1987 (Ys I, Metal Gear, Maniac Mansion and Pirates! are released)
Knightmare II: Maze of Galious/Majou Densetsu II: Daimashikyou Galious (MSX/NES, 1987)
Subgenre: ARPG-ish (shops, some NPCs, basic character building - beat bosses to upgrade your health bar), Similar to Zelda and Milon's Secret Castle
Other: Hub area/indoors overworld, Various differences between the versions (the info below is for the MSX one), Exp point mechanic however filling up the bar only restores your health
Playthrough (MSX)/Playthrough (NES) - Video Retrospective - Mini Review (MSX)
Subgenre: ARPG-ish (shops, some NPCs, basic character building - beat bosses to upgrade your health bar), Similar to Zelda and Milon's Secret Castle
Other: Hub area/indoors overworld, Various differences between the versions (the info below is for the MSX one), Exp point mechanic however filling up the bar only restores your health
- Partially non-linear structure (need to tackle the sub areas in a set order though as each boss gives the key to the next one)
- Switch between two different characters on the fly (one boy and one girl)
- Password save (consumables (key, coins, arrows) respawn when loading)
- Sub area maps (need to find them, no hub area map?)
- Fairy rooms (Zelda)
- Different and mostly worse on NES (missing five worlds/sub areas, less varied level design)
- Halo lets you teleport from any world/sub area back to the beginning/hub area (last password room - F1 then Enter), Feather lets you teleport to an opened sub area portal (press the corresponding number key)
Playthrough (MSX)/Playthrough (NES) - Video Retrospective - Mini Review (MSX)
Zillion (SMS, 1987)
Subgenre: Puzzle Platformer (similar to Impossible Mission)/ARPG-lite (basic character building: HP, jump height, attack power - collect Opa-Opa symbols to level up), Basic stealth (alarms triggering enemy attacks which can be seen with the scope/x-ray glasses)
Other: Escape sequence after the final boss
Playthrough - Video Review - Mini Review
Zelda II: The Adventure of Link (FDS, 1987/NES, 1988)
Subgenre: ARPG (manual stat allocation on level up and you can also save the exp points for later - different attributes (HP, Attack Power, MP) have different costs to level them up)
Perspective: TD view (separate JRPG-style overworld w/ semi-avoidable enemy encounters)/SV hybrid
Movement Mechanics: Temporary flight via a transformation spell (fairy)
Playthrough - Video Review - Mini Review
Subgenre: Puzzle Platformer (similar to Impossible Mission)/ARPG-lite (basic character building: HP, jump height, attack power - collect Opa-Opa symbols to level up), Basic stealth (alarms triggering enemy attacks which can be seen with the scope/x-ray glasses)
Other: Escape sequence after the final boss
- Can rescue and play as two other chars though their abilities can also be attained by the main char by leveling up (allowing for two sequence breaks), Can switch between chars on the fly
- Partially non-linear structure (can skip rescuing the others and get some upgrades in any order)
- Basic map (shows basic layout, main computer location, player location, explored rooms)
- Teleport via the computer terminals (to the surface elevator or to the nearest elevator)
- No save or password save
- Can descend faster at elevator shafts by making the elevator move upwards with jumps (glitch)
Playthrough - Video Review - Mini Review
Zelda II: The Adventure of Link (FDS, 1987/NES, 1988)
Subgenre: ARPG (manual stat allocation on level up and you can also save the exp points for later - different attributes (HP, Attack Power, MP) have different costs to level them up)
Perspective: TD view (separate JRPG-style overworld w/ semi-avoidable enemy encounters)/SV hybrid
Movement Mechanics: Temporary flight via a transformation spell (fairy)
- Partially non-linear (can do death mountain (hammer) before or after dungeons 1-2, can do dungeon 1 whenever (have to complete it to enter the last dungeon), can get the fairy spell before doing the first two dungeons, can get various optional items in any order)
- Save feature (loading takes you back to the beginning of the game though, this can be used as a fast travel of sorts for the early game)
- No dungeon maps
- Multiple towns (no shops though)
- Lives system
- Some sequence breaking opportunities (dungeon order in the early game, skip candle, early hammer, skip keys w/ fairy by flying through keyholes in locked doors, more?)
- Some disguised enemies within friendly areas
- New game+ (keep your Spells and levels for Skill, Magic, and Life. Special items found in Palaces have to be retrieved again, as well as any Heart Containers and Magic Containers)
Playthrough - Video Review - Mini Review
Faxanadu (NES, 1987)
Subgenre: ARPG (towns w/ shops, exp point leveling system)/Zelda-like Platform Adventure
Movement Mechanics: Temporary flight via a consumable item
Playthrough - Video Review - Mini Review
Subgenre: ARPG (towns w/ shops, exp point leveling system)/Zelda-like Platform Adventure
Movement Mechanics: Temporary flight via a consumable item
- Mostly linear structure
- The ability gating is done via consumable items and there are only two kinds of ability gates (break stone walls with mattocks, fly with wing boots). Can also freeze enemies temporarily but it's not a hard gate
- Password save
- No area maps (vague world map in the manual)
- Restoration/bug fix romhack
Playthrough - Video Review - Mini Review
Dragon Slayer IV: Drasle Family/Legacy of the Wizard (NES/MSX, 1987)
Subgenre: Puzzle Platformer/ARPG-ish (no exp point leveling system, shops and inns in the dungeon), Similar to Milon's Secret Castle
Movement Mechanics: Flight (wings item - actually works more like being able walk/climb in mid-air and drains MP while used), Can stand on enemies, High jump
Other: Some layout differences between the versions, The room with a large dragon painting is a hub connecting to four sub areas designed with one of the playable chars in mind
Playthrough - Video Review - Mini Review
The Goonies II (NES, 1987)
Subgenre: Metroid-like/Graphic Adventure Hybrid, Rescue mission
Perspective: Side View/FP view (Adventure segments) Hybrid
Movement Mechanics: Swimming
Playthrough - Mini Review
Subgenre: Puzzle Platformer/ARPG-ish (no exp point leveling system, shops and inns in the dungeon), Similar to Milon's Secret Castle
Movement Mechanics: Flight (wings item - actually works more like being able walk/climb in mid-air and drains MP while used), Can stand on enemies, High jump
Other: Some layout differences between the versions, The room with a large dragon painting is a hub connecting to four sub areas designed with one of the playable chars in mind
- 5 different playable chars (switch back at the family house, three different stats which differ for each char (jump height, attack power, attack range), different chars can use different tool items and some have a special inherent ability)
- Warps/fast travel (consumable crystal item works like a one way town/surface portal, can use the paintings/pictures to teleport after getting crowns from bosses in the late game)
- Stash/vault at your house and at inns (limited inventory when moving around - only 3 items; have to find/go back to an inn to equip an item that you just found or bought)
- Password save (updates at the house on the surface only, no checkpoints or respawns in the dungeon unless you carry an elixir)
- No map (one teleporter maze in the late game)
- Partially non-linear structure (can do Xemn's area before Pochi's if you collect the glove first and can skip using Pochi, have to do part of Xemn's area before Meyna's, can partially explore some areas in advance with Pochi; the sub area boss that you fight is determined by how many crowns you've collected meaning the order is always the same but you can generally choose who to use for each fight as long as you can find/get to a crown with that char, can switch to Meyna after getting the wings as Lyll (or Xemn if you double jumped into her area)? - only Meyna can fly so she has to finish her area, key stick is required in Meyna's area? (and only she can use it))
- Ammo/MP-based default attack (the powered boots let you take out enemies like in SMB without spending MP though you don't bounce off of them here - the manual actually depicts that happening)
- Elixir can save you from death (Zelda?)
- Some power ups (temporary invincibility and speed power ups - the latter can stack three times, smart bombs which trigger when touched), One negative power up (poison), Two permanent stat buff gear items (AP and Attack Range) though not everyone can use them and they have to be in an active item slot to be used
- Some decent-good platforming/block and spatial awareness puzzles (breakable and movable blocks, no gravity effect on pushable blocks means you can rearrange them into bridges)
- Locked doors and keys, Unlocked doors don't stay unlocked - leads to grinding for keys (also can't buy keys - no enemy is guaranteed to drop them and the drop rate while fairly high is still not high enough for certain parts, can find one or more chests containing 20 keys though)
- Some other interesting abilities and tools (one char (Pochi the pet monster) won't get attacked by monsters, block moving glove (Xemn/dad only) - lets you push certain blocks into enemies (killing them) as well as rearrange them in 8 directions to progress, hit rod - sends blocks flying and bouncing back and forth a few times before disappearing which is similar in purpose to the glove but more limited as you can't slide push them diagonally (Meyna/mom only), armor - partial invincibility+takes out enemies you move into (Xemn and Roas only), key stick - permanent key which drains 1 MP per use (Meyna only))
- It's possible to get stuck and have to reset or use a crystal in a couple of rooms if you run out of keys - pretty unlikely though
- Some sequence breaking possibilities (pochi can ride on some enemies (he doesn't take damage) to for example reach the power knuckle a bit sooner, can use an unintended double jump trick (involves pausing two times during a jump and then holding jump as you unpause the second time - pretty easy to use and is quite useful as it lets you skip or simplify some block puzzles; can also skip buying most items since you can find them instead - seems buying the key stick is faster than finding it though, can skip some of Xemn's block puzzles with Lyll (mattock))
- Some shortcuts
Playthrough - Video Review - Mini Review
The Goonies II (NES, 1987)
Subgenre: Metroid-like/Graphic Adventure Hybrid, Rescue mission
Perspective: Side View/FP view (Adventure segments) Hybrid
Movement Mechanics: Swimming
- Fleshed out parallel mazes (background/foreground)
- Basic map system (shows your location and the world layout of both layers), Transceiver and locator items to help find the people you need to rescue - the former gives a clue when near one of them or near other important items
- Password save (average length)
- One shortcut from the volcano area back to near the beginning
Playthrough - Mini Review
Castlevania II: Simon's Quest/Castlevania 2 (FDS, 1987/NES, 1988)
Subgenre: ARPG-ish (no stats shown but you gain some health+endurance with each level - you can level up once in-between each castle so six times in total, shops - can buy weapon upgrades)/Zelda-like Platform Adventure
Other: Dungeons of sorts in the mansions though these are pretty straightforward in structure
Playthrough - Video Review - Mini Review
Subgenre: ARPG-ish (no stats shown but you gain some health+endurance with each level - you can level up once in-between each castle so six times in total, shops - can buy weapon upgrades)/Zelda-like Platform Adventure
Other: Dungeons of sorts in the mansions though these are pretty straightforward in structure
- Mostly linear structure (has three different endings though and which one you get is based on time taken in in-game days: below 8=best ending, 8-15=second worst ending, 16+=worst ending), Can do at least one of the mansions out of order
- Password save
- Heal in churches (no healing items)
- No in-game maps and the world map in the manual is pretty vague
- Some ability gating via the oak stake (more like a key as you can only use one at a time and only on orbs), the garlic (weapon+summons NPCs that give you items in a few spots), and holy water as a weapon+to detect false floors
Playthrough - Video Review - Mini Review
Getsu Fuuma Den (NES, 1987)
Subgenre: ARPG-ish Hybrid (Dungeon Crawler segments w/ real-time combat, shops, no exp point leveling)
Perspective: Side View/FP view Hybrid (more like TP view during combat in dungeons)
Other: Hub map w/ encounters (similar to Zelda II or SMB3)
Playthrough - Review - Mini Review
The Treasure of Usas (MSX, 1987)
Subgenre: Action Platformer/Proto Platform Adventure-ish (only partially non-linear structure and interconnected world - 4 levels at a time holding keys to a boss room)
Other: Level hub areas
Playthrough - Mini Review
Tengoku Yoitoko (Welcome to Heaven) (MSX, 1987)
Subgenre: ARPG/Zelda-like Platform Adventure
Other: Hub town, Basic karma system (virtue stat)
Gameplay - Mini Review
Subgenre: ARPG-ish Hybrid (Dungeon Crawler segments w/ real-time combat, shops, no exp point leveling)
Perspective: Side View/FP view Hybrid (more like TP view during combat in dungeons)
Other: Hub map w/ encounters (similar to Zelda II or SMB3)
- Mostly linear structure
- Password save
- No maps, Compass for the FP view segments
- Lives system
- Minor ability gating (wall breaking sword, candle for the FP segments)
Playthrough - Review - Mini Review
The Treasure of Usas (MSX, 1987)
Subgenre: Action Platformer/Proto Platform Adventure-ish (only partially non-linear structure and interconnected world - 4 levels at a time holding keys to a boss room)
Other: Level hub areas
- 2 different playable chars (can switch between levels)
- Password save
- No maps
- Basic character building (speed and jump length can be upgraded using money you collect during the levels)
- Can heal in the pause menu using collected money
Playthrough - Mini Review
Tengoku Yoitoko (Welcome to Heaven) (MSX, 1987)
Subgenre: ARPG/Zelda-like Platform Adventure
Other: Hub town, Basic karma system (virtue stat)
- Mostly linear (need to grind to break from the beaten path where you can), can replay beaten dungeons, return points in dungeons (similar to Wonder Boy III but not as well implemented)
- No save or password save?
- No maps
Gameplay - Mini Review
Zeliard (PCs, 1987)
Subgenre: ARPG/Zelda-like Platform Adventure (level up in towns, NPCs, shops)
Other: Towns and dungeons split, Up- and downstab moves
Playthrough - Video Review - Mini Review
Rygar (NES, 1987)
Subgenre: ARPG (exp adds to attack and defense+upgrades your life bar - automatic stat increases, get clues on what tools to use and basic directions from NPCs)/Zelda II-like
Perspective: TD view/Side view hybrid (both have platforming and enemies)
Other: Overworld/Hub area (TD view), Some dungeons
Playthrough - Video Review - Mini Review
Black Magic (C64/AII, 1987) - WIP
Subgenre: ARPG (basic leveling system (killing enemies and rescuing people gives exp, gain spells when leveling up and some are needed to progress), NPCs that trade food for one of two randomly picked things: temporarily unlimited arrows or scrolls), Collectathon-lite (6 eyes that you should get in a certain order to unlock a castle - picking up an eye makes the game harder)/Rescue mission
Spell inventory (ammo-based; Blink - short randomized teleport, Chill - freeze water and some enemies, Vanish - don't take damage from enemies, Bolt - destroy some walls, Heal, etc.)
Platforming puzzles
Randomized item locations and abundance (leads to tight resource management and you can get stuck)
Comes with a detailed map
No save or password save
Hunger mechanic
Named areas (signposts)
Let's Play - Review
Subgenre: ARPG/Zelda-like Platform Adventure (level up in towns, NPCs, shops)
Other: Towns and dungeons split, Up- and downstab moves
- Linear (two sequence breaks possible - can skip the ice boots in the ice cave, can skip a good chunk of the fire level (the blue foxes can go through the invisible one-way doors so using a glitch you can have them push you through one of these doors))
- Some ability gating (jump boots, anti-slipping boots, some gear that lets you go where you couldn't before)
- Save feature (only in towns)
- No in-game map but the game comes with basic maps of the dungeons
- Dungeons loop horizontally
- Different towns have different alma to gold exchange rates (get alma/souls from defeated enemies)
- Deteriorating shields (can be repaired in towns until broken)
- Some PC DOS differences (higher rewards and better exchange rates, health regen while still, game speed options, multiple save slots, pause button, smoother scrolling)
- Can teleport to the last visited sage via the feather (bugged on PC DOS making you only teleport to the first sage/town)
Playthrough - Video Review - Mini Review
Rygar (NES, 1987)
Subgenre: ARPG (exp adds to attack and defense+upgrades your life bar - automatic stat increases, get clues on what tools to use and basic directions from NPCs)/Zelda II-like
Perspective: TD view/Side view hybrid (both have platforming and enemies)
Other: Overworld/Hub area (TD view), Some dungeons
- Only one gained tool adds to your moveset (the other three are more like keys)
- No side view area maps (first area is mapped in the manual - also shows the overworld layout with marked exits to side view areas as well as which area holds what item) - mostly maze-like areas with some dead ends
- Mostly linear structure (can move some ways into the second and third areas in the beginning, after getting the pulley+the crossbow you can pick between two areas)
- No save or password save - the game's not that long though plus you get unlimited continues and respawn at the beginning of the current area after dying (no exp or MP loss, 3 HP restored - leads to some grinding/backtracking as health drops are pretty rare)
- Can get an HP recovery potion from some NPCs if you have a coat of arms item (need to beat a certain boss), Some NPCs restore your health (one per area or so)
- Three spells from the get go (can't gain more spells; MP drops from enemies; power up - upgrades distance/speed/strength of your main weapon until death, attack and assail=10 smart bomb attacks, recover=full heal)
- Auto-teleport out of boss areas back to the overworld
- Frequently respawning enemies in most areas
- Several death pits and you die from falling into water (jumping down where you can climb down via a rope also kills you)
Playthrough - Video Review - Mini Review
Black Magic (C64/AII, 1987) - WIP
Subgenre: ARPG (basic leveling system (killing enemies and rescuing people gives exp, gain spells when leveling up and some are needed to progress), NPCs that trade food for one of two randomly picked things: temporarily unlimited arrows or scrolls), Collectathon-lite (6 eyes that you should get in a certain order to unlock a castle - picking up an eye makes the game harder)/Rescue mission
Spell inventory (ammo-based; Blink - short randomized teleport, Chill - freeze water and some enemies, Vanish - don't take damage from enemies, Bolt - destroy some walls, Heal, etc.)
Platforming puzzles
Randomized item locations and abundance (leads to tight resource management and you can get stuck)
Comes with a detailed map
No save or password save
Hunger mechanic
Named areas (signposts)
Let's Play - Review
Rambo (NES, 1987) - WIP
Subgenre: Similar to Zelda II but without the overworld (basic exp point leveling+lifebar upgrades from bosses, some towns)
Background and foreground paths connecting areas
Password save (long)
No map
Minor ability gating (jump higher with the temporary j-blocks)
Playthrough - Video Review
Euphory (Sharp X1, 1987) - WIP
Subgenre: ARPG-ish (no exp point leveling system, towns w/ shops)
Other: 2-player co-op! (brother and sister protagonists)
Save feature?
No map?
Playthrough-ish (Russian) - Find Review
Main Frame (C64, 1987 or 1988?) - WIP
Movement Mechanics: Flight via jetpack, underwater swimming via water unit/submarine
Other: Homebase (orbiter) area, Cyberpunk theme
Mostly linear? (can go left to the water area right away but it seems you won't have enough air)
Start with the jetpack and sub but need to collect fuel for them - these can be break but also be repaired at your homebase
Multiple teleport beacon items (scan units - can browse locations to teleport to after placing more than one)
Partially destructible environment (can raise buildings to the ground like in Rampage - no gameplay use though?)
Resource management (fuel, suit energy (exccess power), air tanks)
Background doors leading into caves and buildings (Space Hunter, Milon's Secret Castle, Zelda II, CV2, etc)
Some hidden rooms
A few breakable walls that are easy to spot and don't require any alternate weapons
No save or password save?
No map?
Playthrough
Codename: Droid - Stryker's Run Part 2 (BBC Micro 1987)?
Subgenre: Collectathon-lite (collect 4 items to pilot the ship which is the goal of the game)
No permanent tools/abilities gained that let you reach new areas?
Micro-maps
Flying chair vehicles
Elevators
Minor switch puzzles
Mines
No save or password save?
Playthrough - Review
Omega Orb (BBC Micro, 1987)
Subgenre: Maze Platformer/Collectathon (12 items)
Movement Mechanics: Bouncing ball avatar
Teleporters
Buy/sell extra lives
Single item inventory
Basic map feature
No save or password save?
Playthrough - Find Review
Subgenre: Similar to Zelda II but without the overworld (basic exp point leveling+lifebar upgrades from bosses, some towns)
Background and foreground paths connecting areas
Password save (long)
No map
Minor ability gating (jump higher with the temporary j-blocks)
Playthrough - Video Review
Euphory (Sharp X1, 1987) - WIP
Subgenre: ARPG-ish (no exp point leveling system, towns w/ shops)
Other: 2-player co-op! (brother and sister protagonists)
Save feature?
No map?
Playthrough-ish (Russian) - Find Review
Main Frame (C64, 1987 or 1988?) - WIP
Movement Mechanics: Flight via jetpack, underwater swimming via water unit/submarine
Other: Homebase (orbiter) area, Cyberpunk theme
Mostly linear? (can go left to the water area right away but it seems you won't have enough air)
Start with the jetpack and sub but need to collect fuel for them - these can be break but also be repaired at your homebase
Multiple teleport beacon items (scan units - can browse locations to teleport to after placing more than one)
Partially destructible environment (can raise buildings to the ground like in Rampage - no gameplay use though?)
Resource management (fuel, suit energy (exccess power), air tanks)
Background doors leading into caves and buildings (Space Hunter, Milon's Secret Castle, Zelda II, CV2, etc)
Some hidden rooms
A few breakable walls that are easy to spot and don't require any alternate weapons
No save or password save?
No map?
Playthrough
Codename: Droid - Stryker's Run Part 2 (BBC Micro 1987)?
Subgenre: Collectathon-lite (collect 4 items to pilot the ship which is the goal of the game)
No permanent tools/abilities gained that let you reach new areas?
Micro-maps
Flying chair vehicles
Elevators
Minor switch puzzles
Mines
No save or password save?
Playthrough - Review
Omega Orb (BBC Micro, 1987)
Subgenre: Maze Platformer/Collectathon (12 items)
Movement Mechanics: Bouncing ball avatar
Teleporters
Buy/sell extra lives
Single item inventory
Basic map feature
No save or password save?
Playthrough - Find Review
Palace of Magic (BBC Micro, 1987)
Subgenre: Maze Platformer/Collectathon?, Similar to Citadel
No save or password save?
No map?
Playthrough - Description
Thunderstruck II (BBC Micro, 1987)
Subgenre: Maze Platformer/Puzzle Platformer
More of the same?
Named rooms
No save or password save?
No map?
Playthrough - Find Review
Esper Boukentai (NES, 1987)
Subgenre: ARPG (can talk to both NPCs and enemies, shops, basic leveling system)/Metroid-like
Movement Mechanics: Moon jumps (can jump more than two whole screens upward from the get go and even higher as you level up) and hover jumps (by repeatedly attacking in mid-air)
Other: Level- and key item gating (open doors by hitting switches while at the right level or carrying the right item)
Basic map feature (not that useful)
5 playable chars that you can switch between on the fly after rescuing them (mainly stat differences; Genta can break certain walls and floors, only Naoyuki can reach the treasure chest in the Cylindroom due to having a higher max jump height)
Password save
Some resource management (finite money, lose 2/3 when you die)
Playthrough - Review
Terramex (C64/AMI/ST/Spectrum etc., 1987) - WIP
Subgenre: Dizzy-like Maze Platformer/Puzzle Platformer
Five different playable chars (choose before beginning)
Some ability gating via inventory items (spring & trampoline, umbrella, vacuum cleaner (floating device), balloon, etc.)
A couple of teleporters
No save or password save?
No map?
Playthrough (AMI)
Dizzy: The Ultimate Cartoon Adventure (Multi, 1987) - WIP
Subgenre: Puzzle Platformer/Maze Platformer
Inventory puzzles
No permanent abilities or tools gained?
Items are all used as keys or for killing a specific enemy type besides three protective items (A Plastic Raincoat- protect from water drops, Miners Hard Hat - protect from falling spikes and apples, Protective Amulet - destroys the boss' fireballs)
No save or password save?
No map?
Playthrough - Video Review
Spelunker II: Yuushahe no Chousen (NES, 1987)
Subgenre: ARPG, Proto PA-ish (level-based - three big maze-like levels with layouts similar to CV2, items/abilities carry over?)
Layered world (see Goonies II)
No map
No save or password save (and no checkpoints or continues either)
Three endings (depends on your Holy level which is a basic karma/moral system)
Some fall damage
Basic puzzles (find hints for by exploring and looting the dead)
No ability gating?
Playthrough - Review
Relics: Ankoku Yousai (FDS, 1987)? - Different in various ways
Playthrough w/ commentary
Werewolves of London (PCs, 1987)
Subgenre: Killathon (the more you kill the more the police will make an effort to stop you)
Perspective: Tilted view
Other: Not much platforming
Day/night cycle (transform into a werewolf at night allowing you to kill certain NPCs to lift the curse as well as jump higher and longer to reach new areas)
Basic radar system (flashing cross in the GUI) but no in-game maps
Flashlight item for dark areas (limited item inventory)
No save or password save
Gameplay w/ commentary (CPC)
Stormbringer (PCs, 1987)?
Subgenre: Quest Adventure/Maze Platformer Hybrid, See Spellbound
Disguises
Named rooms
No maps
No save or password save?
Dr. Chaos (NES/FDS, 1987)
Subgenre: Proto-Survival Horror, Action Adventure/P&C Adventure Hybrid
Perspective: FP view Adventure segments/Side view corridor and action level segments
Other: Hub and spokes structure (4 floor mansion connected to other dimensions - these play more like straightforward platformer levels)
Non-linear structure
Minor ability/tool gating (breathe underwater with the air helmet)
Enemies found while exploring in FP view can chase you into the corridor (you then have to fight them to proceed as you can't enter other rooms during the chase)
Energy tank item (red vitamin)
Enemies don't drop anything
Password save
No map
Some sequence breaking possibilities via damage boosting: https://www.youtube.com/watch?v=WsgJq5kvuJI&t=1h20m54s
Subgenre: Maze Platformer/Collectathon?, Similar to Citadel
No save or password save?
No map?
Playthrough - Description
Thunderstruck II (BBC Micro, 1987)
Subgenre: Maze Platformer/Puzzle Platformer
More of the same?
Named rooms
No save or password save?
No map?
Playthrough - Find Review
Esper Boukentai (NES, 1987)
Subgenre: ARPG (can talk to both NPCs and enemies, shops, basic leveling system)/Metroid-like
Movement Mechanics: Moon jumps (can jump more than two whole screens upward from the get go and even higher as you level up) and hover jumps (by repeatedly attacking in mid-air)
Other: Level- and key item gating (open doors by hitting switches while at the right level or carrying the right item)
Basic map feature (not that useful)
5 playable chars that you can switch between on the fly after rescuing them (mainly stat differences; Genta can break certain walls and floors, only Naoyuki can reach the treasure chest in the Cylindroom due to having a higher max jump height)
Password save
Some resource management (finite money, lose 2/3 when you die)
Playthrough - Review
Terramex (C64/AMI/ST/Spectrum etc., 1987) - WIP
Subgenre: Dizzy-like Maze Platformer/Puzzle Platformer
Five different playable chars (choose before beginning)
Some ability gating via inventory items (spring & trampoline, umbrella, vacuum cleaner (floating device), balloon, etc.)
A couple of teleporters
No save or password save?
No map?
Playthrough (AMI)
Dizzy: The Ultimate Cartoon Adventure (Multi, 1987) - WIP
Subgenre: Puzzle Platformer/Maze Platformer
Inventory puzzles
No permanent abilities or tools gained?
Items are all used as keys or for killing a specific enemy type besides three protective items (A Plastic Raincoat- protect from water drops, Miners Hard Hat - protect from falling spikes and apples, Protective Amulet - destroys the boss' fireballs)
No save or password save?
No map?
Playthrough - Video Review
Spelunker II: Yuushahe no Chousen (NES, 1987)
Subgenre: ARPG, Proto PA-ish (level-based - three big maze-like levels with layouts similar to CV2, items/abilities carry over?)
Layered world (see Goonies II)
No map
No save or password save (and no checkpoints or continues either)
Three endings (depends on your Holy level which is a basic karma/moral system)
Some fall damage
Basic puzzles (find hints for by exploring and looting the dead)
No ability gating?
Playthrough - Review
Relics: Ankoku Yousai (FDS, 1987)? - Different in various ways
Playthrough w/ commentary
Werewolves of London (PCs, 1987)
Subgenre: Killathon (the more you kill the more the police will make an effort to stop you)
Perspective: Tilted view
Other: Not much platforming
Day/night cycle (transform into a werewolf at night allowing you to kill certain NPCs to lift the curse as well as jump higher and longer to reach new areas)
Basic radar system (flashing cross in the GUI) but no in-game maps
Flashlight item for dark areas (limited item inventory)
No save or password save
Gameplay w/ commentary (CPC)
Stormbringer (PCs, 1987)?
Subgenre: Quest Adventure/Maze Platformer Hybrid, See Spellbound
Disguises
Named rooms
No maps
No save or password save?
Dr. Chaos (NES/FDS, 1987)
Subgenre: Proto-Survival Horror, Action Adventure/P&C Adventure Hybrid
Perspective: FP view Adventure segments/Side view corridor and action level segments
Other: Hub and spokes structure (4 floor mansion connected to other dimensions - these play more like straightforward platformer levels)
Non-linear structure
Minor ability/tool gating (breathe underwater with the air helmet)
Enemies found while exploring in FP view can chase you into the corridor (you then have to fight them to proceed as you can't enter other rooms during the chase)
Energy tank item (red vitamin)
Enemies don't drop anything
Password save
No map
Some sequence breaking possibilities via damage boosting: https://www.youtube.com/watch?v=WsgJq5kvuJI&t=1h20m54s
Outliers:
Sorcerian (PCs, 1987/MD, 1990)? - WIP
Subgenre: ARPG (Create and control a party of four all at the same time - rest of party follows the leader in a line, one or more chars can be left behind to work instead of questing which raises and lowers certain stats), Quest/mission-based
Other: Town and dungeons split (town exploration/interaction is all menu-based however)
Flexible non-linear structure (can technically exit every quest by returning to the entrance, can play scenarios over and over to get more loot, can select any quest in the game at any time with the exception of the final one)
Sometimes you're limited to 3 chars for a certain quest
Minor puzzles (hidden switches for example)
Save feature
No maps?
No ability gating (key and stat gating only)
Quest item and switch puzzles
Trap avoidance and monster knowledge skills which can be trained in town for money
HP regen when standing still (Ys)
Vitality lets you open more sturdy doors
Object descriptions when near important objects (similar to an Adventure game or Resident Evil)
Let's Play (PC DOS) - Video Review
The Magic of Scheherazade (NES) - TD View ARPG/JRPG hybrid w/ some sidescrolling segments and Platforming
Mostly linear structure (some freedom in when to tackle what within each area)
Password save (pretty long)
Basic dungeon maps (no overworld maps)
Playthrough - Mini Review
Jikuu Yuuden: Debias/Debias: Legendary Space-Time Hero (NES)(fan translated)
Subgenre: ARPG/Proto-PA (no ability gating besides "language power" which lets you understand certain NPCs)
Perspective: Some TP view segments
Password save (fairly long)
Layered world (see Goonies II for example)
No in-game maps?
Day/night cycle with some gameplay effects
Can warp back to town via Aaron (a spirit guide who you can also consult - can ask him more questions if your Tech stat is higher)
Two different endings (Yes/No question before the end)
Two doors randomly lead to one of two rooms with one being a dead end
Playthrough - Find Review
Zombie Hunter (NES, 1987/MSX, 1988) - ARPG/Proto-Platform Adventure (exp point leveling, shops), Level-based w/ some branching paths (similar to Castlevania 3 but with locked doors at the end of levels, different paths have the same layout but different enemies)
No save or password save
No maps
No ability gating besides candles to see in the dark
Can escape from boss fights if you have a bag item
Weapon deterioration
Shows enemy health and names if you have a candle
Limited item inventory (10)
Some randomized loot
Second quest via a simple code
Saboteur II: Avenging Angel (C64 etc, 1987) - Mission-based (can choose the order to do them in, retrieve object and escape from the second one onwards (sometimes need to disable an electrified fence) - need to collect part of a code in each mission besides the first to stop the missile launch and fully beat the game)
No new abilities gained and the world (while the layout is the same) isn't persistent between missions
Weapons are one use only and don't carry over between missions
Time limit (between 600 and 999 seconds)
Basic map on the loading screens (Spectrum only?) and in some manuals
Password save (one per beaten level)
Elevators
Regenerating health when standing still
No difficulty options here?
Playthrough - Reviews
Bio Senshi Dan: Inkrizer to no Tatakai (Bio-Warrior Dan: The Inkliezar Battle)/Bashi Bazook: Morphoid Masher (NES) - Linear structure w/ large maze levels
NPCs (shops, hints, one time use hotels, tug of war-like mini-game with a money/energy prize)
No maps
No save or password feature (and limited continues)
Some ability/tool gating (goggles for seeing in the dark, boots for moving faster and jumping further)
Playthrough - Review
Shiryou Sensen: War of the Dead (MSX, 1987/PC-88/PCE, 1989) - ARPG/Survival Horror w/ escapeable encounters (similar to Zelda II except they don't pop up near you and disappear after a few seconds here), TD View Hybrid (exploration)
Mostly linear
A bit different and simplified on PCE & PC-88
Save feature (password save on PCE - can only get one at the cross in the church)
No area maps (seems the manual came with a world map)
Playthrough (MSX) - Review (PCE, see the description) - Mini Review (PCE)
Wonder Boy in Monster Land (Multi, 1987) - Linear and level-based but with various RPG/AA elements (shops and bars (gear, healing, sub weapons, clues), persistent upgrades, item quest, hidden doors and gold, upgradeable lifebar - collect points)
Time limit (carryover from WB1, collect hourglasses or finish the current sub area to refill)
No save or password save
Playthrough - Video Review - Mini Review
Driller/Space Station Oblivion (Spectrum/C64/CPC, 1987/AMI/ST/PC, 1988) - 3D FPS/Maze Shooter, Vehicle-based, No jumping (can raise and lower the body of the vehicle as well as look up/down), Hover vehicle lets you fly over pits, P&C aiming
No other ability gating besides the hover vehicle
Basic switch and code puzzles (can also empty a pool of water at one point),
Compass
Playthrough
Mega Man (NES, 1987) - Action Platformer w/ some AA elements
Level select screen, Replay beaten levels (to get the platform creation item, no e-tanks or tools like the balloon here)
Some ability gating (magnet beam for wily fortress, gutsman's block throwing ability to get the magnet beam (or elecman's beam but then you have to replay the level), freeze beam to freeze the fire pillars)
Gain abilities from bosses that are useful (but not required) against other bosses
Password save
Shadow Land/Yokai Dochuki (ARC/NES, 1987) - Action Platformer w/ Adventure/RPG elements (fairly open ended levels, gambling and shopping, various upgrades)
Weapon upgrades (rate of fire and strength) and movement upgrades (faster movement and longer jumps, faster swimming),
Some hidden areas
Interesting map feature (shows a nice bird's eye view of the entire area but no topographic specifics)
A "food" item lets you regain 6 HP at death (similar to fairies in Zelda 3)
Five different endings (not a big difference but still - your behaviour in the game determines if you'll end up in heaven or hell or somewhere "in-between", the less points (not shown until the end?) you get in the final level the better and you mustn't collect or kill anything in lvl 5 to go to heaven)
One sequence break possible (lvl 4 tree part?)
Password save (PC Engine)
Wizards & Warriors (NES, 1987) - Maze Platformer/Collectathon Platformer (100-200 diamonds (some are worth 2 or 3 however) and one exit key per level), Vertical platforming focused levels
-Some interesting gear (boots of force - open locked chests without the key+kick enemies (can be used at the same time as the dagger, some enemies are only vulnerable to these), semi-flight/hover upwards a bit via the potion of levitation (kinda like a double jump), glide jump via the feather, shield - auto-blocks some projectiles, cloak - reduce damage from bosses but harder to see your avatar and the effect wears off after some time (can be toggled), horn - shows nearby hidden doors, boots of lava - walk on lava and stand on fire pillars). It also carries over between levels
-No save feature but you have unlimited continues and respawn on the spot even after using a continue (Castlevania; lose only your score and your sub weapon upgrades)
-The levitation potion, feather and blue potion are necessary for completion and the first two are missable but can be found in more than one level
-No maps
-Sub weapons (throwing dagger and axe (stronger but only found in level 3) - both act like a boomerang and you can grab items with them (Zelda 1), fire staff - spread shot, ice staff - temporarily freezes enemies (can't stand on them)) - Castlevania
-Temporary high jump potion (pink) and speed+longer jump potion (blue) - these respawn a few seconds after running out.
-Temporarily upgradeable range on the dagger and axe sub weapons (up to two times) as well as rate of fire for the axe (2 at a time)
-Locked chests and doors (color coded - later used in Doom)
-Some sub weapons and gear are replaced when you pick up another (boots, staffs, cloak, horn)
-Frequently respawning enemies (Starquake, Antiriad) besides in the hidden diamond-filled rooms
-No death pits
-Stop watch power up (freezes enemies; Zelda 1?) and smart bomb power up (eggs; these trigger when touched though)
-Upgradeable lifebar but only one life and no continues in the JP version
Golvellius, Shin Maou Golvellius & Golvellius: Valley of Doom (MSX, 1987/MSX/SMS, 1988) - TD View/Side View Hybrid, mostly TD
Password save (pretty long)
No map
Anmitsu Hime/Alex Kidd: High-Tech World (SMS, 1987) - Action Platformer/Quest Adventure hybrid, Side view
Map feature (TD view, have to find pieces)
The Last Ninja (PCs, 1987) - Isometric Action Adventure, Jumping, Can block attacks, Level-based (and you don't backtrack to previous ones)
-Search move
-Weak/fast and strong/slow melee attacks
-High and low attacks (can also crouch)
-Shows enemy health bars
-Adjustable player and enemy speed (can be used to your advantage in some situations)
-Weapon and item inventories
-Minor ability/tool gating (claw to climb cliffs and rope to climb at another spot)
-No character upgrades besides the glove
-Can save on PC and Amiga (Remix version), Lives system
-No maps
Goody (PC, 1987/Multi, 1988) - Puzzle Platformer w/ some tool gating, Collectathon?
Very similar to Livingstone, I Presume?/Livingstone Supongo but w/ a more maze-like world
Shop
Jack the Nipper II (Multi, 1987) - Maze Platformer (interconnected world up until a mine cart segment)
-Single item inventory with single use items
-Start with a glide ability (you use your diapers to fall slower) and a teleport ability of sorts (makes the screen dark and you move forward a bit allowing you to pass hazards though this is only used at one point - otherwise it just makes you quickly pass dark passages). No ability gating with gained abilities besides a temporary invincibility power up at one point
-Naughty-o-meter (fills up as you do hit NPCs or objects with inventory items or shots though there doesn't seem to be a gameplay purpose to most of it). At one point you make an elephant move out of the way and at another you make a crocodile close its mouth so it's used like a key gate at times
-Two different weapons (ammo-based)
-Slide move but there's no traversal purpose to it
-No map
-No save?
No platforming:
Death Wish III (C64/Spectrum/Amstrad/MSX, 1987) - Maze Shooter (track down riot/gang leaders and kill them), Tilted view (but the gameplay is side view)
No jumping
Mini-map and compass features
Sniping through windows inside buildings (FP view)
No ending and no difficulty progression?
Playthrough - Video Review
Dungeon Master (PC/AMI, 1987) - FP dungeon crawler RPG (real-time combat, grid-based movement)
No jumping
Action-based progression (character building)
Save feature
No map
Playthrough - Video Review
Sinbad and the Throne of the Falcon (PCs, 1987) - Graphic Adventure/TBS w/ some Side View & FP View Action segments (climbing and duels/stormy boat ride through cliffs where you rescue crew who fell overboard), Interactive dialogue, Hub map w/ 2 levels of zoom
Sorcerian (PCs, 1987/MD, 1990)? - WIP
Subgenre: ARPG (Create and control a party of four all at the same time - rest of party follows the leader in a line, one or more chars can be left behind to work instead of questing which raises and lowers certain stats), Quest/mission-based
Other: Town and dungeons split (town exploration/interaction is all menu-based however)
Flexible non-linear structure (can technically exit every quest by returning to the entrance, can play scenarios over and over to get more loot, can select any quest in the game at any time with the exception of the final one)
Sometimes you're limited to 3 chars for a certain quest
Minor puzzles (hidden switches for example)
Save feature
No maps?
No ability gating (key and stat gating only)
Quest item and switch puzzles
Trap avoidance and monster knowledge skills which can be trained in town for money
HP regen when standing still (Ys)
Vitality lets you open more sturdy doors
Object descriptions when near important objects (similar to an Adventure game or Resident Evil)
Let's Play (PC DOS) - Video Review
The Magic of Scheherazade (NES) - TD View ARPG/JRPG hybrid w/ some sidescrolling segments and Platforming
Mostly linear structure (some freedom in when to tackle what within each area)
Password save (pretty long)
Basic dungeon maps (no overworld maps)
Playthrough - Mini Review
Jikuu Yuuden: Debias/Debias: Legendary Space-Time Hero (NES)(fan translated)
Subgenre: ARPG/Proto-PA (no ability gating besides "language power" which lets you understand certain NPCs)
Perspective: Some TP view segments
Password save (fairly long)
Layered world (see Goonies II for example)
No in-game maps?
Day/night cycle with some gameplay effects
Can warp back to town via Aaron (a spirit guide who you can also consult - can ask him more questions if your Tech stat is higher)
Two different endings (Yes/No question before the end)
Two doors randomly lead to one of two rooms with one being a dead end
Playthrough - Find Review
Zombie Hunter (NES, 1987/MSX, 1988) - ARPG/Proto-Platform Adventure (exp point leveling, shops), Level-based w/ some branching paths (similar to Castlevania 3 but with locked doors at the end of levels, different paths have the same layout but different enemies)
No save or password save
No maps
No ability gating besides candles to see in the dark
Can escape from boss fights if you have a bag item
Weapon deterioration
Shows enemy health and names if you have a candle
Limited item inventory (10)
Some randomized loot
Second quest via a simple code
Saboteur II: Avenging Angel (C64 etc, 1987) - Mission-based (can choose the order to do them in, retrieve object and escape from the second one onwards (sometimes need to disable an electrified fence) - need to collect part of a code in each mission besides the first to stop the missile launch and fully beat the game)
No new abilities gained and the world (while the layout is the same) isn't persistent between missions
Weapons are one use only and don't carry over between missions
Time limit (between 600 and 999 seconds)
Basic map on the loading screens (Spectrum only?) and in some manuals
Password save (one per beaten level)
Elevators
Regenerating health when standing still
No difficulty options here?
Playthrough - Reviews
Bio Senshi Dan: Inkrizer to no Tatakai (Bio-Warrior Dan: The Inkliezar Battle)/Bashi Bazook: Morphoid Masher (NES) - Linear structure w/ large maze levels
NPCs (shops, hints, one time use hotels, tug of war-like mini-game with a money/energy prize)
No maps
No save or password feature (and limited continues)
Some ability/tool gating (goggles for seeing in the dark, boots for moving faster and jumping further)
Playthrough - Review
Shiryou Sensen: War of the Dead (MSX, 1987/PC-88/PCE, 1989) - ARPG/Survival Horror w/ escapeable encounters (similar to Zelda II except they don't pop up near you and disappear after a few seconds here), TD View Hybrid (exploration)
Mostly linear
A bit different and simplified on PCE & PC-88
Save feature (password save on PCE - can only get one at the cross in the church)
No area maps (seems the manual came with a world map)
Playthrough (MSX) - Review (PCE, see the description) - Mini Review (PCE)
Wonder Boy in Monster Land (Multi, 1987) - Linear and level-based but with various RPG/AA elements (shops and bars (gear, healing, sub weapons, clues), persistent upgrades, item quest, hidden doors and gold, upgradeable lifebar - collect points)
Time limit (carryover from WB1, collect hourglasses or finish the current sub area to refill)
No save or password save
Playthrough - Video Review - Mini Review
Driller/Space Station Oblivion (Spectrum/C64/CPC, 1987/AMI/ST/PC, 1988) - 3D FPS/Maze Shooter, Vehicle-based, No jumping (can raise and lower the body of the vehicle as well as look up/down), Hover vehicle lets you fly over pits, P&C aiming
No other ability gating besides the hover vehicle
Basic switch and code puzzles (can also empty a pool of water at one point),
Compass
Playthrough
Mega Man (NES, 1987) - Action Platformer w/ some AA elements
Level select screen, Replay beaten levels (to get the platform creation item, no e-tanks or tools like the balloon here)
Some ability gating (magnet beam for wily fortress, gutsman's block throwing ability to get the magnet beam (or elecman's beam but then you have to replay the level), freeze beam to freeze the fire pillars)
Gain abilities from bosses that are useful (but not required) against other bosses
Password save
Shadow Land/Yokai Dochuki (ARC/NES, 1987) - Action Platformer w/ Adventure/RPG elements (fairly open ended levels, gambling and shopping, various upgrades)
Weapon upgrades (rate of fire and strength) and movement upgrades (faster movement and longer jumps, faster swimming),
Some hidden areas
Interesting map feature (shows a nice bird's eye view of the entire area but no topographic specifics)
A "food" item lets you regain 6 HP at death (similar to fairies in Zelda 3)
Five different endings (not a big difference but still - your behaviour in the game determines if you'll end up in heaven or hell or somewhere "in-between", the less points (not shown until the end?) you get in the final level the better and you mustn't collect or kill anything in lvl 5 to go to heaven)
One sequence break possible (lvl 4 tree part?)
Password save (PC Engine)
Wizards & Warriors (NES, 1987) - Maze Platformer/Collectathon Platformer (100-200 diamonds (some are worth 2 or 3 however) and one exit key per level), Vertical platforming focused levels
-Some interesting gear (boots of force - open locked chests without the key+kick enemies (can be used at the same time as the dagger, some enemies are only vulnerable to these), semi-flight/hover upwards a bit via the potion of levitation (kinda like a double jump), glide jump via the feather, shield - auto-blocks some projectiles, cloak - reduce damage from bosses but harder to see your avatar and the effect wears off after some time (can be toggled), horn - shows nearby hidden doors, boots of lava - walk on lava and stand on fire pillars). It also carries over between levels
-No save feature but you have unlimited continues and respawn on the spot even after using a continue (Castlevania; lose only your score and your sub weapon upgrades)
-The levitation potion, feather and blue potion are necessary for completion and the first two are missable but can be found in more than one level
-No maps
-Sub weapons (throwing dagger and axe (stronger but only found in level 3) - both act like a boomerang and you can grab items with them (Zelda 1), fire staff - spread shot, ice staff - temporarily freezes enemies (can't stand on them)) - Castlevania
-Temporary high jump potion (pink) and speed+longer jump potion (blue) - these respawn a few seconds after running out.
-Temporarily upgradeable range on the dagger and axe sub weapons (up to two times) as well as rate of fire for the axe (2 at a time)
-Locked chests and doors (color coded - later used in Doom)
-Some sub weapons and gear are replaced when you pick up another (boots, staffs, cloak, horn)
-Frequently respawning enemies (Starquake, Antiriad) besides in the hidden diamond-filled rooms
-No death pits
-Stop watch power up (freezes enemies; Zelda 1?) and smart bomb power up (eggs; these trigger when touched though)
-Upgradeable lifebar but only one life and no continues in the JP version
Golvellius, Shin Maou Golvellius & Golvellius: Valley of Doom (MSX, 1987/MSX/SMS, 1988) - TD View/Side View Hybrid, mostly TD
Password save (pretty long)
No map
Anmitsu Hime/Alex Kidd: High-Tech World (SMS, 1987) - Action Platformer/Quest Adventure hybrid, Side view
Map feature (TD view, have to find pieces)
The Last Ninja (PCs, 1987) - Isometric Action Adventure, Jumping, Can block attacks, Level-based (and you don't backtrack to previous ones)
-Search move
-Weak/fast and strong/slow melee attacks
-High and low attacks (can also crouch)
-Shows enemy health bars
-Adjustable player and enemy speed (can be used to your advantage in some situations)
-Weapon and item inventories
-Minor ability/tool gating (claw to climb cliffs and rope to climb at another spot)
-No character upgrades besides the glove
-Can save on PC and Amiga (Remix version), Lives system
-No maps
Goody (PC, 1987/Multi, 1988) - Puzzle Platformer w/ some tool gating, Collectathon?
Very similar to Livingstone, I Presume?/Livingstone Supongo but w/ a more maze-like world
Shop
Jack the Nipper II (Multi, 1987) - Maze Platformer (interconnected world up until a mine cart segment)
-Single item inventory with single use items
-Start with a glide ability (you use your diapers to fall slower) and a teleport ability of sorts (makes the screen dark and you move forward a bit allowing you to pass hazards though this is only used at one point - otherwise it just makes you quickly pass dark passages). No ability gating with gained abilities besides a temporary invincibility power up at one point
-Naughty-o-meter (fills up as you do hit NPCs or objects with inventory items or shots though there doesn't seem to be a gameplay purpose to most of it). At one point you make an elephant move out of the way and at another you make a crocodile close its mouth so it's used like a key gate at times
-Two different weapons (ammo-based)
-Slide move but there's no traversal purpose to it
-No map
-No save?
No platforming:
Death Wish III (C64/Spectrum/Amstrad/MSX, 1987) - Maze Shooter (track down riot/gang leaders and kill them), Tilted view (but the gameplay is side view)
No jumping
Mini-map and compass features
Sniping through windows inside buildings (FP view)
No ending and no difficulty progression?
Playthrough - Video Review
Dungeon Master (PC/AMI, 1987) - FP dungeon crawler RPG (real-time combat, grid-based movement)
No jumping
Action-based progression (character building)
Save feature
No map
Playthrough - Video Review
Sinbad and the Throne of the Falcon (PCs, 1987) - Graphic Adventure/TBS w/ some Side View & FP View Action segments (climbing and duels/stormy boat ride through cliffs where you rescue crew who fell overboard), Interactive dialogue, Hub map w/ 2 levels of zoom