1985 (Ultima IV and Dragon Buster are released)
1982|1983|1984|1985|1986|1987|1988|1989
Brain Breaker (Sharp X1, 1985)(untranslated) - WIP
Subgenre: Mech Action
Movement Mechanics: Flight via jetpack
Intro gameplay is similar to Super Metroid in terms of its environmental storytelling (first area seems abandoned until you find a weapon and return, at which point the enemy robots are activated)
Save feature
Warps/teleporters
EMP gun (called brain breaker, also disables force fields, neutralizes a tank which can then be used as a vehicle)
Destroy building walls with a certain gun and with a late game power
Can pick up and drop items (used in a certain puzzle)
Can communicate with a computer on your ship for tips?
Explosions from destroyed land enemies create small craters in the ground
Can reach a God form of sorts by freeing a crystalline alien encountered some ways into the game (it'll give you (temporary?) invincibility, the ability to fly and to destroy walls and floor tiles with your body) - the abilities given are needed to destroy the central computer and beat the game?
Elevators
No map?
Linear structure in that all the upgrades are required?
Playthrough - Review
Brain Breaker (Sharp X1, 1985)(untranslated) - WIP
Subgenre: Mech Action
Movement Mechanics: Flight via jetpack
Intro gameplay is similar to Super Metroid in terms of its environmental storytelling (first area seems abandoned until you find a weapon and return, at which point the enemy robots are activated)
Save feature
Warps/teleporters
EMP gun (called brain breaker, also disables force fields, neutralizes a tank which can then be used as a vehicle)
Destroy building walls with a certain gun and with a late game power
Can pick up and drop items (used in a certain puzzle)
Can communicate with a computer on your ship for tips?
Explosions from destroyed land enemies create small craters in the ground
Can reach a God form of sorts by freeing a crystalline alien encountered some ways into the game (it'll give you (temporary?) invincibility, the ability to fly and to destroy walls and floor tiles with your body) - the abilities given are needed to destroy the central computer and beat the game?
Elevators
No map?
Linear structure in that all the upgrades are required?
Playthrough - Review
Hero Of The Golden Talisman (C64 etc, 1985)
Subgenre: Collectathon-lite (five talisman pieces)
Movement Mechanics: Swimming (need to collect "air bags" which increase your oxygen meter to not take damage while underwater)
Other: Flip screen (no scrolling)
Playthrough - Video Review - Mini Review
Subgenre: Collectathon-lite (five talisman pieces)
Movement Mechanics: Swimming (need to collect "air bags" which increase your oxygen meter to not take damage while underwater)
Other: Flip screen (no scrolling)
- Mini-map (shows the basic layout of the whole world, indicates which rooms have and have not been visited yet and also alerts the player to the presence of items within a given "room" (the map actually displays a chunk of screens as one tile so it's more like a general clue))
- Mostly linear structure (boss gates, can get some keys in any order)
- Item inventory (5 slots)
- Weapon upgrades as inventory items which can be toggled on and off or dropped (bosses are weak to certain weapons - these all function the same way though)
- Some interesting tools for the time (placeable ropes which let you reach new areas - can only be placed in specific spots (large grey tiles) though, candles to light up dark rooms (consumable items - lit rooms stay lit))
- Invincibility power up (Invisibility "spell")
- Color coded keys
- Basic cutscene before beginning (still artwork and text)
- Minor spatial awareness and platforming puzzles
- Some minor shortcuts
- Persistent items - a dropped item stays where you put it (can only drop an item by replacing a placed item with it, the rightmost item in the inventory is replaced)
- Breakable walls (get past them with single use scrolls)
- No item drops from enemies (HP or air supply) - have to find placed items
- Enemies spawn at the edge of the screen rather than all over the place like in the Amstrad version (see Zelda 1) here - Good in that there are fewer cheap hits but sometimes bad in that they're easier to take out. On the other hand they don't seem to continuously respawn while you're in the room in the Amstrad version
- Faster climbing and swimming on Amstrad
- No knockback or invincibility time after taking a hit
- No save or password save and no lives, Health refill after passing dark grey gates
- Can't simply drop an item somewhere (only replace it with a placed one) - 5 item inventory and keys take up a whole slot. The consumable wall breaker weapons/scrolls also take up a slot
Playthrough - Video Review - Mini Review
Alice in Wonderland (AII/C64, 1985)
Subgenre: Platform Adventure/Quest Adventure Hybrid (similar to Below the Root)
Small dialogue trees
Named rooms (later used in the Dizzy games) - no map?
Limited flight/ascension with the white cube
Hover jumps with the umbrella (Below the Root)
Mini mode transformation
Playthrough - Review
Dragon Slayer II: Xanadu (Multi, 1985) & Xanadu Scenario II: Resurrection of the Dragon (Multi, 1986?)
Subgenre: ARPG/Proto-Platform Adventure Hybrid (stat distribution in town when beginning (5 stats), action-based character growth for spells and weapons, level up your char at temples or the training grounds - the latter lets you distribute the points manually)
Movement Mechanics: Temporary flight, High jump (keep holding jump and the third one is twice as long), Up->diagonally upwards jump, Zig-zag upwards jump (lets you reach around a single block above you with one jump), Run across single tile gaps with enough momentum (4 tiles), More
Perspective: Side View (most exploration and the boss battles) & TD view Hybrid (regular battles and castles/towers within the dungeon are top down)
Other: One town, Shops (+temples and inns) in the dungeon, Tile-based movement (interestingly you can also move diagonally in side view)
Linear structure (some optional hidden rooms)
Pay to save or let the game auto-save at certain points
Consumable teleportation items (black onyx - teleport to the next dungeon floor, fire crystal - teleport backwards one floor) and some "same floor" teleporters within the dungeon
Some ability/tool gating (mattock lets you break brick blocks diagonally below or straight below you, a mantle (consumable) that allows to pass through most walls for a short time, hourglass consumable - lets you stun enemies and stand on them though the latter is never used to progress, winged boots consumable - time limited flight (alternate way of getting out of traps and into one of the towers), temporary and permanent stat boost items)
Dark rooms which can be lit with lamps
An elixir lets you revive where you died (like Fairies in Zelda)
Spectacles let you read an enemy’s stats and inventory
Invisibility rings (Demon's Ring, temporary consumable)
Basic karma system (a bit weird and unintuitive, need to keep it low to enter the final dungeon and get the dragon slayer sword as well as to enter temples in which you can level up, can lower it with poison but these items are limited)
Level gating (have to reach a certain level to get to the next dungeon)
Can escape from battles
Which side you're attacked from matters
Limited enemies per dungeon
Hunger mechanic
Shows enemy HP and your damage output
Xanadu Scenario II: Resurrection of the Dragon
Plays like an expansion pack and is non-linear in structure (can explore any of the 11 dungeons however you'll get crushed if you start with the later ones)
Can sell back items here
Weight mechanic (effectively limiting the amount of items you can carry)
Playthrough (MSX) - CRPG Addict Review
Subgenre: Platform Adventure/Quest Adventure Hybrid (similar to Below the Root)
Small dialogue trees
Named rooms (later used in the Dizzy games) - no map?
Limited flight/ascension with the white cube
Hover jumps with the umbrella (Below the Root)
Mini mode transformation
Playthrough - Review
Dragon Slayer II: Xanadu (Multi, 1985) & Xanadu Scenario II: Resurrection of the Dragon (Multi, 1986?)
Subgenre: ARPG/Proto-Platform Adventure Hybrid (stat distribution in town when beginning (5 stats), action-based character growth for spells and weapons, level up your char at temples or the training grounds - the latter lets you distribute the points manually)
Movement Mechanics: Temporary flight, High jump (keep holding jump and the third one is twice as long), Up->diagonally upwards jump, Zig-zag upwards jump (lets you reach around a single block above you with one jump), Run across single tile gaps with enough momentum (4 tiles), More
Perspective: Side View (most exploration and the boss battles) & TD view Hybrid (regular battles and castles/towers within the dungeon are top down)
Other: One town, Shops (+temples and inns) in the dungeon, Tile-based movement (interestingly you can also move diagonally in side view)
Linear structure (some optional hidden rooms)
Pay to save or let the game auto-save at certain points
Consumable teleportation items (black onyx - teleport to the next dungeon floor, fire crystal - teleport backwards one floor) and some "same floor" teleporters within the dungeon
Some ability/tool gating (mattock lets you break brick blocks diagonally below or straight below you, a mantle (consumable) that allows to pass through most walls for a short time, hourglass consumable - lets you stun enemies and stand on them though the latter is never used to progress, winged boots consumable - time limited flight (alternate way of getting out of traps and into one of the towers), temporary and permanent stat boost items)
Dark rooms which can be lit with lamps
An elixir lets you revive where you died (like Fairies in Zelda)
Spectacles let you read an enemy’s stats and inventory
Invisibility rings (Demon's Ring, temporary consumable)
Basic karma system (a bit weird and unintuitive, need to keep it low to enter the final dungeon and get the dragon slayer sword as well as to enter temples in which you can level up, can lower it with poison but these items are limited)
Level gating (have to reach a certain level to get to the next dungeon)
Can escape from battles
Which side you're attacked from matters
Limited enemies per dungeon
Hunger mechanic
Shows enemy HP and your damage output
Xanadu Scenario II: Resurrection of the Dragon
Plays like an expansion pack and is non-linear in structure (can explore any of the 11 dungeons however you'll get crushed if you start with the later ones)
Can sell back items here
Weight mechanic (effectively limiting the amount of items you can carry)
Playthrough (MSX) - CRPG Addict Review
Starquake (Multi, 1985)
Subgenre: Maze Platformer/Collectathon (collect 9 items with which to repair the planet core)
Movement Mechanics: Platform stacking replaces jumping (can place one while falling though), Flight via hover pads/flying platforms (can't pick certain items up and do some other things while using one though, needs to be parked at docking stations to allow you to step off of them), 8-way aiming while flying these - No other tools gained
Playthrough (ST) - Review Samples
Subgenre: Maze Platformer/Collectathon (collect 9 items with which to repair the planet core)
Movement Mechanics: Platform stacking replaces jumping (can place one while falling though), Flight via hover pads/flying platforms (can't pick certain items up and do some other things while using one though, needs to be parked at docking stations to allow you to step off of them), 8-way aiming while flying these - No other tools gained
- Platforming puzzles (Some weak/destructible floors (smash by falling on them from a height), bridge building)
- Teleporters (need a location code (the area's name shown when you find one) to teleport to a destination)
- No in-game map (can be found online)
- Hidden passages/fake walls
- No save or password save however the area names used for the teleporters stay the same in each run, limited lives
- Resource management (ammo/platforms/HP power ups are placed items only, you regain just a few platforms when dying (you'll respawn on the spot) so you don't get stuck)
- Random generation elements (the placement of objects and which ones are needed to fix the core - go to the core screen to check which ones you'll need)
- Limited inventory (4 items)
- Elevators (one way, up only)
- Shows collecting percentage and time taken after beating it
- Some one hit deaths from traps and certain enemies
- Constantly respawning enemies
- Slowly draining energy/HP (only while flying?)
Playthrough (ST) - Review Samples
Castlequest/Castle Excellent (Multi, 1985/NES, 1986)(different from the BBC Micro game) - WIP
Subgenre: Puzzle Platformer
Temporary scuba gear lets you move through water
Platforming and physics puzzles
Basic mini-map (shows the world layout and which rooms you've visited)
Color coded keys and doors
? No save feature?
NES ver.: More linear and you don't need to save every key
Playthrough - NES Review
The Castle (Multi, 1985) - WIP
Subgenre: Puzzle Platformer
Same as Castle Excellent except for the different layout? (this is the prequel)
Let's Play (Russian) - Find Review
Subgenre: Puzzle Platformer
Temporary scuba gear lets you move through water
Platforming and physics puzzles
Basic mini-map (shows the world layout and which rooms you've visited)
Color coded keys and doors
? No save feature?
NES ver.: More linear and you don't need to save every key
Playthrough - NES Review
The Castle (Multi, 1985) - WIP
Subgenre: Puzzle Platformer
Same as Castle Excellent except for the different layout? (this is the prequel)
Let's Play (Russian) - Find Review
Citadel (BBC Micro/Acorn Electron 1985) - WIP
Subgenre: Collectathon-lite (5 crystals that activate a teleporter to the alien world), Puzzle Platformer
Other: Selectable gender, Slow time limit - lose 1 energy per 25 seconds, Good mid-air control
Platforming and elemental puzzles
Upgradeable life/energy bar (collect flasks and solve puzzles, lose life slowly while underwater; also serves as ammo for your attack spell)
No other permanent upgrades (you do have some persistent tool items like the springs though which you can move around and use in various places, some items disappear after use)
Very limited inventory (2 items)
Color coded doors and keys
Auto-teleport to where you entered a room if you take a lot of damage (sometimes good, sometimes not)
Respawning enemies (when leaving the room they spawned in)
No map - does display room coordinates relative to the starting room (main hall)
No save or password save?
Playthrough - Description
Subgenre: Collectathon-lite (5 crystals that activate a teleporter to the alien world), Puzzle Platformer
Other: Selectable gender, Slow time limit - lose 1 energy per 25 seconds, Good mid-air control
Platforming and elemental puzzles
Upgradeable life/energy bar (collect flasks and solve puzzles, lose life slowly while underwater; also serves as ammo for your attack spell)
No other permanent upgrades (you do have some persistent tool items like the springs though which you can move around and use in various places, some items disappear after use)
Very limited inventory (2 items)
Color coded doors and keys
Auto-teleport to where you entered a room if you take a lot of damage (sometimes good, sometimes not)
Respawning enemies (when leaving the room they spawned in)
No map - does display room coordinates relative to the starting room (main hall)
No save or password save?
Playthrough - Description
Cauldron (C64, 1985)
Subgenre: Defender-like Shooter/Maze Platformer hybrid (outdoors while flying, can land and walk around like in Fantasy Zone; flip screen indoors), Collectathon-lite (collect 6 ingredients to mix a potion with, 4 keys for locked doors)
Movement Mechanics: Limited flight (Energy/HP-fueled) - default ability
Playthrough - Video Review
Subgenre: Defender-like Shooter/Maze Platformer hybrid (outdoors while flying, can land and walk around like in Fantasy Zone; flip screen indoors), Collectathon-lite (collect 6 ingredients to mix a potion with, 4 keys for locked doors)
Movement Mechanics: Limited flight (Energy/HP-fueled) - default ability
- No permanent upgrades/tools besides the potion which lets you beat the boss (works like a key)
- Partially non-linear structure (can grab some keys in any order)
- HP refill points
- No maps
- No save or password save (respawn on the spot)
- Can shoot in 6 directions but have to be pressing a direction to fire so it's hard to maintain the same speed unless moving at top speed
- Crash immediately from touching ground obstacles and the game is a bit too picky about where you can land (next to the purple door for example)
- Turning is too slow which exasperates the above issue, Can't shoot while walking on the ground, No mid-air control when jumping
- Random invisible wall in one of the forest segments
Playthrough - Video Review
The Goonies (MSX, 1985)
Subgenre: Maze Platformer/Proto-PA (level-based)
Gear carries over to the next level
Some traversal/exploration abilities gained (bombs to open skull doors and spring shoes to reach a hidden warp from stage 3 to stage 5)
Password save which doesn't save your items...
No maps?
Playthrough - Review
Zorro (C64 etc, 1985) - WIP
Subgenre: Puzzle Platformer
No permanent upgrades?
Object interaction
Some physics-based puzzles
Can only carry one item at a time
No map?
? No save or password save?
Playthrough - Review Samples
Subgenre: Maze Platformer/Proto-PA (level-based)
Gear carries over to the next level
Some traversal/exploration abilities gained (bombs to open skull doors and spring shoes to reach a hidden warp from stage 3 to stage 5)
Password save which doesn't save your items...
No maps?
Playthrough - Review
Zorro (C64 etc, 1985) - WIP
Subgenre: Puzzle Platformer
No permanent upgrades?
Object interaction
Some physics-based puzzles
Can only carry one item at a time
No map?
? No save or password save?
Playthrough - Review Samples
The Arc of Yesod (C64/Spectrum, 1985)
Subgenre: Maze Platformer/Collectathon (need to collect 8 crystals to open the door to a monolith which must be destroyed)
Can send out a small droid and shoot laser projectiles with it (destroys enemies and opens certain doors - some of the doors are hidden and there aren't any clues to their location afaict)
Teleporters
No map?
No save or password save?
Playthrough - Reviews
Nodes of Yesod (C64/Spectrum, 1985)
Subgenre: Maze Platformer/Collectathon (need to collect 16+ "alchiems" here and then touch the monolith)
Can send out a small mole here and dig through certain walls (there doesn't seem to be any clues as to where you can dig though)
No map?
No save or password save?
Playthrough - Reviews
Castle Quest (BBC Micro, 1985)
Subgenre: Puzzle Platformer/Maze Platformer (similar to Dizzy and Citadel)
No permanent abilities gained but items are persistent
Item inventory (Can drop items and pick them up later on)
Can throw blocks/stools to make torches fall down or place them somewhere to use as platforms, Oxygen tank for surviving underwater
Luring puzzles (herd the monkeys with torches to get past the spiders, setting a bed on fire to distract a guard, temporarily bribe the troll with the jewel)
Checkpoints, Lives system
Can jump onto ladders
Sword duels (non-interactive however)
Die from falling too far
Playthrough - Review
Doriath (C64, 1985)?
Subgenre: Maze Platformer
Enemies are weak to specific spells but they all function the same
Some tool gating via potions (the fungata potions deactivate the mushrooms which disable your spells, growing the plant (cloronar potion) protects you from the rays in the bottom right of the same room
Named rooms
Manually controllable projectile spells
One riddle (tells you how to beat the final boss)
Doctor Who and the Mines of Terror (Multi, 1985)?
Subgenre: Puzzle Platformer
Can program a pet cat to perform various actions for you (similar to gambits in FF12)
Item inventory (4 items and 4 markers used for the cat)
Some breakable walls
Walkthrough (CPC)
Tritorn (Multi, 1985/FM-7/MSX/PC-98, 1986)
Subgenre: ARPG (No equipment management or friendly areas), Flip Screen
-Save feature
-Ability gating? (walking faster is one gained ability)
-Background doors (also in Xanadu) - Later used in Goonies 2 and Wonder Boy 3: DT
-No area maps?
Finders Keepers (PCs, 1985)
Subgenre: Puzzle Platformer/Maze Platformer/Maze Action, Trading
Perspective: Side View/TD View hybrid (some TD rooms)
-Two ways to beat it (fetch the present or escape the castle)
-Item inventory (any ability gating via these?)
-Can examine items
-Completion percentage indicator
-Teleporters
-No maps?
-No save or password save?
The Covenant (Spectrum/CPC, 1985)?
Subgenre: Collectathon (stun and collect 4+ creatures and a key per quadrant sub area to unlock 1 or more doors), Maze Platformer/Flight-based Action
Movement Mechanics: Flight while in the spaceship
Other: Spaceship/Aircraft vehicle (thrust-based flight, can’t shoot while in it but can only collect creatures while in it)
-Ability gating?
-Healing stations (yellow & cyan antenna-like objects)
-2 of 4 areas connect to 2 other areas
-Save feature
-Low-gravity jumps
-No in-game map
Playthrough
Outliers:
Phantom of the Asteroid (C64, 1985)
Subgenre: Flight-based Maze Platformer/Proto-Platform Adventure (no ability gating, non-linear, no char upgrades, flight replaces jumping), Collectathon (36 uranium cubes to stop an asteroid heading towards earth by blowing it up)
Movement Mechanics: Thrust-based flight via jetpack
Other: Escape sequence after finding all the cubes
Save anywhere (multiple slots?, saves to a separate disk?)
Energy, fuel and oxygen recharge stations
Timing puzzles - temporary gate switches
One hit deaths from fire, spikes, poisonous plants and laser traps
Some teleporters
No map feature?
Keeps track of how many enemies you've killed
Conveyor belts
Mercenary: Escape from Targ (PCs) - Wire-frame 3D, Flight & Spaceflight Sim/Action Adventure, FP View
Can help either of two factions to earn money and buy your escape (the goal of the game) or find another way to escape
No jumping
Compass
Interplanetary travel
Trading
Partially destructible environment
Large world
Playthrough - Review Samples
Spellbound (Amstrad/Spectrum, 1985/Atari 8-bit/C64, 1986)? - Maze Platformer/Adventure Hybrid, not much platforming
Item inventory (5 slots), persistent items?, named rooms, draining health/hunger mechanic+time limit, no save or password feature
Yoyo! (BBC Micro)? - Find
Dragon Buster (ARC, 1985/NES, 1987) - Maze Platformer w/ some AA elements
Hub map w/ some alternate paths
Upgradeable lifebar, Sword and shield upgrades
Spell inventory
Alternate endings (minor changes)
No save or password save and no maps
Back to Skool (Spectrum, 1985) - Sequel to Skool Daze
Everyone's A Wally (PCs, 1985) - Quest Adventure/Life Sim/Platformer, Side View, 4 different playable chars (switch while on the same screen), TD view Space Wars-like mini-game
-Goal is to finish a day’s worth of daily work for each character (Wally has to complete building a wall for example) which yields part of a password to a safe holding everyone’s wages
-Chars wander around a bit while not controlled
The Screamer (PC-88, 1985/PC-98/X1, 1986)(fan translated) - FP Dungeon Crawler RPG/Side View action (combat encounters) hybrid, Towns, Jumping
Look and Give commands
Compass, No maps?
Save feature?
Roller Coaster (Spectrum, 1985) - Maze Platformer/Collectathon
Later remade as Dragon's Lair: The Legend for Game Boy (the PAL version removes fall damage and makes some other parts easier)
Camelot Warriors (Multi, 1985) - Maze Platformer (level-based)
-No ability gating
-Get transformed before beating the first level (going underwater as the frog doesn't change your movement however; after the second level you transform back into human form)
-Short
-No map or save?
Subgenre: Maze Platformer/Collectathon (need to collect 8 crystals to open the door to a monolith which must be destroyed)
Can send out a small droid and shoot laser projectiles with it (destroys enemies and opens certain doors - some of the doors are hidden and there aren't any clues to their location afaict)
Teleporters
No map?
No save or password save?
Playthrough - Reviews
Nodes of Yesod (C64/Spectrum, 1985)
Subgenre: Maze Platformer/Collectathon (need to collect 16+ "alchiems" here and then touch the monolith)
Can send out a small mole here and dig through certain walls (there doesn't seem to be any clues as to where you can dig though)
No map?
No save or password save?
Playthrough - Reviews
Castle Quest (BBC Micro, 1985)
Subgenre: Puzzle Platformer/Maze Platformer (similar to Dizzy and Citadel)
No permanent abilities gained but items are persistent
Item inventory (Can drop items and pick them up later on)
Can throw blocks/stools to make torches fall down or place them somewhere to use as platforms, Oxygen tank for surviving underwater
Luring puzzles (herd the monkeys with torches to get past the spiders, setting a bed on fire to distract a guard, temporarily bribe the troll with the jewel)
Checkpoints, Lives system
Can jump onto ladders
Sword duels (non-interactive however)
Die from falling too far
Playthrough - Review
Doriath (C64, 1985)?
Subgenre: Maze Platformer
Enemies are weak to specific spells but they all function the same
Some tool gating via potions (the fungata potions deactivate the mushrooms which disable your spells, growing the plant (cloronar potion) protects you from the rays in the bottom right of the same room
Named rooms
Manually controllable projectile spells
One riddle (tells you how to beat the final boss)
Doctor Who and the Mines of Terror (Multi, 1985)?
Subgenre: Puzzle Platformer
Can program a pet cat to perform various actions for you (similar to gambits in FF12)
Item inventory (4 items and 4 markers used for the cat)
Some breakable walls
Walkthrough (CPC)
Tritorn (Multi, 1985/FM-7/MSX/PC-98, 1986)
Subgenre: ARPG (No equipment management or friendly areas), Flip Screen
-Save feature
-Ability gating? (walking faster is one gained ability)
-Background doors (also in Xanadu) - Later used in Goonies 2 and Wonder Boy 3: DT
-No area maps?
Finders Keepers (PCs, 1985)
Subgenre: Puzzle Platformer/Maze Platformer/Maze Action, Trading
Perspective: Side View/TD View hybrid (some TD rooms)
-Two ways to beat it (fetch the present or escape the castle)
-Item inventory (any ability gating via these?)
-Can examine items
-Completion percentage indicator
-Teleporters
-No maps?
-No save or password save?
The Covenant (Spectrum/CPC, 1985)?
Subgenre: Collectathon (stun and collect 4+ creatures and a key per quadrant sub area to unlock 1 or more doors), Maze Platformer/Flight-based Action
Movement Mechanics: Flight while in the spaceship
Other: Spaceship/Aircraft vehicle (thrust-based flight, can’t shoot while in it but can only collect creatures while in it)
-Ability gating?
-Healing stations (yellow & cyan antenna-like objects)
-2 of 4 areas connect to 2 other areas
-Save feature
-Low-gravity jumps
-No in-game map
Playthrough
Outliers:
Phantom of the Asteroid (C64, 1985)
Subgenre: Flight-based Maze Platformer/Proto-Platform Adventure (no ability gating, non-linear, no char upgrades, flight replaces jumping), Collectathon (36 uranium cubes to stop an asteroid heading towards earth by blowing it up)
Movement Mechanics: Thrust-based flight via jetpack
Other: Escape sequence after finding all the cubes
Save anywhere (multiple slots?, saves to a separate disk?)
Energy, fuel and oxygen recharge stations
Timing puzzles - temporary gate switches
One hit deaths from fire, spikes, poisonous plants and laser traps
Some teleporters
No map feature?
Keeps track of how many enemies you've killed
Conveyor belts
Mercenary: Escape from Targ (PCs) - Wire-frame 3D, Flight & Spaceflight Sim/Action Adventure, FP View
Can help either of two factions to earn money and buy your escape (the goal of the game) or find another way to escape
No jumping
Compass
Interplanetary travel
Trading
Partially destructible environment
Large world
Playthrough - Review Samples
Spellbound (Amstrad/Spectrum, 1985/Atari 8-bit/C64, 1986)? - Maze Platformer/Adventure Hybrid, not much platforming
Item inventory (5 slots), persistent items?, named rooms, draining health/hunger mechanic+time limit, no save or password feature
Yoyo! (BBC Micro)? - Find
Dragon Buster (ARC, 1985/NES, 1987) - Maze Platformer w/ some AA elements
Hub map w/ some alternate paths
Upgradeable lifebar, Sword and shield upgrades
Spell inventory
Alternate endings (minor changes)
No save or password save and no maps
Back to Skool (Spectrum, 1985) - Sequel to Skool Daze
Everyone's A Wally (PCs, 1985) - Quest Adventure/Life Sim/Platformer, Side View, 4 different playable chars (switch while on the same screen), TD view Space Wars-like mini-game
-Goal is to finish a day’s worth of daily work for each character (Wally has to complete building a wall for example) which yields part of a password to a safe holding everyone’s wages
-Chars wander around a bit while not controlled
The Screamer (PC-88, 1985/PC-98/X1, 1986)(fan translated) - FP Dungeon Crawler RPG/Side View action (combat encounters) hybrid, Towns, Jumping
Look and Give commands
Compass, No maps?
Save feature?
Roller Coaster (Spectrum, 1985) - Maze Platformer/Collectathon
Later remade as Dragon's Lair: The Legend for Game Boy (the PAL version removes fall damage and makes some other parts easier)
Camelot Warriors (Multi, 1985) - Maze Platformer (level-based)
-No ability gating
-Get transformed before beating the first level (going underwater as the frog doesn't change your movement however; after the second level you transform back into human form)
-Short
-No map or save?