Top Down View Games: 1990 (Wing Commander, Quest for Glory II, Cadash, Alpha Waves, Ghostbusters (MD) and Corporation are released)
1989|1990|1991|1992|1993|1994|1995|1996|1997|1998|1999
Metal Gear 2: Solid Snake (MSX, 1990)
Subgenre: Stealth Action/Action Adventure
Perspective: TD view
Playthrough - Video Review - Mini Review
Crystalis/God Slayer (NES, 1990)
Subgenre: ARPG/Action Adventure (exp point leveling)
Perspective: TD view
Other: Platforming (you can also jump over enemies)
Playthrough - Video Review - Mini Review
StarTropics (NES, 1990)
Subgenre: Action Adventure/JRPG hybrid (separate engines for dungeon and overworld/town exploration, zoomed out OW)
Perspective: Top Down view
Other: Platforming, Tile-based movement
-Very linear structure (chapter-based structure - no backtracking to previous ones, can't go back to previous areas at all (often not even sub areas in the same chapter either), partially non-linear spaceship dungeon)
-Save feature w/ auto-save after each chapter
-No maps (vague maps of the first island and town in the manual)
-Modern setting
>100% temporary health power up (later used in Quake)
-Fourth wall breaking puzzle, Switch & platforming puzzles
-Partially interactive epilogue
-Minor ability gating (lantern, submarine dive move on the WM)
-Lifebar upgrades
Playthrough - Video Review/Retrospective - Mini Review
Xak II: Rising of the Redmoon (MSX, 1990/PCE CD, 1992)
Subgenre: Ys-like ARPG (bump combat, leveling)
Perspective: Top Down view
Other: Some platforming
Save anywhere (outside of boss battles?)
HP regen when still via an accessory item (outside of boss battles?)
Minor ability/tool gating (scuba gear, shrink to go through a small passage at one point; destroy wall spell isn't used in II)
Teleport spell for returning to the last visited town
No maps?
Bosses (MSX) - Playthrough (PCE CD) - Mini Review
Paradroid 90 (AMI, 1990/AST)(Remake)
Subgenre: Action Adventure/Maze Action (maze levels with one key to the exit each), Killathon
Perspective: TD view
Other: Separate gameplay segment/mini-game for taking over enemies
-Linear overarching structure (non-linear structure within each ship - each elevator tends to connect to several floors)
-Healing points (energizers) on most floors. Can destroy healing points (similar to Gauntlet)
-Map stations (layout, your position and number of enemies shown - on current floor as well as the rest of the ship)
-No save or password save
-No ability/tool gating and no upgrade items (taken over robots don't carry over to the next ship/level+can't upgrade the default robot nor any other robot (even strong ones die in a few hits so you're constantly moving between robots))
-Energy restoration spots
-Raider ambushes (these don't count towards the main objective)
-Quickly destroying multiple enemies yields more points (raises alert status of the ship)
-Enemy bestiary (droid library)
-No lives or continues (die/lose your currently controlled robot from a failed transfer/taking over an enemy)
-Time limit on each controlled robot besides the default influencer drone (how weak they are is already enough and there are no time extenders/life bar restorations so it feels too punishing)
-Can't see enemy robots outside of your line of sight (see Rogue)
-No puzzles
Playthrough - Video Review - Mini Review
Metal Gear 2: Solid Snake (MSX, 1990)
Subgenre: Stealth Action/Action Adventure
Perspective: TD view
- Radar feature (turns off temporarily when detected or while in air ducts, shows enemies and some important NPCs)
- Enemy soldiers now move between screens (King's Valley)
- Somewhat improved stealth mechanics (you can now lure enemies towards a spot by punching the wall - doesn't always work as expected though, certain terrain makes noise that will get the enemies' attention, you can crawl under tables and some vehicles (also helps to avoid the aforementioned noises))
- Can speed up text on a per paragraph/text box basis
- More fleshed out characters and gear descriptions
- Map feature (can't see found doors though)
- Save feature (loading puts you at the previous checkpoint though)
- Checkpoints at the beginning of each area/when exiting or entering a building (Psycho World?)
- Get tips from NPCs via the transceiver (they won't always reply though - a bit jarring in the beginning when you're told to call people and they don't reply)
- Some interesting level design (final bosses, more complex level architecture overall, getting transported to places by using the box disguise, escort segment, the rooms with soldiers hiding among soldier mannequins, moving infrared laser rooms (new variations on them, garbage room in the first building, enemies turning off the lights)
- Changed level up/rank system (increases inventory sizes and ammo supply) - now it's increased after each boss fight
- Boss introductions
- Pretty good at creating a sense of vulnerability at times (beginning, )
- Some decent puzzles (pigeon message, Natasha's key)
- Other interesting gear (use the cigarettes to detect infrared lasers, mortar missile (chopper boss), mouse robots to distract enemies with, the enemy can place a tracker in your inventory if you get captured (can be thrown away), robot mouse, night vision goggles, national anthem cassette tape (freezes soldiers for ~10 seconds), etc.)
- Two escape sequences
- Placed items like ammo now replenish when you leave the area instead of the room
Playthrough - Video Review - Mini Review
Crystalis/God Slayer (NES, 1990)
Subgenre: ARPG/Action Adventure (exp point leveling)
Perspective: TD view
Other: Platforming (you can also jump over enemies)
- Save anywhere outside of dungeons (continuing is tied to checkpoints but they're pretty frequent overall)
- No maps
- Several terrain effects on movement in a top down game
- Very good interface for the time
- Communicate telepathically with elders for quest tips
- Some tool/ability gating (several disguises (Ys II), flight (Golvellius from 1988), ride a dolphin while fighting at the same time)
- MP & HP regen gear (need to stand still, Ys)
- Barrier - block projectiles
- Teleport to previously visited towns (DQ2, Phantasy Star, Ys)
- Upgradeable charge attacks
Playthrough - Video Review - Mini Review
StarTropics (NES, 1990)
Subgenre: Action Adventure/JRPG hybrid (separate engines for dungeon and overworld/town exploration, zoomed out OW)
Perspective: Top Down view
Other: Platforming, Tile-based movement
-Very linear structure (chapter-based structure - no backtracking to previous ones, can't go back to previous areas at all (often not even sub areas in the same chapter either), partially non-linear spaceship dungeon)
-Save feature w/ auto-save after each chapter
-No maps (vague maps of the first island and town in the manual)
-Modern setting
>100% temporary health power up (later used in Quake)
-Fourth wall breaking puzzle, Switch & platforming puzzles
-Partially interactive epilogue
-Minor ability gating (lantern, submarine dive move on the WM)
-Lifebar upgrades
Playthrough - Video Review/Retrospective - Mini Review
Xak II: Rising of the Redmoon (MSX, 1990/PCE CD, 1992)
Subgenre: Ys-like ARPG (bump combat, leveling)
Perspective: Top Down view
Other: Some platforming
Save anywhere (outside of boss battles?)
HP regen when still via an accessory item (outside of boss battles?)
Minor ability/tool gating (scuba gear, shrink to go through a small passage at one point; destroy wall spell isn't used in II)
Teleport spell for returning to the last visited town
No maps?
Bosses (MSX) - Playthrough (PCE CD) - Mini Review
Paradroid 90 (AMI, 1990/AST)(Remake)
Subgenre: Action Adventure/Maze Action (maze levels with one key to the exit each), Killathon
Perspective: TD view
Other: Separate gameplay segment/mini-game for taking over enemies
-Linear overarching structure (non-linear structure within each ship - each elevator tends to connect to several floors)
-Healing points (energizers) on most floors. Can destroy healing points (similar to Gauntlet)
-Map stations (layout, your position and number of enemies shown - on current floor as well as the rest of the ship)
-No save or password save
-No ability/tool gating and no upgrade items (taken over robots don't carry over to the next ship/level+can't upgrade the default robot nor any other robot (even strong ones die in a few hits so you're constantly moving between robots))
-Energy restoration spots
-Raider ambushes (these don't count towards the main objective)
-Quickly destroying multiple enemies yields more points (raises alert status of the ship)
-Enemy bestiary (droid library)
-No lives or continues (die/lose your currently controlled robot from a failed transfer/taking over an enemy)
-Time limit on each controlled robot besides the default influencer drone (how weak they are is already enough and there are no time extenders/life bar restorations so it feels too punishing)
-Can't see enemy robots outside of your line of sight (see Rogue)
-No puzzles
Playthrough - Video Review - Mini Review
Bad Blood (C64/PC, 1990)
Subgenre: Action Adventure/ARPG (3 predefined chars, no stats/development)
Perspective: Top Down view (zoomed in)
Other: Towns w/ shops
Interactive dialogue
Can kill NPCs
Examine command
Save anywhere in town or in caves (3 slots)
No maps (basic WM in the manual)
Partially non-linear (there's also several optional side quests)
Day/night cycle (influences the amount of monsters on the plains and whether or not you can talk with some NPCs)
Hunger mechanic
Enemies can hit each other by accident
Mad Max/Wasteland-like setting (humans vs mutants and your goal is to prevent an all out war)
Fairly large arsenal of weapons
No ability/tool gating?
Playthrough - Video Review
Gargoyle's Quest (GB, 1990)
Subgenre: Zelda II-like Platform Adventure/MV (no exp point leveling)
Perspective: Top Down view town and overworld exploration, Side view area exploration and combat
Other: Random and set OW encounters, Stamina-based flight
Playthrough - Video Review/Retrospective - Mini Review
Lagoon (X68K, 1990/SNES, 1991)(fan translated on X68K)
Subgenre: ARPG (leveling)
Perspective: TD View
-Shows enemy health bars - Ys
-Very short melee attack range on SNES (bump combat on X68K) but can block with your shield
-Save anywhere?
-No maps
-HP+MP regen when still (anywhere outside of boss battles, can't even use magic vs bosses)
-Minor ability/tool gating (Fur Mantle lets you traverse the ice cave without taking damage, the Powerful Mirror destroys boulders, the Freezing Pot creates a bridge at one point)
-Freeze enemies ring (mp-fueled)
-No manual teleportation
Playthrough - Video Review (SNES) - Mini Review
Jajamaru Gekimaden: Maboroshi no Kinmajou (NES, 1990)(fan translated)
Subgenre: ARPG
Perspective: TD view
Other: Hub map (Getsu Fuuma Den-like but without encounters?), Towns w/ shops & Dungeons
Save in towns
No area maps
Linear w/ some backtracking (several interconnected hub maps)
Escape technique lets you warp to the start of a dungeon.
Some tool/ability gating (dig technique, oil lamp, Mizugumo Shoes for toxic swamps, )
Playthrough - Review - Mini Review
The Keys to Maramon (PCs, 1990)?
Subgenre: ARPG (4 different chars to choose from)
Perspective: Top Down view
Other: Shops
Save feature
Interactive dialogue
Day/night cycle (can rest to pass time quickly)
Set in the same world as Magic Candle
Town map (more?)
No ability gating?
Shallow combat
Storage room
Check/examine command
Gameplay (DOS) - Review - Mini Review
Snake's Revenge (NES, 1990)
Subgenre: Action Adventure/Stealth Action
Perspective: TD view/SV hybrid
Other: Jumping in the SV segments
Password save (long)
No maps
Various tools used for progression and exploration (infrared goggles/x-ray lens/mine detector, power armor - push stones, boots?, bugging kit? - see what enemies are saying on the other side of a wall, binoculars, temporary oxygen tanks)
Somewhat non-linear?
AP upgrade
Playthrough - Video Review - Mini Review
Kagerou Densetsu (NES, 1990)
Subgenre: Zelda II-like ARPG (automatic stat distribution)
Perspective: TD View/Side View hybrid
Other: Overworld, Random and set encounters (codes let you control when they happen), Menu-driven town exploration, 3 different playable chars (switch on the overworld), Not much platforming and no side view exploration
Partially non-linear (only need to fight two of five bosses)
Save feature (on the overworld)
Invisibility and time stop spells (combat only though) - no other ability gating
No fast travel
No maps
Can run from battles
Gameplay - Review - Mini Review
Majin Eiyuuden Wataru Gaiden/Mashin Eiyuu Den (NES, 1990)(Fan translated)
Subgenre: JRPG/ARPG Hybrid
Perspective: TD View Exploration/Side View Combat Hybrid
Other: Separate battle encounters (see Tales of Phantasia)
Save at inns
No maps
One spell moves rocks in TD view - otherwise key gating only
Teleport magic (can go to the previous town)
Escape magic (dungeons and battles)
Playthrough - Review - Mini Review
Rune Worth (MSX, X68K, 1990)?
Subgenre: ARPG-ish (no exp point leveling)
Perspective: TD view
Other: Hub map, Towns w/ shops
-Partially non-linear
-Save feature?
-No area maps?
Playthrough (MSX)
Midnight Mutants (A7800, 1990)
Subgenre: Action Adventure
Perspective: Isometric/Tilted view
Other: Outdoors and indoors areas
Telepathic link to Grampa (for hints)
No save or password save, One life only
No maps
One multi-purpose item (knife lets you enter an area and fight enemies with it) and tool gate (lantern)
Blood meter (need to keep it pure but a heart item can make it permanently pure?)
Lifebar upgrades (diamonds)
Health restoring fountain outside
Pretty short
Playthrough - Video Review
Quest for Glory II: Trial by Fire (PC, 1990)
Subgenre: Quest Adventure/ARPG hybrid
Perspective: Mixed perspective exploration/Isometric combat hybrid
Other: Separate combat encounters
-Large city (Shapier)
-Buy map and compass items
-Save almost anywhere
-Night time events
-One unique optional quest for each class and different ways to solve problems depending on which you picked
-Time limits on various quests throughout
-Communication stat (bargain with merchants)
-Fourth wall breaking moment
-Text parser plus dialogue choices (AGD remake only?)
-Can import your char from the previous game
Playthrough - Video Review - Mini Review
Outliers:
Disney Adventures in the Magic Kingdom (NES, 1990)?
Subgenre: JRPG/Platformer/Misc. Action Hybrid (mini-games/levels)
Perspective: TD view/SV hybrid
Other: Shop
Non-linear?
No save or password save?
Lives system
No maps?
No ability/tool gating
Playthrough - Video Review
Fray in Magical Adventure (MSX, 1990)(fan translated) - ARPG/Run 'n Gun/Vertical Scrolling Shooter w/ Platforming hybrid, Top Down View, Level-based, Towns w/ shops in-between levels
Save in-between levels
Char upgrades but no ability/tool gating?
No maps
Animated NPC portraits
Charge attack
Playthrough (MSX) - Review (PCE CD) - Mini Review
Mission: Impossible (NES), 1990) - Action Adventure?, TD view, Level-based
Ganbare Goemon: Sarawareta Ebisumaru!/Mystical Ninja Starring Goemon (GB, 1990/2000 on GBC collection) - Maze Shooter/Action Adventure, TD view, Platforming?
-Speed and force field upgrades (highest speed and force field are temporary)
-Password save after each cleared area (short but doesn't save your money or upgrades)
-Alternate extended ending (find hidden jewels in levels 2-8 - no visual or NPC hints though)
-Play as a different character at one point (Miko when she has to save Goemon from the poison - unexpected gender swap though she plays exactly the same as him)
-Upgradeable armour
-You can block most enemy projectiles by shooting them
-Speed up sentences during dialogue
ActRaiser (SNES, 1990) - Action Platformer/RTS/Building & Management hybrid w/ AA elements, TD view/SV hybrid
Arkista's Ring (NES, 1990) - Maze Action w/ AA elements, Level-based and linear, TD view
Rolan's Curse/Velious (GB, 1990) - AA/ARPG-ish, TD view, Level/Area-based, 2-Player Co-op
-Chameleon ring lets you transform into a part of the scenery
-Respawn at the beginning of dungeons retaining upgrades and equipment
-No inventory (each new sub weapon/accessory replaces the last one)
-Manual shield (have to stand still and can only block projectiles though)
-Invisibility cape
Gauntlet: The Third Encounter (Lynx) - Maze Action, TD view, Linear and level-based?; Item inventory, no maps but there's a scout scroll, additional FP viewport which displays items and enemies (just for show though)
Vendetta (C64/CPC/Spectrum, 1990) - Maze Action/Driving Action Hybrid, Level-based, Collectathon, Time limit, Ducking, No jumping
-Can examine items
-Item inventory
Little Magic (NES, 1990) - SRPG/Fighting Hybrid (real-time battles)
Perspective: TD/SV hybrid
Subgenre: Action Adventure/ARPG (3 predefined chars, no stats/development)
Perspective: Top Down view (zoomed in)
Other: Towns w/ shops
Interactive dialogue
Can kill NPCs
Examine command
Save anywhere in town or in caves (3 slots)
No maps (basic WM in the manual)
Partially non-linear (there's also several optional side quests)
Day/night cycle (influences the amount of monsters on the plains and whether or not you can talk with some NPCs)
Hunger mechanic
Enemies can hit each other by accident
Mad Max/Wasteland-like setting (humans vs mutants and your goal is to prevent an all out war)
Fairly large arsenal of weapons
No ability/tool gating?
Playthrough - Video Review
Gargoyle's Quest (GB, 1990)
Subgenre: Zelda II-like Platform Adventure/MV (no exp point leveling)
Perspective: Top Down view town and overworld exploration, Side view area exploration and combat
Other: Random and set OW encounters, Stamina-based flight
- Mostly linear structure
- Password save (short)
- No maps
- Lives system (can buy and find more)
- No fast travel
- Life bar upgrades
Playthrough - Video Review/Retrospective - Mini Review
Lagoon (X68K, 1990/SNES, 1991)(fan translated on X68K)
Subgenre: ARPG (leveling)
Perspective: TD View
-Shows enemy health bars - Ys
-Very short melee attack range on SNES (bump combat on X68K) but can block with your shield
-Save anywhere?
-No maps
-HP+MP regen when still (anywhere outside of boss battles, can't even use magic vs bosses)
-Minor ability/tool gating (Fur Mantle lets you traverse the ice cave without taking damage, the Powerful Mirror destroys boulders, the Freezing Pot creates a bridge at one point)
-Freeze enemies ring (mp-fueled)
-No manual teleportation
Playthrough - Video Review (SNES) - Mini Review
Jajamaru Gekimaden: Maboroshi no Kinmajou (NES, 1990)(fan translated)
Subgenre: ARPG
Perspective: TD view
Other: Hub map (Getsu Fuuma Den-like but without encounters?), Towns w/ shops & Dungeons
Save in towns
No area maps
Linear w/ some backtracking (several interconnected hub maps)
Escape technique lets you warp to the start of a dungeon.
Some tool/ability gating (dig technique, oil lamp, Mizugumo Shoes for toxic swamps, )
Playthrough - Review - Mini Review
The Keys to Maramon (PCs, 1990)?
Subgenre: ARPG (4 different chars to choose from)
Perspective: Top Down view
Other: Shops
Save feature
Interactive dialogue
Day/night cycle (can rest to pass time quickly)
Set in the same world as Magic Candle
Town map (more?)
No ability gating?
Shallow combat
Storage room
Check/examine command
Gameplay (DOS) - Review - Mini Review
Snake's Revenge (NES, 1990)
Subgenre: Action Adventure/Stealth Action
Perspective: TD view/SV hybrid
Other: Jumping in the SV segments
Password save (long)
No maps
Various tools used for progression and exploration (infrared goggles/x-ray lens/mine detector, power armor - push stones, boots?, bugging kit? - see what enemies are saying on the other side of a wall, binoculars, temporary oxygen tanks)
Somewhat non-linear?
AP upgrade
Playthrough - Video Review - Mini Review
Kagerou Densetsu (NES, 1990)
Subgenre: Zelda II-like ARPG (automatic stat distribution)
Perspective: TD View/Side View hybrid
Other: Overworld, Random and set encounters (codes let you control when they happen), Menu-driven town exploration, 3 different playable chars (switch on the overworld), Not much platforming and no side view exploration
Partially non-linear (only need to fight two of five bosses)
Save feature (on the overworld)
Invisibility and time stop spells (combat only though) - no other ability gating
No fast travel
No maps
Can run from battles
Gameplay - Review - Mini Review
Majin Eiyuuden Wataru Gaiden/Mashin Eiyuu Den (NES, 1990)(Fan translated)
Subgenre: JRPG/ARPG Hybrid
Perspective: TD View Exploration/Side View Combat Hybrid
Other: Separate battle encounters (see Tales of Phantasia)
Save at inns
No maps
One spell moves rocks in TD view - otherwise key gating only
Teleport magic (can go to the previous town)
Escape magic (dungeons and battles)
Playthrough - Review - Mini Review
Rune Worth (MSX, X68K, 1990)?
Subgenre: ARPG-ish (no exp point leveling)
Perspective: TD view
Other: Hub map, Towns w/ shops
-Partially non-linear
-Save feature?
-No area maps?
Playthrough (MSX)
Midnight Mutants (A7800, 1990)
Subgenre: Action Adventure
Perspective: Isometric/Tilted view
Other: Outdoors and indoors areas
Telepathic link to Grampa (for hints)
No save or password save, One life only
No maps
One multi-purpose item (knife lets you enter an area and fight enemies with it) and tool gate (lantern)
Blood meter (need to keep it pure but a heart item can make it permanently pure?)
Lifebar upgrades (diamonds)
Health restoring fountain outside
Pretty short
Playthrough - Video Review
Quest for Glory II: Trial by Fire (PC, 1990)
Subgenre: Quest Adventure/ARPG hybrid
Perspective: Mixed perspective exploration/Isometric combat hybrid
Other: Separate combat encounters
-Large city (Shapier)
-Buy map and compass items
-Save almost anywhere
-Night time events
-One unique optional quest for each class and different ways to solve problems depending on which you picked
-Time limits on various quests throughout
-Communication stat (bargain with merchants)
-Fourth wall breaking moment
-Text parser plus dialogue choices (AGD remake only?)
-Can import your char from the previous game
Playthrough - Video Review - Mini Review
Outliers:
Disney Adventures in the Magic Kingdom (NES, 1990)?
Subgenre: JRPG/Platformer/Misc. Action Hybrid (mini-games/levels)
Perspective: TD view/SV hybrid
Other: Shop
Non-linear?
No save or password save?
Lives system
No maps?
No ability/tool gating
Playthrough - Video Review
Fray in Magical Adventure (MSX, 1990)(fan translated) - ARPG/Run 'n Gun/Vertical Scrolling Shooter w/ Platforming hybrid, Top Down View, Level-based, Towns w/ shops in-between levels
Save in-between levels
Char upgrades but no ability/tool gating?
No maps
Animated NPC portraits
Charge attack
Playthrough (MSX) - Review (PCE CD) - Mini Review
Mission: Impossible (NES), 1990) - Action Adventure?, TD view, Level-based
Ganbare Goemon: Sarawareta Ebisumaru!/Mystical Ninja Starring Goemon (GB, 1990/2000 on GBC collection) - Maze Shooter/Action Adventure, TD view, Platforming?
-Speed and force field upgrades (highest speed and force field are temporary)
-Password save after each cleared area (short but doesn't save your money or upgrades)
-Alternate extended ending (find hidden jewels in levels 2-8 - no visual or NPC hints though)
-Play as a different character at one point (Miko when she has to save Goemon from the poison - unexpected gender swap though she plays exactly the same as him)
-Upgradeable armour
-You can block most enemy projectiles by shooting them
-Speed up sentences during dialogue
ActRaiser (SNES, 1990) - Action Platformer/RTS/Building & Management hybrid w/ AA elements, TD view/SV hybrid
Arkista's Ring (NES, 1990) - Maze Action w/ AA elements, Level-based and linear, TD view
Rolan's Curse/Velious (GB, 1990) - AA/ARPG-ish, TD view, Level/Area-based, 2-Player Co-op
-Chameleon ring lets you transform into a part of the scenery
-Respawn at the beginning of dungeons retaining upgrades and equipment
-No inventory (each new sub weapon/accessory replaces the last one)
-Manual shield (have to stand still and can only block projectiles though)
-Invisibility cape
Gauntlet: The Third Encounter (Lynx) - Maze Action, TD view, Linear and level-based?; Item inventory, no maps but there's a scout scroll, additional FP viewport which displays items and enemies (just for show though)
Vendetta (C64/CPC/Spectrum, 1990) - Maze Action/Driving Action Hybrid, Level-based, Collectathon, Time limit, Ducking, No jumping
-Can examine items
-Item inventory
Little Magic (NES, 1990) - SRPG/Fighting Hybrid (real-time battles)
Perspective: TD/SV hybrid