The Sentinel
1988
Real-Time Strategy/Puzzle Solving
Amiga, Amstrad CPC, Atari ST, Commodore 64, DOS, ZX Spectrum
MobyGames describes it better than I want to take to time to.
The game plays out on a 3D landscape with hills and valleys made up of several levels. At the highest vantage point stands The Sentinel, a statue-like being with an energy draining stare, you begin at the lowest. "Energy" plays an important role, there's a constant amount in the game world and each object is worth a certain number of units - including you.
The object of the each level is to absorb The Sentinel and Hyperspace to the next from his vantage point.
The Sentinel scans further round the landscape every few seconds - if you're caught in his gaze, or rather the square you are standing on can be seen, you'll have about 5 seconds to teleport to another location (or hit a key to teleport to a random location - which will never be higher, and may be lower than your current level) before the Sentinel begins absorbing your energy, when it reaches zero you will be destroyed. To travel a "robot hull" must be created on a visible square then teleported to, making sure you absorb your old hull to avoid losing energy. Boulders and trees can also be created, trees to block The Sentinels view and boulders can be stacked to gain higher ground.
There are a few other elements to the game - on later levels there will be other Sentries positioned around the landscape. If only part of you can be seen i.e. not the square your standing on a nearby tree can be changed into a "Meanie" to which will ultimately force you to teleport. There are 9999 levels in the game but the next level number is based on the current level + how much energy you have remaining.
Sentinel Returns
1998
Real-Time Strategy/Puzzle Solving
Windows, Playstation
Good remake of The Sentinel. High learning curve, very addicting though.
Final Lap Twin
1990
F-1 Racing RPG
TurboGrafx-16
You take on the role of a boy who roams from town to town challenging other racers with the ultimate goal of becoming the
WORLD CHAMPION F-1 RACER BOY. You upgrade your car, challenge other punk racers, and try not to cry out in actual pain when your F-1 car goes off the track at the end of a race. I used to wish my life was actually like this game, especially with that Sloppy Sue racing girl, oh man...
It Came from the Desert
1992
FMV Action/Adventure
Amiga, DOS, TurboGrafx CD
This is a prime Cinemaware game, the action sequences are just superb, so grainy that you can barely make things out, but superb. You investigate a mysterious meteor that landed, fight giant ants and your own apathetic lustings for a grainy waitress, and ponder the philosophical question "Do I shoot the ants off of these people laying around on the ground, or do I let the ants eat them to see the bloody animations?".
Oh Cinemaware, we hardly knew ye.
HAWT!@#
Dad?...
Demon Attack
1982
Shooter
Atari 2600, Commodore 64, Intellivision, TRS-80, VIC-20
Great shooter, I still love to play this game. The movements of the attacking demons was fantastic, very random and jerky, it makes for great gameplay.
A Mind Forever Voyaging
1985
Cyberpunk Interactive Fiction
Apple ][, Amiga, Atari ST, Commodore 128, DOS
Fantastic experience. One of the best interactive fiction games ever, too bad sales didn't reflect this.
Below the Root
1984
Fantasy Adventure
Apple ][, Commodore 64
Based on "The Green Sky Triology" book series, was quite groundbreaking at the time. I spent so many hours playing this game...
The Faery Tale Adventure: Book I
1987
RPG
Amiga, Commodore 64, DOS, Genesis
At the time it was the largest game world ever created, around 17,000 screens worth. Playing this on the Amiga with its high quality graphics in 1987 was just amazing.