Yesteryear GOTY Discussion [1986 Edition]

Let’s discuss our favorite game from each year.

For this inaugural thread, I chose 1986 as the starting point because before that, there really weren’t enough killer games each year to facilitate a great discussion.

Rules:

One game per person.

Feel free to change your mind.

Try not to impersonate Geoff Keighley. (Is that possible? Does he have any defining characteristics to imitate?)

What counts as a “1986” game? Well, that’s up to you, but there must be some argument to be made that the game first released in some capacity in 1986. For the purposes of my examples below, and my personal criteria, is the game’s first release in any region/platform must be in 1986 for it to count. You get to use your own rules.

Notable Active Platforms in 1986:

  • Apple II
  • Arcade
  • Atari 5200/7800
  • Commodore 64
  • Commodore Amiga
  • IBM PC
  • Microsoft MS-DOS
  • NEC PC-8800 Series
  • Nintendo Famicom/NES & Famicom Disk System
  • Nintendo Game & Watch
  • Sega Master System
  • ZX Spectrum

Some Notable Games of 1986:

  • Bubble Bobble - Taito, Arcade
  • Castlevania - Konami, Famicom Disk System
  • Dragon Quest - Enix, Famicom
  • Ikari Warriors - SNK, Arcade
  • King’s Quest III: To Heir Is Human - Sierra, MS-DOS
  • The Legend of Zelda - Nintendo, Famicom Disk System
  • Metroid - Nintendo, Famicom Disk System
  • Out Run - Sega, Arcade
  • R.B.I. Baseball - Namco, Famicom
  • Renegade - Taito, Arcade
  • Rolling Thunder - Namco, Arcade
  • Silpheed - Game Arts, PC-8801
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Developer: Nintendo EAD
Publisher: Nintendo
Platform: Famicom Disk System, NES
Country of Origin: Japan

My favorite game of 1986, and one of my favorite NES games is The Legend of Zelda. It’s also one of my favorite games in the Zelda series. Miyamoto got so much right on his first attempt.

This game blew my mind with its battery backup. It’s a video game where you can play part, put it down, and pick up where you left off, like a book or a VHS tape!

The dungeons and bosses are memorable. The open world is full of secrets, and you can tackle dungeons in different orders. The graphics are probably the weakest point, with some things looking downright ugly, but for 1986 they were acceptable. The music is pretty great/memorable. The instruction booklet is I’ve of the all-time greats.

Like in Super Mario Bros. , there’s also a remixed version available after you beat the game (or if you enter your name as “ZELDA” when making a save file).

I love how you can hear the dungeon boss breathing from adjacent rooms.

I love the goofy dialogue.

I love how there’s an upgrade to let you use your candle more than once per room, as of that’s a thing candles do.

I love the whistle tune.

I love blocking moblin arrows with Link’s shield.

This game just had so much imagination and heart. Whatever happened to the series later, Zelda started with a banger.

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I’ve never been very good at the specifics of things, so I used Wikipedia to look at games that came out in 1986–and to my surprise and delight it looks like one of the favorite games/series of my childhood came out in '86 – Starflight

Starflight is space exploration game where you have to more or less stop a big calamity from happening. It’s incredibly compelling and lovely and you can pretty easily draw a straight line from it to every space 4x-ish exploration game out there now. It’s a total joy



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I’m sorry to everyone who wants me to talk about Kiki Kaikai again but even I can’t pretend it’s the best release from that year (crowd booing and jeering, objects are being thrown, women are weeping). For me it’s absolutely got to be Dragon Quest. I consider it the first time a single video game has actually been perfect, and it’s still within my top 3 favorites in the series overall. Despite the fact that the JRPG was basically birthed from this one release I still haven’t found any other game that really feels or is structured in exactly the same way. Still uniquely compelling and wholly individualistic all these decades later. A landmark and a forever masterpiece.

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It’s so clearly Out Run for me.


Developer: SEGA
Publisher: SEGA
Platform: Arcade
Country of Origin: Japan

To me, Out Run is all about the joy of driving. As someone that wasn’t live neither at the right time nor in the right place for the golden years for Arcade, racing games always were something one would play against friends or the CPU. I played a lot of Need for Speed II with my dad in the home computer and Mario Kart 64 with my sister and cousins whenever we could. To me, driving in video games was always about competition and, although it was fun, I never managed to get myself to play any of these games on my own for the fun of it.

That was until I downloaded Out Run 2006 for the PS2 last year. I had never played an Out Run game before so it was a huge surprise for me to find out that the whole thing wasn’t about the races but about driving. Out Run is about driving! Even more, it’s about the ideal of driving, not the simulation of it. Pure emotional fuel in arcade form, and it feels incredible.

After rushing through the 2006 game for a month or so, I decided to download the beautiful cannonball edition of the original game and it has become my go-to time killer. I use it to try out new controllers and to chill out while listening to podcasts on the background. A few weeks ago I went on a date with a girl that’s really into Taiko and got so hyped up playing Magical Sound Shower that I feel comfortable calling it one of the greatest video-game music pieces of all time. It’s not like I think any of this will be even a little bit controversial, this game deserves all the staying power it has had.

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Dragon Warrior is also notable that the US got a better version. In the original Japanese Dragon Quest, the player sprite is uglier, and it can’t turn, always facing the screen as it slides around.

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Unfortunately I’m with @Funbil - as great and important as so many of these games are, there’s just no topping Dragon Quest. A landmark, a masterpiece, still as great today as it was in 1986.

Honorable mention: R.B.I. Baseball. If you enjoyed playing Mario Superstar Baseball, just know that you’re basically playing a gimmickier version of R.B.I. This one is still really fun, but it has a special place in my heart as the game I played with my uncle on his NES ~30 years ago when we went to his house after school. I can still remember so many of his silly fake commentator catchphrases he’d say as we played.

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It is absolutely Outrun. The ideal driving game, revered to this day. Its presentation remains appealing and magical. Overall, the open-ended road and endurance format makes it an excellent game to return to continuously to hone your skills. It’s as fun as it’s always been.

I could talk about Outrun for an hour, which I did once, so I’ll just leave that as my lengthy endorsement.

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The critic in me knows that this, The Legend of Zelda, has to be the answer, even if my heart rebels in wanting to choose Bubble Bobble because of my child-like fondness for it

As you say, though, there’s so much that’s just…right about the original Zelda. It at once feels fair but dangerous, open but never directionless, and free-form without feeling like it lacks in terms of a designed player experience

And the manual really is an absolute banger

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Marble Madness (on NES) is up there for me!

  • Invented the Marble platformer genre
  • Innovative 3D isometric perspective
  • Banging soundtrack
  • Mazes have multiple solutions and rewards exploring
  • Easy to learn and incredibly fun to master.

I always enjoy throwing it on for a quick session and it always holds up as a good time.

(Still have to hand it to Dragon Quest or Outrun as the best, but Marble Madness rules)

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You will never hear me speak this sentence preceded by the word unfortunately

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My vote is for Outrun. I can’t top what @Kiki and @missingdata said about it. For me, it’s endlessly replayable, as fun to dip in and out as it is to master. The aesthetic cohesion and soundtrack are unmatched to this day. A game based around an idea so simple yet rarely replicated. It’s great.

That said, I have not played the original dragon quest, which I suspect would also be a strong personal contender.

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Only because I’ve played it most out of any of the games in the list, OutRun takes it for me this year.

If I actually played and finished either Castlevania or Dragon Quest I can see myself picking either.

Honorable mention goes to “I am a Teacher: Super Mario no Sweater” for being a game that seemingly lets you make Mario sweaters.

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Using an algorithm taking inputs like contrarianism, likelyhood that others will miss it, and a touch of “game quality”…

…I pick Boulder Dash: Construction Kit. It’s the fourth Boulder Dash, and marks the end of peak Boulder Dash. But equally, the Construction Kit part spawned an ongoing scene of sickos that persists to this day.

It’s probably the reason I played a lot of a weird version of Boulder Dash on a friends computer in the 90s where you could play as Obelix or various other characters.

Tough Luck for James Clavell’s Shogun for Amstrad CPC. They couldn’t quite make the “play-as-anyone open world immersive sim narrative adventure where you shoot sunshine bullets of good intent at people in an otherwise incomprehensible mess” genre work in 1986.

strong disagree. Just one example I double checked some best-ofs and top-sales charts to see what I missed. And the UK computer chart is so full of obvious killer 1985 arcade/console ports it’s not funny.

I do like the idea of a series of these threads starting in a random year like 1986, and jumping around in time though

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I ignored this, as is Insert Credit tradition.

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Well it did offer me no 1986 wisdom, so you may be right.

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I pick Leather Goddesses of Phobos, a 1986 Infocom text adventure game. It’s Infocom firing on all cylinders:

  • Feelies that interact with the gameplay, like a scratch and sniff card, a 3D comic with hints, and a map
  • Really good writing, prompting, level design
  • Gender choice at the beginning and pretty fair writing between the genders, which is especially radical for a game that focuses on sexuality (compare the sleazy, male-focused Leisure Suit Larry)
  • Also a choice of how explicit you want the game to be
  • Lots of good pulls from pulp sci-fi

I don’t think I would pick a text adventure as GOTY after 1986, and there are only a couple I might pick before 1986. There are a ton of other good games in this year. But, as someone who has always gravitated to the writing of games alongside the gameplay, Leather Goddesses of Phobos rises to the top.

ETA: Check out the design documents on this one if you’re interested: Internet Archive.

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1986 is on a very short list of greatest years for video games.

Namco’s Pro Baseball Family Stadium (aka RBI Baseball) established the format for baseball games that’s still used to this day, and Rolling Thunder which did the same for cover shooters (they also released Genpei Touma Den, one of the most video gamey video games of all time even if it’s a bit of a mess). Sega released OutRun, Fantasy Zone, Wonder Boy and Alex Kidd, along with releasing the Master System in the US. Taito released Bubble Bobble and Arkanoid, SNK broke into the US markets for the first time with Ikari Warriors, Nintendo put out Legend of Zelda and Metroid, Technos put out Renegade and launched the beat em up genre, Enix invented the JRPG with Dragon Quest, Starflight and Might and Magic pioneered the open world sandbox RPG, Konami’s Castlevania revolutionized the action platformer, LucasArts made their first game with Labyrinth, Sierra released Space Quest, etc, etc, etc.

Name a genre and it probably started in 1986; it’s not surprising why folks like Masahiro Sakurai point to it as the best year in the history of video games. And so, as one might expect, I’m going to talk about a pinball game:

High Speed (1986, Williams Electronics, Inc.)

By 1986, Williams was in full panic mode. They had yet to recover from the video game crash of 1983, during which they had lost over fifty million dollars with their ambitious LaserDisc biking game Star Rider. Bally/Midway was on the verge of bankruptcy, Atari was being sold for parts, the writing was on the wall. They needed a hit and had lost faith in the video game market, so they assembled a team of their best and brightest to make the pinball game good enough to save the company. Here’s lead designer Steve Ritchie:

We lost a bunch of manufacturing people but most manufacturing folks came back after the layoffs. When the factory was dark I remember going back there after the failure of Devastator, which Devastated me financially. We were all hopeful about making something happen and I came back to Chicago with a good idea, too. Larry De Mar and I jumped on High Speed, and renovated virtually everything that pinball machines did at the time. Space Shuttle kept the factory lights on, and we used that time to produce a spectacular 18,500 units…Pinball got back on its feet, we threw everything except the kitchen sink in High Speed as well as every kind of trick that we could possibly pull. It was gratifying, and it put Williams back on the pinball map.

When Ritchie says that High Speed “renovated virtually everything that pinball machines did at the time”, he’s not kidding. As much as I love some of the earlier solid state games of the 80s or the EM pinball games of the 60s and 70s, you can tell at a glance looking at a pinball table if it came out before or after High Speed. A short list of its innovations:

  • First Williams game with an alpha numeric display
  • First game that rewarded consecutive shots made in quick succession
  • First game with a jackpot during multiball
  • First pinball game that recorded the initials of high scoring players
  • First game to adjust the replay score threshold based on that day’s scores
  • First pinball game with a soundtrack

Before High Speed, pinball games were mostly about hitting as many targets around the playfield as you could before your ball sunk. High Speed, on the other hand, has a plot. You’re on a highway joyride, and as you speed up by making loop shots you start attracting more attention from the cops, eventually causing a siren on the top of the table to turn on and start spinning and voice lines to sell the effect. Once this happens your objectives change, different shots start mattering, and if you hit them you’re awarded with multiball and enable a mutliball only jackpot. If players at a given location are bad at the game, the reward for that jackpot increases every time it goes unclaimed. If players at a given location are good, the threshold for how high a score you need to get a free replay increases. Either way, get the best score on the table and your initials will stay there so you can brag to your friends. These things are all staples now, but they all stem from Larry DeMar’s innovative programming on this table. Beyond all the technical innovations, the playfield is so well designed and the game feels so smooth to play that Ritchie was nicknamed The Master of Flow. The loop shot to upper flipper ramp shot required to advance the game feels so good to pull off that it’s become an absolute staple of the genre, showing up in countless subsequent games like Addams Family. The game was so popular that Rare even made an NES conversion of it, and it not only saved pinball but kicked off its golden age which would last until the late 90s. If you ever see it or its sequel The Getaway: High Speed 2 at a bar or arcade, spare a few quarters and have yourself a time.

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@TracyDMcGrath makes a strong point about RBI Baseball (not to mention Volleyball on the FDS) being more less the creation and origin point of the control scheme for those two sports games basically to this day

Not saying Outrun isn’t a stone cold classic but 1986 was such a big year it behooves this august body to look beyond a like, very good arcade racer

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Akumajō Dracula / Castlevania


Not only is this still a popular and well regarded game today, not only has it spawned numerous sequels, not only is there a whole type of game named after it, but you could make a strong case that without it, the Souls (groan) type of game would not exist and Konami wouldn’t have been the powerhouse it was in the '90s.

Still looks/sounds/plays fantastic. A perfect blend of setting and level design.

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