1986 (The Legend of Zelda, Dragon Quest, Cholo and Starflight are released)
Metroid (FDS, 1986/NES, 1987)
Movement mechanics: Bomb jumping (your own bombs don't hurt you - they only push you upwards slightly if still which can be used to reach higher in some spots)
Other: Escape sequence
Playthrough - Video Review - Mini Review
Movement mechanics: Bomb jumping (your own bombs don't hurt you - they only push you upwards slightly if still which can be used to reach higher in some spots)
Other: Escape sequence
- Save feature (FDS or hacked NES ver.; doesn't save current HP and puts you back at the beginning when loading though)
- Persistent upgrades used to progress and to reach new segments of previously visited areas (ability gating, some are also multi-purpose such as the bombs, missiles and ice beam)
- No in-game map (a hack adds a mini-map)
- Platforming puzzles
- Sequence breaking (can beat the game without the ice beam and the high jump boots), Early Tourian w/ the ice beam
- Five somewhat different endings (these depend on how quickly you beat the game)
- New game+ (suitless Samus mode where you retain your previous upgrades; Beat the game in under 2 hours then at the password screen press start)
- Mainly influenced by The Legend of Zelda and Super Mario Bros.
Playthrough - Video Review - Mini Review
Space Hunter (NES, 1986)(Fan translated)
Perspective: Side view and TD view hybrid (similar to Blaster Master)
Movement Mechanics: Flight-based movement, Swimming on one planet
Other: Hub area/overworld (galaxy hub map of sorts, can move around but not get hit or attack anything)
Playthrough - Review - Mini Review
Perspective: Side view and TD view hybrid (similar to Blaster Master)
Movement Mechanics: Flight-based movement, Swimming on one planet
Other: Hub area/overworld (galaxy hub map of sorts, can move around but not get hit or attack anything)
- Partially non-linear structure (gained sub weapons are sometimes needed to damage bosses, seventh planet appears after beating the first six)
- Can leave a planet at any point to go to another one)
- Power requirement for some weapons (power also works like ammo for all found weapons)
- Password save on any screen
- Basic sub area/planet maps (shows your location, the basic layout and where there are buildings but no topography or where the bosses are) - no top down view maps but those rooms are one screen only anway
- The fins found on the red planet are needed to traverse beneath the surface on the water planet
Playthrough - Review - Mini Review
The Sacred Armour of Antiriad/Rad Warrior (C64 etc, 1986) - WIP
No save or password save?
Collect an upgradeable suit some ways into the game (the suit allows flight after you collect some parts for it, you can also remove the suit if you want (leaving it where you took it off - have to do this if its power is depleted or to pass certain barriers, it can't be destroyed))
No map?
Playthrough - Review
No save or password save?
Collect an upgradeable suit some ways into the game (the suit allows flight after you collect some parts for it, you can also remove the suit if you want (leaving it where you took it off - have to do this if its power is depleted or to pass certain barriers, it can't be destroyed))
No map?
Playthrough - Review
Milon's Secret Castle (NES, 1986)
Other: Hub area, Hidden bonus levels, Shops
Playthrough - Video Review
Arac/Spiderbot (C64/AII/PC DOS, 1986) - WIP
Subgenre: Catching/Trapping
Other: Time limit
Collect three robot parts to be able to transform into a spiderbot (can climb on the ceilings using a reverse gravity jump, can be toggled on and off, shoots a ricocheting projectile in three (?) directions)
The spiderbot drains health when used which can be regenerated in regular form
Catch creatures and use their powers to enter new areas (five different creatures which you can capture more than one of; big brown bug - digs through dirt, green butterfly - super jump, manta - blocks a sensory system to prevent guards from coming for a few seconds, jellyfish - not sure, pink "rabbit" - used as a key of sorts at one point)
Randomized starting location
Completion stat based on how many rooms you visited
No map?
No save or password save?
Video Walkthrough
Cauldron II/Cauldron 2: The Pumpkin Strikes Back (C64, 1986) - WIP
Subgenre: Collectathon-ish (collect 2 (?) ingredients to mix a potion with)
Movement mechanics: Bouncing ball avatar and physics (see Within a Deep Forest)
Energy (includes weapon energy) restore points
Most items act as protection from specific attacks or keys rather than giving you a new move or attack to explore more of the castle with (the one exception is the magical star which lets you shoot in 8 directions and it's a soft gate)
No save or password save?
No map?
Randomized starting location (8 different ones, 4 on C64)
Playthrough - Review
Fist II: The Legend Continues (C64 etc, 1986) - WIP
Subgenre: Beat 'em up (tilted view gfx but side view gameplay)/Maze Action/Proto-PA
Upgradeable HP (collect scrolls and pray at shrines)
No tools or moves gained that let you explore more of the world
Some breakable walls
No save or password save (no checkpoints either)
No map?
Playthrough - Review
Bouken Roman (MSX, 1986) - WIP
Subgenre: Maze Platformer/Puzzle Platformer (Linear and level-based but each level plays like a mini-Platform Adventure, only Es (ammo) and the red+blue pills/discs (HP) carry over to the next level)
Basic map feature (shows the world layout and your location but nothing else)
Hidden doors
Teleport back to beginning item (W)
Item inventory (3 items)
? Save or password save?
Playthrough - Find Review
Vampire Killer (MSX, 1986)
Subgenre: Proto-PA/Maze Platformer (Linear and level-based without backtracking to previous levels; shops, locked doors and chests), Flip screen (non-scrolling)
Playthrough - Video Review - Mini Review
Other: Hub area, Hidden bonus levels, Shops
- No save or password save
- No continues without a code (and you need to beat the first boss first to be able to use it)
- Partially non-linear structure (can choose between 2+ (4 on the second and 7 on the third floor) levels/sub areas at a time in the overworld/outside the castle)
- Few exploration/movement oriented upgrades (one transformation (mini form) via the potion and the gloves placed in some areas (temporary - go back to normal after exiting the current level/sub area), fire protection vest (protects for a few seconds at a time), the two pairs of jump shoes - only the first pair is really needed to progress, the lamp to see in the well, the blimp - hover jump, paint - to see the invisible platforms in the shrines, the feather (use the elevator platform) isn't needed)
- No area maps (the NES manual shows a basic exterior map and names the first few rooms)
- Buy items and healing in shops with money collected in the levels (can also get clues for free though they tend to suck)
- Can replay beaten levels
- Weather mechanic with an effect on gameplay outside the castle (lightning storms)
- Frequently respawning enemies (they tend to be easy though)
- Life bar upgrades (honeycomb item), Upgradeable shot power and range (lvl 3 also keeps going after destroying something), Temporary rate of fire upgrade (umbrella item) - lose one upgrade when hit enough?, Temporary shield power up
- Some decent platforming puzzles
- Quick "exit sub area" item (balloon) - however you can't put it in your inventory for later use and you can only find one in the well
Playthrough - Video Review
Arac/Spiderbot (C64/AII/PC DOS, 1986) - WIP
Subgenre: Catching/Trapping
Other: Time limit
Collect three robot parts to be able to transform into a spiderbot (can climb on the ceilings using a reverse gravity jump, can be toggled on and off, shoots a ricocheting projectile in three (?) directions)
The spiderbot drains health when used which can be regenerated in regular form
Catch creatures and use their powers to enter new areas (five different creatures which you can capture more than one of; big brown bug - digs through dirt, green butterfly - super jump, manta - blocks a sensory system to prevent guards from coming for a few seconds, jellyfish - not sure, pink "rabbit" - used as a key of sorts at one point)
Randomized starting location
Completion stat based on how many rooms you visited
No map?
No save or password save?
Video Walkthrough
Cauldron II/Cauldron 2: The Pumpkin Strikes Back (C64, 1986) - WIP
Subgenre: Collectathon-ish (collect 2 (?) ingredients to mix a potion with)
Movement mechanics: Bouncing ball avatar and physics (see Within a Deep Forest)
Energy (includes weapon energy) restore points
Most items act as protection from specific attacks or keys rather than giving you a new move or attack to explore more of the castle with (the one exception is the magical star which lets you shoot in 8 directions and it's a soft gate)
No save or password save?
No map?
Randomized starting location (8 different ones, 4 on C64)
Playthrough - Review
Fist II: The Legend Continues (C64 etc, 1986) - WIP
Subgenre: Beat 'em up (tilted view gfx but side view gameplay)/Maze Action/Proto-PA
Upgradeable HP (collect scrolls and pray at shrines)
No tools or moves gained that let you explore more of the world
Some breakable walls
No save or password save (no checkpoints either)
No map?
Playthrough - Review
Bouken Roman (MSX, 1986) - WIP
Subgenre: Maze Platformer/Puzzle Platformer (Linear and level-based but each level plays like a mini-Platform Adventure, only Es (ammo) and the red+blue pills/discs (HP) carry over to the next level)
Basic map feature (shows the world layout and your location but nothing else)
Hidden doors
Teleport back to beginning item (W)
Item inventory (3 items)
? Save or password save?
Playthrough - Find Review
Vampire Killer (MSX, 1986)
Subgenre: Proto-PA/Maze Platformer (Linear and level-based without backtracking to previous levels; shops, locked doors and chests), Flip screen (non-scrolling)
- No save or password save (does have frequent checkpoints but no continues), Lives system (lose keys when losing a life)
- Can't backtrack through locked doors (some parts become harder if you die because there might not be certain power ups to get in the area and you can't backtrack - you always get one whip power up though?)
- Map feature (need to find the map in each area)
- Items and weapons don't carry over between levels
Playthrough - Video Review - Mini Review
Dan Dare (C64 etc, 1986) - WIP
Subgenre: Quest Adventure hybrid, Hostage rescue+search & destroy mission
Other: 25 min time limit (2 mins to escape to the planet's surface at the end)
No jumping?
Mostly linear?
No need to backtrack and use a tool/weapon in a previous area?
An alien pet/mascot follows you around (can make it pick up some objects that you can't reach by throwing a fruit)
Fairly advanced object interaction for the time
High and low attacks+blocking in melee combat (a bit like Zelda II)
No map?
? No save?
Playthrough - Video Review
Subgenre: Quest Adventure hybrid, Hostage rescue+search & destroy mission
Other: 25 min time limit (2 mins to escape to the planet's surface at the end)
No jumping?
Mostly linear?
No need to backtrack and use a tool/weapon in a previous area?
An alien pet/mascot follows you around (can make it pick up some objects that you can't reach by throwing a fruit)
Fairly advanced object interaction for the time
High and low attacks+blocking in melee combat (a bit like Zelda II)
No map?
? No save?
Playthrough - Video Review
Kid Icarus (FDS, 1986/NES, 1987)
Subgenre: Action Platformer/Proto-Platform Adventure (Linear structure w/ maze dungeons for boss levels, Exp point leveling system, some persistent items and upgrades), Horizontal Shoot 'em up segment (final level)
Other: Vertical scrolling levels loop around horizontally (see Ice Climber or SMB2), Flip Screen in the dungeon levels
Playthrough - Video Review/Retrospective - Mini Review
Alex Kidd in Miracle World (SMS, 1986)
Subgenre: Action Platformer/Proto-PA (some maze castle levels, item inventory, shops, item quest, one alternate level exit)
Movement Mechanics: Button masher flight via the pedicopter vehicle, Swimming
Other: Rock, Paper, Scissors-style boss fights (most follow these up w/ a regular fight)
Playthrough - Video Review/Retrospective - Mini Review
Subgenre: Action Platformer/Proto-Platform Adventure (Linear structure w/ maze dungeons for boss levels, Exp point leveling system, some persistent items and upgrades), Horizontal Shoot 'em up segment (final level)
Other: Vertical scrolling levels loop around horizontally (see Ice Climber or SMB2), Flip Screen in the dungeon levels
- Maps for boss levels/dungeons (can show your location and progress if you find the torch and pencil, respectively)
- Shops
- Password save
- Various death pits however a bought angel feather item can save you by enabling temporary flight
Playthrough - Video Review/Retrospective - Mini Review
Alex Kidd in Miracle World (SMS, 1986)
Subgenre: Action Platformer/Proto-PA (some maze castle levels, item inventory, shops, item quest, one alternate level exit)
Movement Mechanics: Button masher flight via the pedicopter vehicle, Swimming
Other: Rock, Paper, Scissors-style boss fights (most follow these up w/ a regular fight)
- No save or password save (can buy continues if you have 400+ in currency)
- No maps (vague world map)
Playthrough - Video Review/Retrospective - Mini Review
Romancia/Dragon Slayer Jr. (PC-88 & 98/MSX, 1986/NES, 1987) - WIP
Subgenre: ARPG-ish (towns, trading, fetch quests)
Other: Time limit (30 mins), Sequel to Dragon Slayer II
Can get stuck
No save feature (added in the 1999 remake)
Upgradeable defense (bought)
NES ver.: Much larger world, some puzzles are different and some are removed, more action focus, no timer, an item lets you resurrect from death a handful of times, some invincibility time after you get hit, enemies drop health power-ups, some obtuse puzzle design (see HG101 review), smoother but still slow movement, wider gameplay viewport
Some tool/ability gating (Feather of Pegasus - limited flight, Lamp for dark rooms, Pendant - teleport back to surface, Robe - temporary invincibility; other items are used like keys)
Revival item (Fruit of the Life Tree)
Playthrough (NES) - Video Review - Review
Cross Blaim (MSX, 1986) WIP
Subgenre: ARPG-ish (basic leveling system (killing certain bosses makes you level up which extends your lifebar), shops)
Mostly linear?
Password save
No map?
Destroy certain walls and blocks with grenades or exploding darts
Playthrough - Find Review
Saboteur (C64 etc, 1986)
Subgenre: Proto-PA, Maze Platformer/Stealth hybrid (guards will chase and attack you if they see you or if you make too much sound, minor element though as most will see you as you enter a screen)
Other: Time limit (less than 3 mins on any difficulty level to place the bomb and retrieve the data disk and then 1 min to escape to the chopper but the game is very short)
Playthrough - Review
Thunderstruck (BBC Micro, 1986)
Subgenre: Maze Platformer/Puzzle Platformer
Persistent items (can pick up and place items and have them stay where you put them)
Elevators
Single item inventory?
Playthrough - Find Review
Youkai Yashiki (Ghost House) (MSX, 1986)
Subgenre: Proto-PA/Level-based Collectathon
Teleporters (Warp wells)
No save or password save?
No maps
FDS version: Can't travel between levels, new levels, new bosses after the first one, fewer items to collect, new OST and visually more distinct levels
Playthrough - Review
Relics (PC-88 etc., 1986)?
Subgenre: Rescue Mission (escort segment near the end)
Other: NPC encounters
Multiple playable chars (seems the player can take over some enemies like in Avenging Spirit)
Item inventory
Takeshi's Challenge (NES, 1986)
Subgenre: Proto-Platform Adventure/Open World Platformer/Masocore (Kaizo) Platformer
Can beat up/kill NPCs and even your own family
Super Tritorn (MSX)?
Subgenre: ARPG
Knight Tyme (PCs, 1986)?
Subgenre: Quest Adventure/Platformer hybrid w/ FP space flight segments (travel between planets, 10 verb commands including examine)
Teleporters (need coordinates)
No maps?
No save?
Atlantis No Nazo (Mystery of Atlantis)(NES, 1986)
Subgenre: Maze Platformer/Proto-PA
Partially non-linear (multiple level exits, some doors warp you several levels ahead - SMB, can't tell which door leads where)
One hit deaths and death pits (some pits warp you to hidden levels - finding them is a matter of trial & error)
Some permanent abilities can be gained however they are optional (shoes which let you stand on clouds, bulb - see in the dark briefly after using a bomb, S/Super Bomb - smart bomb, mic - lets you speak into the 2nd famicom controller's mic to freeze enemies, star=permanent invincibility (!) besides from your own bombs and pits)
No continues or save feature (100 levels in total though it's unlikely you'll visit all of them)
No map feature
Can open doors and make hidden doors appear with bombs but not break walls or other obstacles
Your own bombs can kill you
Time limit in each level (clock power up - slows down timer)
Video Review
Subgenre: ARPG-ish (towns, trading, fetch quests)
Other: Time limit (30 mins), Sequel to Dragon Slayer II
Can get stuck
No save feature (added in the 1999 remake)
Upgradeable defense (bought)
NES ver.: Much larger world, some puzzles are different and some are removed, more action focus, no timer, an item lets you resurrect from death a handful of times, some invincibility time after you get hit, enemies drop health power-ups, some obtuse puzzle design (see HG101 review), smoother but still slow movement, wider gameplay viewport
Some tool/ability gating (Feather of Pegasus - limited flight, Lamp for dark rooms, Pendant - teleport back to surface, Robe - temporary invincibility; other items are used like keys)
Revival item (Fruit of the Life Tree)
Playthrough (NES) - Video Review - Review
Cross Blaim (MSX, 1986) WIP
Subgenre: ARPG-ish (basic leveling system (killing certain bosses makes you level up which extends your lifebar), shops)
Mostly linear?
Password save
No map?
Destroy certain walls and blocks with grenades or exploding darts
Playthrough - Find Review
Saboteur (C64 etc, 1986)
Subgenre: Proto-PA, Maze Platformer/Stealth hybrid (guards will chase and attack you if they see you or if you make too much sound, minor element though as most will see you as you enter a screen)
Other: Time limit (less than 3 mins on any difficulty level to place the bomb and retrieve the data disk and then 1 min to escape to the chopper but the game is very short)
- Temporary weapons only and no new abilities gained
- HP can be replenished by standing still and resting in safe areas (later used in the Ys games)
- No maps
- Multiple endings (can skip placing the bomb and retrieving the data disk)
- No save or password save
- Single item inventory
- Some quick travel (the trains)
Playthrough - Review
Thunderstruck (BBC Micro, 1986)
Subgenre: Maze Platformer/Puzzle Platformer
Persistent items (can pick up and place items and have them stay where you put them)
Elevators
Single item inventory?
Playthrough - Find Review
Youkai Yashiki (Ghost House) (MSX, 1986)
Subgenre: Proto-PA/Level-based Collectathon
Teleporters (Warp wells)
No save or password save?
No maps
FDS version: Can't travel between levels, new levels, new bosses after the first one, fewer items to collect, new OST and visually more distinct levels
Playthrough - Review
Relics (PC-88 etc., 1986)?
Subgenre: Rescue Mission (escort segment near the end)
Other: NPC encounters
Multiple playable chars (seems the player can take over some enemies like in Avenging Spirit)
Item inventory
Takeshi's Challenge (NES, 1986)
Subgenre: Proto-Platform Adventure/Open World Platformer/Masocore (Kaizo) Platformer
Can beat up/kill NPCs and even your own family
Super Tritorn (MSX)?
Subgenre: ARPG
Knight Tyme (PCs, 1986)?
Subgenre: Quest Adventure/Platformer hybrid w/ FP space flight segments (travel between planets, 10 verb commands including examine)
Teleporters (need coordinates)
No maps?
No save?
Atlantis No Nazo (Mystery of Atlantis)(NES, 1986)
Subgenre: Maze Platformer/Proto-PA
Partially non-linear (multiple level exits, some doors warp you several levels ahead - SMB, can't tell which door leads where)
One hit deaths and death pits (some pits warp you to hidden levels - finding them is a matter of trial & error)
Some permanent abilities can be gained however they are optional (shoes which let you stand on clouds, bulb - see in the dark briefly after using a bomb, S/Super Bomb - smart bomb, mic - lets you speak into the 2nd famicom controller's mic to freeze enemies, star=permanent invincibility (!) besides from your own bombs and pits)
No continues or save feature (100 levels in total though it's unlikely you'll visit all of them)
No map feature
Can open doors and make hidden doors appear with bombs but not break walls or other obstacles
Your own bombs can kill you
Time limit in each level (clock power up - slows down timer)
Video Review
Outliers:
Mind Walker (AMI, 1986) - Puzzle/Action Adventure, Tilted view/TD view/FP view hybrid
No jumping
Four chars (switch below the floating pyramids)
Fairly detailed map feature
No new moves gained over the course of the game?
Unusual gameplay (in the tilted view segment each char must build a path from a crystal to a special square located somewhere in the brain, each char can connect only one type of platforms)
You use a sound queue to find your way in the TD segments (repeats faster the closer you get to the goal)
Playthrough - Let's Play/Commentary
Super Pitfall (PC-88 version, 1986)? - WIP
Other: Multi-Screen/Flip-Screen, Shops
Upgradeable lifebar
Symbol coded locked doors
Can shoot while crouching
No ability/tool gating
Compared to NES:
Better controls than the NES game?
Different and arguably better gfx
Less esoteric and cheap level design?
Gameplay - Find Review
Livingstone, I Presume?/Livingstone Supongo (C64/ST/PC, 1986/Multi, 1987) - Puzzle Platformer w/ tool gating (pole-jumping), Collectathon (5 crystals)
You never backtrack/sidetrack for more than a single screen
No map and no save? (short game though)
Xain'd Sleena/Solar warrior (ARC, 1986) - Run 'n Gun/Horizontal Shooter hybrid (second part of each level)
Choose your own path (level select screen/hub map; Later used in Mega Man)
Escape sequence in the final level
Scrolls both horizontally and vertically
Double jump (can only do it as you're moving upwards though)
WiBArM (PC-88, 1986/PC DOS, 1989) - ARPG/Third Person Shooter, Mech-based, Side View/TD View (regular encounters)/TP View Hybrid
Polygonal 3D graphics for the dungeon segments (sprite characters though)
Mini-map w/ auto-mapper (shows false walls and enemies), compass
Transform between mech, tank and airship
Upgradeable equipment (weapon and item inventories)
Manual stat allocation when leveling up (later used in Diablo)
Save anywhere (one slot per game, have to die or restart the game to load though?)
Non-random enemy encounters
Level-gating for various enemies (see Ys)
Warp obstacles (and items that destroy them)
King's Quest III (PC, 1986) - Quest Adventure w/ Stealth elements
No jumping via button input (text commands only and only used in a few situations) but can transform into a fly or eagle to manually fly and reach new places on the same screen
Teleport to visited tiles on the world map (magic map)
Open ended beginning
Save anywhere outside of a cutscene
Basic journal feature
Contact Sam Cruise (Spectrum, 1986)? - Action Adventure, Side View, Jumping
Woody Poco/Woody Poko (PC-88/PC-98, 1986/FM-7/NES/MSX, 1987) - Maze Platformer w/ ARPG/Action Adventure elements (level-based), Tilted View (see Double Dragon)
Hunger mechanic
Shops are only open at certain times of the day - sleeping at inns makes time fast forward
Seasons change in accordance with the in-game clock
The use of an item sometimes changes depending on which hand you hold it in
Some other innovative mechanics (gamble, bribe other characters, can steal items from stores but Poco's appearance will be altered in the process and shops will stop doing business with him)
Many optional tunnels?
Dark rooms (Zelda II?)
Can perform long hover jumps using an umbrella (several screens on NES)
Some large sprites
Modern setting with some fantasy elements
Can lower the difficulty... by choosing to play as a girl character at the beginning of the adventure
Password save
Heartland (PCs, 1986)? - Maze Platformer/Collectathon, Side View, Jumping, Hub area, Time limit, NPCs
Elevators
No ability gating?
Madoola no Tsubasa: Wing of Madoola (NES, 1986) - Exploration-based Action Platformer (level-based without backtracking to previous levels), Minor RPG elements
Upgradeable health/mp/gear, item/gear inventory
Can find fountains that restore health
Temporary shield power up/spell
Some optional bosses?
Conquestador/Las Tres Luces de Glaurung (Multi, 1986)? - WIP, Level-based? (seems you can't go back after stepping into a mouth portal)
-One transformation
-Short
-No map or save?
Rasputin (C64/Spectrum/Amstrad, 1986) - Proto-Platform Adventure, Collectathon element (various magic stones in 8 sub areas/dimensions which summon a boss in each after you collect all of them)
Perspective: Tilted view
Other: Hub and spokes structure
-Checkpoints at the beginning of rooms
-Color coded rune stone keys/runes of power (for dispelling a magic spell (eye of heaven) in each dimension)
-No save feature, Lives system (life force meter)
-Blocking with a shield
-Energy/durability-based gear - restored by the magic stones with the mark of rasputin or via a spell
-Healing and protection spells
-No ability gating?
Mind Walker (AMI, 1986) - Puzzle/Action Adventure, Tilted view/TD view/FP view hybrid
No jumping
Four chars (switch below the floating pyramids)
Fairly detailed map feature
No new moves gained over the course of the game?
Unusual gameplay (in the tilted view segment each char must build a path from a crystal to a special square located somewhere in the brain, each char can connect only one type of platforms)
You use a sound queue to find your way in the TD segments (repeats faster the closer you get to the goal)
Playthrough - Let's Play/Commentary
Super Pitfall (PC-88 version, 1986)? - WIP
Other: Multi-Screen/Flip-Screen, Shops
Upgradeable lifebar
Symbol coded locked doors
Can shoot while crouching
No ability/tool gating
Compared to NES:
Better controls than the NES game?
Different and arguably better gfx
Less esoteric and cheap level design?
Gameplay - Find Review
Livingstone, I Presume?/Livingstone Supongo (C64/ST/PC, 1986/Multi, 1987) - Puzzle Platformer w/ tool gating (pole-jumping), Collectathon (5 crystals)
You never backtrack/sidetrack for more than a single screen
No map and no save? (short game though)
Xain'd Sleena/Solar warrior (ARC, 1986) - Run 'n Gun/Horizontal Shooter hybrid (second part of each level)
Choose your own path (level select screen/hub map; Later used in Mega Man)
Escape sequence in the final level
Scrolls both horizontally and vertically
Double jump (can only do it as you're moving upwards though)
WiBArM (PC-88, 1986/PC DOS, 1989) - ARPG/Third Person Shooter, Mech-based, Side View/TD View (regular encounters)/TP View Hybrid
Polygonal 3D graphics for the dungeon segments (sprite characters though)
Mini-map w/ auto-mapper (shows false walls and enemies), compass
Transform between mech, tank and airship
Upgradeable equipment (weapon and item inventories)
Manual stat allocation when leveling up (later used in Diablo)
Save anywhere (one slot per game, have to die or restart the game to load though?)
Non-random enemy encounters
Level-gating for various enemies (see Ys)
Warp obstacles (and items that destroy them)
King's Quest III (PC, 1986) - Quest Adventure w/ Stealth elements
No jumping via button input (text commands only and only used in a few situations) but can transform into a fly or eagle to manually fly and reach new places on the same screen
Teleport to visited tiles on the world map (magic map)
Open ended beginning
Save anywhere outside of a cutscene
Basic journal feature
Contact Sam Cruise (Spectrum, 1986)? - Action Adventure, Side View, Jumping
Woody Poco/Woody Poko (PC-88/PC-98, 1986/FM-7/NES/MSX, 1987) - Maze Platformer w/ ARPG/Action Adventure elements (level-based), Tilted View (see Double Dragon)
Hunger mechanic
Shops are only open at certain times of the day - sleeping at inns makes time fast forward
Seasons change in accordance with the in-game clock
The use of an item sometimes changes depending on which hand you hold it in
Some other innovative mechanics (gamble, bribe other characters, can steal items from stores but Poco's appearance will be altered in the process and shops will stop doing business with him)
Many optional tunnels?
Dark rooms (Zelda II?)
Can perform long hover jumps using an umbrella (several screens on NES)
Some large sprites
Modern setting with some fantasy elements
Can lower the difficulty... by choosing to play as a girl character at the beginning of the adventure
Password save
Heartland (PCs, 1986)? - Maze Platformer/Collectathon, Side View, Jumping, Hub area, Time limit, NPCs
Elevators
No ability gating?
Madoola no Tsubasa: Wing of Madoola (NES, 1986) - Exploration-based Action Platformer (level-based without backtracking to previous levels), Minor RPG elements
Upgradeable health/mp/gear, item/gear inventory
Can find fountains that restore health
Temporary shield power up/spell
Some optional bosses?
Conquestador/Las Tres Luces de Glaurung (Multi, 1986)? - WIP, Level-based? (seems you can't go back after stepping into a mouth portal)
-One transformation
-Short
-No map or save?
Rasputin (C64/Spectrum/Amstrad, 1986) - Proto-Platform Adventure, Collectathon element (various magic stones in 8 sub areas/dimensions which summon a boss in each after you collect all of them)
Perspective: Tilted view
Other: Hub and spokes structure
-Checkpoints at the beginning of rooms
-Color coded rune stone keys/runes of power (for dispelling a magic spell (eye of heaven) in each dimension)
-No save feature, Lives system (life force meter)
-Blocking with a shield
-Energy/durability-based gear - restored by the magic stones with the mark of rasputin or via a spell
-Healing and protection spells
-No ability gating?
Title |
Dimensions/Perspective |
Interconnected World |
Non-Linear Structure |
Ability/Tool-Based Progression |
Quick Travel |
Save Feature |
Notes |
Metroid |
2D/Side View |
Yes |
Yes |
Yes |
No |
Yes (FDS)/Password (NES) |
Mini-map added in hack |
Space Hunter |
2D/Side View |
Hub map |
Yes? |
Some |
No |
Password |
Basic maps |
Sacred Armor of Antiriad |
2D/Side VIew |
Yes |
Partial? |
Some |
No? |
No? |
|
Cauldron II |
2D/Side VIew |
Yes |
Yes? |
Minor |
No? |
No? |
|
Fist II |
2D/Tilted View |
Yes |
Partial? |
No |
No? |
No? |
|
Bouken Roman |
2D/Side VIew |
No |
Partial |
Temporary tools |
Yes |
No? |
Maps |
Kid Icarus |
2D/Side View |
No |
Partial |
Some |
No |
Password |
Dungeon maps |
Vampire Killer |
2D/Side View |
No |
No |
Temporary tools |
No |
No |
|
Dan Dare |
2D/Side View |
Yes? |
Partial? |
Yes? |
No? |
? |
|
Saboteur |
2D/Side View |
Yes |
Partial |
No |
Some |
No |
|
Milon's Secret Castle |
2D/Side View |
Hub area |
Partial |
Yes |
Only as an obstacle |
No (added in GB ver.) |
|
Value |
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Value |
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