1983 (Ultima III and Encounter are released)
Pharaoh's Curse (C64 etc, 1983) - WIP
Subgenre: Maze Platformer (three large levels which are minor variations of each other), Collectathon (16 treasures), Flip Screen
Locked doors and keys
The bird enemy randomly moves you to a different screen (can also get you killed; Adventure)
Password save (once per loop?)
No map?
Playthrough - Review
Subgenre: Maze Platformer (three large levels which are minor variations of each other), Collectathon (16 treasures), Flip Screen
Locked doors and keys
The bird enemy randomly moves you to a different screen (can also get you killed; Adventure)
Password save (once per loop?)
No map?
Playthrough - Review
Spelunker (Multi, 1983/ARC, 1985) - WIP
Subgenre: Maze Platformer (level-based)
Arcade ver. (1985 or 1986): Locked doors and keys, Bombs (can destroy enemies and certain boulders only), Hidden paths, Elevators (manually operated), Sometimes have to jump in a certain spot to make a path appear (trial & error) or grab a green pot
No maps? - In the arcade version you get a quick overview of a level as the camera pans from the exit to the start position
No save or password save?
Playthrough (Atari XL/XE) - Playthrough (ARC) - Reviews (C64)
Shamus: Case II (Atari 8-bit, 1983/C64, 1984)
Subgenre: Maze Platformer/Arkanoid-like Hybrid
Locked doors
Basic map system (shows the room layout and which room you’re currently in)
No save or password feature?
Gameplay (A5200)
Downland (Tandy TRS-80, 1983/Dragon 32/64, 1984)
Subgenre: Maze Platformer
Similar to Montezuma's Revenge but without weapons and tools
Shimmying and rope climbing
Playthrough
Mountain King (A2600 etc., 1983)
Subgenre: Maze Platformer/Collectathon (1000 points worth of diamonds)
No abilities or tools gained (have a flashlight from the get go which is used to find some hidden treasure)
Key item gating (flame spirit to get the crown, crown to beat the game by getting to the top of the mountain)
Bats can steal the crown
Horizontal and vertical scrolling
Can't attack enemies
Playthrough
Outliers:
Fathom (Multi, 1983/CVIS/TI-99/4A, 1984/MSX, 1985)
Subgenre: Underwater/Flight-based Maze Action/Proto-Action Adventure (no char upgrades, small world, level-based), Collectathon, Rescue Mission (collect items to free a mermaid, no other gates)
Movement Mechanics: Underwater swimming, Flight (mash button to fly/joust-style)
Other: Avoid the enemies gameplay
Switch between dolphin and bird forms at the surface
Interconnected world
Looping surface area (Defender, SMB2)
Short
Major Havoc (ARC, 1983) - Rail Shooter/Maze Platformer hybrid, Collectathon, 3D-like vector graphics, Avoid hazards gameplay for the platform levels
Map feature
Locked doors
Escape sequences
Warp/teleporter feature (same level)
Low gravity (platforming segments)
Fuel mechanic (need to collect oxygen to survive in platform levels)
Hydrax (C64, 1983)? - Sidescrolling Quest Adventure (text parser used even for movement commands, some 2nd person narration when entering new rooms)
Item inventory
Scuba Dive (ZX Spectrum, 1983)?
Hard Hat Mack (PCs, 1983) - Puzzle Platformer/Collectathon, Single Screen
Object manipulation (goals involve replacing holes in the floor, catching a moving jackhammer to secure plates, collecting lunchboxes, and dropping wares into a processor)
Elevators
Loops at a faster speed after beating the three levels
No save
Subgenre: Maze Platformer (level-based)
Arcade ver. (1985 or 1986): Locked doors and keys, Bombs (can destroy enemies and certain boulders only), Hidden paths, Elevators (manually operated), Sometimes have to jump in a certain spot to make a path appear (trial & error) or grab a green pot
No maps? - In the arcade version you get a quick overview of a level as the camera pans from the exit to the start position
No save or password save?
Playthrough (Atari XL/XE) - Playthrough (ARC) - Reviews (C64)
Shamus: Case II (Atari 8-bit, 1983/C64, 1984)
Subgenre: Maze Platformer/Arkanoid-like Hybrid
Locked doors
Basic map system (shows the room layout and which room you’re currently in)
No save or password feature?
Gameplay (A5200)
Downland (Tandy TRS-80, 1983/Dragon 32/64, 1984)
Subgenre: Maze Platformer
Similar to Montezuma's Revenge but without weapons and tools
Shimmying and rope climbing
Playthrough
Mountain King (A2600 etc., 1983)
Subgenre: Maze Platformer/Collectathon (1000 points worth of diamonds)
No abilities or tools gained (have a flashlight from the get go which is used to find some hidden treasure)
Key item gating (flame spirit to get the crown, crown to beat the game by getting to the top of the mountain)
Bats can steal the crown
Horizontal and vertical scrolling
Can't attack enemies
Playthrough
Outliers:
Fathom (Multi, 1983/CVIS/TI-99/4A, 1984/MSX, 1985)
Subgenre: Underwater/Flight-based Maze Action/Proto-Action Adventure (no char upgrades, small world, level-based), Collectathon, Rescue Mission (collect items to free a mermaid, no other gates)
Movement Mechanics: Underwater swimming, Flight (mash button to fly/joust-style)
Other: Avoid the enemies gameplay
Switch between dolphin and bird forms at the surface
Interconnected world
Looping surface area (Defender, SMB2)
Short
Major Havoc (ARC, 1983) - Rail Shooter/Maze Platformer hybrid, Collectathon, 3D-like vector graphics, Avoid hazards gameplay for the platform levels
Map feature
Locked doors
Escape sequences
Warp/teleporter feature (same level)
Low gravity (platforming segments)
Fuel mechanic (need to collect oxygen to survive in platform levels)
Hydrax (C64, 1983)? - Sidescrolling Quest Adventure (text parser used even for movement commands, some 2nd person narration when entering new rooms)
Item inventory
Scuba Dive (ZX Spectrum, 1983)?
Hard Hat Mack (PCs, 1983) - Puzzle Platformer/Collectathon, Single Screen
Object manipulation (goals involve replacing holes in the floor, catching a moving jackhammer to secure plates, collecting lunchboxes, and dropping wares into a processor)
Elevators
Loops at a faster speed after beating the three levels
No save