{"id":34879,"date":"2026-11-07T22:30:29","date_gmt":"2026-11-07T19:30:29","guid":{"rendered":"https:\/\/console-classics.com\/?p=34879"},"modified":"2026-11-07T22:30:31","modified_gmt":"2026-11-07T19:30:31","slug":"japanese-action-adventures-before-zelda-forgotten-1980s-pioneers","status":"publish","type":"post","link":"https:\/\/console-classics.com\/ru\/retrogaming\/japanese-action-adventures-before-zelda-forgotten-1980s-pioneers\/","title":{"rendered":"Japanese Action Adventures Before Zelda: Forgotten 1980s Pioneers"},"content":{"rendered":"<p><em>Japanese action adventures existed before Zelda. Meet the bold experiments, rival creators, and strange ideas that shaped the genre.<\/em><\/p>\n<h2>The Search for Zelda\u2019s Ancestors<\/h2>\n<p>\u0414\u043e <em>\u041b\u0435\u0433\u0435\u043d\u0434\u0430 \u043e \u0417\u0435\u043b\u044c\u0434\u0435<\/em> made exploration, combat, secrets, and fantasy feel like four parts of one wonderfully readable machine, Japanese computer games were already fumbling toward that formula. Some experiments were elegant. Others were gloriously strange. A few were so obscure that even dedicated players might never have heard of them.<\/p>\n<p>That\u2019s what makes the search for early <strong>Japanese action adventures<\/strong> so entertaining. Pinning down the exact beginning of a genre sounds tidy until the evidence starts crawling out from every corner. A game may have real-time combat but no exploration, or dungeons without an open overworld, or role-playing elements wrapped inside what looks like a side-scroller.<\/p>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/11\/34879-1280x720-1793905117.jpg?strip=all&sharp=1&w=1200\" alt='Early Japanese action-adventure games before Zelda' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Early Japanese action-adventure games before Zelda<\/figcaption><\/figure>\n<h2>A Genre Still Finding Its Shape<\/h2>\n<p>The problem begins with the label itself. Early Japanese role-playing games developed alongside traditional turn-based adventures, but real-time combat widened the field dramatically. Suddenly, games that had previously seemed unrelated began sharing pieces of the same design language.<\/p>\n<p>Should a scrolling action game count? What about a dungeon crawler with statistics but no free-roaming map? Could a game such as <em>Dragon Buster<\/em> be considered part of the long evolutionary path toward later exploration-heavy adventures? There\u2019s no perfectly clean answer, and that uncertainty is part of the fun.<\/p>\n<p>For this discussion, the most useful candidates are games that resemble <em>\u0417\u0435\u043b\u044c\u0434\u0430<\/em> in spirit: fantasy settings, direct character control, combat happening in real time, and some degree of discovery. The resemblance doesn\u2019t need to be exact. In fact, the odd mismatches are often more revealing than the obvious similarities.<\/p>\n<h2>Panorama-Toh: A Rough Gem from Falcom<\/h2>\n<p>The trail starts taking shape around 1982 and 1983, when Nihon Falcom developer Yoshio Kiya created <em><a href=\"https:\/\/www.amazon.com\/s?k=Panorama-Toh+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Panorama-Toh<\/a><\/em>. It was an unusual hybrid, combining first-person dungeon scenes, shopkeepers represented through text, and a real-time overworld populated by lions, tanks, and\u2014because apparently the design meeting had room for one more surprise\u2014Nessie.<\/p>\n<p>The game was built mainly in BASIC with some Assembly programming. That technical background helps explain its rough edges, but also its charm. <em><a href=\"https:\/\/www.amazon.com\/s?k=Panorama-Toh+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Panorama-Toh<\/a><\/em> feels less like a finished genre statement and more like a developer tossing ingredients into a pot to see what might become edible.<\/p>\n<p>It was sometimes treated as a spiritual predecessor to <em>Dragon Slayer<\/em>, though Kiya offered a more complicated story. The game originally began as a sequel to Falcom\u2019s first title, <em>Galactic Wars<\/em>, before changing direction during development.<\/p>\n<blockquote><p>\n  \u201cPartway through making it I kind of changed my mind, and it came out differently to what I intended. President Kato came up with the title; there\u2019s not much relation to Dragon Slayer.\u201d<br \/>\n  \u2014 Yoshio Kiya\n<\/p><\/blockquote>\n<p>That admission says a lot about the period. Developers weren\u2019t always working from established genre rules. Often, they were programming first and discovering the game\u2019s identity along the way.<\/p>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/11\/34879-clockwise-from-top-left-marchen-veil-tower-of-duruga-courageous-perseus-panorama-toh.445x245-1793905122.jpg?strip=all&sharp=1&w=1200\" alt='M\u00e4rchen Veil, Tower of Druaga, Courageous Perseus, and Panorama-Toh' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">M\u00e4rchen Veil, Tower of Druaga, Courageous Perseus, and Panorama-Toh<\/figcaption><\/figure>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/11\/34879-clockwise-from-top-left-marchen-veil-tower-of-duruga-courageous-perseus-panorama-toh.445x245-1793905123.jpg?strip=all&sharp=1&w=1200\" alt='M\u00e4rchen Veil, Tower of Druaga, Courageous Perseus, and Panorama-Toh' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">M\u00e4rchen Veil, Tower of Druaga, Courageous Perseus, and Panorama-Toh<\/figcaption><\/figure>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/11\/34879-clockwise-from-top-left-marchen-veil-tower-of-duruga-courageous-perseus-panorama-toh.445x245-1793905125.jpg?strip=all&sharp=1&w=1200\" alt='M\u00e4rchen Veil, Tower of Druaga, Courageous Perseus, and Panorama-Toh' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">M\u00e4rchen Veil, Tower of Druaga, Courageous Perseus, and Panorama-Toh<\/figcaption><\/figure>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/11\/34879-clockwise-from-top-left-marchen-veil-tower-of-duruga-courageous-perseus-panorama-toh.445x245-1793905126.jpg?strip=all&sharp=1&w=1200\" alt='M\u00e4rchen Veil, Tower of Druaga, Courageous Perseus, and Panorama-Toh' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">M\u00e4rchen Veil, Tower of Druaga, Courageous Perseus, and Panorama-Toh<\/figcaption><\/figure>\n<h2>1984: The Explosion Begins<\/h2>\n<p>By June 1984, the genre\u2019s ingredients were suddenly everywhere. Namco released <em><a href=\"https:\/\/www.amazon.com\/s?k=The+Tower+of+Druaga+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">The Tower of Druaga<\/a><\/em> in arcades, and later that year three important computer games appeared across several platforms: Kiya\u2019s <em>Dragon Slayer<\/em>, Tokihiro Naito\u2019s <em>Hydlide<\/em>, and the far less celebrated <em>Courageous Perseus<\/em> from Cosmos Computer.<\/p>\n<p>Two software houses became especially important during this burst of experimentation. Falcom had Kiya, while T&amp;E Soft had Naito. Their careers developed in parallel, and their creative rivalry gives this early period a particularly human shape. These weren\u2019t distant corporate machines producing interchangeable fantasy games. They were programmers with strong personal instincts, competing with ideas that were sometimes brilliant and sometimes held together with digital string.<\/p>\n<p>Kiya\u2019s route toward <em>Dragon Slayer<\/em> was influenced by Kazurou Morita\u2019s <em>Alphos<\/em>, an officially licensed interpretation of Namco\u2019s <em>Xevious<\/em>. Morita\u2019s work demonstrated that smooth scrolling was possible on the PC-8801, hardware that many developers considered difficult to push.<\/p>\n<p>Kiya saw that achievement and drew a practical conclusion: if Morita could make a scrolling game work, then he could try it too. <em>Dragon Slayer<\/em> grew from that challenge.<\/p>\n<p>Naito arrived at <em><a href=\"https:\/\/www.amazon.com\/s?k=Hydlide+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Hydlide<\/a><\/em> from a different direction. He was drawn both to role-playing games and to action titles, especially <em>The Black Onyx<\/em> \u0438 <em>The Tower of Druaga<\/em>. His goal was straightforward: combine the two.<\/p>\n<p>That sounds obvious now, but at the time it was a meaningful design gamble. Action games demanded immediate reactions, while role-playing games traditionally asked players to think through menus, numbers, and long-term progression. Mixing those rhythms could easily produce a confused mess. <em><a href=\"https:\/\/www.amazon.com\/s?k=Hydlide+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Hydlide<\/a><\/em> instead helped establish a template that other developers could refine.<\/p>\n<h2>The Shock of Courageous Perseus<\/h2>\n<p><em><a href=\"https:\/\/www.amazon.com\/s?k=Courageous+Perseus+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Courageous Perseus<\/a><\/em> arrived before <em>Hydlide<\/em>, and possibly before <em>Dragon Slayer<\/em>, although its commercial impact was far smaller. Still, its advertisements made a powerful impression on the T&amp;E Soft team.<\/p>\n<p>Yasuo Yoshikawa recalled that Naito reacted with genuine alarm after seeing the promotional material. The graphics looked blended and polished, while the concept appeared almost identical to the action-RPG idea T&amp;E Soft was developing.<\/p>\n<p>Naito later played the actual game and felt relieved. <em><a href=\"https:\/\/www.amazon.com\/s?k=Courageous+Perseus+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Courageous Perseus<\/a><\/em> leaned more heavily toward traditional role-playing, while <em>Hydlide<\/em> emphasized direct action. The two games may have looked similar from a distance, but their underlying priorities were different.<\/p>\n<p>That little episode captures the nervous energy of the period. Developers were inventing new forms, but they were also watching each other closely. A single advertisement could make an entire project seem obsolete overnight.<\/p>\n<h2>Hydlide Finds Its Audience<\/h2>\n<p>Whatever its anxieties during development, <em>Hydlide<\/em> became a major success. By 1986, its console release had sold one million copies, while the combined total across computer versions reached another million.<\/p>\n<p>Naito described the unusual recognition that followed. In Japan, million-selling music releases could receive a commemorative plaque from Toshiba EMI. <em>Hydlide<\/em> received one as well, possibly making it the only computer game to earn that particular honor.<\/p>\n<p>Meanwhile, Kiya approached sales from an entirely different emotional angle. He said he wasn\u2019t concerned with how many copies <em>Dragon Slayer<\/em> sold. In those early years, he didn\u2019t begin with a polished design document or a carefully defined concept. He started programming, added whatever seemed interesting, and allowed the game to emerge from that process.<\/p>\n<p>There\u2019s something wonderfully reckless about that method. It\u2019s also a reminder that early computer games often felt experimental because they genuinely were. The designers were learning what a game could be while building the thing itself.<\/p>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/11\/34879-clockwise-from-top-left-dragon-slayer-xanadu-riglas-hydlide.445x245-1793905127.jpg?strip=all&sharp=1&w=1200\" alt='Dragon Slayer, Xanadu, Riglas, and Hydlide' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Dragon Slayer, Xanadu, Riglas, and Hydlide<\/figcaption><\/figure>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/11\/34879-clockwise-from-top-left-dragon-slayer-xanadu-riglas-hydlide.445x245-1793905128.jpg?strip=all&sharp=1&w=1200\" alt='Dragon Slayer, Xanadu, Riglas, and Hydlide' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Dragon Slayer, Xanadu, Riglas, and Hydlide<\/figcaption><\/figure>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/11\/34879-clockwise-from-top-left-dragon-slayer-xanadu-riglas-hydlide.445x245-1793905129.jpg?strip=all&sharp=1&w=1200\" alt='Dragon Slayer, Xanadu, Riglas, and Hydlide' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Dragon Slayer, Xanadu, Riglas, and Hydlide<\/figcaption><\/figure>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/11\/34879-clockwise-from-top-left-dragon-slayer-xanadu-riglas-hydlide.445x245-1793905131.jpg?strip=all&sharp=1&w=1200\" alt='Dragon Slayer, Xanadu, Riglas, and Hydlide' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Dragon Slayer, Xanadu, Riglas, and Hydlide<\/figcaption><\/figure>\n<h2>Xanadu Changes the Conversation<\/h2>\n<p>\u0417\u0430\u0442\u0435\u043c \u043d\u0430\u0441\u0442\u0443\u043f\u0438\u043b <em><a href=\"https:\/\/www.amazon.com\/s?k=Xanadu+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">\u041a\u0441\u0430\u043d\u0430\u0434\u0443<\/a><\/em> in 1985, and Kiya\u2019s ambition became much clearer. He believed earlier games had not yet fully understood what games could be. <em>\u041a\u0441\u0430\u043d\u0430\u0434\u0443<\/em> pushed movement, disk usage, and the sheer number of characters much further than many players expected.<\/p>\n<blockquote><p>\n  \u201cUp until then the way disks were used was just wrong; people were also still using cassette tapes! I wanted to show: this is how disks should be used, this is how much better the hardware is.\u201d<br \/>\n  \u2014 Yoshio Kiya\n<\/p><\/blockquote>\n<p>His point wasn\u2019t only technical. He wanted movement itself to become part of the fun, even though building games with extensive movement was difficult. <em><a href=\"https:\/\/www.amazon.com\/s?k=Xanadu+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">\u041a\u0441\u0430\u043d\u0430\u0434\u0443<\/a><\/em> also surprised players with its variety of characters, encouraging Falcom to think on a larger scale afterward.<\/p>\n<p>I\u2019ll admit that my first instinct is to picture <em>\u041a\u0441\u0430\u043d\u0430\u0434\u0443<\/em> as merely another early fantasy RPG, important mainly because of its reputation. Looking closer changes that impression. Its significance came from the way it treated the computer as something to exploit rather than politely accommodate. The game was asking what the hardware could do, then making that challenge visible to the player.<\/p>\n<h2>Books, Movies, and Imaginary Worlds<\/h2>\n<p>Naito\u2019s ideas grew from a different mixture of influences. He drew from <em>Advanced Dungeons &#038; Dragons<\/em>, Western fairy-tale illustrations, and his own interpretation of what role-playing games could be. He also loved <em>\u0417\u0432\u0435\u0437\u0434\u043d\u044b\u0435 \u0412\u043e\u0439\u043d\u044b<\/em>, which left a visible mark on his sequel to <em>Hydlide<\/em>.<\/p>\n<p>That game included a \u201cForce\u201d bar, Jedi-inspired training, and black crystals that prevented health regeneration, suggesting the corrupting pull of the Dark Side. Naito\u2019s affection for the films was especially strong when he remembered the X-Wing sequence in which the ship\u2019s wings open. It was the sort of cinematic moment that could lodge permanently in a designer\u2019s imagination.<\/p>\n<p>Kiya and Falcom were also influenced by Albert Manguel\u2019s <em>Dictionary of Imaginary Places<\/em>, a collection of medieval European stories and invented lands. The developers would decide what kind of game they wanted to make, then flip through the book for ideas and select a story almost arbitrarily.<\/p>\n<p>That single volume helped shape the fantasy atmosphere of Falcom\u2019s games and even influenced the creation of the <em>Ys<\/em> \u0441\u0435\u0440\u0438\u044f.<\/p>\n<figure style=\"text-align: center;\">\n  <img decoding=\"async\" src=\"https:\/\/eqobpdqkx9u.exactdn.com\/wp-content\/uploads\/2026\/11\/34879-dictionary-of-imaginary-places.300x-1793905132.jpg?strip=all&sharp=1&w=1200\" alt='Dictionary of Imaginary Places' style=\"min-width: 480px; width: auto; height: auto; display: block; margin: 0 auto;\"><figcaption style=\"text-align: center; padding-top: 10px; color: grey;\">Dictionary of Imaginary Places<\/figcaption><\/figure>\n<h2>Riglas and the Arrival of Zelda<\/h2>\n<p>The stream of Zelda-like games continued into 1986. Kazurou Morita\u2019s <em><a href=\"https:\/\/www.amazon.com\/s?k=Riglas+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Riglas<\/a><\/em> appeared in January, offering full-color visuals and horizontal scrolling. One month later, <em>\u041b\u0435\u0433\u0435\u043d\u0434\u0430 \u043e \u0417\u0435\u043b\u044c\u0434\u0435<\/em> arrived and made the entire discussion feel newly complicated.<\/p>\n<p>In a way, the release ended the game of chasing precedents. Once Nintendo presented exploration, combat, secrets, and accessibility in such a cohesive package, earlier experiments became easier to understand. They were no longer isolated oddities; they were steps toward a design language that had finally become legible.<\/p>\n<p>That doesn\u2019t mean the earlier games were all easy to play today. Some are awkward, obscure, or downright punishing. I\u2019m not entirely certain every title mentioned here deserves the action-adventure label, either. The boundaries remain blurry, especially when scrolling action games and role-playing systems overlap.<\/p>\n<p>Still, that roughness is valuable. These games show designers testing possibilities without a finished rulebook. Their strange enemies, sudden mechanics, and unconventional structures are the fingerprints of a medium still learning how to speak.<\/p>\n<h2>\u0417\u0430\u043a\u043b\u044e\u0447\u0435\u043d\u0438\u0435<\/h2>\n<p>The greatest achievement of the original <em>\u0417\u0435\u043b\u044c\u0434\u0430<\/em> wasn\u2019t inventing every ingredient from scratch. It was arranging familiar and experimental ideas into something inviting without sanding away the challenge. <em>Dragon Slayer<\/em>, <em>Hydlide<\/em>, <em><a href=\"https:\/\/www.amazon.com\/s?k=Courageous+Perseus+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Courageous Perseus<\/a><\/em>, <em><a href=\"https:\/\/www.amazon.com\/s?k=Xanadu+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">\u041a\u0441\u0430\u043d\u0430\u0434\u0443<\/a><\/em>, <em><a href=\"https:\/\/www.amazon.com\/s?k=Riglas+video+game&#038;tag=console-classics-20&#038;language=en_US&#038;ref=nosim\" target=\"_blank\" rel=\"nofollow sponsored noopener\">Riglas<\/a><\/em>, and their peers helped prepare the ground, even when their designs wandered into wonderfully odd territory.<\/p>\n<p>Which pre-<em>\u0417\u0435\u043b\u044c\u0434\u0430<\/em> action adventure would you most like to play today: the mysterious <em>Courageous Perseus<\/em>, the ambitious <em>\u041a\u0441\u0430\u043d\u0430\u0434\u0443<\/em>, or the chaotic curiosity of <em>Panorama-Toh<\/em>?<\/p>\n<h2>\u0427\u0410\u0421\u0422\u041e \u0417\u0410\u0414\u0410\u0412\u0410\u0415\u041c\u042b\u0415 \u0412\u041e\u041f\u0420\u041e\u0421\u042b<\/h2>\n<ul>\n<li><strong>What game came before The Legend of Zelda?<\/strong><br \/>Several Japanese computer and arcade games predated it, including <em>Dragon Slayer<\/em>, <em>Hydlide<\/em>, <em>The Tower of Druaga<\/em>, <em>Courageous Perseus<\/em>, \u0438 <em>Riglas<\/em>. None matches <em>\u0417\u0435\u043b\u044c\u0434\u0430<\/em> perfectly, but each shares some of its action, fantasy, or exploration ideas.<\/li>\n<li><strong>What was Panorama-Toh?<\/strong><br \/><em>Panorama-Toh<\/em> was a 1983 Falcom game created by Yoshio Kiya. It combined first-person dungeon sections, shopkeepers, and real-time overworld battles involving unusual enemies such as lions, tanks, and Nessie.<\/li>\n<li><strong>Why was Hydlide important?<\/strong><br \/><em>Hydlide<\/em> blended direct action with role-playing elements. Its commercial success, including one million sales for its console version, helped prove that real-time fantasy adventures could reach a large audience.<\/li>\n<li><strong>How did Xanadu influence Japanese computer games?<\/strong><br \/><em>\u041a\u0441\u0430\u043d\u0430\u0434\u0443<\/em> pushed movement, disk usage, and character variety further than many earlier computer games. Yoshio Kiya viewed it as part of a turning point when developers began to understand the possibilities of game design more clearly.<\/li>\n<li><strong>What influenced early Japanese action adventures?<\/strong><br \/>Developers drew from arcade games, computer RPGs, tabletop fantasy, Western fairy-tale illustrations, science-fiction films, and books such as Albert Manguel\u2019s <em>Dictionary of Imaginary Places<\/em>.<\/li>\n<\/ul>\n<p>Want more deep dives into overlooked console and computer classics? <a href=\"https:\/\/t.me\/console_classics\">\u041f\u043e\u0434\u043f\u0438\u0441\u0430\u0442\u044c\u0441\u044f \u043d\u0430 \u0440\u0430\u0441\u0441\u044b\u043b\u043a\u0443<\/a> for new retro-gaming stories delivered regularly.<\/p>\n<p><aside class=\"affiliate-marker-disclosure\">*\u042d\u0442\u043e\u0442 \u043f\u043e\u0441\u0442 \u043c\u043e\u0436\u0435\u0442 \u0441\u043e\u0434\u0435\u0440\u0436\u0430\u0442\u044c \u043f\u0430\u0440\u0442\u043d\u0435\u0440\u0441\u043a\u0438\u0435 \u0441\u0441\u044b\u043b\u043a\u0438, \u0442\u043e \u0435\u0441\u0442\u044c \u043c\u044b \u043f\u043e\u043b\u0443\u0447\u0430\u0435\u043c \u043a\u043e\u043c\u0438\u0441\u0441\u0438\u043e\u043d\u043d\u044b\u0435, \u0435\u0441\u043b\u0438 \u0432\u044b \u0441\u043e\u0432\u0435\u0440\u0448\u0430\u0435\u0442\u0435 \u043f\u043e\u043a\u0443\u043f\u043a\u0443 \u043f\u043e \u044d\u0442\u0438\u043c \u0441\u0441\u044b\u043b\u043a\u0430\u043c, \u0431\u0435\u0437 \u043a\u0430\u043a\u0438\u0445-\u043b\u0438\u0431\u043e \u0434\u043e\u043f\u043e\u043b\u043d\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u0445 \u0437\u0430\u0442\u0440\u0430\u0442 \u0434\u043b\u044f \u0432\u0430\u0441.<\/aside><\/p>","protected":false},"excerpt":{"rendered":"Explore the Japanese action adventures that came before Zelda, from Panorama-Toh and Hydlide to Dragon Slayer, Xanadu, Riglas, and Courageous Perseus.","protected":false},"author":1,"featured_media":34891,"comment_status":"open","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"ilj_linkdefinition":["Retro Gaming","Action Adventure","Game History"],"csco_display_header_overlay":false,"csco_singular_sidebar":"","csco_page_header_type":"","footnotes":""},"categories":[134],"tags":[1825,1984,174],"class_list":["post-34879","post","type-post","status-publish","format-standard","has-post-thumbnail","category-retrogaming","tag-actionadventure","tag-gamehistory","tag-retrogaming","cs-entry"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO Pro 5.0.5 - 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