![]() New strengthening/buff potions, some of which can give the player character an addiction Hellfire Warrior/Dunjonquest: Hellfire Warrior (TRS-80/PET/Apple, 1980) - Dungeon Crawler RPG (See Temple of Apshai), Optional rescue mission, TD View ![]() StarQuest: Rescue at Rigel (Multi, 1980)? - Dungeon Crawler RPG, Rescue mission, TD view, Time limit, Real-time Limited ammo and inventory (weight mechanic) House of Usher (PCs, 1980)? - Action Adventure/Proto-Survival Horror/Collectathon, TD view, Time limit, Tile-based movement The game pulls numerous dirty tricks to get the player to do so, including faking an Apple II BASIC syntax error) Fourth wall break ( player receives a 3-digit number at the beginning of the game, and is warned never to reveal it. The Prisoner (Apple II, 1980) - Graphic Adventure/Puzzle, Mini-game collection, TD View Sea Battle (Intellivision, 1980) - First RTS or RTT?, 2-player vsĭeathmaze 5000 (TRS-80, 1980) - Early Survival Horror/Maze Action, FP View Shop before beginning a game (The Apple II version allows the player to barter with the shopkeeper to save several coins)Īrtillery (Apple II, 1980) - Early Artillery game (see Scorched Earth) Wizard of Wor (ARC, 1980/PCs, 1982/Atari 8-bit, 1983) - 2-player vs., Maze-like level layout, top down viewīeneath the Pyramids (AII, 1980/Atari 8-bit, 1981) - Quest Adventure/Action Adventure, TB on Apple II/Semi-TB on Atari (player and enemies move simultaneously), TD View Randomizer feature (switches around the locations of items and enemies) Some dragon enemies are also afraid of things - the yellow one is afraid of the yellow key, and it can be used to chase him off It can also accidentally kill the dragon by carrying the sword into it - systemic/consistency element It can also carry the player, the dragons or an item around (random behavior). The bat enemy can steal items, from where they were placed or while carried. Can re-lock opened doors (lets you trap some enemies - can carry the bat into a castle and lock it) Object interaction (can carry only one at a time, can drop an item anywhere and pick it up later keys that open the castles, a magnet that pulls items towards the player (through walls), a magic bridge that the player can use to cross certain obstacles (any horizontal wall), a sword which can be used to defeat the dragons) Arcade-like/real-time interpretation of earlier text adventure games ![]() Mystery House (PCs, 1980) - First Graphic Adventure?Īdventure (Atari 2600, 1980) - First Action Adventure?, TD view, Flip screen More sophisticated antagonist (the thief) who roams about the world independently of the player character and can be exploited to solve a puzzle Gear deterioration and items that remove it Scrolls that freeze, confuse and scare enemies, Aggro/alert enemies scroll Teleportation scrolls (random), Teleportation rods vs enemies (random or next to the player) Map reveal scroll+potions that reveal enemies and magic items Can drop items on the ground (one per tile) and pick them up later (can't backtrack to a previous floor though?) Explored areas stay visible to the player Enemies move at the same time as the player Various RPG elements (stats, exp points, unidentified items, limited item inventory) Rogue (PCs, 1980) - Rogue (s pawned the Rogue-like genre)/Dungeon Crawler RPG, T op down view Note that I've included pre-NES western console games here as well, as I initially thought these were considered computers.
0 Comments
Leave a Reply. |