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YOUR CART

1987 (Ys I, Metal Gear, Maniac Mansion and Pirates! are released)

1982|​1983|1984|1985|1986|1987|1988|1989
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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)
​Other: Hub area, 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)
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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)
  • Can rescue and play as two other chars though their abilities can also be attained by the main char by leveling up, Can switch between chars on the fly
  • 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
​
Playthrough - Video Review - Mini Review


Zelda II: The Adventure of Link (FDS/NES, 1987)
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
  • 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, skip candle, early hammer, skip keys w/ fairy by flying through keyholes in locked doors, more?)
​
Playthrough - Video Review - Mini Review


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Faxanadu (NES, 1987)
​Subgenre: ARPG 
(towns w/ shops, exp point leveling system)/Zelda-like Platform Adventure
​Movement Mechanics: Temporary flight via a consumable item
  • Mostly linear structure
  • Password save
  • No area maps (vague world map in the manual)
  • Restoration/bug fix romhack

Playthrough - Video Review - Mini Review
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Dragon Slayer IV: Drasle Family/Legacy of the Wizard (NES/MSX, 1987)
Subgenre: Puzzle Platformer/ARPG-ish (no exp point leveling system, a few shops and inns in the dungeon
)
Movement Mechanics: Flight (wings item)
​Other: Some layout differences between the versions
  • 5 different playable chars (switch back at the family house)
  • Warps (can use the paintings/pictures to teleport after getting crowns from bosses)
  • Stash/vault at your house and at inns (limited inventory when moving around - only 3 items)
  • Password save (no checkpoints or respawns unless you have an elixir)
  • No map
  • Elixir can save you from death (Zelda?)
  • Some equipment-based stat upgrades (temporary invincibility and speed power ups)

Playthrough - Video 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)
  • Password save (average length)
  • One shortcut from the volcano area back to near the beginning

Playthrough - Mini Review

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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
  • 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)
  • 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
​
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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)
  • 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

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Zeliard (PCs, 1987)
Subgenre: ARPG
/Zelda-like Platform Adventure​
​Other: Towns and dungeons split
  • 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 bug/glitch you can have them push you through one of these doors))
  • Save feature (only in towns)
  • No in-game map but the game comes with basic maps of the dungeons

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


Dizzy: The Ultimate Cartoon Adventure (Multi, 1987)
​Subgenre: Puzzle Platformer/Maze Platformer

Inventory puzzles
No permanent abilities or tools gained?
No save or password save?
No map?

​
Playthrough - Video Review


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Sorcerian (PCs, 1987/MD, 1990)?
​Subgenre: ARPG (Create and control a party of four all at the same time - rest of party follows the leader in a line)

Other: Town and dungeons split
​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?
​
Let's Play (PC DOS) - Video Review











Rambo (NES, 1987)
Subgenre: Similar to Zelda II but without the overworld

Password save (long)
No map
​
Playthrough - Video Review

Euphory (Sharp X1, 1987)
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


Black Magic (C64/AII, 1987)
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​

​

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
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
​
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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-ish (can talk to both NPCs and enemies, shops, basic leveling system)
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)
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)
Password save
Some resource management (finite money, lose 2/3 when you die)

​Playthrough - 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


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)

​
Terramex (C64/AMI/ST/Spectrum etc., 1987)
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)


Stormbringer (PCs, 1987)?
Subgenre: Quest Adventure/Maze Platformer Hybrid, See Spellbound
Disguises
Named rooms
No maps
No save or password save?

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Outliers:
​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


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)

Playthrough - Review


Woody Poco/Woody Poko (FM-7/PC-88/NES, 1987) - Maze Platformer w/ ARPG/Action Adventure elements (Level-based), Tilted View (see Double Dragon)
Password save
Some 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), 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)
Many optional tunnels?
Can lower the difficulty... by choosing to play as a girl character at the beginning of the adventure
Dark rooms (Zelda II?) and lanterns
Can perform long hover jumps using an umbrella (several screens on NES)

Playthrough (NES) - 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) - Level select screen, Replay beaten levels (to get the platform creation item, no e-tanks or tools like the balloon here)
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)

​
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 (adn 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


​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

​
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

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