Top Down View Games: 1989 (Prince of Persia, Quest for Glory, MechWarrior, Shadow of the Beast, Wonder Boy III: DT and A Boy and his Blob are released)
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Willow (NES, 1989) - WIP
Subgenre: ARPG (leveling up only increases MP, Action-based progression with weapons (speed, damage?)), Similar to Zelda and Crystalis
Perspective: TD view
-Can teleport out of dungeons (Fleet) and to visited towns (Ocarina) later on
-Manually speed up text
-Diagonal movement (but not attacks)
-Monster and pig transformations
-Mini-bosses
-Password save
-No maps
-No puzzles?
-Minor ability gating (Specter spell turns you into a small blob which lets you bypass some obstacles, Wakka seed lets you pass underwater segments and the shoes let you pass a certain bridge but movement is the same as elsewhere)
Playthrough - Video Review - Mini Review
Neutopia (PCE, 1989)
Subgenre: Action Adventure/Zelda 1-like
Perspective: TD view
Playthrough - Video Review - Mini Review
Dungeon Explorer (PCE, 1989)
Subgenre: Maze Action (Gauntlet-like)/ARPG-lite (some placed items that increase 1 of 4 stats (Drink of Vitality/blue potion w/ grey cork=HP, Boots of Agility=Speed, Edge of Attack/Axe=AP, Crown of Intelligence=Stronger spells; these aren't dropped by enemies), gain a level from the crystal dropped by each boss - based on what color the crystal is one of your stats will receive a small boost as well - no exp point leveling, NPCs in towns and dungeons)
Other: 5-player co-op
Playthrough - Video Review - Mini Review
Super Cooks (MSX, 1989)
Subgenre: Zelda-like Action Adventure/ARPG-ish (no exp point leveling, various NPCs and shops)
Perspective: Top Down View/Side View Hybrid
Other: Can't go back to previous areas
Playthrough - Review - Mini Review
Xak: The Art of Visual Stage (PC-88/PC-98/MSX, 1989/PCE CD, 1992)(fan translated on MSX)
Subgenre: Ys-like ARPG (bump combat, towns with shops)
Other: TD View
Save feature (anywhere outside of boss fights?)
No map?
Regen gear (a cloak)
Teleport to town scroll
Minor ability gating (break rocks with one spell, gear that lets you move through hazardous liquids but which can be skipped?)
A bit different on SNES (manual attacks for example)
Playthrough - Mini Review (SNES remaster/remake)
Little Ninja Brothers (NES, 1989)
Subgenre: JRPG/Beat 'em up Hybrid, Similar to Tales of Phantasia and DSII: Xanadu
Perspective: TD view (some TB boss battles in FP view)
Other: 2-player co-op, TD view jumping
-The other player can join or leave in-game
-Avoid random encounters (flee before battle mechanic - dice roll based, Dragon Star item lets you avoid them completely while traveling outdoors)
-JRPG (TB) boss battles
-Dynamic difficulty balancing if playing on Easy in the localized version ("Artificial Intelligence (AI) will determine and adjust the difficulties of the situation depending on the player's skills. This mode is recommended if a whole family plays the game.")
-Password save
-No maps
-Minor tool/ability gating (see in the dark with some items)
-Whirly bird item lets you teleport to any visited town except LING-RANG
Playthrough - Video Review - Mini Review
Willow (NES, 1989) - WIP
Subgenre: ARPG (leveling up only increases MP, Action-based progression with weapons (speed, damage?)), Similar to Zelda and Crystalis
Perspective: TD view
-Can teleport out of dungeons (Fleet) and to visited towns (Ocarina) later on
-Manually speed up text
-Diagonal movement (but not attacks)
-Monster and pig transformations
-Mini-bosses
-Password save
-No maps
-No puzzles?
-Minor ability gating (Specter spell turns you into a small blob which lets you bypass some obstacles, Wakka seed lets you pass underwater segments and the shoes let you pass a certain bridge but movement is the same as elsewhere)
Playthrough - Video Review - Mini Review
Neutopia (PCE, 1989)
Subgenre: Action Adventure/Zelda 1-like
Perspective: TD view
- More linear structure (2 medallions per sub world instead of having all of them in the same one, you're also better off doing most of the dungeons in the recommended order first time around or you'll be missing items and/or facing difficulty spikes)
- Wing item (teleport back to where you last got a password - Ys)
- Save (four slots) and password features
- You have an all-use compass from the beginning
- Ring item (transform stronger enemies into weaker ones)
- 8-way attack using the fire wand
- Block projectiles with your shield
- Higher coin carrying capacity than in Zelda 3 (bomb capacity progresses about the same as in Zelda 1 though)
- Dungeon maps but no OW map
- Some ability/tool gating (bombs, rainbow drop/bridge - see Zelda 1's ladder)
Playthrough - Video Review - Mini Review
Dungeon Explorer (PCE, 1989)
Subgenre: Maze Action (Gauntlet-like)/ARPG-lite (some placed items that increase 1 of 4 stats (Drink of Vitality/blue potion w/ grey cork=HP, Boots of Agility=Speed, Edge of Attack/Axe=AP, Crown of Intelligence=Stronger spells; these aren't dropped by enemies), gain a level from the crystal dropped by each boss - based on what color the crystal is one of your stats will receive a small boost as well - no exp point leveling, NPCs in towns and dungeons)
Other: 5-player co-op
- Linear structure
- Password save (short, while it can be accessed at any point it only updates after each boss - potions are also lost when it's used and you start in Axis village)
- No maps
- Choose between 8 different classes (can also unlock two more characters using passwords)
- Can stand still and aim by holding down fire (8 way aiming)
- Minor puzzles
- Open up shortcuts to previous areas as you progress
- Teleport spell (bard only; back to the tavern in the first town)
- Some interesting items (ring of resistance - makes enemies less aggressive, holy water - enemies flee)
- Upgradeable movement speed
- Can destroy most enemy projectiles
- Respawn on the spot
- You leave items you have a full stock of for later/other party members instead of wasting them
- No ability/tool gating
Playthrough - Video Review - Mini Review
Super Cooks (MSX, 1989)
Subgenre: Zelda-like Action Adventure/ARPG-ish (no exp point leveling, various NPCs and shops)
Perspective: Top Down View/Side View Hybrid
Other: Can't go back to previous areas
- Linear structure (the world is divided into sub areas and you need to find each hole or cook book in a specific order which leads to backtracking, even certain enemies don't spawn until you have enough books)
- Parody theme (cooking themed remake/reimagining of Golvellius - Kelesis has a chef outfit, bibles turn into cookbooks, your sword turns into a frying pan, etc.)
- Improved platforming segments (can turn around, better variety and more interesting level design)
- Mini-bosses
- Save feature (anywhere on the overworld, three slots)
- No maps
- Alternate main weapons (salt & pepper, kitchen knife, fire)
- Alternate attacks taught by NPCs (shift+space - you can freeze enemies temporarily with the pan, create a temporary shield/spin attack with the salt & pepper, throw the knife, make the fire move back and forth around a spot; each use of these costs a bit of money)
- Kelesis learns some new real world languages during the adventure to understand NPCs in some new areas (shallow gameplay-wise as it's just a lock and key mechanic/trigger to be able to buy items but it is immersion building in a way)
- NPCs change outfits to fit the theme of each new area
- Some tool/ability gating (water boots return, can melt the giant chocolate santas in the christmas candy area with the fire attack)
- Shows bosses' health bars
Playthrough - Review - Mini Review
Xak: The Art of Visual Stage (PC-88/PC-98/MSX, 1989/PCE CD, 1992)(fan translated on MSX)
Subgenre: Ys-like ARPG (bump combat, towns with shops)
Other: TD View
Save feature (anywhere outside of boss fights?)
No map?
Regen gear (a cloak)
Teleport to town scroll
Minor ability gating (break rocks with one spell, gear that lets you move through hazardous liquids but which can be skipped?)
A bit different on SNES (manual attacks for example)
Playthrough - Mini Review (SNES remaster/remake)
Little Ninja Brothers (NES, 1989)
Subgenre: JRPG/Beat 'em up Hybrid, Similar to Tales of Phantasia and DSII: Xanadu
Perspective: TD view (some TB boss battles in FP view)
Other: 2-player co-op, TD view jumping
-The other player can join or leave in-game
-Avoid random encounters (flee before battle mechanic - dice roll based, Dragon Star item lets you avoid them completely while traveling outdoors)
-JRPG (TB) boss battles
-Dynamic difficulty balancing if playing on Easy in the localized version ("Artificial Intelligence (AI) will determine and adjust the difficulties of the situation depending on the player's skills. This mode is recommended if a whole family plays the game.")
-Password save
-No maps
-Minor tool/ability gating (see in the dark with some items)
-Whirly bird item lets you teleport to any visited town except LING-RANG
Playthrough - Video Review - Mini Review
Project Firestart (C64, 1989)
Subgenre: Run 'n gun-ish Maze Action/Survival Horror
Perspective: Tilted view without platforming
-Enemies can follow you between rooms
-Optional rescue mission (affects the story)
-Dark rooms (someone flicks a light switch mid-way through the game)
-Pretty cinematic for the time w/ plenty of cutscenes during the game (including various "meanwhile" scenes)
-Journal entries on computers
-Came with a map
-Some interactive dialogue with your senior
-No save feature?
Playthrough - Video Review - Mini Review
Starflight II (Multi, 1988)
Subgenre: Open World AA/WRPG-ish (light on character growth/building for your party, pretty linear main quest, light on side quests), See the prequel, More of a trading focus (interstellar economy)
Perspective: TD view
Other: Can flee from encounters during travel
-Jump pods can be used for teleporting, Teleport back to ship while on a planet with the planetary teleporter item, Random in-battle teleporter
-Galaxy and area maps, Various scanner items for showing more things on them, Planets with sentient species are marked in the manual (this game has both spacefaring and non-spacefaring aliens)
-Message log
-Race choices for your crew matter less in encounters
-Greeting/hailing and scanning in real-time at the beginning of encounters
-Can't talk to planet-only aliens (only trade) and can't contact wandering groups while on planet surfaces
-Auto-aiming at the closest enemy during battle (manual for the new blasto pods)
-Combat isn't useful in terms of loot rewards
-One major story choice
-Some interesting tools (can check emotional state of an encounter ship or trader w/ a psychic probe, stun all lifeforms in an area w/ the field stunner)
-Save anywhere?
Playthrough w/ commentary - Video Review - Mini Review
Prophecy: The Fall of Trinadon (PC, 1989)
Subgenre: ARPG (9 char attributes besides HP and MP, exp point leveling)
Perspective: Top down view
Other: Shops, Escape sequence in the finale, No platforming
Fairly large weapons arsenal
Enemies can hit other enemies by accident
Can kill NPCs
Non-interactive dialogue
Can't block or strafe (can sometimes use corners in combination with longer weapons or semi-trap enemies while shooting them)
Upgradeable MP
No ability/tool gating besides a movement speed spell you can use for the escape sequence?
Includes a narrator's description of various screens
Save anywhere
No maps?
Look command (for traps)
Gameplay - Video Review - Mini Review
Sword of Vermilion (MD, 1989)
Subgenre: RPG/ARPG Hybrid, Similar to DSII: Xanadu and Phantasy Star
Perspective: Mixed perspective (Top down view town exploration and enemy encounters, single screen side view boss encounters, FP view hostile area exploration)
Other: Random encounters, No jumping
-Pretty good map system (show the basic layout+doors and ladders in dungeons/locations in the overworld, have to find the map in each dungeon)
-Save points
-Can escape from encounters
-Search command
-No ability gating besides candles/lanterns for dungeons
-Small inventory
-No blocking or dodging, Can't use magic during boss fights
Playthrough - Video Review - Mini Review
XZR II: Kanketsuhen (PC-88/PC-98/MSX, 1989)
Subgenre: ARPG, Similar to Zelda II and Gargoyle's Quest
Perspective: Side View (dungeon exploration and combat)/TD View Hybrid
-Linear structure w/ maze dungeons (can't go back to earlier areas at certain points in the story)?
-No ability gating?
-Crusades era middle eastern setting, time travel theme, drugs as healing items
-Save feature
-No map feature?
-Later remade as Exile (PCE CD/MD)
Playthrough w/ commentary
Friday the 13th (NES, 1989)
Subgenre: Survival Horror/Rescue Mission
Perspective: Side View (outdoors)/Third Person or Behind the Avatar View Hybrid (indoors)
-Six playable chars with randomized starting locations (Paul and Debbie have identical stats though and both are worse than George) that you can switch between while indoors
-Map feature (outdoors only - going left moves you clockwise around the map while going right moves you counterclockwise)
-No save or password save
-Limited item inventory (4 per char, can pass weapons but not other items between chars, picking up a new weapon replaces the one you have)
-Minor ability/tool gating (lighter for the cabins and flashlight for the cave)
Playthrough - Video Review
A Nightmare on Elm Street (C64/PC, 1989)
Subgenre: Proto-Survival Horror/Maze, Rescue mission
Perspective: TD/Semi-isometric view (TD view gameplay)
Other: 6 different playable chars, Time limit
-Item inventory
-Status display for the other chars
-Shops (vending machines)
-No save?
-No map?
Playthrough - Video Review
Dragon Buster II: Yami no Fuuin (NES, 1989)
Subgenre: AA/Rogue-lite (similar to D&D: Cloudy Mountain)(fan translated)
Perspective: TD view
Other: Separate overworlds (game is split into 6 maps, can't go back to a previous one), No shops/NPCs/Towns
Password save
Dungeons disappear after exiting them
Can use a tomahawk (cut trees) or camel (cross deserts) to progress further on the hub map - no other ability/tool gating?
No area maps
Randomized dungeon layouts
Lives system
Healing pools
Playthrough - Video Review
Famicom Jump: Eiyuu Retsuden (NES, 1989)(untranslated)
Subgenre: ARPG, Similar to DSII: Xanadu and Zelda II
Perspective: TD view
Other: Shops, Separate battle encounters (avoidable), Zoomed out overworld, Chapter/area-based in terms of your party member (they can only stay in their area), Racing and baseball mini-games
Password save (get new ones at monoliths)
Basic karma system (spirit meter, can be tweaked towards good w/ the Shonen Jump item)
No area maps (there's only a dragon radar item for locating dragon balls in the OW)
Express Delivery item warps you to the nearest monolith
Hints from phone booths via the telephone card item
Minor tool gating (Air Car lets you reach new areas in the OW, Time travel mechanic via Time Bot (affects events))
Fast travel in the OW with the Kinto Un cloud in the late game
Anime cameos
Playthrough - Review
Faria: A World of Mystery & Danger! (NES, 1989)
Subgenre: ARPG, Similar to DSII: Xanadu and Zelda II
Perspective: TD view
Other: Separate battle encounters outside of dungeons (random encounters)
Save at inns
No maps (hard to navigate dungeons)
Animated character portraits for most NPCs
Can lose money and exp from fleeing unless you use a Flash Ball item
Female protagonist
Arrow regen w/ gold arrows and (slow) HP regen with Ring
One permanent speed upgrade item
Some tool/ability gating (Jump Shoes for jumping over some obstacles, Flashlight for dark areas, magic rope for climbing, invisibility?)
Teleport to visited towns w/ Wings
Spell capacity upgrades
Harsh level gating (enter GaoGao as your name for a head start)
Playthrough - Video Review
Fester's Quest (NES, 1989)
Subgenre: Action Adventure, Similar to Dungeon Explorer and Gauntlet
Perspective: TD view/FP view hybrid (indoors exploration segments)
No maps (hard to navigate indoors areas)
No save or password save (start at beginning of game after death)
No puzzles or ability gating
Weapon upgrades (temporary - lost when hit) and a couple of lifebar upgrades
Playthrough - Video Review - Mini Review (improvement hack ver.)
Makai Hakkenden Shada (PCE, 1989)(fan translated)
Subgenre: Ys-like ARPG (bump combat, leveling, towns w/ shops, fetch quests, magic sub weapons)
Perspective: TD view
Linear structure (several points of no return)
HP regen while still in the overworld
Password save and quicksave (no proper save feature)
No ability/tool gating?
Hard level gating before you can damage various bosses
Some useless items and spells?
Playthrough - Review
Fire King (C64, 1989/PC, 1990)
Subgenre: Gauntlet-like Action Adventure (equipment shops and NPCs, interconnected world, draining health (fatigue/hunger), 3 char stats), Maze Shooter
Other: Hub area, 2-player co-op, Gold is found in some treasure chests (not dropped by enemies)
-Multiple interconnected areas with a variety of transitional portals and stairways
-No player character stat upgrades (only equipment)
-Six different player chars
-Can find books with gameplay hints
-Spells (walk on water, disguise, ) and bombs (for killing enemies only?)
-Some puzzles ()
Outliers:
Secret Quest (A2600, 1989)?
Subgenre: Semi-Action Adventure/Maze Action, Level-based, Set bombs mission w/ escape sequences (have to pick up a code and then enter it in a specific room to set the bomb)
Perspective: TD view
Other: Time limit (oxygen, can increase it with enemy drops)
Gameplay - Video Review
Sword of the Samurai (PC, 1989) - Strategy (recruitment, diplomacy, management, assassination, train, trade, infiltration, marriage and breeding)/RTS/WRPG/Action Hybrid or Samurai Sim (a bit like Pirates!), FP View (strategy/sim)/TD View (most action segments)/TP View (sword duels) hybrid, Conquest mission
Main gameplay is turn-based
Vague world map (no area maps)
Save outside of real-time segments?
Randomized quests and events w/ binary choices
Feudal japan setting
Honour/macho reputation stat
Charge attacks and aimed sword swings as well as blocking during duels
Context sensitive weapon use during top down segments
Difficulty options
Game only ends if your lineage is wiped out or your land is conquered (not just from a single char's death)
Playthrough w/ commentary - Video Review/Tutorial
It Came from the Desert (AMI, 1989) - Graphic Adventure w/ FP Light-Gun and Top Down Run 'n Gun-style action sequences, TD escape sequences with basic stealth at the hospital
-Horror theme, time limit (need to collect evidence and present it to the mayor), sound signalling before a giant ant appears, small southern town setting, hub map, interactive nightmares, dialogue trees, need to keep track of NPC scheduals, make calls from and sleep at home (can choose for how many hours to rest),
TMNT/Teenage Mutant Ninja Turtles (NES, 1989) - Action Adventure/Action Platformer (the game's structure is linear but most of its areas allow for non-linear gameplay), TD View (overworld) & Side View Hybrid, Minor stealth element
-Switch between 4 chars on the fly with separate lifebars
-Drive a vehicle in the top down segments
-Bomb defusal underwater segment
-Basic overworld map
Valkyrie no Densetsu/Legend of Valkyrie (ARC, 1989/PCE, 1990) - Top Down Maze Shooter/Platformer hybrid, 2-player co-op (second player is Whirlo - see the SNES game)
-Alternate paths through levels
-Minor RPG/Adventure elements (NPC encounters (in the third level there's a quiz that can kill you and at the mammoth you can get sent back to the beginning of the level), shops (weapon upgrades, health), rescue NPCs from mini-bosses, magic inventory)
-Some interesting spells (create mini-clones of yourself that act like gun drones/options in shooters but can fall down pits here)
-Can block some projectiles by hitting them with your sword
Ganbare Goemon 2 (NES)? - Tilted view (town exploration and bosses)/Side view (levels)/FP view (dungeon mini-games) hybrid
Tusker (C64/AMI, 1989)? - Action Adventure or Maze Action, Tilted view without platforming?, One fetch quest, Short
-Some dark rooms
-Thirst mechanic
-Can free certain beasts
-Two active item slots (similar to Castlevania)
-Shadow clone/decoy power up?
-Partially different level design on AMI
Manhunter 2: San Fransisco (Multi, 1989) - ? Graphic Adventure/TD Action Adventure Hybrid
Ghostbusters II (PC DOS, 1989) - TPS (fixed movement) or Cabal-like/Action Adventure/Misc. Action; Nice visuals, shops, pretty good use of the MT-32 for music and SB for voice samples
Kingdom of Drakkar (PC, 1989) - Second graphical MMORPG, TD view
-Basic combat
River City Ransom (NES, 1989) - Beat 'em up/ARPG Hybrid, 2-player co-op, Tilted view, Some platforming (Double Dragon)
-RPG elements: gain new moves by leveling up using food/books/music CDs? (10 different stats)?, 2 item inventory, open ended structure for the genre, shops
-Enemy comments during gameplay that don't interrupt the action
-Good arsenal of moves for the time (pick up and throw enemies or use them to punch others (lol), block move (punch/kick incoming attacks at the right time), punch boxes to make them slide, throw weapons, jump kick, run)
-Change difficulty on the fly
-Password save anywhere
-Help menu in-game
-Unlimited lives (lose half your money and start in the previous mall area when dying)
-Sauna bathing increases will power+stamina and restores health
-2-player specific moves (you can jump on top of your partner and stand on his head, your partner can throw you (no damage) while you're on top of him enabling you to fly through the air performing multiple attacks, there are a number of power ups in the game that enable 'tag team' attacks)
Last Alert (PCE CD, 1989) - Run ‘n Gun w/ RPG elements (leveling, classes), Top Down view
Bill & Ted's Excellent Adventure (Lynx, 1989) - Proto-Action Adventure, TD view, Level-based (big and open, numerous NPCs and challenges like fetch quests)
Subgenre: Run 'n gun-ish Maze Action/Survival Horror
Perspective: Tilted view without platforming
-Enemies can follow you between rooms
-Optional rescue mission (affects the story)
-Dark rooms (someone flicks a light switch mid-way through the game)
-Pretty cinematic for the time w/ plenty of cutscenes during the game (including various "meanwhile" scenes)
-Journal entries on computers
-Came with a map
-Some interactive dialogue with your senior
-No save feature?
Playthrough - Video Review - Mini Review
Starflight II (Multi, 1988)
Subgenre: Open World AA/WRPG-ish (light on character growth/building for your party, pretty linear main quest, light on side quests), See the prequel, More of a trading focus (interstellar economy)
Perspective: TD view
Other: Can flee from encounters during travel
-Jump pods can be used for teleporting, Teleport back to ship while on a planet with the planetary teleporter item, Random in-battle teleporter
-Galaxy and area maps, Various scanner items for showing more things on them, Planets with sentient species are marked in the manual (this game has both spacefaring and non-spacefaring aliens)
-Message log
-Race choices for your crew matter less in encounters
-Greeting/hailing and scanning in real-time at the beginning of encounters
-Can't talk to planet-only aliens (only trade) and can't contact wandering groups while on planet surfaces
-Auto-aiming at the closest enemy during battle (manual for the new blasto pods)
-Combat isn't useful in terms of loot rewards
-One major story choice
-Some interesting tools (can check emotional state of an encounter ship or trader w/ a psychic probe, stun all lifeforms in an area w/ the field stunner)
-Save anywhere?
Playthrough w/ commentary - Video Review - Mini Review
Prophecy: The Fall of Trinadon (PC, 1989)
Subgenre: ARPG (9 char attributes besides HP and MP, exp point leveling)
Perspective: Top down view
Other: Shops, Escape sequence in the finale, No platforming
Fairly large weapons arsenal
Enemies can hit other enemies by accident
Can kill NPCs
Non-interactive dialogue
Can't block or strafe (can sometimes use corners in combination with longer weapons or semi-trap enemies while shooting them)
Upgradeable MP
No ability/tool gating besides a movement speed spell you can use for the escape sequence?
Includes a narrator's description of various screens
Save anywhere
No maps?
Look command (for traps)
Gameplay - Video Review - Mini Review
Sword of Vermilion (MD, 1989)
Subgenre: RPG/ARPG Hybrid, Similar to DSII: Xanadu and Phantasy Star
Perspective: Mixed perspective (Top down view town exploration and enemy encounters, single screen side view boss encounters, FP view hostile area exploration)
Other: Random encounters, No jumping
-Pretty good map system (show the basic layout+doors and ladders in dungeons/locations in the overworld, have to find the map in each dungeon)
-Save points
-Can escape from encounters
-Search command
-No ability gating besides candles/lanterns for dungeons
-Small inventory
-No blocking or dodging, Can't use magic during boss fights
Playthrough - Video Review - Mini Review
XZR II: Kanketsuhen (PC-88/PC-98/MSX, 1989)
Subgenre: ARPG, Similar to Zelda II and Gargoyle's Quest
Perspective: Side View (dungeon exploration and combat)/TD View Hybrid
-Linear structure w/ maze dungeons (can't go back to earlier areas at certain points in the story)?
-No ability gating?
-Crusades era middle eastern setting, time travel theme, drugs as healing items
-Save feature
-No map feature?
-Later remade as Exile (PCE CD/MD)
Playthrough w/ commentary
Friday the 13th (NES, 1989)
Subgenre: Survival Horror/Rescue Mission
Perspective: Side View (outdoors)/Third Person or Behind the Avatar View Hybrid (indoors)
-Six playable chars with randomized starting locations (Paul and Debbie have identical stats though and both are worse than George) that you can switch between while indoors
-Map feature (outdoors only - going left moves you clockwise around the map while going right moves you counterclockwise)
-No save or password save
-Limited item inventory (4 per char, can pass weapons but not other items between chars, picking up a new weapon replaces the one you have)
-Minor ability/tool gating (lighter for the cabins and flashlight for the cave)
Playthrough - Video Review
A Nightmare on Elm Street (C64/PC, 1989)
Subgenre: Proto-Survival Horror/Maze, Rescue mission
Perspective: TD/Semi-isometric view (TD view gameplay)
Other: 6 different playable chars, Time limit
-Item inventory
-Status display for the other chars
-Shops (vending machines)
-No save?
-No map?
Playthrough - Video Review
Dragon Buster II: Yami no Fuuin (NES, 1989)
Subgenre: AA/Rogue-lite (similar to D&D: Cloudy Mountain)(fan translated)
Perspective: TD view
Other: Separate overworlds (game is split into 6 maps, can't go back to a previous one), No shops/NPCs/Towns
Password save
Dungeons disappear after exiting them
Can use a tomahawk (cut trees) or camel (cross deserts) to progress further on the hub map - no other ability/tool gating?
No area maps
Randomized dungeon layouts
Lives system
Healing pools
Playthrough - Video Review
Famicom Jump: Eiyuu Retsuden (NES, 1989)(untranslated)
Subgenre: ARPG, Similar to DSII: Xanadu and Zelda II
Perspective: TD view
Other: Shops, Separate battle encounters (avoidable), Zoomed out overworld, Chapter/area-based in terms of your party member (they can only stay in their area), Racing and baseball mini-games
Password save (get new ones at monoliths)
Basic karma system (spirit meter, can be tweaked towards good w/ the Shonen Jump item)
No area maps (there's only a dragon radar item for locating dragon balls in the OW)
Express Delivery item warps you to the nearest monolith
Hints from phone booths via the telephone card item
Minor tool gating (Air Car lets you reach new areas in the OW, Time travel mechanic via Time Bot (affects events))
Fast travel in the OW with the Kinto Un cloud in the late game
Anime cameos
Playthrough - Review
Faria: A World of Mystery & Danger! (NES, 1989)
Subgenre: ARPG, Similar to DSII: Xanadu and Zelda II
Perspective: TD view
Other: Separate battle encounters outside of dungeons (random encounters)
Save at inns
No maps (hard to navigate dungeons)
Animated character portraits for most NPCs
Can lose money and exp from fleeing unless you use a Flash Ball item
Female protagonist
Arrow regen w/ gold arrows and (slow) HP regen with Ring
One permanent speed upgrade item
Some tool/ability gating (Jump Shoes for jumping over some obstacles, Flashlight for dark areas, magic rope for climbing, invisibility?)
Teleport to visited towns w/ Wings
Spell capacity upgrades
Harsh level gating (enter GaoGao as your name for a head start)
Playthrough - Video Review
Fester's Quest (NES, 1989)
Subgenre: Action Adventure, Similar to Dungeon Explorer and Gauntlet
Perspective: TD view/FP view hybrid (indoors exploration segments)
No maps (hard to navigate indoors areas)
No save or password save (start at beginning of game after death)
No puzzles or ability gating
Weapon upgrades (temporary - lost when hit) and a couple of lifebar upgrades
Playthrough - Video Review - Mini Review (improvement hack ver.)
Makai Hakkenden Shada (PCE, 1989)(fan translated)
Subgenre: Ys-like ARPG (bump combat, leveling, towns w/ shops, fetch quests, magic sub weapons)
Perspective: TD view
Linear structure (several points of no return)
HP regen while still in the overworld
Password save and quicksave (no proper save feature)
No ability/tool gating?
Hard level gating before you can damage various bosses
Some useless items and spells?
Playthrough - Review
Fire King (C64, 1989/PC, 1990)
Subgenre: Gauntlet-like Action Adventure (equipment shops and NPCs, interconnected world, draining health (fatigue/hunger), 3 char stats), Maze Shooter
Other: Hub area, 2-player co-op, Gold is found in some treasure chests (not dropped by enemies)
-Multiple interconnected areas with a variety of transitional portals and stairways
-No player character stat upgrades (only equipment)
-Six different player chars
-Can find books with gameplay hints
-Spells (walk on water, disguise, ) and bombs (for killing enemies only?)
-Some puzzles ()
Outliers:
Secret Quest (A2600, 1989)?
Subgenre: Semi-Action Adventure/Maze Action, Level-based, Set bombs mission w/ escape sequences (have to pick up a code and then enter it in a specific room to set the bomb)
Perspective: TD view
Other: Time limit (oxygen, can increase it with enemy drops)
Gameplay - Video Review
Sword of the Samurai (PC, 1989) - Strategy (recruitment, diplomacy, management, assassination, train, trade, infiltration, marriage and breeding)/RTS/WRPG/Action Hybrid or Samurai Sim (a bit like Pirates!), FP View (strategy/sim)/TD View (most action segments)/TP View (sword duels) hybrid, Conquest mission
Main gameplay is turn-based
Vague world map (no area maps)
Save outside of real-time segments?
Randomized quests and events w/ binary choices
Feudal japan setting
Honour/macho reputation stat
Charge attacks and aimed sword swings as well as blocking during duels
Context sensitive weapon use during top down segments
Difficulty options
Game only ends if your lineage is wiped out or your land is conquered (not just from a single char's death)
Playthrough w/ commentary - Video Review/Tutorial
It Came from the Desert (AMI, 1989) - Graphic Adventure w/ FP Light-Gun and Top Down Run 'n Gun-style action sequences, TD escape sequences with basic stealth at the hospital
-Horror theme, time limit (need to collect evidence and present it to the mayor), sound signalling before a giant ant appears, small southern town setting, hub map, interactive nightmares, dialogue trees, need to keep track of NPC scheduals, make calls from and sleep at home (can choose for how many hours to rest),
TMNT/Teenage Mutant Ninja Turtles (NES, 1989) - Action Adventure/Action Platformer (the game's structure is linear but most of its areas allow for non-linear gameplay), TD View (overworld) & Side View Hybrid, Minor stealth element
-Switch between 4 chars on the fly with separate lifebars
-Drive a vehicle in the top down segments
-Bomb defusal underwater segment
-Basic overworld map
Valkyrie no Densetsu/Legend of Valkyrie (ARC, 1989/PCE, 1990) - Top Down Maze Shooter/Platformer hybrid, 2-player co-op (second player is Whirlo - see the SNES game)
-Alternate paths through levels
-Minor RPG/Adventure elements (NPC encounters (in the third level there's a quiz that can kill you and at the mammoth you can get sent back to the beginning of the level), shops (weapon upgrades, health), rescue NPCs from mini-bosses, magic inventory)
-Some interesting spells (create mini-clones of yourself that act like gun drones/options in shooters but can fall down pits here)
-Can block some projectiles by hitting them with your sword
Ganbare Goemon 2 (NES)? - Tilted view (town exploration and bosses)/Side view (levels)/FP view (dungeon mini-games) hybrid
Tusker (C64/AMI, 1989)? - Action Adventure or Maze Action, Tilted view without platforming?, One fetch quest, Short
-Some dark rooms
-Thirst mechanic
-Can free certain beasts
-Two active item slots (similar to Castlevania)
-Shadow clone/decoy power up?
-Partially different level design on AMI
Manhunter 2: San Fransisco (Multi, 1989) - ? Graphic Adventure/TD Action Adventure Hybrid
Ghostbusters II (PC DOS, 1989) - TPS (fixed movement) or Cabal-like/Action Adventure/Misc. Action; Nice visuals, shops, pretty good use of the MT-32 for music and SB for voice samples
Kingdom of Drakkar (PC, 1989) - Second graphical MMORPG, TD view
-Basic combat
River City Ransom (NES, 1989) - Beat 'em up/ARPG Hybrid, 2-player co-op, Tilted view, Some platforming (Double Dragon)
-RPG elements: gain new moves by leveling up using food/books/music CDs? (10 different stats)?, 2 item inventory, open ended structure for the genre, shops
-Enemy comments during gameplay that don't interrupt the action
-Good arsenal of moves for the time (pick up and throw enemies or use them to punch others (lol), block move (punch/kick incoming attacks at the right time), punch boxes to make them slide, throw weapons, jump kick, run)
-Change difficulty on the fly
-Password save anywhere
-Help menu in-game
-Unlimited lives (lose half your money and start in the previous mall area when dying)
-Sauna bathing increases will power+stamina and restores health
-2-player specific moves (you can jump on top of your partner and stand on his head, your partner can throw you (no damage) while you're on top of him enabling you to fly through the air performing multiple attacks, there are a number of power ups in the game that enable 'tag team' attacks)
Last Alert (PCE CD, 1989) - Run ‘n Gun w/ RPG elements (leveling, classes), Top Down view
Bill & Ted's Excellent Adventure (Lynx, 1989) - Proto-Action Adventure, TD view, Level-based (big and open, numerous NPCs and challenges like fetch quests)