decoding puzzles
-Pirate theme (travel between locations by ship)
-Some shortcuts on the islands
-Placed smart bombs (mines)
-Multiple endings depending on how many crystals you found
Playthrough (NES)
Tower of Doom (INTV, 1987) - ARPG w/ separate encounter screens (TD view and tilted view respectively), exp point leveling), Linear and level-based (can't go back up after descending to the next floor)
Other: Avoidable encounters, 10 character classes (different stats and starting items), Diplomacy stat (how successful you'll be when bribing monsters which makes them retreat), Can retreat from encounters, Can become invisible but it's a negative status effect, Slowly regenerate health over time, Short "sight" range when exploring (similar to Rogue)
Difficulty options/alternate quests (7 - harder quests feature more floors as well as randomized maps and magic item effects)
Item inventory (8 items)
Map feature w/ auto-mapper
Hunger mechanic (the purple necklace negates this mechanic)
Ranged weapons are used outside of combat (see Quest for Glory; axes and hammers can be used both up close and from afar but are ammo-based)
No tool/ability gating (some detection and protection items; one of the grails and one of the potions make you move faster but it's optional)
Various point items
Teleporters (same floor only?)
Oddly enough traps only work if no sound is currently playing, so you can avoid them by forcing the game to play a sound
Can only move left or right (without turning around) during combat making it rather basic
No save feature
Playthrough
Märchen Veil (FDS/FM-7/MSX, 1987)
Subgenre: Proto-Action Adventure/Collectathon?, Level/area-based w/ backtracking to previous levels to progress
Perspective: TD view
Other: Jumping
Save points
No maps?
Lifebar upgrades
Playthrough (FDS)
Druid II/Enlightenment: Druid II (C64, 1987/AMI/CPC/Spectrum, 1988)
Subgenre: "First part of the game is open world, where you can explore freely and collect the necessary items to reach the second part. Then it gets linear.", Similar to Gauntlet and Zelda 1
-One optional area
-A fireshield spell to allow you to pass fiery areas, an illumination/flashlight spell for dark areas and a teleport spell
-4 elemental summon spells
-8 item (including spells) inventory - 32 spells in total, Can drop a spell somewhere and pick it up again later
-Easier on Amiga
Playthrough (C64)
Zoids: Chuuou Tairiku no Tatakai (NES, 1987) - ARPG (JRPG/Gallery Shooter hybrid)
Perspective: TD view exploration/FP view combat
Other: Control a mech dinosaur
-Non-random encounters on the world map (they can spawn right on top of the player avatar however)
Outliers:
Death Wish III (C64/Spectrum/Amstrad/MSX, 1987) - Maze Shooter (track down riot/gang leaders and kill them), Tilted view (but the gameplay is side view), No jumping
Mini-map and compass features
Sniping through windows inside buildings (FP view)
No ending and no difficulty progression?
No char upgrades besides weapons?
Playthrough (Spectrum) - Review
Ai Senshi Nicol (NES) - Maze Action/Proto-AA, Level-based
Meikyuu Jiin Dababa (NES) - Maze Action/Proto-AA, Level-based
Airborne Ranger (C64, 1987/PC, 1988/AMI, 1989) - Top Down Action/Stealth/Cover Shooter?, Mission-based (choose your path); map feature, difficulty options (choose between each mission), basic leveling system, choose gear before each mission
Infiltrator II (PCs, 1987)? - Action/Stealth, FP/TD/Tilted view hybrid, See Infiltrator
Mashou no Yakata Gabalin (MSX, 1987)? - Maze Action/Shoot ‘em up hybrid w/ AA elements, TD view
Kidou Wakusei Stils (Roving Planet Styllus) (MSX, 1987) - Maze Action/Puzzle, TD view
Subgenre: JRPG (some battles)/Action Adventure (TD with some sidescrolling segments, FP view TB battles) Hybrid, Similar to Zelda/Dragon Quest/DSII: Xanadu
Perspective: TD/FP view (TB boss battles)/SV (some segments) hybrid
Other: Top down jumping (can jump over NPCs/enemies and certain obstacles), Casino mini-game (can't choose how much to bet though for some reason)
- Mostly linear structure but some freedom in when to tackle what within each area
- Solar eclipse mechanic (affects certain spells and items plus your chance at winning in casinos, happens fairly seldomly)
- Time travel theme with some effect on gameplay (can plant a Rupia Seed in a magic field during an Alalart eclipse in the past and have it grow into a Rupia Tree (rupia=money) in the future, different backgrounds and enemies in different times)
- Can choose between three different classes (fighter, saint, magician) and switch during the course of the game for a small price
- Basic dungeon maps (Zelda 1)
- Password save (pretty long)
- Fast dialogue text
- Can map various actions to A or B yourself (similar to Link's Awakening but a bit less flexible)
- NPCs react when attacked and are then pissed until you leave and return to the current screen (can't be hurt though)
- Can loan money (at interest) in shops
- Can haggle in some shops (these shopkeepers get pissed and kick you out plus take 10 coins if you do it twice in a row though and many later ones get pissed if you even try)
- Can buy more than one of a consumable item at once (not all of them though)
- Some interesting spells (temporary invincibility (rupia's seed outside of magic fields), Teleport back to visited towns and out of palace dungeons using flying carpets, Oprin - reveal hidden entrances, corbock & shrink & caraba - makes enemies small and harmless and squashable, ramipas - fewer encounters, monecom - max of each consumable when cast during a Alalart solar eclipse, raincom and spricom - causes grass to grow in deserts and spring to come during winter respectively (ends HP drain occuring when in deserts and winter areas and heals you in deserts) when cast during an eclipse, moscom - summons a mosque (class change for free), libcom - revive all and restore their stats, moniburn - encapsulate all enemies inside of a small rocket which blasts into the air and explodes in a shower of fireworks, silliet - reflect spells cast on the user (gun mecha party member only))
- Basic diplomacy in the JRPG fights (propose peace command - you'll generally have to pay for enemies to accept)
- "Attack all" weapons and spells
- Formation/combo attack mechanic in turn-based battles (this pairs two specific party members and allows for special spells, some enemies can do it too)
- Some interactive tutorials (courses)
- Can hire mercenary troops to fight for you during turn-based battles
- Some party banter between areas
- Can escape from boss battles
- The game automatically levels you up sufficiently after each boss battle
- Some meaningful dialogue choices (convincing certain NPCs to help you via yes/no questions)
- Some decent puzzles (the future tree with a son - remember a password and what it said and didn't say, curing Rainy's fear, Coronya's real identity)
- Minor tool/ability gating - Dark cave at one point where you use a party member to light part of the room up (similar to the lantern in Zelda 3), Magic boots prevent harm when walking on damage tiles, Holy robe lets you survive the lake of lava in chapter 4
- Respawn on the screen you were on and then in the last town after game over - don't lose stats or skills
- Random and set TB battle encounters (less frequent than real-time encounters)
- Get tips from an anthropomorphic cat (Coronya) during the game - pretty obvious tips though
- You and your party auto-use restoratives when needed (can use a healing spell manually but it's not particularly efficient - you do get a better one but only near the end of the game)
- Can team up with only two other party members at once in turn-based battles but you get to pick which ones before each battle (can also choose to fight alone but it has no benefits)
- A grim reaper can appear if you spend too long in an area (hard to kill and appears quickly on every screen; Bubble Bobble)
- You still get item drops which you have a full inventory of from enemies but if you do then new hp/mp restoratives that you pick up are used up right away
Playthrough - Review - Mini Review
Golvellius (MSX, 1987)
Subgenre: Action Adventure/Action Platformer/Vertical Shoot 'em up Hybrid, Similar to Zelda
Perspective: TD view/SV hybrid
Other: Shops
- Movement speed upgrades
- Password save (fairly long)
- No maps
- Lifebar and wallet upgrades
- Herb that triggers when near death
Playthrough - Review - Mini Review
AshGuine Story III (MSX, 1987)(fan translated)
Subgenre: ARPG
Perspective: Top Down
Other: Separate and avoidable battle encounters
Password save
No map feature?
Find Gameplay - Find Review
Rygar (NES, 1987)
Subgenre: Platform Adventure/ARPG (exp adds to attack and defense+upgrades your life bar - automatic stat increases, get clues on what tools to use and basic directions from NPCs)
Perspective: TD view/Side view hybrid (both have platforming and enemies)
Other: Hub and spokes structure with an overworld and a partial hub in the Gran Mountains sub area
- Only one gained tool adds to your moveset (the other three are more like keys)
- No side view area maps (first area is mapped in the manual - also shows the overworld layout with marked exits to side view areas as well as which area holds what item) - mostly maze-like areas with some dead ends
- Mostly linear structure (can move some ways into the second and third areas in the beginning, after getting the pulley+the crossbow you can pick between two areas)
- No save or password save - the game's not that long though plus you get unlimited continues and respawn at the beginning of the current area after dying (no exp or MP loss, 3 HP restored - leads to some grinding/backtracking as health drops are pretty rare)
- Can get an HP recovery potion from some NPCs if you have a coat of arms item (need to beat a certain boss), Some NPCs restore your health (one per area or so)
- Three spells from the get go (can't gain more spells; MP drops from enemies; power up - upgrades distance/speed/strength of your main weapon until death, attack and assail=10 smart bomb attacks, recover=full heal)
- Auto-teleport out of boss areas back to the overworld
- Frequently respawning enemies in most areas
- Several death pits and you die from falling into water (jumping down where you can climb down via a rope also kills you)
Playthrough - Video Review/Retrospective - Mini Review
Shiryou Sensen: War of the Dead (MSX, 1987/PC-88/PCE, 1989)
Subgenre: ARPG/Survival Horror w/ escapeable encounters (similar to Zelda II except they don't pop up near you and disappear after a few seconds here)
Perspective: SV (combat)/TD View Hybrid (exploration)
- A bit different and simplified on PCE & PC-88
- Save feature (password save on PCE - can only get one at the cross in the church)
- No area maps (seems the manual came with a world map)
- Mostly linear
- No ability/tool gating? (explosives seem to be used like a key at one point)
Playthrough - Review - Mini Review
Esper Dream (FDS, 1987)(fan translated)
Subgenre: JRPG/ARPG Hybrid (separate battle encounters), Some similarities to DSII: Xanadu
Other: Mostly avoidable encounters, Towns and shops
-Non-random encounters
-Linear structure with some backtracking?
-Gain some spells as you level up
-Minor tool gating via spells (esper lamp spell for seeing, time stop?, barrier?)
-Teleport home spell
-No maps?
-Items that save you from death
-No save or password save (no lives - after dying you start at the main village with half the money you had and zero experience since your last level up)
Playthrough - Review - Mini Review
Colony (C64 etc. 1987)
Subgenre: Action Adventure/Strategy/Farming Sim hybrid
Perspective: Tilted view
Other: Base defense gameplay (can use turrets to shoot enemies (or shoot them directly) and repair broken fences, have to distribute supplies to shops which are dropped at a landing bay if the base has power), Shops (harvest mushrooms and solar energy for money/power - also have to protect them from enemies), Can gain a CPU ally (have to buy and insert a battery)
Basic mini-map
4 item inventory
Base upgrades
Stamina/power mechanic for your droid avatar (can recharge it at a certain building)
Too much power will blow up the base (there's a warning in the GUI)
Can buy and place traps
Play for score rather than an ending?
No save or password save?
Guide/commentary
Borfes to 5-jin no Akuma (Borfes and the Five Devils) (MSX, 1987)?
Subgenre: Zelda-like Action Adventure
Perspective: TD view
Other: Overworld & Dungeons
-Save feature?
-No map?
Gameplay
Kalin no Tsurugi (Sword of Kalin) (FDS, 1987)(fan translated)
Subgenre: JRPG/ARPG hybrid w/ separate encounters, Similar to DSII: Xanadu but w/ an overworld
Perspective: TD view
Other: Non-random encounters, Zoomed out overworld, Towns and shops
Check/examine command
Save and quicksave features
No maps
Minor ability/tool gating (Black Mask - pass through gas unharmed)
Teleport between the normal world and Len (the world of darkness) w/ the Amulet
Playthrough
Jehard (PC-88)? - ARPG, TD view?
Find Gameplay
Seiken Psycho Caliber: Maju no Mori Densetsu (FDS, 1987)(fan translated)
Subgenre: Zelda 1-ish ARPG
Perspective: TD view/SV hybrid (one area)
Other: Shops, Two towns, Time limits (health/stamina meter)
Linear and you don't backtrack to previous areas
Save feature
Leveling system of sorts (collect force points to be able to upgrade your weapon) and some level gating
Some death pits (ice area)
Musical puzzle
Minor tool gating (brick wall breaking sword and lamp item for dark areas)
Enemy lure item (white apple)
Teleport to the beginning of current area (Wing item)
No map
Playthrough
Zelda II: The Adventure of Link (FDS, 1987/NES, 1988)
Subgenre: Zelda II-like ARPG (manual stat allocation on level up and you can also save the exp points for later - different attributes (HP, Attack Power, MP) have different costs to level them up)
Other: JRPG-style overworld with semi-avoidable enemy encounters (can avoid them in open areas), Temporary flight via a transformation spell
- Partially non-linear (can do death mountain (hammer) before or after dungeons 1-2, can do dungeon 1 whenever (have to complete it to enter the last dungeon), can get the fairy spell before doing the first two dungeons, can get various optional items in any order)
- Save feature (loading takes you back to the beginning of the game though, this can be used as a fast travel of sorts for the early game)
- No dungeon maps
- Multiple towns (no shops though)
- Lives system
- Some sequence breaking opportunities (dungeon order in the early game, skip candle, early hammer, skip keys w/ fairy by flying through keyholes in locked doors, more?)
- Some disguised enemies within friendly areas
Playthrough - Video Review - Mini Review
Hydlide III/Super Hydlide (Multi, 1987/MD, 1990)
Subgenre: ARPG (char creation, 4 classes, spen exp to level up or learn spells in town)
Perspective: TD view
Other: Basic morality system, Towns w/ shops
Fatigue and resting mechanics, Hunger mechanic, Weight mechanic
Day/night cycle, Time skip spell
Move spell lets you teleport to any visited town that you've slept in
Minor ability/tool gating (flash spell=temporarily light up dark areas)
Save feature
No maps
New gear shows on your avatar
Sometimes harsh level gating
Banks w/ interest mechanic
Playthrough (MSX) - Video Review (MD) - Mini Review
Getsu Fuuma Den (NES, 1987)
Subgenre: Platform Adventure/ARPG (Dungeon Crawler w/ real-time combat) Hybrid
Perspective: SV/FP view/TD view (overworld/hub map) hybrid
Other: Hub map w/ encounters (similar to Zelda II or SMB3), Shops
Mostly linear structure
Password save
No maps, Compass for the FP view segments
Lives system
Minor ability gating (wall breaking sword, candle for the FP segments)
Playthrough - Review - Mini Review
Higemaru Makaijima (Makai Island) (MSX/NES, 1987)(fan translated)
Subgenre: Proto Zelda-like Action Adventure/Maze Action
Perspective: TD view
Other: Overworld and locations structure (both are TD view), Jumping
-No permanent weapons (use barrels and rocks in the environment, can pick up and throw these by default)
-Password save
-Map (have to find it)
-Upgradeable lifebar (no other char upgrades, hit combos with thrown objects make you gain more HP, there is a hidden sword item (gained by having 000 at the end of your health number) but it also just increases HP)
-No tool/ability gating, only key gating
-Some basic decoding puzzles
-Pirate theme (travel between locations by ship)
-Some shortcuts on the islands
-Placed smart bombs (mines)
-Multiple endings depending on how many crystals you found
Playthrough (NES)
Tower of Doom (INTV, 1987) - ARPG w/ separate encounter screens (TD view and tilted view respectively), exp point leveling), Linear and level-based (can't go back up after descending to the next floor)
Other: Avoidable encounters, 10 character classes (different stats and starting items), Diplomacy stat (how successful you'll be when bribing monsters which makes them retreat), Can retreat from encounters, Can become invisible but it's a negative status effect, Slowly regenerate health over time, Short "sight" range when exploring (similar to Rogue)
Difficulty options/alternate quests (7 - harder quests feature more floors as well as randomized maps and magic item effects)
Item inventory (8 items)
Map feature w/ auto-mapper
Hunger mechanic (the purple necklace negates this mechanic)
Ranged weapons are used outside of combat (see Quest for Glory; axes and hammers can be used both up close and from afar but are ammo-based)
No tool/ability gating (some detection and protection items; one of the grails and one of the potions make you move faster but it's optional)
Various point items
Teleporters (same floor only?)
Oddly enough traps only work if no sound is currently playing, so you can avoid them by forcing the game to play a sound
Can only move left or right (without turning around) during combat making it rather basic
No save feature
Playthrough
Märchen Veil (FDS/FM-7/MSX, 1987)
Subgenre: Proto-Action Adventure/Collectathon?, Level/area-based w/ backtracking to previous levels to progress
Perspective: TD view
Other: Jumping
Save points
No maps?
Lifebar upgrades
Playthrough (FDS)
Druid II/Enlightenment: Druid II (C64, 1987/AMI/CPC/Spectrum, 1988)
Subgenre: "First part of the game is open world, where you can explore freely and collect the necessary items to reach the second part. Then it gets linear.", Similar to Gauntlet and Zelda 1
-One optional area
-A fireshield spell to allow you to pass fiery areas, an illumination/flashlight spell for dark areas and a teleport spell
-4 elemental summon spells
-8 item (including spells) inventory - 32 spells in total, Can drop a spell somewhere and pick it up again later
-Easier on Amiga
Playthrough (C64)
Zoids: Chuuou Tairiku no Tatakai (NES, 1987) - ARPG (JRPG/Gallery Shooter hybrid)
Perspective: TD view exploration/FP view combat
Other: Control a mech dinosaur
-Non-random encounters on the world map (they can spawn right on top of the player avatar however)
Outliers:
Death Wish III (C64/Spectrum/Amstrad/MSX, 1987) - Maze Shooter (track down riot/gang leaders and kill them), Tilted view (but the gameplay is side view), No jumping
Mini-map and compass features
Sniping through windows inside buildings (FP view)
No ending and no difficulty progression?
No char upgrades besides weapons?
Playthrough (Spectrum) - Review
Ai Senshi Nicol (NES) - Maze Action/Proto-AA, Level-based
Meikyuu Jiin Dababa (NES) - Maze Action/Proto-AA, Level-based
Airborne Ranger (C64, 1987/PC, 1988/AMI, 1989) - Top Down Action/Stealth/Cover Shooter?, Mission-based (choose your path); map feature, difficulty options (choose between each mission), basic leveling system, choose gear before each mission
Infiltrator II (PCs, 1987)? - Action/Stealth, FP/TD/Tilted view hybrid, See Infiltrator
Mashou no Yakata Gabalin (MSX, 1987)? - Maze Action/Shoot ‘em up hybrid w/ AA elements, TD view
Kidou Wakusei Stils (Roving Planet Styllus) (MSX, 1987) - Maze Action/Puzzle, TD view