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ResidentLeever: A few from 1985:
DokiDoki Penguin Land (SG-1000, 1985) - This scrolling puzzle platformer seemed like a NES/SMS level game in terms of the animation, visual variety and mechanical depth.
So, how does this compare to the other Doki Doki games, namely Doki Doki Panic and Doki Doki Literature Club?
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ResidentLeever: A few from 1985:
DokiDoki Penguin Land (SG-1000, 1985) - This scrolling puzzle platformer seemed like a NES/SMS level game in terms of the animation, visual variety and mechanical depth.
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dtgreene: So, how does this compare to the other Doki Doki games, namely Doki Doki Panic and Doki Doki Literature Club?
Doki Doki is not a series, I think it's a japanese onomatopoeia (or verb in some cases) for the heart beats. It may have other meanings, I don't know.
Haha yeah, what Glaucos said is correct.

It's kinda like when in the west/US they add Panic! or Mania! to the end of a title.

Some 1986 games:
Starflight (PC (1986/MD Remake, 1991) - Open World Sci-Fi RPG/Space Exploration Sim (vehicle and skill upgrade purchasing rather than exp point leveling), TD view
While having lacking combat and kind of average presentation for the time, it's a very ambitious game with various cool features making it akin to a 90s game in gameplay depth and scope.
-Interactive dialogue w/ meaningful choices in terms of NPC attitude towards you
-Can be beaten without fighting
-Party creation
-Large game world/galaxy
-Ship and crew customization (five races)
-Zoomable planet maps (can be upgraded to show nearby encounters and fluxes)
-Interplanetary travel (Ultima II, Elite)
-Crystal Pearl for teleporting away from trouble and Flat Device for teleporting back to ship on a planet
-Mining
-Some traversal upgrades for the ATV (planet exploration vehicle)

International Karate (post-Spectrum versions, 1986) - This and IK+ were the best fighting games up until Street Fighter 2

Mind Walker (AMI, 1986) - Puzzle/Action Adventure, Tilted view/TD view/FP view hybrid
-Psychological theme (the player is immersed inside a human brain and must cure a psychosis that is threatening the patient's well-being)
-Unusual gameplay (in the tilted view segment each char must build a path ("Path of Coherent Thought") from a crystal to a special square located somewhere in the brain, each char can connect only one type of platforms)
-360 degree attack in the TD segments which is kinda similar to the blade attack in Radiant Silvergun (SAT)
-Pre-rendered enemies in the tilted view segments
-Four playable chars (switch below the floating pyramids)
-Fairly detailed map feature, You use a sound queue to find your way in the TD segments (repeats faster the closer you get to the goal)
-Can buy tips with your points (tap Sigmund Freud's pipe) in the jigsaw puzzle assembling mini-game segment
-Homing lightning attack in the tilted view segments
​-Randomly generated world (can use the save feature to restart the same world if you want)

King's Quest III (PC, 1986) - Quest Adventure w/ Stealth elements
While its visuals and interface/controls were of its time (the A2GS version from 1988 has pretty advanced music based on the unreleased MT-32 compositions), it did some other cool stuff.
-Unusual premise (you're a wizard's slave and have to escape while he's out)
-Gameplay centers around time limits for most of the game making the world feel more alive
-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
-Basic journal feature

Solaris (A2600, 1986) - Space Exploration/Combat Sim, TP view which scrolls in four directions in space
-Defend allied planets while attacking enemy planets (similar to Star Fox 2)
-Fly near planet surfaces
-Fuel mechanic (refuel on ally controlled planet surfaces)
-Teleporting (choose destination on a star map)
-Basic radar system
-Hostage rescue element

Defender of the Crown (AMI, 1986) - TBS w/ action segments
One of the first games to show how ahead the Amiga was besides maybe the music, it looks and moves like an early 90s PC or console game. On the other hand even the Amiga 500 from 1987 was twice as expensive as a MD console, the gameplay could be done on NES, and was improved on ST a bit later though it did help set some standards for games of its kind. Couple of other things of note:
-Hybrid gameplay which became fairly common during this gen (Guardian Legend, Golvellius, Pirates, StarTropics, etc.)
-Your character's portrait will change depending on how your game is going
-Fight alongside 2 cpu allies during raids and rescue missions

The Great Escape (Multi, 1986) - Action Adventure/Stealth, Isometric
-Multiple ways to escape
-NPCs following daily routines (the game also performs these for you if you let go of the controls for a bit)

Cauldron II (C64, 1986) - Proto-Platform Adventure/MV
-Decent bouncing ball avatar and physics (see Within a Deep Forest)
-Energy (includes weapon energy) restore points
​-Randomized starting location (8 different ones, 4 on C64)

They Stole a Million (PCs) - Though the real-time gameplay doesn't look or play past its generation I can't quite think of an equivalent to this until games like Jagged Alliance, Commandos and Rogue Spear.

There's also The Academy, Starglider and Cholo but I don't know much about them yet.
Post edited August 21, 2020 by ResidentLeever
I'd like to throw Gran Turismo 1/2 into the mix.
While not the most "next gen" ever, there was nothing even close as a racing game. At the time it felt more "simulator" than some real simulators where some big name drivers learned tracks.

Cars felt diferent to drive, even after some very fine tuning, real GP tracks and very good created ones and boy oh boy, the scale, number of races that really felt different without getting boring (unlike the later titles).
UI was bad and not responsive and it was a chore to buy a new car, equip it with all the goodies and fine tuning, the process could take 10 minutos to 1/2 hour, sometimes only to make a mandatory 5min race but the good thing was most races were not in any particular order.
One BIG point was that there were no cheats available (except maybe Tajima's pikes peak Suzuki), if you want a fast car earn money to buy it.

Gran Turismo pretty much made racing games what they are today.
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ResidentLeever: -Gameplay centers around time limits for most of the game making the world feel more alive
It also makes the game more stressful, which is really something many players don't want.

Other games that try to use such time limits are Wizardry 7 (can be beaten to the maps) and The 7th Saga (can be beaten to the runes, no relation to the SaGa series). There's also the Romancing SaGa series, where fighting too many battles can lead to quests being missed and enemies (including major bosses in 2, I believe) getting stronger. (SaGa Frtntier also has the battle rank system, but doesn't tie quests to it; there is, however, one maim character who will have to deal with being hunted during part of her quest, and then you can get into boss fights (plus a couple other events) when you try to visit certain areas.)
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ResidentLeever: -Gameplay centers around time limits for most of the game making the world feel more alive
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dtgreene: It also makes the game more stressful, which is really something many players don't want.

Other games that try to use such time limits are Wizardry 7 (can be beaten to the maps) and The 7th Saga (can be beaten to the runes, no relation to the SaGa series). There's also the Romancing SaGa series, where fighting too many battles can lead to quests being missed and enemies (including major bosses in 2, I believe) getting stronger. (SaGa Frtntier also has the battle rank system, but doesn't tie quests to it; there is, however, one maim character who will have to deal with being hunted during part of her quest, and then you can get into boss fights (plus a couple other events) when you try to visit certain areas.)
I thought it worked well here.

Yeah and those are all next gen, though there were games like Colonel's Bequest and Maniac Mansion that played around with this in the same gen. Haven't played the former yet.
star citizen , cause the roadmap's roadmap maybe will be released with ps5
Homeworld is a game i would think adds to this list as well. Combat in a three dimensional enviroment. Zooming from tactical to strategical to cockpits of fighter planes. A very immersive story line.
Great game that really did deserve its remaster

I'm a bit in doubt about Dune done by Westwood. I haven't played the first game but is considered to be the format of rts gaming in the 90's up too 2010. Revolutionary in what it presented.
+1 for International Karate. Released around the same time as Way of the Exploding Fist. International Karate was a much tougher and faster paced game though.

Also, +1 for Homeworld, the first to attempt at a truly 3 dimensional navigation system.

But to my main point: Why has no one so far mentioned Elite?

3 dimensions on an 8 bit BBC, with upgradeable weapons, a somewhat dynamic economy with options to play as you choose- humble trader, miner, bounty hunter, pirate or whatever style you chose.

I cant think of an earlier sandbox game. Truly a next gen game.


https://www.youtube.com/watch?v=owz7XExO-Wk

It is a shame though that it was seen fit by modern standards turn this game into an MMO. Perhaps some entertained that idea and bought into it. I cannot comment on this as I never bought into it.
Post edited August 21, 2020 by lazydog
BBC Micro. Elite. At the time, it was like alien tech. The way Braben encoded a vast explorable universe into a few K of RAM was sheer brilliance. And the 3D (vector style) graphics and movement were enough to immerse you in that universe in first-person. Something never experienced before. Blew my mind. And changed the way I'd see gaming for ever.
Post edited August 21, 2020 by borisburke
Phantasy Star 2's plot twist (well, the first one anyway), done well before a certain better known game did the same thing.

(With that said, I should point out that the plot twist was detrimental to said "better known game"'s gameplay.)
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lazydog: But to my main point: Why has no one so far mentioned Elite?

3 dimensions on an 8 bit BBC, with upgradeable weapons, a somewhat dynamic economy with options to play as you choose- humble trader, miner, bounty hunter, pirate or whatever style you chose.

I cant think of an earlier sandbox game. Truly a next gen game.
Good pick. I haven't played them but AD&D: Cloudy Mountain and Ultima 2-3 are supposedly non-linear.
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lazydog: But to my main point: Why has no one so far mentioned Elite?

3 dimensions on an 8 bit BBC, with upgradeable weapons, a somewhat dynamic economy with options to play as you choose- humble trader, miner, bounty hunter, pirate or whatever style you chose.

I cant think of an earlier sandbox game. Truly a next gen game.
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ResidentLeever: Good pick. I haven't played them but AD&D: Cloudy Mountain and Ultima 2-3 are supposedly non-linear.
My only experience with Ultima is 4 on the C64, but I digress.

I believe AvP is also worthy of note: 3 sides to the story and all covered by unique attributes and controls.

E.g. handling an alien that can move over all surfaces, upside down etc, a very new tactic, as well as the predator hunter and traditional weapon wielding marine.

AvP available here on gog, I have AvP2 and primal hunt expansion on disc, I hope gog bring it here too in time.

Original AvP Wiki

[url=https://en.wikipedia.org/wiki/Aliens_versus_Predator_(1999_video_game]https://en.wikipedia.org/wiki/Aliens_versus_Predator_(1999_video_game[/url])

^^of ffs can't sort this link out. I am sure you can find it.

Gameplay from AvP 2

https://www.youtube.com/watch?v=c1i9-LIvSj8
Post edited August 21, 2020 by lazydog
Some 1987 games:
The Magic of Scheherazade (NES, 1987) - JRPG (some TB battles, FP view)/Action Adventure (TD with some sidescrolling segments) Hybrid w/ jumping
-Solar eclipse mechanic (affects certain spells and items plus your chance at winning in casinos, happens fairly seldomly)
-Time travel theme with some effect on gameplay (can plant a Rupia Seed in a magic field during an Alalart eclipse in the past and have it grow into a Rupia Tree (rupia=money) in the future, different backgrounds and enemies in different times)
-Switch between 3 classes during the course of the game for a small price
-Basic dungeon maps (Zelda 1)
-Fast dialogue text
-Can map various actions to A or B yourself (similar to Link's Awakening but a bit less flexible)
-NPCs react when attacked and are then pissed until you leave and return to the current screen (can't be hurt though)
-Can loan money (at interest) in shops
-Can haggle in some shops (these shopkeepers get pissed and kick you out plus take 10 coins if you do it twice in a row though and many later ones get pissed if you even try)
-Can buy more than one of a consumable item at once (not all of them though)
-Various interesting spells (teleport back to visited towns and out of palace dungeons using flying carpets, corbock & shrink & caraba - makes enemies small and harmless and squashable, ramipas - fewer encounters (DQ?), monecom - max of each consumable when cast during a Alalart solar eclipse, raincom and spricom - causes grass to grow in deserts and spring to come during winter respectively (ends HP drain occuring when in deserts and winter areas and heals you in deserts) when cast during an eclipse, moscom - summons a mosque (class change for free), moniburn - encapsulate all enemies inside of a small rocket which blasts into the air and explodes in a shower of fireworks, silliet - reflect spells cast on the user (gun mecha party member only))
-"Attack all" weapons and spells
-Basic diplomacy in the JRPG fights (propose peace command - you'll generally have to pay for enemies to accept)
Formation/combo attack mechanic in turn-based battles (this pairs two specific party members and allows for special spells, some enemies can do it too)
-Some interactive tutorials (courses)
-Can hire mercenary troops to fight for you during turn-based battles
-Some party banter between areas
-Can escape from boss battles
-Some meaningful dialogue choices (convincing certain NPCs to help you via yes/no questions)
-Some decent puzzles (the future tree with a son - remember a password and what it said and didn't say, curing Rainy's fear, Coronya's real identity)
-The game automatically levels you up sufficiently after each boss battle
-Respawn on the screen you were on and then in the last town after game over - don't lose stats or skills
-Get tips from an anthropomorphic cat (Coronya) during the game - pretty obvious tips though
-You and your party auto-use restoratives when needed (can use a healing spell manually but it's not particularly efficient - you do get a better one but only near the end of the game)
-Mostly linear structure but some freedom in when to tackle what within each area
-You still get item drops which you have a full inventory of from enemies but if you do then new hp/mp restoratives that you pick up are used up right away
-A grim reaper can appear if you spend too long in an area (hard to kill and appears quickly on every screen; Bubble Bobble)

Metal Gear (MSX2/NES, 1987) - Stealth Action/Action Adventure, TD view
Version differences: http://blog.hardcoregaming101.net/2009/08/metal-gear-msx-and-nes-comparison.html
-Radio communication feature (can get tips from NPCs)
-Interesting gear (binoculars (view adjacent screens - respawns enemies on NES), enemy uniform, tracker item (can be placed on you by the enemy if you get captured), silencer, etc.)
-Boss introductions
-Find destructible walls by listening for differing sounds when hitting them
-Creates a sense of vulnerability at times (the dogs, losing your gear before the first boss)
-Checkpoints at the beginning of each area and when exiting or entering a building
-Some interesting level design (flying enemy triggering an electric floor trap, moving infrared beam alarm room, off screen tank fire in the desert)
-Basic level up/rank system (lets you carry more equipment and ammo but also sometimes determines if an NPC will answer you on the radio, 4 levels and increases with every 5th rescued prisoner, killing prisoners lowers rank)
-Escape sequence (Metroid)

​Sid Meier's Pirates! (PCs, 1987/AIIGS, 1988/AMI, 1990/NES, 1991) - Pirating Sim, Action Adventure/Strategy Hybrid, TD view/SV/FP view (bars) hybrid
-Open ended structure
-Multiple endings
-Good variation (hybrid gameplay; sea battles and sailing mechanics, fencing duels)
-Can take over towns
-Can get married
-Aging and hunger
-Multiple ships and some ship customization
-Can change allegiances (spanish, french, english, dutch)
-Can switch difficulty level during the game
-Treasure map pieces puzzles (no in-game world map until the Gold version though the Amiga and NES versions came with a physical WM, instead you have to use a sun sight item to determine your coordinates)
-8 save slots on NES (save in town)
-Basic character building (can increase rank which affects which wife you can take and your final score+the ending)

Colony (C64 etc. 1987) - Action Adventure/Strategy/Farming Sim hybrid, Tilted view (see Double Dragon)
-Base defense gameplay (can use turrets to shoot enemies (or shoot them directly) and repair broken fences, have to distribute supplies to shops which are dropped at a landing bay if the base has power)
-Shops (harvest mushrooms and solar energy for money/power - also have to protect them from enemies)
-Can gain a CPU ally (have to buy and insert a battery)
-Basic mini-map
-Can buy and place traps
-Base upgrades
-​Stamina/power mechanic for your droid avatar (can recharge it at a certain building)
-​Too much power will blow up the base (there's a warning in the GUI)

Ys: Vanished Omen/Ancient Ys Vanished (FM-7/X1/MSX etc., 1987/SMS, 1988) - ARPG, Top down view
-Basic dialogue trees
-Can bargain with one of the clerks
-Teleport back to town (wing)
-Health regen outside dungeons if standing still (Hydlide)
-Save anywhere except during dialogue or boss battles on console
-Somewhat non-linear structure

Hydlide III/Super Hydlide (Multi, 1987/MD, 1990) - ARPG (char creation, 4 classes, spen exp to level up or learn spells in town), TD view
While having basic combat and balancing issues, as well as lacking maps it's also complex in various ways.
-Basic morality system
-Fatigue and resting mechanics, Hunger mechanic, Weight mechanic
-Day/night cycle, Time skip spell
-​Move spell lets you teleport to any visited town that you've slept in
-New gear shows on your avatar (also in Faxanadu)
-Banks w/ interest mechanic

Continued (had to cut a few as it wouldn't post):
Driller/Space Station Oblivion (Spectrum/C64/CPC, 1987/AMI/ST/PC, 1988) - 3D FPS/Maze Shooter (Vehicle-based, no jumping but can raise and lower the vehicle's body as well as look up/down), FP view w/ P&C aiming
-Polygonal with a decent framerate on ST
-Hover vehicle lets you fly over pits
-​Basic switch and code puzzles (can also empty a pool of water at one point)
-Compass and named areas but no maps (you're supposed to use the hover vehicle for recon)
-Four teleporters

Dungeon Master (PCs, 1987) - First Person Dungeon Crawler RPG, P&C controls (grid-based movement, click and drag objects from the world into your inventory)
Set the standard for FP (A)RPGs which didn't change that much besides positional attacks (?) until 1992.
-One of the first RPGs with activity/use-based progression (character building/leveling; Xanadu: Dragon Slayer II)
-Strafing
-Plot twist ending and alternate bad ending
-Enemies tend to flee when their HP is low
-Can manually wake up at will from resting
-Unique spell system? (string together glyphs/runes representing one syllable each)
-Hunger

Habitat (PC/C64, 1986 (Beta, full game in 1987)/FMT, 1990?) - First graphical MMORPG/Post-MUD game
-Full graphics
-Some music
-GUI (P&C controls, text parser, chat feature)
-Big sprites and decent animation
-Can rob and kill other players

Knightmare II: Maze of Galious (MSX, 1987) - Platform Adventure/ARPG/Action Adventure, Side View
-Switch between two different characters on the fly
-Some good enemy AI (blue knights, shooting ghosts, yellow enemies in world 8)
-Good enemy variation
-Large world (9 sub areas+1 hub area)
-Pretty large arsenal of sub weapons and various tools/items
-Large consumables inventory (keys and arrows)
-Various interesting items/tools (mines, rolling fire (fireball moving around a platform similar to in SMB2), oar - walk on water, magnifying glass - examine gravestones, vase - boosts exp gain, carpet - turns the lava in world 8 to stone and removes fireballs, halo - lets you teleport from any world/sub area back to the beginning/hub area (last password room - F1 then Enter), feather - teleports you to an opened world portal/door (press the corresponding number key), bell - rings when nearing a world/sub area (Penguin Adventure & Dragon Quest?))
-Sub area maps (need to find them)
-Can revive the other character at death's shrine (room L11, fairly expensive, reload to be able to do it again)
-Pretty large bosses
-Optional handicap items that help with the boss fight in each world
-Consumables (key, coins, arrows) respawn when loading a password save
Post edited August 22, 2020 by ResidentLeever
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ResidentLeever: Dungeon Master (PCs, 1987) - First Person Dungeon Crawler RPG, P&C controls (grid-based movement, click and drag objects from the world into your inventory)
Set the standard for FP (A)RPGs which didn't change that much besides positional attacks (?) until 1992.
-One of the first RPGs with activity/use-based progression (character building/leveling; Xanadu: Dragon Slayer II)
-Strafing
-Plot twist ending and alternate bad ending
-Enemies tend to flee when their HP is low
-Can manually wake up at will from resting
-Unique spell system? (string together glyphs/runes representing one syllable each)
-Hunger
You forgot the ability to make your own potions.

Anyway, I thought of another one, SaGa 1:
* Game is streamlined and to-the-point more than other games of its generation; dungeons aren't giant monstrosities, for example (It's also extremely short by RPG standards)
* Multiple worlds, each with different plots
* Guns and other modern weaponry in an RPG (alongside staples like swords and spellbooks)
* Monsters as first-class party members (though they have different growth rules; specifically, the way to power one up is to eat meat from an enemy, which will give the monster a new form and a new set of stats and abilities)
* Interesting mechanics (albeit often improperly coded); weapons have different damage stats, bows and guns do stat-independent damage, martial arts increase in power as remaining uses decreases, a weapon that instant kills based of whether the target's DEF is higher than the attacker's STR (that the game famously got wrong)
* How many other RPGs let you ride a motorcycle into a nuclear power plant?
* Later in the game, the plot gets rather deep and disturbing (actual quote from the game: "This child looks dead....").