Can anybody think of any Achievement/Trophy style systems in games before Achievements/Trophies were actually a thing?
The earliest I can think of is the Skill Point system in the Ratchet & Clank series (2002) but I'm sure there's earlier.
It depends where you draw the line, but I would probably argue that the scoring system in early text adventures is along similar lines - at least for those where it wasn't just a case of "You will get all the points if you finish the game". There's certainly a number of games with multiple solutions to puzzles with different scores for each; for instance, Wishbringer (an Infocom title) had as a central mechanic the titular Wishbringer, a magical stone with the ability to grant certain wishes, and the major puzzles had both a solution that used the wishing stone and one that did not; for maximum points you'd have to complete the game without wishing.
The original Adventure has been adapted and expanded very frequently to the extent that a particular version is generally identified by the number of points available in it, with Adventure-350 usually regarded as the canonical one; even right back then, there's a lot of actions that score points without progressing towards the 'win' state - and conversely, things you want to avoid that will prevent you from getting the perfect score. All you need to do to enter the endgame is
find all the treasures, but for one thing, to maximise your score you also need to ferry all those treasures back to base, often with their own puzzles; For instance, one of the game's treasures - a ming vase - is highly fragile, you need to keep it intact to maximise your score. You also lose points permanently if you die and are resurrected, so a perfect playthrough keeps you alive. One of the treasures is a collection of coins, but if you're careless with lamp power you might need them to buy a battery, again reducing your overall score.
And then if you do everything perfectly, you'll have a fine total of... 349 points. Out of 350. And so the Last Lousy Point, one of the
crueller traditions of early text adventures, also rears its ugly head. It's usually done by doing an action that may not be particularly well-clued; in the case of Adventure, you get it by dropping a certain item in a certain location - which
is clued, but not terribly logical as to why that's a point-scoring thing. Oh, yeah, and for good measure, there's one other thing: That location is really hard to get
out of. You can get a hint to do so... at the cost of some points!
I would argue, I think, that these things are in the same
spirit as achievements. They introduce extra challenges (in the case of getting the treasures back to base), reward economical play (In the case of not running the lamp down so you need the batteries) and careful play (In the case of not dying)... and then there's one that's just wildly absurd and silly to irritate completionists.
For me, that's near enough.