gamesbriefs
Topic

The eighties

Deregulation, synthesisers and the arrival of the modern consumer.

8
in games
9:35
average
77 min
in total
268
across the network
The eighties across the network →
All briefs8
9:14

Shinobi (1987 video game)

Sega · 1987

Shinobi (1987) is a Sega arcade game where Joe Musashi fights Zeed across timed stages using shurikens, melee, and one-per-stage ninjutsu techniques. Movement is precise. Death is absolute. Progression is hostage-driven. It is not about lore, scale, or stamina — it is about reading space, committing to motion, and choosing when to spend your one irreplaceable power.

10:02

Golden Axe (video game)

Sega · 1989

Golden Axe is a 1989 arcade beat 'em up where players choose one of three warriors to fight through fixed screens of enemies in Yuria, using melee attacks and elemental spells that consume a finite magic resource — refilled only by kicking a blue thief — while health is restored by food dropped by a green thief. Sega announced plans to revive the dormant franchise in 2023.

10:08

13 Sentinels: Aegis Rim

Vanillaware · 2019

13 Sentinels: Aegis Rim is a science fiction-themed PS4 game set in the 1980s, combining mecha with a shōjo manga aesthetic. It is a genre-mixing narrative engine built around three interlocking modes—Remembrance, Destruction, and Analysis—and structured by persistent keywords, timeline-jumping, and daily rewinds.

9:18

Galaga '88

Namco · 1988

A fixed shooter where formation, capture, and rescue define every session.

8:33

Gyruss

Konami · 1988

Gyruss is a Konami shoot 'em up arcade game from 1988. It uses one-point perspective with a central vanishing point. The player’s ship orbits the screen’s perimeter. Enemies are spaceships that must be destroyed to complete levels.

10:38

Jet Set Willy

Software Projects · 1984

Jet Set Willy is a flip-screen platformer where Miner Willy cleans his mansion after a party, navigating 60 rooms to collect glowing items. It abandons linear progression for open exploration, uses only left/right/jump controls, and punishes errors with room-reset deaths that cascade. Its design prioritises memory and timing over fairness or recovery.

9:27

The Last Ninja

System 3 · 1987

The Last Ninja is a precise, path-constrained isometric action-adventure that forces players to learn terrain, timing, and ritualised interaction. It works because its systems interlock cleanly—but it refuses flexibility, improvisation, or narrative expansion.