Early Examples
The nonlinear style of gameplay has its roots in the 8-bit era, with early examples in the 1980s (showing a gradual progression in non-linearity) including:
- Bosconian (1981)
- Time Pilot (1982)
- TX-1 (1983)
- Mega Zone (1983)
- Portopia Serial Murder Case (1983)
- Bega's Battle (1983)
- Elite (1984),
- Dragon Slayer (1984)
- The Battle-Road (1984)
- Ginga Hyoryu Vifam (1984)
- Brain Breaker (1985)
- Star Luster (1985)
- Mercenary (1985),
- The Legend of Zelda (1986)
- Metroid (1986)
- Dragon Quest (1986)
- Out Run (1986)
- Cholo (1986),
- Darius (1986)
- Vampire Killer (1986)
- Castlevania II: Simon's Quest (1987)
- Mega Man (1987)
- Megami Tensei (1987)
- Sid Meier's Pirates! (1987)
- The Goonies II (1987)
- War of the Dead (1987)
Read more about this topic: Nonlinear Gameplay
Famous quotes containing the words early and/or examples:
“In early times every sort of advantage tends to become a military advantage; such is the best way, then, to keep it alive. But the Jewish advantage never did so; beginning in religion, contrary to a thousand analogies, it remained religious. For that we care for them; from that have issued endless consequences.”
—Walter Bagehot (18261877)
“In the examples that I here bring in of what I have [read], heard, done or said, I have refrained from daring to alter even the smallest and most indifferent circumstances. My conscience falsifies not an iota; for my knowledge I cannot answer.”
—Michel de Montaigne (15331592)