NES Games That Were Innovative and/or Ahead of Their Time
1983:
Mario Bros. (ARC/NES, 1983) - Platformer, Single Screen, 2-player vs.
-Momentum-based controls
-Hit enemies through platforms from below
Popeye no Eigo Asobi (NES, 1983) - Edutainment (learn English)
Donkey Kong Jr. Math (NES, 1983) - Edutainment (learn basic math)
1984:
Excitebike (NES, 1984) - Motorbike Racing (against the clock), Tilted side view
-Track editor (w/ saving in JP ver. - requires the Famicom Data Recorder peripheral). Allowed players to place different obstacles, ramps, terrain and cooling tiles - 19 different objects in total
-Solo and vs. CPU modes
-Overheating mechanic and "healing" zones (temperature bar in the GUI, your bike becomes temporarily immobilized when overheating, driving over an arrow on the course reduces the temperature)
-Jumps via ramps (these make you go faster while in mid-air) and bumps/hills
-Controllable trajectory (rotates the bike in mid-air (landing poorly causes a crash and so does moving into opponents - you have to mash A to make your biker run back to their bike) and lets you perform wheelies on the ground)
Urban Champion (NES/ARC, 1984) - Fighting, 2-player vs
-Can make your opponent get dizzy by hitting them over and over
-High and mid attacks
-High and low powered/strong and weak attacks
-Evading and blocking
-Stage hazards
Duck Hunt (NES, 1984) - Light Gun Shooter;
Nuts & Milk (JP PCs, 1983/X1/NES, 1984) - Puzzle Platformer, Single Screen
-The Famicom version can save user-generated content to cassette tape with the Famicom Data Recorder.
Wild Gunman (NES, 1984) - Gallery Shooter/Light Gun Shooter, FP view
-Impressive graphics for the time (multiple locales and up to three large, fairly detailed and fairly well animated sprites at once in one mode)
Excitebike (NES, 1984) - Motorbike Racing (against the clock), Tilted side view
-Track editor (w/ saving in JP ver. - requires the Famicom Data Recorder peripheral). Allowed players to place different obstacles, ramps, terrain and cooling tiles - 19 different objects in total
-Solo and vs. CPU modes
-Overheating mechanic and "healing" zones (temperature bar in the GUI, your bike becomes temporarily immobilized when overheating, driving over an arrow on the course reduces the temperature)
-Jumps via ramps (these make you go faster while in mid-air) and bumps/hills
-Controllable trajectory (rotates the bike in mid-air (landing poorly causes a crash and so does moving into opponents - you have to mash A to make your biker run back to their bike) and lets you perform wheelies on the ground)
Urban Champion (NES/ARC, 1984) - Fighting, 2-player vs
-Can make your opponent get dizzy by hitting them over and over
-High and mid attacks
-High and low powered/strong and weak attacks
-Evading and blocking
-Stage hazards
Duck Hunt (NES, 1984) - Light Gun Shooter;
Nuts & Milk (JP PCs, 1983/X1/NES, 1984) - Puzzle Platformer, Single Screen
-The Famicom version can save user-generated content to cassette tape with the Famicom Data Recorder.
Wild Gunman (NES, 1984) - Gallery Shooter/Light Gun Shooter, FP view
-Impressive graphics for the time (multiple locales and up to three large, fairly detailed and fairly well animated sprites at once in one mode)
1985:
Super Mario Bros. (NES, 1985) - Hop 'n Bop Platformer
-Hidden paths and bonus levels/rooms
-Warps
-Unique boss levels
-Big/small mario dynamic (big mario can crush brick blocks from below and turns small when hit, small mario can walk/run in single tile/block high spaces and dies when hit)
-Partially destructible environment
-Bounce off of enemies
-Momentum-based controls (Mario Bros.)
-Temporarily displays points gained from beaten enemies (later used for exp and damage values respectively in Zelda II and FF3 - the latter became a standard for JRPGs)
-Great tutorialization (teaching the player through the level design rather than text or voice instruction) for the time - Montezuma's Revenge is another good earlier example
-Fairly unique risk/reward mechanic in the kicking of koopa shells (chase them as they hit enemies for additional points and eventually 1-ups, but at the rising risk of them bouncing back into you and you having a more difficult time reacting to it)
Battle City and Twinbee - Top Down Maze Shooter
-Vs. and co-op modes
Binary Land (MSX, 1984/NES, 1985) - Action Puzzle/Maze
-Control mechanic used as a metaphor for a bond between people (later used in Brothers)
Flappy (X1, 1983/FM-7/MSX, 1984/NES, 1985) - Action Puzzle, TD/SV Hybrid gameplay
-Boulder Dash probably gets some of its physics from here (or Dig Dug inspired both)
Star Luster (ARC/NES, 1985/X68K, 1994) - ? Space Combat Sim, FP View
-Regenerating health
The Tower of Druaga (ARC, 1984/NES, 1985/MSX, 1986/GB, 1990) - Maze Action w/ some AA/ARPG elements (level-based), TD View
-Block magic attacks with the shield and put out fire magic (sorcerer enemies) with the sword
-Random starting locations
-Hidden treasure
-Need to find a magic rod during the game to make the final boss appear (if you don't you are teleported to a previous floor/level)
-Druid/druid ghosts/blue slime enemies can break walls
-Can choose to sheathe or draw your sword and one enemy type can't kill you if it's not drawn (ropers)
-Bump into enemies-style combat (a similar system was used later in the Ys games)
Bomberman (Multi, 1983/NES, 1985) - Maze Action, TD view
-Breakable walls
-Music changes a bit when picking up a power up (adds a basic melody/harmony)
-Rate of fire, movement speed, remote control/detonator, fire pass (immune to own bombs), wall pass (walk through breakable walls), bomb pass and invincibility power ups
-Invincibility music (SMB?)
-Bombs - Warp & Warp
-Randomized levels (multiple seeds)
Super Mario Bros. (NES, 1985) - Hop 'n Bop Platformer
-Hidden paths and bonus levels/rooms
-Warps
-Unique boss levels
-Big/small mario dynamic (big mario can crush brick blocks from below and turns small when hit, small mario can walk/run in single tile/block high spaces and dies when hit)
-Partially destructible environment
-Bounce off of enemies
-Momentum-based controls (Mario Bros.)
-Temporarily displays points gained from beaten enemies (later used for exp and damage values respectively in Zelda II and FF3 - the latter became a standard for JRPGs)
-Great tutorialization (teaching the player through the level design rather than text or voice instruction) for the time - Montezuma's Revenge is another good earlier example
-Fairly unique risk/reward mechanic in the kicking of koopa shells (chase them as they hit enemies for additional points and eventually 1-ups, but at the rising risk of them bouncing back into you and you having a more difficult time reacting to it)
Battle City and Twinbee - Top Down Maze Shooter
-Vs. and co-op modes
Binary Land (MSX, 1984/NES, 1985) - Action Puzzle/Maze
-Control mechanic used as a metaphor for a bond between people (later used in Brothers)
Flappy (X1, 1983/FM-7/MSX, 1984/NES, 1985) - Action Puzzle, TD/SV Hybrid gameplay
-Boulder Dash probably gets some of its physics from here (or Dig Dug inspired both)
Star Luster (ARC/NES, 1985/X68K, 1994) - ? Space Combat Sim, FP View
-Regenerating health
The Tower of Druaga (ARC, 1984/NES, 1985/MSX, 1986/GB, 1990) - Maze Action w/ some AA/ARPG elements (level-based), TD View
-Block magic attacks with the shield and put out fire magic (sorcerer enemies) with the sword
-Random starting locations
-Hidden treasure
-Need to find a magic rod during the game to make the final boss appear (if you don't you are teleported to a previous floor/level)
-Druid/druid ghosts/blue slime enemies can break walls
-Can choose to sheathe or draw your sword and one enemy type can't kill you if it's not drawn (ropers)
-Bump into enemies-style combat (a similar system was used later in the Ys games)
Bomberman (Multi, 1983/NES, 1985) - Maze Action, TD view
-Breakable walls
-Music changes a bit when picking up a power up (adds a basic melody/harmony)
-Rate of fire, movement speed, remote control/detonator, fire pass (immune to own bombs), wall pass (walk through breakable walls), bomb pass and invincibility power ups
-Invincibility music (SMB?)
-Bombs - Warp & Warp
-Randomized levels (multiple seeds)
1986:
The Legend of Zelda (FDS, 1986/NES, 1987) - Action Adventure, Semi-Open World, Top down view
-Open-ended structure (can go to most screens of the overworld early on and do various dungeons in any order)
-Save feature (one of the first console games with battery save - 1987 on NES/1986 on famicom disk system; you also keep your collecting and dungeon progression progress after dying and continuing)
-Warps
-Equipment inventory
-Basic map systems (overworld: mini-map in the HUD which shows your location only; dungeons (has to be found in each): shows the layout on the mini-map, visited rooms and found exits on the pause screen as well as the triforce piece location after finding the compass on the mini-map)
-Shops and mini-games
-Hidden rooms
-Can block some projectiles
-Dark rooms
-Can bomb walls (lacking visual and audio clues)
-Some interesting new tools (boomerang - gun.smoke and mail order monsters, ladder and raft)
-Use your voice to kill a certain enemy (JP version)
-Unlockable second quest (different layouts, harder)
-7 unique bosses (one of which is an upgraded version of a previous one though)
-Partially inspired by Ultima and Black Onyx
-Clock power up (freezes/stops enemies until you leave the room; Rogue (1980), also in KiKi KaiKai from the same year)
-Large world for the time and genre (overworld is more than twice as big as Hydlide 1's and bigger than Hydlide 2's)
-Audio cue when near a boss room - Dungeons of Daggorath, AD&D: Cloudy Mountain
Dragon Quest (NES, 1986/SNES, 1993) - (J)RPG, Open World (need to grind to do things out of order though), TD view exploration/FP view battles
-Basically a streamlined and simpler version of Ultima III/IV with better presentation
-Teleport out of dungeons and back to the previous save point (the first town on NES) with the zoom/return spell
-Mostly open ended/non-linear structure/near open world (you'll need to grind to do things out of order though): "You can go to most locations right away, with only a few locked behind doors. Once you reach Rimuldar, you can buy keys, at which point you can go anywhere in the world except for Charlock castle."
-HP regen gear
-Items that ward off encounters
-Alternate bad ending (sort of)
-In-game epilogue
-Terrain effect during exploration (damage tiles)
-Dark dungeons and torches+a glow/radiant spell that lets you see further around you (the torch lasts indefinitely but only lights up the tiles around your avatar)
-Two alternate endings (join the dragon lord, don't save the princess; otherwise can't make any story or dialogue choices)
-In-game epilogue
-One boss with multiple phases (final boss has two)
Metroid (FDS, 1986/NES, 1987) - Platform Adventure/Sidescrolling Action Adventure, Escape sequence
-Early foundations for the Platform Adventure/Metroidvania genre (persistent upgrades used to progress and to reach new segments of previously visited areas (ability gating, some are also multi-purpose such as the bombs, missiles and ice beam))
-Freeze enemies and use them as platforms w/ ice beam
-Partially destructible environment (Castle Wolfenstein, Pengo, Aztec, Zelda, Horace and the Spiders, SMB)
-Ball form (explore narrow paths, avoid some attacks)
-Sub weapon (missile)
-Bombs and bomb jumping (your own bombs don't hurt you - they only push you upwards slightly if still which can be used to reach higher in some spots, kinda clunky here)
-Female protagonist
-Weapon and HP upgrades
-Save feature (FDS or hacked NES ver.; doesn't save current HP and puts you back at the beginning when loading though)
-Platforming puzzles
-Sequence breaking (can beat the game without the ice beam and the high jump boots), Early Tourian w/ the ice beam
-Five somewhat different endings (these depend on how quickly you beat the game)
-No in-game map (a hack adds a mini-map)
-New game+ (suitless Samus mode where you retain your previous upgrades; Beat the game in under 2 hours then at the password screen press start)
Solomon's Key (ARC/NES, 1986) - Puzzle Platformer/Trapping aka Trap 'em up, Single Screen
-Early puzzle platformer
-Partially destructible and creatable environment (create and destroy blocks/platforms)
-Early trapping/trap 'em up
-Hidden levels
-Power ups that change form if you hit them
-Smart bombs, alternate endings depending on your performance
Kid Icarus (NES, 1986) - Action Platformer w/ RPG and Action Adventure elements (linear structure w/ maze dungeons for boss levels, exp point leveling system, some persistent items and upgrades), One horizontal shoot 'em up level
-Hybrid gameplay (dungeons are mazes, one auto-scrolling shoot 'em up-style level)
-Weapon upgrades
-Shops
-Dungeon maps
-Feather item (prevents you from falling into pits)
-Credit card item (buy for more than you can afford, rest is added to your debt and needs to be replaced before buying anything else), basic cpu allies (angel soldiers)
-Maps for boss levels/dungeons (can show your location and progress if you find the torch and pencil, respectively)
-Password save
Hydlide (PC-60/PC-88, 1984/MSX/PC-98, 1985/NES, 1986) - Open World ARPG (overworld & dungeons split, no NPCs), TD view
-One of the first ARPGs (along with Courageous Perseus and Dragon Slayer)
-Bump combat without positioning
-Health and magic slowly regenerates when standing still
-Quick save/load via passwords
-Switch between attack and defense modes/stances
-Game speed option (2x speed, NES only?)
-Partially destructible environment via magic
-Lamp item for seeing underground
-Single use auto revive item called “fake medicine” (needed for the final boss)
-Inspired by The Black Onyx and The Tower of Druaga
-Basic level scaling (the overworld is repopulated by stronger monsters once you hit a certain level)
-"“When I created Hydlide, I had never played any Western games at all. Back then, Japanese people didn’t have a defined sense of the RPG genre. I suspect the creators took the appearance of the RPG as a reference, and constructed new types of games according to their own sensibilities. I was inspired by Advanced Dungeons & Dragons and fairy illustrations in books from the West, and developed my own idiosyncratic view of the genre.” - Japansoft: An Oral History
Castlevania (NES, 1986) - Action Platformer
-Unlimited continues
-Pop culture references
-Sub weapons (Gradius?)
-Unique bosses for each level
-Varied OST (uniqe level themes up until after the cellar/mid level 4)
-Fairly early horror themed game (Hunt the Wumpus (1972))
-Main weapon upgrade power ups (Gradius) and rate of fire upgrade power ups for sub weapons (3 projectiles at once on screen) - these last until death
Gradius (1985 ARC port/NES, 1986) - Horizontal Shoot 'Em Up
-Unique upgrade system (pick from a table, each power up moves the selection to the right eventually looping to the first slot)
-Each level but one has a unique boss (most include a varation of a previous one though)
-Gun drones/multiples
Zanac (NES, 1986) - Vertical Shoot 'Em Up
-Changing AI depending on your skill
-Large weapon arsenal
-Intense action
-Ammo/time limit on weapons
-12 unique bosses (or 15 counting the variations on previous ones)
Spy vs. Spy (NES/C64, 1984) - 2-player vs. Trapping aka Trap 'em up/Collectathon/Action (split-screen), Multi-Screen Maze (steal the 5 randomly hidden items (a briefcase, a passport, secret plans, traveler's cheques and a key) and escape), Time limit (each death removes 30 seconds from a player's time)
-Traps can be hidden in furniture and placed on top of doors (5 traps: bombs or steel springs that can be hidden, spring guns can be built, acid canisters can be put on the top edge of the door or a time bomb can be laid down which explodes in 15 seconds)
-Can disarm traps using equipment in the rooms (for every trap besides the time bomb there is also a remedy: umbrella against the acid, pliers against the steel spring, etc.)
-Can steal the other player's briefcase full of quest items
-Slapstick comedy (various cartoony death animations)
-Fairly advanced enemy AI for the time (the game is designed for multiplayer though)
-A player can accidentally trigger their own traps
-Comic book license (MAD magazine)
-Pretty detailed options/game customization: Level size, number of traps to find and AI difficulty, whether or not the airport is hidden and the time limit can be set before gameplay begins
Nazo no Murasame Jou (NES, 1986) - Maze Action
-Context sensitive melee attack
-Terrain effect (shallow water)
-Some interesting enemy AI
-Bosses sometimes appear before the end of a level (like in Shinobi)
-Block weaker enemy projectiles
Space Hunter (NES, 1986) - Action Adventure/Platform Adventure (hub map w/ free movement but no other interactivity, flight-based movement), Side view and top down view hybrid (similar to Blaster Master)
-Early game in the genre
-Jetpack
-Basic sub area/planet maps (shows your location, the basic layout and where there are buildings but no topography or where the bosses are) - no top down view maps but those rooms are one screen only anway
-Can leave a planet/level at any point to go to another one
-Password save on any screen
-Can escape boss fights (later used in Ys)
-Bomb walls to reveal hidden rooms (Zelda)
-Sub weapons (sometimes needed to beat bosses), item inventory, escape sequence after each boss (Xain'd Sleena, Metroid), female protagonist, you never lose your weapons or items and you're just sent back to the hub map after dying
-Swimming on one planet (SMB)
-Partially non-linear structure (gained sub weapons are sometimes needed to damage bosses, seventh planet appears after beating the first six)
-Power requirement for some weapons (power also works like ammo for all found weapons)
-The fins found on the red planet are needed to traverse beneath the surface on the water planet
Milon's Secret Castle (NES, 1986) - Platform Adventure (hub area, partially non-linear structure (can choose between 2+ (4 on the second and 7 on the third floor) levels/sub areas at a time in the overworld/outside the castle), maze levels, shops - buy items and healing (can also get clues for free though they tend to suck)), Hidden bonus levels
-Some interesting items (hover jump with the blimp item, transform into mini Milon (use medicine then get hit by the boxing glove) to reach new areas, use a lamp to see in dark rooms, make invisible blocks visible with the paint)
-Rate of fire (Contra?)+projectile size+attack range upgrades (lvl 3 projectiles also keep going after destroing something)
-Lifebar and attack power upgrades
-Temporary shields - Gradius?
-8 bosses but 3 of them are variations on a previous one and most of them behave very similarly (they're also quite similar to SMB1's bosses)
-No continues without a code (and you need to beat the first boss first to be able to use it)
-No save or password save
-No area maps (the NES manual shows a basic exterior map and names the first few rooms)
-Can replay beaten levels
-Weather mechanic with an effect on gameplay outside the castle (lightning storms)
-Temporary rate of fire upgrade (umbrella item) - lose one upgrade when hit enough?
-Some decent platforming puzzles
-Quick "exit sub area" item (balloon) - however you can't put it in your inventory for later use and you can only find one in the well
Ghostbusters (1984 port, NES) - Early RTT/trapping/sandbox game
-Map out your route before traveling in a top down racing segment
-Pick between four different cars with different properties
-Some features not in the SMS ver.: managing your gas, being able to sell items, more involved trapping of ghosts
Castle Excellent/Castlequest (MSX/NES, 1986) - Proto-Platform Adventure/Puzzle Platformer, Side view
-Temporary scuba gear lets you move through water
-Platforming and physics puzzles
-Basic mini-map (shows the world layout and which rooms you've visited)
-Color coded keys and doors
-No save feature?
-NES ver.: More linear and you don't need to save every key
Ghosts 'n Goblins (1985 ARC port, NES) - Action Platformer, Side view
-Fairly early horror themed game
-Unlimited continues
-Semi-random enemy spawning points
-7 unique boss fights (one for each level) although three of them are varations on a previous one
Madoola no Tsubasa/Wing of Madoola (NES, 1986) - Exploration-based Action Platformer (level-based without backtracking to previous levels) w/ minor RPG elements
-Upgradeable HP/MP/gear
-Item/gear inventory
-Can find fountains that restore health
-Temporary shield power up/spell
-Some optional bosses?
-Some fairly large sprites
Trojan (ARC/NES, 1986) - Hack 'n Slash/Action Platformer, Side View
-High and low attacks plus manual blocking
-Improved balance overall
-8 unique bosses (1 more than in the arcade ver.)
-5-way blocking with the shield
-High jump boots (temporary power up)
TwinBee (ARC, 1985/NES, 1986) - Vertical Shooter, 2-player co-op?
-Bell mechanic
-Cutesy (Sky Skipper)
-Each level has a unique boss (5 in total, after that the game loops)
Valkyrie no Bouken: Toki no Kagi Densetsu (NES, 1986) - ARPG (similar to Dragon Slayer 1 and Zelda 1), TD View
-Female protagonist
-Day/night cycle
-Whale mount (can call it or dismount at certain points near water)
-Password save
-No maps?
Adian no Tsue (FDS, 1986) - Action Adventure/Zelda 1-like (no exp point leveling, dungeons only), TD view
-Math problems (includes a Game B/Stepping mode which is a math quiz marathon)
-Shops
-Linear (no backtracking to previous floors?)
-Gear and item gating for bosses
-One ability gate in a weapon or item that lets you destroy blocks?
-No maps, No save or password save?
Super Mario Bros.: The Lost Levels/Super Mario Bros. 2 (NES, 1986) - Hop 'n Bop Platformer
-Negative power ups/power downs
-Weather effects that affect gameplay (wind)
-Super springs
-Some advanced enemy AI
-Two different player chars with different stats (Luigi jumps further, breaks slower and swims faster)
Knight Lore (PCs, 1984/FDS (NES), 1986) - Isometric Maze Platformer/Action Adventure, Collectathon element (14 items that you need to put in a cauldron in a certain order), Flip screen/multi-screen
-Day/night cycle
-Werewolf transformation (turn into one at night, some monsters only attack you in this form but otherwise gameplay is the same)
-Puzzles reset by re-entering rooms
-Block pushing and carrying (move objects to reach some items)
-Persistent items (can be placed in any room and picked up later)
-Time limit (40 days)
-Randomized quest item and cauldron locations
-FDS/NES ver.: Broken up into nine stages consisting of eleven rooms each, Increases the number of items to find from eight to eleven, Eighty days instead of forty to complete the game, The ability to move objects in order to reach items was removed
Ganbare Goemon: Karakuri Douchuu (NES, 1986) - Run 'n Gun/Platformer w/ AA elements (maze-like levels, towns w/ shops (food, passes, four kinds of armor, candles, hourglass - extends timer), inns, FP view mazes, inventory items such as the hidden scrolls (upgrades your lifebar)), Collectathon (three passes per level to be able to open the exit), Tilted View
-Diagonal movement and jumps
-Revival item (lunchbox) - Hydlide
-Three levels of temporary movement speed+jump distance upgrades (shoes)
-Background doors/paths (later used in The Goonies, Wonder Boy in Monster Land, Zelda II, etc)
-Some friendly NPCs (women who reward you with money if collected!)
-Hidden underground segments (SMB, Zelda) - have to jump in a random spot for the stairs to appear (or buy the candle to see it however it will run out after a while and can't be bought later on)
-Mini-map for the FP view mazes (have to find the maps in the mazes)
-Temporary invincibility item (SMB)
-Shows a hub map in-between levels (similar to Ghosts 'n Goblins)
-Gambling mini-game
MSX ver.: Added co-op
Takeshi's Challenge (NES, 1986) - Proto-Platform Adventure/Open World Platformer/Masocore (Kaizo) Platformer
-Can beat up/kill NPCs and even your own family
Atlantis No Nazo (Mystery of Atlantis)(NES, 1986) - Maze Platformer/Proto-PA (partially non-linear (multiple level exits, some doors warp you several levels ahead - SMB, can't tell which door leads where)), Time limit in each level (clock power up - slows down timer)
-One hit deaths and death pits (some pits warp you to hidden levels - finding them is a matter of trial & error)
-Some permanent abilities can be gained however they are optional (shoes which let you stand on clouds, bulb - see in the dark briefly after using a bomb, S/Super Bomb - smart bomb, mic - lets you speak into the 2nd famicom controller's mic to freeze enemies, star=permanent invincibility (!) besides from your own bombs and pits)
-Can open doors and make hidden doors appear with bombs but not break walls or other obstacles
-Your own bombs can kill you
-No continues or save feature (100 levels in total though it's unlikely you'll visit all of them)
-No map feature
Deadly Towers (NES, 1986) - ARPG, Tilted View
-Diagonal movement (but not attacks)
-Shops (gear for AP and DP upgrades, items)
-Non-linear
-Password save
-Random warp spell (within a dungeon), Warp to the beginning spell, Warp to the holy flame screen spell (where you can use bells to restore HP), Warp to dungeon exit spell
-Freeze enemies spell and item (temporary)
-HP upgrades (circle hearts)
-Temporary buff items (necklaces)
-Movement speed upgrade (boots) - only works for diagonals for some reason
-No map (there are two spells that're supposed to help a bit in dungeons but they're not that useful)
Terra Cresta (NES, 1986)
-"It's a game where you add ship parts during gameplay and use different specials depending on the parts you've acquired. After getting all of them and turning your ship into a phoenix, in the next special, the parts diassemble around your ship, and this works according to what you've customized on the Design Mode at the title screen. On this Design Mode you can decide the exact position each part gets relative to your ship, and their firing direction." - lordjer
-Remastered OST in the 1990 US ver.
King Kong 2: Ikari no Megaton Punch (NES, 1986) - Maze Action/Shooter, TD view
-Upgradeable life bar and ammo capacity, Upgradeable thrown rock strength
-Hidden doors leading to other areas/worlds - SMB1, Gauntlet?, Below the Root
-Movement speed upgrade (lose after death, pretty fast paced when fully upgraded)
-Partially destructible environment (can stomp destructible tiles to destroy them)
-Pretty good jump control in a TD view game
-Sub weapon (rocks)
-Gorilla avatar
-Smart bombs (trigger on touch though and they're rare)
The Legend of Zelda (FDS, 1986/NES, 1987) - Action Adventure, Semi-Open World, Top down view
-Open-ended structure (can go to most screens of the overworld early on and do various dungeons in any order)
-Save feature (one of the first console games with battery save - 1987 on NES/1986 on famicom disk system; you also keep your collecting and dungeon progression progress after dying and continuing)
-Warps
-Equipment inventory
-Basic map systems (overworld: mini-map in the HUD which shows your location only; dungeons (has to be found in each): shows the layout on the mini-map, visited rooms and found exits on the pause screen as well as the triforce piece location after finding the compass on the mini-map)
-Shops and mini-games
-Hidden rooms
-Can block some projectiles
-Dark rooms
-Can bomb walls (lacking visual and audio clues)
-Some interesting new tools (boomerang - gun.smoke and mail order monsters, ladder and raft)
-Use your voice to kill a certain enemy (JP version)
-Unlockable second quest (different layouts, harder)
-7 unique bosses (one of which is an upgraded version of a previous one though)
-Partially inspired by Ultima and Black Onyx
-Clock power up (freezes/stops enemies until you leave the room; Rogue (1980), also in KiKi KaiKai from the same year)
-Large world for the time and genre (overworld is more than twice as big as Hydlide 1's and bigger than Hydlide 2's)
-Audio cue when near a boss room - Dungeons of Daggorath, AD&D: Cloudy Mountain
Dragon Quest (NES, 1986/SNES, 1993) - (J)RPG, Open World (need to grind to do things out of order though), TD view exploration/FP view battles
-Basically a streamlined and simpler version of Ultima III/IV with better presentation
-Teleport out of dungeons and back to the previous save point (the first town on NES) with the zoom/return spell
-Mostly open ended/non-linear structure/near open world (you'll need to grind to do things out of order though): "You can go to most locations right away, with only a few locked behind doors. Once you reach Rimuldar, you can buy keys, at which point you can go anywhere in the world except for Charlock castle."
-HP regen gear
-Items that ward off encounters
-Alternate bad ending (sort of)
-In-game epilogue
-Terrain effect during exploration (damage tiles)
-Dark dungeons and torches+a glow/radiant spell that lets you see further around you (the torch lasts indefinitely but only lights up the tiles around your avatar)
-Two alternate endings (join the dragon lord, don't save the princess; otherwise can't make any story or dialogue choices)
-In-game epilogue
-One boss with multiple phases (final boss has two)
Metroid (FDS, 1986/NES, 1987) - Platform Adventure/Sidescrolling Action Adventure, Escape sequence
-Early foundations for the Platform Adventure/Metroidvania genre (persistent upgrades used to progress and to reach new segments of previously visited areas (ability gating, some are also multi-purpose such as the bombs, missiles and ice beam))
-Freeze enemies and use them as platforms w/ ice beam
-Partially destructible environment (Castle Wolfenstein, Pengo, Aztec, Zelda, Horace and the Spiders, SMB)
-Ball form (explore narrow paths, avoid some attacks)
-Sub weapon (missile)
-Bombs and bomb jumping (your own bombs don't hurt you - they only push you upwards slightly if still which can be used to reach higher in some spots, kinda clunky here)
-Female protagonist
-Weapon and HP upgrades
-Save feature (FDS or hacked NES ver.; doesn't save current HP and puts you back at the beginning when loading though)
-Platforming puzzles
-Sequence breaking (can beat the game without the ice beam and the high jump boots), Early Tourian w/ the ice beam
-Five somewhat different endings (these depend on how quickly you beat the game)
-No in-game map (a hack adds a mini-map)
-New game+ (suitless Samus mode where you retain your previous upgrades; Beat the game in under 2 hours then at the password screen press start)
Solomon's Key (ARC/NES, 1986) - Puzzle Platformer/Trapping aka Trap 'em up, Single Screen
-Early puzzle platformer
-Partially destructible and creatable environment (create and destroy blocks/platforms)
-Early trapping/trap 'em up
-Hidden levels
-Power ups that change form if you hit them
-Smart bombs, alternate endings depending on your performance
Kid Icarus (NES, 1986) - Action Platformer w/ RPG and Action Adventure elements (linear structure w/ maze dungeons for boss levels, exp point leveling system, some persistent items and upgrades), One horizontal shoot 'em up level
-Hybrid gameplay (dungeons are mazes, one auto-scrolling shoot 'em up-style level)
-Weapon upgrades
-Shops
-Dungeon maps
-Feather item (prevents you from falling into pits)
-Credit card item (buy for more than you can afford, rest is added to your debt and needs to be replaced before buying anything else), basic cpu allies (angel soldiers)
-Maps for boss levels/dungeons (can show your location and progress if you find the torch and pencil, respectively)
-Password save
Hydlide (PC-60/PC-88, 1984/MSX/PC-98, 1985/NES, 1986) - Open World ARPG (overworld & dungeons split, no NPCs), TD view
-One of the first ARPGs (along with Courageous Perseus and Dragon Slayer)
-Bump combat without positioning
-Health and magic slowly regenerates when standing still
-Quick save/load via passwords
-Switch between attack and defense modes/stances
-Game speed option (2x speed, NES only?)
-Partially destructible environment via magic
-Lamp item for seeing underground
-Single use auto revive item called “fake medicine” (needed for the final boss)
-Inspired by The Black Onyx and The Tower of Druaga
-Basic level scaling (the overworld is repopulated by stronger monsters once you hit a certain level)
-"“When I created Hydlide, I had never played any Western games at all. Back then, Japanese people didn’t have a defined sense of the RPG genre. I suspect the creators took the appearance of the RPG as a reference, and constructed new types of games according to their own sensibilities. I was inspired by Advanced Dungeons & Dragons and fairy illustrations in books from the West, and developed my own idiosyncratic view of the genre.” - Japansoft: An Oral History
Castlevania (NES, 1986) - Action Platformer
-Unlimited continues
-Pop culture references
-Sub weapons (Gradius?)
-Unique bosses for each level
-Varied OST (uniqe level themes up until after the cellar/mid level 4)
-Fairly early horror themed game (Hunt the Wumpus (1972))
-Main weapon upgrade power ups (Gradius) and rate of fire upgrade power ups for sub weapons (3 projectiles at once on screen) - these last until death
Gradius (1985 ARC port/NES, 1986) - Horizontal Shoot 'Em Up
-Unique upgrade system (pick from a table, each power up moves the selection to the right eventually looping to the first slot)
-Each level but one has a unique boss (most include a varation of a previous one though)
-Gun drones/multiples
Zanac (NES, 1986) - Vertical Shoot 'Em Up
-Changing AI depending on your skill
-Large weapon arsenal
-Intense action
-Ammo/time limit on weapons
-12 unique bosses (or 15 counting the variations on previous ones)
Spy vs. Spy (NES/C64, 1984) - 2-player vs. Trapping aka Trap 'em up/Collectathon/Action (split-screen), Multi-Screen Maze (steal the 5 randomly hidden items (a briefcase, a passport, secret plans, traveler's cheques and a key) and escape), Time limit (each death removes 30 seconds from a player's time)
-Traps can be hidden in furniture and placed on top of doors (5 traps: bombs or steel springs that can be hidden, spring guns can be built, acid canisters can be put on the top edge of the door or a time bomb can be laid down which explodes in 15 seconds)
-Can disarm traps using equipment in the rooms (for every trap besides the time bomb there is also a remedy: umbrella against the acid, pliers against the steel spring, etc.)
-Can steal the other player's briefcase full of quest items
-Slapstick comedy (various cartoony death animations)
-Fairly advanced enemy AI for the time (the game is designed for multiplayer though)
-A player can accidentally trigger their own traps
-Comic book license (MAD magazine)
-Pretty detailed options/game customization: Level size, number of traps to find and AI difficulty, whether or not the airport is hidden and the time limit can be set before gameplay begins
Nazo no Murasame Jou (NES, 1986) - Maze Action
-Context sensitive melee attack
-Terrain effect (shallow water)
-Some interesting enemy AI
-Bosses sometimes appear before the end of a level (like in Shinobi)
-Block weaker enemy projectiles
Space Hunter (NES, 1986) - Action Adventure/Platform Adventure (hub map w/ free movement but no other interactivity, flight-based movement), Side view and top down view hybrid (similar to Blaster Master)
-Early game in the genre
-Jetpack
-Basic sub area/planet maps (shows your location, the basic layout and where there are buildings but no topography or where the bosses are) - no top down view maps but those rooms are one screen only anway
-Can leave a planet/level at any point to go to another one
-Password save on any screen
-Can escape boss fights (later used in Ys)
-Bomb walls to reveal hidden rooms (Zelda)
-Sub weapons (sometimes needed to beat bosses), item inventory, escape sequence after each boss (Xain'd Sleena, Metroid), female protagonist, you never lose your weapons or items and you're just sent back to the hub map after dying
-Swimming on one planet (SMB)
-Partially non-linear structure (gained sub weapons are sometimes needed to damage bosses, seventh planet appears after beating the first six)
-Power requirement for some weapons (power also works like ammo for all found weapons)
-The fins found on the red planet are needed to traverse beneath the surface on the water planet
Milon's Secret Castle (NES, 1986) - Platform Adventure (hub area, partially non-linear structure (can choose between 2+ (4 on the second and 7 on the third floor) levels/sub areas at a time in the overworld/outside the castle), maze levels, shops - buy items and healing (can also get clues for free though they tend to suck)), Hidden bonus levels
-Some interesting items (hover jump with the blimp item, transform into mini Milon (use medicine then get hit by the boxing glove) to reach new areas, use a lamp to see in dark rooms, make invisible blocks visible with the paint)
-Rate of fire (Contra?)+projectile size+attack range upgrades (lvl 3 projectiles also keep going after destroing something)
-Lifebar and attack power upgrades
-Temporary shields - Gradius?
-8 bosses but 3 of them are variations on a previous one and most of them behave very similarly (they're also quite similar to SMB1's bosses)
-No continues without a code (and you need to beat the first boss first to be able to use it)
-No save or password save
-No area maps (the NES manual shows a basic exterior map and names the first few rooms)
-Can replay beaten levels
-Weather mechanic with an effect on gameplay outside the castle (lightning storms)
-Temporary rate of fire upgrade (umbrella item) - lose one upgrade when hit enough?
-Some decent platforming puzzles
-Quick "exit sub area" item (balloon) - however you can't put it in your inventory for later use and you can only find one in the well
Ghostbusters (1984 port, NES) - Early RTT/trapping/sandbox game
-Map out your route before traveling in a top down racing segment
-Pick between four different cars with different properties
-Some features not in the SMS ver.: managing your gas, being able to sell items, more involved trapping of ghosts
Castle Excellent/Castlequest (MSX/NES, 1986) - Proto-Platform Adventure/Puzzle Platformer, Side view
-Temporary scuba gear lets you move through water
-Platforming and physics puzzles
-Basic mini-map (shows the world layout and which rooms you've visited)
-Color coded keys and doors
-No save feature?
-NES ver.: More linear and you don't need to save every key
Ghosts 'n Goblins (1985 ARC port, NES) - Action Platformer, Side view
-Fairly early horror themed game
-Unlimited continues
-Semi-random enemy spawning points
-7 unique boss fights (one for each level) although three of them are varations on a previous one
Madoola no Tsubasa/Wing of Madoola (NES, 1986) - Exploration-based Action Platformer (level-based without backtracking to previous levels) w/ minor RPG elements
-Upgradeable HP/MP/gear
-Item/gear inventory
-Can find fountains that restore health
-Temporary shield power up/spell
-Some optional bosses?
-Some fairly large sprites
Trojan (ARC/NES, 1986) - Hack 'n Slash/Action Platformer, Side View
-High and low attacks plus manual blocking
-Improved balance overall
-8 unique bosses (1 more than in the arcade ver.)
-5-way blocking with the shield
-High jump boots (temporary power up)
TwinBee (ARC, 1985/NES, 1986) - Vertical Shooter, 2-player co-op?
-Bell mechanic
-Cutesy (Sky Skipper)
-Each level has a unique boss (5 in total, after that the game loops)
Valkyrie no Bouken: Toki no Kagi Densetsu (NES, 1986) - ARPG (similar to Dragon Slayer 1 and Zelda 1), TD View
-Female protagonist
-Day/night cycle
-Whale mount (can call it or dismount at certain points near water)
-Password save
-No maps?
Adian no Tsue (FDS, 1986) - Action Adventure/Zelda 1-like (no exp point leveling, dungeons only), TD view
-Math problems (includes a Game B/Stepping mode which is a math quiz marathon)
-Shops
-Linear (no backtracking to previous floors?)
-Gear and item gating for bosses
-One ability gate in a weapon or item that lets you destroy blocks?
-No maps, No save or password save?
Super Mario Bros.: The Lost Levels/Super Mario Bros. 2 (NES, 1986) - Hop 'n Bop Platformer
-Negative power ups/power downs
-Weather effects that affect gameplay (wind)
-Super springs
-Some advanced enemy AI
-Two different player chars with different stats (Luigi jumps further, breaks slower and swims faster)
Knight Lore (PCs, 1984/FDS (NES), 1986) - Isometric Maze Platformer/Action Adventure, Collectathon element (14 items that you need to put in a cauldron in a certain order), Flip screen/multi-screen
-Day/night cycle
-Werewolf transformation (turn into one at night, some monsters only attack you in this form but otherwise gameplay is the same)
-Puzzles reset by re-entering rooms
-Block pushing and carrying (move objects to reach some items)
-Persistent items (can be placed in any room and picked up later)
-Time limit (40 days)
-Randomized quest item and cauldron locations
-FDS/NES ver.: Broken up into nine stages consisting of eleven rooms each, Increases the number of items to find from eight to eleven, Eighty days instead of forty to complete the game, The ability to move objects in order to reach items was removed
Ganbare Goemon: Karakuri Douchuu (NES, 1986) - Run 'n Gun/Platformer w/ AA elements (maze-like levels, towns w/ shops (food, passes, four kinds of armor, candles, hourglass - extends timer), inns, FP view mazes, inventory items such as the hidden scrolls (upgrades your lifebar)), Collectathon (three passes per level to be able to open the exit), Tilted View
-Diagonal movement and jumps
-Revival item (lunchbox) - Hydlide
-Three levels of temporary movement speed+jump distance upgrades (shoes)
-Background doors/paths (later used in The Goonies, Wonder Boy in Monster Land, Zelda II, etc)
-Some friendly NPCs (women who reward you with money if collected!)
-Hidden underground segments (SMB, Zelda) - have to jump in a random spot for the stairs to appear (or buy the candle to see it however it will run out after a while and can't be bought later on)
-Mini-map for the FP view mazes (have to find the maps in the mazes)
-Temporary invincibility item (SMB)
-Shows a hub map in-between levels (similar to Ghosts 'n Goblins)
-Gambling mini-game
MSX ver.: Added co-op
Takeshi's Challenge (NES, 1986) - Proto-Platform Adventure/Open World Platformer/Masocore (Kaizo) Platformer
-Can beat up/kill NPCs and even your own family
Atlantis No Nazo (Mystery of Atlantis)(NES, 1986) - Maze Platformer/Proto-PA (partially non-linear (multiple level exits, some doors warp you several levels ahead - SMB, can't tell which door leads where)), Time limit in each level (clock power up - slows down timer)
-One hit deaths and death pits (some pits warp you to hidden levels - finding them is a matter of trial & error)
-Some permanent abilities can be gained however they are optional (shoes which let you stand on clouds, bulb - see in the dark briefly after using a bomb, S/Super Bomb - smart bomb, mic - lets you speak into the 2nd famicom controller's mic to freeze enemies, star=permanent invincibility (!) besides from your own bombs and pits)
-Can open doors and make hidden doors appear with bombs but not break walls or other obstacles
-Your own bombs can kill you
-No continues or save feature (100 levels in total though it's unlikely you'll visit all of them)
-No map feature
Deadly Towers (NES, 1986) - ARPG, Tilted View
-Diagonal movement (but not attacks)
-Shops (gear for AP and DP upgrades, items)
-Non-linear
-Password save
-Random warp spell (within a dungeon), Warp to the beginning spell, Warp to the holy flame screen spell (where you can use bells to restore HP), Warp to dungeon exit spell
-Freeze enemies spell and item (temporary)
-HP upgrades (circle hearts)
-Temporary buff items (necklaces)
-Movement speed upgrade (boots) - only works for diagonals for some reason
-No map (there are two spells that're supposed to help a bit in dungeons but they're not that useful)
Terra Cresta (NES, 1986)
-"It's a game where you add ship parts during gameplay and use different specials depending on the parts you've acquired. After getting all of them and turning your ship into a phoenix, in the next special, the parts diassemble around your ship, and this works according to what you've customized on the Design Mode at the title screen. On this Design Mode you can decide the exact position each part gets relative to your ship, and their firing direction." - lordjer
-Remastered OST in the 1990 US ver.
King Kong 2: Ikari no Megaton Punch (NES, 1986) - Maze Action/Shooter, TD view
-Upgradeable life bar and ammo capacity, Upgradeable thrown rock strength
-Hidden doors leading to other areas/worlds - SMB1, Gauntlet?, Below the Root
-Movement speed upgrade (lose after death, pretty fast paced when fully upgraded)
-Partially destructible environment (can stomp destructible tiles to destroy them)
-Pretty good jump control in a TD view game
-Sub weapon (rocks)
-Gorilla avatar
-Smart bombs (trigger on touch though and they're rare)
1987:
Metal Gear (MSX2/NES, 1987) - Stealth Action/Action Adventure
-Version differences: http://blog.hardcoregaming101.net/2009/08/metal-gear-msx-and-nes-comparison.html
-Stealth mechanics,
-Radio communication feature (can get tips from NPCs),
-Interesting gear (binoculars (view adjacent screens - respawns enemies on NES), enemy uniform, tracker item (can be placed on you by the enemy if you get captured), silencer, etc.)
-Boss introductions,
-Find destructible walls by listening for differing sounds when hitting them,
-Creates a sense of vulnerability at times (the dogs, losing your gear before the first boss)
-Checkpoints at the beginning of each area and when exiting or entering a building
-Some interesting level design (flying enemy triggering an electric floor trap, moving infrared beam alarm room, tank fire in the desert)
-Basic level up/rank system (Zelda, Metroid)
-Fairly impressive PSG music
-Escape sequence (Metroid)
-Save feature (loading puts you in the previous elevator room though)
The Magic of Scheherazade (NES, 1987) - Action Adventure (TD with some sidescrolling segments, mostly linear structure but some freedom in when to tackle what within each area)/JRPG (some battles) Hybrid
-Solar eclipse mechanic (affects certain spells and items plus your chance at winning in casinos, happens fairly seldomly)
-Time travel theme with some effect on gameplay (can plant a Rupia Seed in a magic field during an Alalart eclipse in the past and have it grow into a Rupia Tree (rupia=money) in the future, different backgrounds and enemies in different times)
-Can choose between three different classes (fighter, saint, magician) and switch during the course of the game for a small price
-Top down jumping (can jump over NPCs/enemies and certain obstacles),
-Fast dialogue text
-Pretty nice cutscenes (unskippable though)
-Can map various actions to A or B yourself (similar to Link's Awakening but a bit less flexible)
-NPCs react when attacked and are then pissed until you leave and return to the current screen (can't be hurt though)
-Can loan money (at interest) in shops
-Can haggle in some shops (these shopkeepers get pissed and kick you out plus take 10 coins if you do it twice in a row though and many later ones get pissed if you even try)
-Can buy more than one of a consumable item at once (not all of them though)
-Some interesting spells (temporary invincibility (rupia's seed outside of magic fields), teleport back to visited towns and out of palace dungeons using flying carpets, oprin - reveal hidden entrances, corbock & shrink & caraba - makes enemies small and harmless and squashable, ramipas - fewer encounters, monecom - max of each consumable when cast during a Alalart solar eclipse, raincom and spricom - causes grass to grow in deserts and spring to come during winter respectively (ends HP drain occuring when in deserts and winter areas and heals you in deserts) when cast during an eclipse, moscom - summons a mosque (class change for free), libcom - revive all and restore their stats, moniburn - encapsulate all enemies inside of a small rocket which blasts into the air and explodes in a shower of fireworks, silliet - reflect spells cast on the user (gun mecha party member only))
-Mythological Arabic setting
-Basic diplomacy in the JRPG fights (propose peace command - you'll generally have to pay for enemies to accept)
-"attack all" weapons and spells
-Basic dungeon maps (Zelda 1)
-Some interesting enemies (disguised enemies, gol/meat eating plants, trees that split into smaller trees, teleporting enemies, etc.)
-Formation/combo attack mechanic in turn-based battles (this pairs two specific party members and allows for special spells, some enemies can do it too)
-Some interactive tutorials (courses)
-Can hire mercenary troops to fight for you during turn-based battles
-Some party banter between areas
-Can escape from boss battles
-Good bosses overall (multiple phases)
-The game automatically levels you up sufficiently after each boss battle
-Some meaningful dialogue choices (convincing certain NPCs to help you via yes/no questions)
-Somewhat comical tone
-Some decent puzzles (the future tree with a son - remember a password and what it said and didn't say, curing Rainy's fear, Coronya's real identity)
-Dark cave at one point where you use a party member to light part of the room up (similar to the lantern in Zelda 3)
-Decent dialogue for the time
-Respawn on the screen you were on and then in the last town after game over - don't lose stats or skills
-Random and set TB battle encounters (less frequent than real-time encounters)
-Get tips from an anthropomorphic cat (Coronya) during the game - pretty obvious tips (oprin would've been more interesting to use if you weren't told exactly when to use it for example)
-You and your party auto-uses restoratives when needed (can use a healing spell manually but it's not particularly efficient - you do get a better one but only near the end of the game)
-Can team up with only two other party members at once in turn-based battles but you get to pick which ones before each battle (can also choose to fight alone but it has no benefits)
-A grim reaper can appear if you spend too long in an area (hard to kill and appears quickly on every screen; Bubble Bobble)
-You still get item drops which you have a full inventory of from enemies but if you do then new hp/mp restoratives that you pick up are used up right away
-Casino mini-game (can't choose how much to bet though for some reason)
Zelda II: The Adventure of Link (NES, 1987) - JRPG/ARPG hybrid/Platform Adventure (manual stat allocation on level up and you can also save the exp points for later - different attributes (HP, Attack Power, MP) have different costs to level them up), Perspective: TD view (separate JRPG-style overworld w/ semi-avoidable enemy encounters)/SV hybrid
-Good enemy AI
-More advanced melee combat than in most 8-bit games (similar to Trojan with high and low blocking and attacks, up- and downstab - down is from Dragon Buster and Zeliard from the same year also had these)
-Partially non-linear w/ some sequence breaking opportunities (dungeon order, skip candle, early hammer, skip keys w/ fairy by flying through keyholes in locked doors, more?; Metroid)
-Can transform into a fairy that can fly through door locks - lasts until switching rooms
-No backtracking after beating a boss (unless you missed the dungeon item)
-Different encounters depending on the terrain tile you're on in the overworld (DQ1?)
-Semi-avoidable random encounters (avoidable in open spaces)
-Reflect some projectiles with the reflect spell
-"Spell" spell transforms enemies into blobs and alters the environment to open up a path at one point
-Multiple towns (Dragon Quest; no shops in though)
-Temporarily displays exp points gained from beaten enemies (similar to the point values displayed in SMB)
-Partially non-linear
-Save feature (loading takes you back to the beginning of the game though, this can be used as a fast travel of sorts for the early game)
-Some sequence breaking opportunities (dungeon order, skip candle, early hammer, skip keys w/ fairy by flying through keyholes in locked doors, more?)
-Lives system
-No dungeon maps
-Some disguised enemies within friendly areas
-New game+ (keep your Spells and levels for Skill, Magic, and Life. Special items found in Palaces have to be retrieved again, as well as any Heart Containers and Magic Containers)
Final Fantasy (NES, 1987) - (J)RPG
-Create your own party (4 chars)
-Pretty open ended structure - the world gradually opens itself up (boats, airship, choose your own path through the dungeons in the second half)
-Class promotions which also change the in-game char sprites
-Some gear can be used as an item in battle for special attacks
-Can change gear during battle
-Churches (revive KO'd chars), can save on the world map by using a tent or a cabin item
-"Pensinsula of power" (level up spot which was apparently unintended but became a feature in a more balanced form in various later games)
Dragon Quest II (NES, 1987) - (J)RPG, Open World-ish
-Pretty open ended structure
-Three party members with distinct abilities (introduced full on-screen party in the overworld? - Ultima III had it only in battle)
-In-game cutscenes
-Very large game world
-Monster groups and group attack spells
-Ship (ocean travel) and teleporters
-Churches
-Some gear can be used as an item in battle for special attacks
-Gear loot from enemies
-Somewhat more developed characters
-Can change gear during battle
-The flute that lets you know if there's a crest nearby
-Dungeon pits
Eggerland (1986 MSX port?/FDS, 1987) - Action Puzzle/Maze
-Evolution of Sokoban which probably influenced various action adventure games
Mega Man (NES, 1987) - Action Platformer
-Partially open ended structure (level select for the first few levels)
-Gain abilities from bosses that are useful (but not required) against other bosses
-Unlimited continues
-Anthropomorphism with robots theme
-Freeze fire pillars and use them as platforms
-Pick up and throw some objects
-Can replay beaten levels (to get the platform creation item, no e-tanks or tools like the balloon here)
-Password save
Faxanadu (NES, 1987) - Zelda-like Platformer Adventure/ARPG (mostly linear structure, towns w/ shops, exp point leveling system), Side view
-Another early game in the genre
-New equipment shows on your avatar
-Fairly expressive sprites
-NPC photos during dialogue
-Good enemy variation
-Password save (relatively short)
-Fire magic pushes enemies backwards until they hit a wall
-Limited flight with the consumable wing boots item (depends on your rank (glitched without a hack though); Cauldron, Starquake, Space Hunter, Sacred Armour of Antiriad, Alex Kidd in Miracle World)
-Hourglass/stop watch item (KiKi KaiKai?)
-Elixir (HP & MP restoration upon death - Zelda or Ys?)
-Some stat boosting items (pendant - attack power (glitched without a hack though), magical rod - spell power, black onyx - defense)
-Password save
-No area maps (vague world map in the manual)
The Goonies II (NES, 1987) - Metroid-like Platform Adventure/P&C Adventure hybrid, Rescue mission, Side View/FP view (Adventure segments) Hybrid
-Another early game in the genre
-Hybrid gameplay (P&C Adventure)
-Fleshed out parallel worlds (background/foreground)
-Decent map system for the time (shows each individual room plus the entire map layout from the get go+your location)
-Pretty good mid-air control even when falling
-Enemies start dropping items once you find them (keys, bombs)
-Get some hints from safes (they're often vague and there's not enough of them) and by using the transceiver
-Upgradeable ammo/lifebar/key capacity (Metroid)
-Some fun weapons/gadgets (boomerang, Molotov cocktail, hyper shoes - extra speed)
-One shortcut from the volcano area back to near the beginning
-Password save (average length)
-Swimming
Ai Senshi Nicol (NES, 1987) - Maze Action w/ some AA elements, TD view
-Top down platforming in a maze action game (control length and height, shows your avatar's shadow)
-Diagonal movement and fire
-Fairly impressive FDS music
-Some good action/platforming puzzles
-Speed/jump length/armor/weapon/life upgrades (each weapon works pretty much the same though), Life tanks and speed upgrades are removed when entering a new stage (get to keep armor and weapon upgrades, full speed (which affects jump length) is sometimes required to finish a level)
-Save feature (only saves at the start of a new stage though)
-Hidden items (you'll sometimes pick something up by accident without knowing what it was)
-Smart bombs (needed for when you're overwhelmed)
-Some large sprites
-No maps
Maze of Galious: Knightmare II/Majou Densetsu II: DG (NES, 1987) - Platform Adventure (shops, some NPCs, basic character building - beat bosses to upgrade your health bar, no overworld, hub area), Side view
-Reflect some enemy projectiles
-Sub weapons (Castlevania)
-Warp feature
-Sequence breaking by design?
-Underwater segments with oxygen mechanic?
-Lacks most of the puzzles and the secondary character from the MSX version?, only 5 worlds compared to 10 on MSX - check and compare in detail
Legacy of the Wizard/Dragon Slayer IV: Drasle Family (MSX/NES, 1987) - Platform Adventure/Puzzle Platformer/ARPG-ish Hybrid (no exp point leveling system, shops and inns in the dungeon, limited inventory (three items), the room with a large dragon painting is a hub connecting to four sub areas designed with one of the playable chars in mind, locked doors and keys - unlocked doors don't stay unlocked), Side View
-Early sidescrolling ARPG
-Five different playable characters (Xemn - push certain blocks into enemies (killing them) as well as rearrange them in 8 directions to progress w/ block moving glove+throw axes which is a strong attack+use armor for partial invincibility and taking out enemies you move into, Meyna - poor jump but great magic and can equip a rod that lets her "shoot" blocks around (making them ricochet off any enemy/wall/party member they come into contact with - back and forth a few times before disappearing which is similar in purpose to the glove but more limited as you can't slide push them diagonally)+the key stick (permanent key which drains 1 MP per use), Roas - weak but can wield the dragon slayer sword+use armor, Lyll - high jump which can be upgraded and can break blocks with the mattock, Pochi - is a monster meaning he doesn't get attacked by most enemies and can either walk through or ride them/strong but short range attack/can't use items and his jump sucks; switch back at the family house, three different stats which differ for each char (jump height, attack power, attack range), different chars can use different tool items and some have a special inherent ability))
-Large world
-Partially destructible environment (Metroid?)
-Warps/fast travel (consumable crystal item works like a one way town/surface portal, can use the paintings/pictures to teleport after getting crowns from bosses in the late game)
-Use certain enemies as platforms
-Stash/vault at your house and at inns (limited inventory when moving around - only 3 items; have to find/go back to an inn to equip an item that you just found or bought)
-A few shops and inns
-Elixir can save you from death (Zelda?)
-Password save (updates at the house on the surface only, no checkpoints or respawns in the dungeon unless you carry an elixir)
-Fall damage when falling past your char's jump height
-Flight (wings item - actually works more like being able walk/climb in mid-air and drains MP while used)
-Can stand on enemies
-High jump
-No map (one teleporter maze in the late game)
-Partially non-linear structure (can do Xemn's area before Pochi's if you collect the glove first and can skip using Pochi, have to do part of Xemn's area before Meyna's, can partially explore some areas in advance with Pochi; the sub area boss that you fight is determined by how many crowns you've collected meaning the order is always the same but you can generally choose who to use for each fight as long as you can find/get to a crown with that char, can switch to Meyna after getting the wings as Lyll (or Xemn if you double jumped into her area)? - only Meyna can fly so she has to finish her area, key stick is required in Meyna's area? (and only she can use it))
-Temporary invincibility and speed power ups - the latter can stack three times, Smart bombs which trigger when touched
-One negative power up (poison) - SMB2 JP?
-Two permanent stat buff gear items (AP and Attack Range) though not everyone can use them and they have to be in an active item slot to be used
-Some decent-good platforming/block and spatial awareness puzzles (breakable and movable blocks, no gravity effect on pushable blocks means you can rearrange them into bridges)
-Some sequence breaking possibilities (pochi can ride on some enemies (he doesn't take damage) to for example reach the power knuckle a bit sooner, can use an unintended double jump trick (involves pausing two times during a jump and then holding jump as you unpause the second time - pretty easy to use and is quite useful as it lets you skip or simplify some block puzzles; can also skip buying most items since you can find them instead - seems buying the key stick is faster than finding it though, can skip some of Xemn's block puzzles with Lyll (mattock))
-Some shortcuts
-Many different rooms compared to the MSX ver. (mainly on the eastern side of the world)
-Dynamic difficulty balancing: Each Crown's guardian (they are rewards for beating bosses) becomes progressively stronger until the fourth boss - strategywiki
Doki Doki Panic (NES, 1987)/Super Mario Bros. 2 aka Super Mario USA (NES, 1988) - Platformer
-A bridge towards the more adventure-focused SMB3 (some alternate paths (sometimes hidden), can move backwards, mini-games, sometimes maze-like boss levels, etc.)
-4 different playable characters that you can switch between in-between levels or after losing a life (Mario, Luigi, Toad, Princess; these have different controls so you can pick the one you like best for each stage and they're all useful in some way)
-Pick up and throw objects and enemies (mushrooms, POW blocks, bombs, koopa shells or plants; can't carry enemies or objects through doors but enemies can be carried for as long as you like while in the same room unlike in later games)
-Use enemies or objects as movable platforms for shortcuts or minor puzzles (can stand on enemies without slipping)
-Rudimentary parallel world accessed via hidden magic potions (single screen and time limited, this is where you get HP upgrades and coins for the mini-games)
-Mini-bosses
-Kill several enemies in a row to gain HP or stars
-The above allows for some freedom to choose when to use a star or heart (allows you to kill bosses with the stars; usually requires learning the levels though)
-Upgradeable health bar (up to four HP; Gauntlet, Zelda) however HP resets after every level
-Clock power up (stop movement) - Rogue, Bubble Bobble, Zelda, Kiki Kaikai
-Charge jump/super jump
-Digging sections - similar to Boulder Dash or Dig Dug
-Keys that have to be carried like other items and while being chase by an invincible flying enemy (a bit like the ghost in Bubble Bobble)
-Ride magic carpets taken from enemies - NewZealand Story
-Blow up walls with bombs - Zelda
-Music with drum samples and some sampled sfx
-Some nice transitions between scenes (the rocket)
-Frequent checkpoints and you revive with full life
-Some good puzzles (Birdo egg as a platform, second mushroom in 4-2, etc.)
-The living door boss (unexpected awesomeness)
-Minimalistic interface (stats besides health are moved to the pause menu)
-Characters get a speed boost when carrying something (especially Toad who moves about 20% faster; there are exceptions though) and there's invincibility time from fire shots while picking up a block or egg
-Wrap around-scrolling in some segments (Popeye, Mario Bros)
Rygar (NES, 1987) - Platform Adventure/ARPG (exp adds to attack and defense+upgrades your life bar - automatic stat increases, get clues on what tools to use and basic directions from NPCs, overworld/hub area, some dungeons, mostly linear structure), TD view/Side view hybrid (both have platforming and enemies)
-Hybrid gameplay (the hub area/overworld is top down)
-Grappling hook (vertical - similar to Batman on MD)
-Create rope bridges with the crossbow (also need the pulley to travel across these)
-TD view jumping
-Overworld map in the manual
-Only one gained tool adds to your moveset (the other three are more like keys)
-Can get an HP recovery potion from some NPCs if you have a coat of arms item (need to beat a certain boss), Some NPCs restore your health (one per area or so)
-Three spells from the get go (can't gain more spells; MP drops from enemies; power up - upgrades distance/speed/strength of your main weapon until death, attack and assail=10 smart bomb attacks, recover=full heal)
-Auto-teleport out of boss areas back to the overworld
-No side view area maps (first area is mapped in the manual - also shows the overworld layout with marked exits to side view areas as well as which area holds what item) - mostly maze-like areas with some dead ends
-No save or password save - You do get unlimited continues and respawn at the beginning of the current area after dying (no exp or MP loss, 3 HP restored - leads to some grinding/backtracking as health drops are pretty rare)
Mike Tyson's Punch-Out!! (NES, 1987) - Boxing, Slanted top down view/bird's eye view
-Large and expressive sprites
-Comical theme
Digital Devil Monogatari: Megami Tensei (NES, 1987) - JRPG/Dungeon Crawler RPG, FP view
-Modern setting
-Monster catching and fusing
-Phases of the moon affects gameplay (spells wear off, affects which demons are encountered)
-Mini-map w/ auto-mapper (need to use a spell)
-Allocate char stats before beginning the game (two preset party members)
Otocky (FDS, 1987) - Shoot 'em up/Rhythm Hybrid, Side view
-Rudimentary rhythm game
Slalom (NES, 1987) - Downhill skiiing
-Split-screen
-Pretty good animation and sense of speed
Flying Dragon: The Secret Scroll/Hiryuu no Ken (NES, 1987) - Sidescrolling Beat 'em up/Fighting hybrid
-QTE-like elements added to the 1 on 1 fighting segments (shows a bullseye on each characters body that needs to be defended or attacked, respectively)
-High, low and mid attacks for the fighting segment
-Alternate endings if you collect everything and go through it twice
Getsu Fuuma Den (NES, 1987) - Platform Adventure/FP Dungeon Crawler w/ real-time combat hybrid/ARPG-ish (shops, no exp point leveling, mostly linear structure), Side View/FP view Hybrid (more like TP view during combat in dungeons)
-Hub map w/ avoidable map encounters (similar to Zelda II or SMB3 except they don't pop up near you and disappear after a few seconds here)
-Japanese mythology theme
-Somersault attack and rock-destroying sword (Devilish Top & Rock Sword, Metroid?)
-Smart bombs for the Side View and FP segments (Blue and red charms respectively)
-Compass (FP segments)
-Temporary spinning orbs shield item which kills enemies (Defense Gem)
-Minor ability gating (wall breaking sword, candle for the FP segments)
-Password save
-Lives system
-No maps, Compass for the FP view segments
Seiken Psycho Caliber: Maju no Mori Densetsu (FDS, 1987) - Zelda 1-ish ARPG (shops, two towns, linear and you don't backtrack to previous areas, leveling system of sorts (collect force points to be able to upgrade your weapon) and some level gating), Time limits (health/stamina meter), TD view/SV hybrid (one area)
-Musical puzzle
-Save feature
-Some death pits (ice area)
-Enemy lure item (white apple)
-Teleport to the beginning of current area (Wing item)
-Minor tool gating (brick wall breaking sword and lamp item for dark areas)
-No map
Bio Senshi Dan: Inkrizer to no Tatakai (Bio-Warrior Dan: The Inkliezar Battle)/Bashi Bazook: Morphoid Masher (NES) - Maze Platformer w/ AA elements (linear structure w/ large maze levels)
-Bosses grow stronger as you're exploring the levels (you can see their health right away)
-NPCs (shops, hints, one time use hotels, tug of war-like mini-game with a money/energy prize)
-Sci-fi horror theme
-Large and animated NPC sprites
-No save or password feature (and limited continues), No maps
Romancia/Dragon Slayer Jr. (PC-88 & 98/MSX, 1986/NES, 1987) - ARPG-ish (towns, trading, fetch quests), Time limit (30 mins), Sequel to Dragon Slayer II
-Can get stuck
-No save feature (added in the 1999 remake)
-Upgradeable defense (bought)
-NES ver.: Much larger world, some puzzles are different and some are removed, more action focus, no timer, an item lets you resurrect from death a handful of times, some invincibility time after you get hit, enemies drop health power-ups, some obtuse puzzle design (see HG101 review), smoother but still slow movement, wider gameplay viewport
Stinger/Moero TwinBee (NES, 1987/1993) - Vertical Shoot 'Em Up, 3-player co-op
Air Fortress (NES, 1987) - Horizontal Shoot 'em up/Flight-Based Maze Action Hybrid, Escape sequences (Major Havoc, Xain'd Sleena/Solar Warrior, Metroid; hidden timer here)
-Can shoot forward while moving backward
-Can use the recoil from your gun to move faster (by flying backwards)
-Homing enemy projectiles
-Draining energy mechanic (health, flight energy and ammo all share the same energy bar as well)
-Ammo-based sub weapon (bomb shot) - Castlevania?
Morita Shogi (NES, 1987) - Shogi (Board Game)
-First console game with battery save?
Dragon Buster (ARC, 1985/NES, 1987) - Maze Platformer w/ some AA elements (hub map w/ some alternate paths)
-New moves (double jump, downstab, run move)
-Upgradeable lifebar, Sword and shield
-Spell inventory
-Alternate endings (minor changes)
-No save or password save and no maps
-Mini-bosses
-Alternate attacks (spells)
Woody Poco/Woody Poko (PC-88/PC-98, 1986/FM-7/NES/MSX, 1987) - Maze Platformer w/ ARPG/Action Adventure elements (level-based), Tilted View (see Double Dragon)
-Hunger mechanic
-Shops are only open at certain times of the day - sleeping at inns makes time fast forward
-Seasons change in accordance with the in-game clock
-The use of an item sometimes changes depending on which hand you hold it in
-Some other innovative mechanics (gamble, bribe other characters, can steal items from stores but Poco's appearance will be altered in the process and shops will stop doing business with him)
-Many optional tunnels?
-Dark rooms (Zelda II?)
-Can perform long hover jumps using an umbrella (several screens on NES)
-Some large sprites
-Modern setting with some fantasy elements
-Can lower the difficulty... by choosing to play as a girl character at the beginning of the adventure
-Password save
Youkai Yashiki (Ghost House) (MSX, 1986/FDS, 1987) - Proto-PA/Level-based Collectathon
-Teleporters (Warp wells)
-No save or password save?, No maps
-FDS version: Can't travel between levels, new levels, new bosses after the first one, fewer items to collect, new OST and visually more distinct levels
Castlevania II: Simon's Quest/Castlevania 2 (FDS, 1987/NES, 1988) - ARPG-ish (no stats shown but you gain some health+endurance with each level - you can level up once in-between each castle so six times in total, shops - can buy weapon upgrades)/Zelda-like Platform Adventure, Side view
-Mostly linear structure (has three different endings though and which one you get is based on time taken in in-game days: below 8=best ending, 8-15=second worst ending, 16+=worst ending)
-Heal in churches (no healing items)
-No in-game maps and the world map in the manual is pretty vague
-Some ability gating via the oak stake (more like a key as you can only use one at a time and only on orbs)?, the garlic (weapon+summons NPCs that give you items in a few spots), and holy water as a weapon+to detect false floors
-Password save
Nakayama Miho no Tokimeki High School (FDS, 1987) - First Dating Sim?, Graphical Adventure, FP view
-"Though the game is a standard text command-style adventure game similar to the Famicom Tantei Club series, in important scenes, the player is required to select a facial expression in addition to a verbal response. The four expressions (straight face, laughter, sadness, anger) must match the content of the response being given, and any incorrect responses immediately lead to the "game over" screen."
Rambo (NES, 1987) - ? Similar to Zelda II but without the overworld (basic exp point leveling+lifebar upgrades from bosses, some towns), Side view
-Background and foreground paths connecting areas
-Password save (long)
-No map
Esper Boukentai (NES, 1987) - ARPG (can talk to both NPCs and enemies, shops, basic leveling system, level and key item gating)/Metroid-like, Side view
-5 playable chars that you can switch between on the fly after rescuing them (mainly stat differences; Genta can break certain walls and floors, only Naoyuki can reach the treasure chest in the Cylindroom due to having a higher max jump height)
-Moon jumps (can jump more than two whole screens upward from the get go and even higher as you level up) and hover jumps (by repeatedly attacking in mid-air)
-Basic map feature (not that useful)
-Password save
-Some resource management (finite money, lose 2/3 when you die)
Jikuu Yuuden: Debias/Debias: Legendary Space-Time Hero (NES)(fan translated) - ARPG/Proto-PA (no ability gating besides "language power" which lets you understand certain NPCs), Side view w/ some TP view segments
-Layered world (see Goonies II for example)
-Day/night cycle with some gameplay effects
-Can warp back to town via Aaron (a spirit guide who you can also consult - can ask him more questions if your Tech stat is higher)
-Two different endings (Yes/No question before the end)
-Password save (fairly long)
-No in-game maps?
Spelunker II: Yuushahe no Chousen (NES, 1987) - ARPG/Proto Platform Adventure-ish (level-based - three big maze-like levels with layouts similar to CV2, items/abilities carry over?, no ability gating?), Side view
-Layered world (see Goonies II)
-Three endings (depends on your Holy level which is a basic karma/moral system)
-Some fall damage
-Basic puzzles (find hints for by exploring and looting the dead)
-No map, No save or password save (and no checkpoints or continues either)
Relics: Ankoku Yousai (FDS, 1987)? - Platform Adventure?, Side view
-Different to PC-88 ver. in various ways
Zombie Hunter (NES, 1987/MSX, 1988) - ARPG/Proto-Platform Adventure (exp point leveling, shops, no ability gating besides candles to see in the dark, level-based w/ some branching paths (similar to Castlevania 3 but with locked doors at the end of levels, different paths have the same layout but different enemies), limited item inventory), Side view
-No save or password save, No maps
-Can escape from boss fights if you have a bag item
-Weapon deterioration
-Shows enemy health and names if you have a candle
-Some randomized loot
-Second quest via a simple code
Esper Dream (FDS, 1987)(fan translated) - JRPG/ARPG Hybrid (separate battle encounters, towns and shops, linear structure with some backtracking?), Some similarities to DSII: Xanadu
-Mostly avoidable non-random encounters
-Gain some spells as you level up
-Minor tool gating via spells (esper lamp spell for seeing, time stop?, barrier?)
-Teleport home spell
-Items that save you from death
-No maps?, No save or password save (no lives - after dying you start at the main village with half the money you had and zero experience since your last level up)
Kalin no Tsurugi (Sword of Kalin) (FDS, 1987)(fan translated) - JRPG/ARPG hybrid w/ separate encounters (towns and shops), Similar to DSII: Xanadu but w/ an overworld, TD view
-Non-random encounters
-Zoomed out overworld
-Check/examine command
-Save and quicksave features
-No maps
Higemaru Makaijima (Makai Island) (MSX/NES, 1987)(fan translated) - Zelda-like Action Adventure w/ jumping (no ability gating?), TD view
-No permanent weapons (use barrels and rocks in the environment)
-Map (have to find it)
-Upgradeable lifebar (no other char upgrades?)
-Some basic decoding puzzles
-Pirate theme (travel between locations by ship)
-Password save
Wizards & Warriors (NES, 1987) - Maze Platformer/Collectathon Platformer (100-200 diamonds (some are worth 2 or 3 however) and one exit key per level), Vertical platforming focused levels
-Some interesting gear (boots of force - open locked chests without the key+kick enemies (can be used at the same time as the dagger, some enemies are only vulnerable to these), semi-flight/hover upwards a bit via the potion of levitation (kinda like a double jump), glide jump via the feather, shield - auto-blocks some projectiles, cloak - reduce damage from bosses but harder to see your avatar and the effect wears off after some time (can be toggled), horn - shows nearby hidden doors, boots of lava - walk on lava and stand on fire pillars). It also carries over between levels
-Respawn on the spot even after using a continue (besides during boss fights)
-Unlimited continues (Castlevania; lose only your score and your sub weapon upgrades)
-Sub weapons (throwing dagger and axe (stronger but only found in level 3) - both act like a boomerang and you can grab items with them (Zelda 1), fire staff - spread shot, ice staff - temporarily freezes enemies (can't stand on them)) - Castlevania
-Temporary high jump potion (pink) and speed+longer jump potion (blue) - these respawn a few seconds after running out.
-Temporarily upgradeable range on the dagger and axe sub weapons (up to two times) as well as rate of fire for the axe (2 at a time)
-Locked chests and doors (color coded - later used in Doom)
-Frequently respawning enemies (Starquake, Antiriad) besides in the hidden diamond-filled rooms
-Slopes and sliding down them
-No death pits
-Can steer backwards in mid-air (SMB)
-Stop watch power up (freezes enemies) - Zelda 1?
-Smart bombs (eggs) - trigger when touched though
-Upgradeable lifebar but only one life and no continues in the JP version
-Some sub weapons and gear are replaced when you pick up another (boots, staffs, cloak, horn)
-The levitation potion, feather and blue potion are necessary for completion and the first two are missable but can be found in more than one level
Märchen Veil (FDS/FM-7/MSX, 1987) - Proto-Action Adventure/Collectathon? w/ jumping (level/area-based w/ backtracking to previous levels to progress), TD view
-Save points
-Lifebar upgrades
-No maps?
Meikyuu Jiin Dababa (NES) - Maze Action/Proto-AA (level-based w/ a linear structure, locked doors, some platforming puzzles)
-Monk avatar
-Some interesting mechanics (tile-based jumping movement that feels like an in-between of turn based and real-time gameplay, smart bombs that pause enemy respawning for a while and simultaneously function like keys)
-Upgradeable lifebar
-Loot doesn't auto-disappear after a few seconds like in most old action games (it does disappear if you move until it's off screen though)
-Unlimited continues
Hi no Tori: Gaou no Bouken (NES, 1987) - Action Platformer/Puzzle Platformer
-Place blocks to create platforms and reach higher/further (very similar to Solomon's Key)
-Mirrors let you pass through wide sections of walls/ground tiles
-Break blocks by jumping groundpounding them three times
-Hidden alternate exits (similar to Kid Chameleon in structure however the levels also loop if you don't find these kinda like in Gun.Smoke)
Zoids: Chuuou Tairiku no Tatakai (NES, 1987) - ARPG, TD view/FP view hybrid (overworld/combat)
-Avoidable random encounters (Zelda II)
Metal Gear (MSX2/NES, 1987) - Stealth Action/Action Adventure
-Version differences: http://blog.hardcoregaming101.net/2009/08/metal-gear-msx-and-nes-comparison.html
-Stealth mechanics,
-Radio communication feature (can get tips from NPCs),
-Interesting gear (binoculars (view adjacent screens - respawns enemies on NES), enemy uniform, tracker item (can be placed on you by the enemy if you get captured), silencer, etc.)
-Boss introductions,
-Find destructible walls by listening for differing sounds when hitting them,
-Creates a sense of vulnerability at times (the dogs, losing your gear before the first boss)
-Checkpoints at the beginning of each area and when exiting or entering a building
-Some interesting level design (flying enemy triggering an electric floor trap, moving infrared beam alarm room, tank fire in the desert)
-Basic level up/rank system (Zelda, Metroid)
-Fairly impressive PSG music
-Escape sequence (Metroid)
-Save feature (loading puts you in the previous elevator room though)
The Magic of Scheherazade (NES, 1987) - Action Adventure (TD with some sidescrolling segments, mostly linear structure but some freedom in when to tackle what within each area)/JRPG (some battles) Hybrid
-Solar eclipse mechanic (affects certain spells and items plus your chance at winning in casinos, happens fairly seldomly)
-Time travel theme with some effect on gameplay (can plant a Rupia Seed in a magic field during an Alalart eclipse in the past and have it grow into a Rupia Tree (rupia=money) in the future, different backgrounds and enemies in different times)
-Can choose between three different classes (fighter, saint, magician) and switch during the course of the game for a small price
-Top down jumping (can jump over NPCs/enemies and certain obstacles),
-Fast dialogue text
-Pretty nice cutscenes (unskippable though)
-Can map various actions to A or B yourself (similar to Link's Awakening but a bit less flexible)
-NPCs react when attacked and are then pissed until you leave and return to the current screen (can't be hurt though)
-Can loan money (at interest) in shops
-Can haggle in some shops (these shopkeepers get pissed and kick you out plus take 10 coins if you do it twice in a row though and many later ones get pissed if you even try)
-Can buy more than one of a consumable item at once (not all of them though)
-Some interesting spells (temporary invincibility (rupia's seed outside of magic fields), teleport back to visited towns and out of palace dungeons using flying carpets, oprin - reveal hidden entrances, corbock & shrink & caraba - makes enemies small and harmless and squashable, ramipas - fewer encounters, monecom - max of each consumable when cast during a Alalart solar eclipse, raincom and spricom - causes grass to grow in deserts and spring to come during winter respectively (ends HP drain occuring when in deserts and winter areas and heals you in deserts) when cast during an eclipse, moscom - summons a mosque (class change for free), libcom - revive all and restore their stats, moniburn - encapsulate all enemies inside of a small rocket which blasts into the air and explodes in a shower of fireworks, silliet - reflect spells cast on the user (gun mecha party member only))
-Mythological Arabic setting
-Basic diplomacy in the JRPG fights (propose peace command - you'll generally have to pay for enemies to accept)
-"attack all" weapons and spells
-Basic dungeon maps (Zelda 1)
-Some interesting enemies (disguised enemies, gol/meat eating plants, trees that split into smaller trees, teleporting enemies, etc.)
-Formation/combo attack mechanic in turn-based battles (this pairs two specific party members and allows for special spells, some enemies can do it too)
-Some interactive tutorials (courses)
-Can hire mercenary troops to fight for you during turn-based battles
-Some party banter between areas
-Can escape from boss battles
-Good bosses overall (multiple phases)
-The game automatically levels you up sufficiently after each boss battle
-Some meaningful dialogue choices (convincing certain NPCs to help you via yes/no questions)
-Somewhat comical tone
-Some decent puzzles (the future tree with a son - remember a password and what it said and didn't say, curing Rainy's fear, Coronya's real identity)
-Dark cave at one point where you use a party member to light part of the room up (similar to the lantern in Zelda 3)
-Decent dialogue for the time
-Respawn on the screen you were on and then in the last town after game over - don't lose stats or skills
-Random and set TB battle encounters (less frequent than real-time encounters)
-Get tips from an anthropomorphic cat (Coronya) during the game - pretty obvious tips (oprin would've been more interesting to use if you weren't told exactly when to use it for example)
-You and your party auto-uses restoratives when needed (can use a healing spell manually but it's not particularly efficient - you do get a better one but only near the end of the game)
-Can team up with only two other party members at once in turn-based battles but you get to pick which ones before each battle (can also choose to fight alone but it has no benefits)
-A grim reaper can appear if you spend too long in an area (hard to kill and appears quickly on every screen; Bubble Bobble)
-You still get item drops which you have a full inventory of from enemies but if you do then new hp/mp restoratives that you pick up are used up right away
-Casino mini-game (can't choose how much to bet though for some reason)
Zelda II: The Adventure of Link (NES, 1987) - JRPG/ARPG hybrid/Platform Adventure (manual stat allocation on level up and you can also save the exp points for later - different attributes (HP, Attack Power, MP) have different costs to level them up), Perspective: TD view (separate JRPG-style overworld w/ semi-avoidable enemy encounters)/SV hybrid
-Good enemy AI
-More advanced melee combat than in most 8-bit games (similar to Trojan with high and low blocking and attacks, up- and downstab - down is from Dragon Buster and Zeliard from the same year also had these)
-Partially non-linear w/ some sequence breaking opportunities (dungeon order, skip candle, early hammer, skip keys w/ fairy by flying through keyholes in locked doors, more?; Metroid)
-Can transform into a fairy that can fly through door locks - lasts until switching rooms
-No backtracking after beating a boss (unless you missed the dungeon item)
-Different encounters depending on the terrain tile you're on in the overworld (DQ1?)
-Semi-avoidable random encounters (avoidable in open spaces)
-Reflect some projectiles with the reflect spell
-"Spell" spell transforms enemies into blobs and alters the environment to open up a path at one point
-Multiple towns (Dragon Quest; no shops in though)
-Temporarily displays exp points gained from beaten enemies (similar to the point values displayed in SMB)
-Partially non-linear
-Save feature (loading takes you back to the beginning of the game though, this can be used as a fast travel of sorts for the early game)
-Some sequence breaking opportunities (dungeon order, skip candle, early hammer, skip keys w/ fairy by flying through keyholes in locked doors, more?)
-Lives system
-No dungeon maps
-Some disguised enemies within friendly areas
-New game+ (keep your Spells and levels for Skill, Magic, and Life. Special items found in Palaces have to be retrieved again, as well as any Heart Containers and Magic Containers)
Final Fantasy (NES, 1987) - (J)RPG
-Create your own party (4 chars)
-Pretty open ended structure - the world gradually opens itself up (boats, airship, choose your own path through the dungeons in the second half)
-Class promotions which also change the in-game char sprites
-Some gear can be used as an item in battle for special attacks
-Can change gear during battle
-Churches (revive KO'd chars), can save on the world map by using a tent or a cabin item
-"Pensinsula of power" (level up spot which was apparently unintended but became a feature in a more balanced form in various later games)
Dragon Quest II (NES, 1987) - (J)RPG, Open World-ish
-Pretty open ended structure
-Three party members with distinct abilities (introduced full on-screen party in the overworld? - Ultima III had it only in battle)
-In-game cutscenes
-Very large game world
-Monster groups and group attack spells
-Ship (ocean travel) and teleporters
-Churches
-Some gear can be used as an item in battle for special attacks
-Gear loot from enemies
-Somewhat more developed characters
-Can change gear during battle
-The flute that lets you know if there's a crest nearby
-Dungeon pits
Eggerland (1986 MSX port?/FDS, 1987) - Action Puzzle/Maze
-Evolution of Sokoban which probably influenced various action adventure games
Mega Man (NES, 1987) - Action Platformer
-Partially open ended structure (level select for the first few levels)
-Gain abilities from bosses that are useful (but not required) against other bosses
-Unlimited continues
-Anthropomorphism with robots theme
-Freeze fire pillars and use them as platforms
-Pick up and throw some objects
-Can replay beaten levels (to get the platform creation item, no e-tanks or tools like the balloon here)
-Password save
Faxanadu (NES, 1987) - Zelda-like Platformer Adventure/ARPG (mostly linear structure, towns w/ shops, exp point leveling system), Side view
-Another early game in the genre
-New equipment shows on your avatar
-Fairly expressive sprites
-NPC photos during dialogue
-Good enemy variation
-Password save (relatively short)
-Fire magic pushes enemies backwards until they hit a wall
-Limited flight with the consumable wing boots item (depends on your rank (glitched without a hack though); Cauldron, Starquake, Space Hunter, Sacred Armour of Antiriad, Alex Kidd in Miracle World)
-Hourglass/stop watch item (KiKi KaiKai?)
-Elixir (HP & MP restoration upon death - Zelda or Ys?)
-Some stat boosting items (pendant - attack power (glitched without a hack though), magical rod - spell power, black onyx - defense)
-Password save
-No area maps (vague world map in the manual)
The Goonies II (NES, 1987) - Metroid-like Platform Adventure/P&C Adventure hybrid, Rescue mission, Side View/FP view (Adventure segments) Hybrid
-Another early game in the genre
-Hybrid gameplay (P&C Adventure)
-Fleshed out parallel worlds (background/foreground)
-Decent map system for the time (shows each individual room plus the entire map layout from the get go+your location)
-Pretty good mid-air control even when falling
-Enemies start dropping items once you find them (keys, bombs)
-Get some hints from safes (they're often vague and there's not enough of them) and by using the transceiver
-Upgradeable ammo/lifebar/key capacity (Metroid)
-Some fun weapons/gadgets (boomerang, Molotov cocktail, hyper shoes - extra speed)
-One shortcut from the volcano area back to near the beginning
-Password save (average length)
-Swimming
Ai Senshi Nicol (NES, 1987) - Maze Action w/ some AA elements, TD view
-Top down platforming in a maze action game (control length and height, shows your avatar's shadow)
-Diagonal movement and fire
-Fairly impressive FDS music
-Some good action/platforming puzzles
-Speed/jump length/armor/weapon/life upgrades (each weapon works pretty much the same though), Life tanks and speed upgrades are removed when entering a new stage (get to keep armor and weapon upgrades, full speed (which affects jump length) is sometimes required to finish a level)
-Save feature (only saves at the start of a new stage though)
-Hidden items (you'll sometimes pick something up by accident without knowing what it was)
-Smart bombs (needed for when you're overwhelmed)
-Some large sprites
-No maps
Maze of Galious: Knightmare II/Majou Densetsu II: DG (NES, 1987) - Platform Adventure (shops, some NPCs, basic character building - beat bosses to upgrade your health bar, no overworld, hub area), Side view
-Reflect some enemy projectiles
-Sub weapons (Castlevania)
-Warp feature
-Sequence breaking by design?
-Underwater segments with oxygen mechanic?
-Lacks most of the puzzles and the secondary character from the MSX version?, only 5 worlds compared to 10 on MSX - check and compare in detail
Legacy of the Wizard/Dragon Slayer IV: Drasle Family (MSX/NES, 1987) - Platform Adventure/Puzzle Platformer/ARPG-ish Hybrid (no exp point leveling system, shops and inns in the dungeon, limited inventory (three items), the room with a large dragon painting is a hub connecting to four sub areas designed with one of the playable chars in mind, locked doors and keys - unlocked doors don't stay unlocked), Side View
-Early sidescrolling ARPG
-Five different playable characters (Xemn - push certain blocks into enemies (killing them) as well as rearrange them in 8 directions to progress w/ block moving glove+throw axes which is a strong attack+use armor for partial invincibility and taking out enemies you move into, Meyna - poor jump but great magic and can equip a rod that lets her "shoot" blocks around (making them ricochet off any enemy/wall/party member they come into contact with - back and forth a few times before disappearing which is similar in purpose to the glove but more limited as you can't slide push them diagonally)+the key stick (permanent key which drains 1 MP per use), Roas - weak but can wield the dragon slayer sword+use armor, Lyll - high jump which can be upgraded and can break blocks with the mattock, Pochi - is a monster meaning he doesn't get attacked by most enemies and can either walk through or ride them/strong but short range attack/can't use items and his jump sucks; switch back at the family house, three different stats which differ for each char (jump height, attack power, attack range), different chars can use different tool items and some have a special inherent ability))
-Large world
-Partially destructible environment (Metroid?)
-Warps/fast travel (consumable crystal item works like a one way town/surface portal, can use the paintings/pictures to teleport after getting crowns from bosses in the late game)
-Use certain enemies as platforms
-Stash/vault at your house and at inns (limited inventory when moving around - only 3 items; have to find/go back to an inn to equip an item that you just found or bought)
-A few shops and inns
-Elixir can save you from death (Zelda?)
-Password save (updates at the house on the surface only, no checkpoints or respawns in the dungeon unless you carry an elixir)
-Fall damage when falling past your char's jump height
-Flight (wings item - actually works more like being able walk/climb in mid-air and drains MP while used)
-Can stand on enemies
-High jump
-No map (one teleporter maze in the late game)
-Partially non-linear structure (can do Xemn's area before Pochi's if you collect the glove first and can skip using Pochi, have to do part of Xemn's area before Meyna's, can partially explore some areas in advance with Pochi; the sub area boss that you fight is determined by how many crowns you've collected meaning the order is always the same but you can generally choose who to use for each fight as long as you can find/get to a crown with that char, can switch to Meyna after getting the wings as Lyll (or Xemn if you double jumped into her area)? - only Meyna can fly so she has to finish her area, key stick is required in Meyna's area? (and only she can use it))
-Temporary invincibility and speed power ups - the latter can stack three times, Smart bombs which trigger when touched
-One negative power up (poison) - SMB2 JP?
-Two permanent stat buff gear items (AP and Attack Range) though not everyone can use them and they have to be in an active item slot to be used
-Some decent-good platforming/block and spatial awareness puzzles (breakable and movable blocks, no gravity effect on pushable blocks means you can rearrange them into bridges)
-Some sequence breaking possibilities (pochi can ride on some enemies (he doesn't take damage) to for example reach the power knuckle a bit sooner, can use an unintended double jump trick (involves pausing two times during a jump and then holding jump as you unpause the second time - pretty easy to use and is quite useful as it lets you skip or simplify some block puzzles; can also skip buying most items since you can find them instead - seems buying the key stick is faster than finding it though, can skip some of Xemn's block puzzles with Lyll (mattock))
-Some shortcuts
-Many different rooms compared to the MSX ver. (mainly on the eastern side of the world)
-Dynamic difficulty balancing: Each Crown's guardian (they are rewards for beating bosses) becomes progressively stronger until the fourth boss - strategywiki
Doki Doki Panic (NES, 1987)/Super Mario Bros. 2 aka Super Mario USA (NES, 1988) - Platformer
-A bridge towards the more adventure-focused SMB3 (some alternate paths (sometimes hidden), can move backwards, mini-games, sometimes maze-like boss levels, etc.)
-4 different playable characters that you can switch between in-between levels or after losing a life (Mario, Luigi, Toad, Princess; these have different controls so you can pick the one you like best for each stage and they're all useful in some way)
-Pick up and throw objects and enemies (mushrooms, POW blocks, bombs, koopa shells or plants; can't carry enemies or objects through doors but enemies can be carried for as long as you like while in the same room unlike in later games)
-Use enemies or objects as movable platforms for shortcuts or minor puzzles (can stand on enemies without slipping)
-Rudimentary parallel world accessed via hidden magic potions (single screen and time limited, this is where you get HP upgrades and coins for the mini-games)
-Mini-bosses
-Kill several enemies in a row to gain HP or stars
-The above allows for some freedom to choose when to use a star or heart (allows you to kill bosses with the stars; usually requires learning the levels though)
-Upgradeable health bar (up to four HP; Gauntlet, Zelda) however HP resets after every level
-Clock power up (stop movement) - Rogue, Bubble Bobble, Zelda, Kiki Kaikai
-Charge jump/super jump
-Digging sections - similar to Boulder Dash or Dig Dug
-Keys that have to be carried like other items and while being chase by an invincible flying enemy (a bit like the ghost in Bubble Bobble)
-Ride magic carpets taken from enemies - NewZealand Story
-Blow up walls with bombs - Zelda
-Music with drum samples and some sampled sfx
-Some nice transitions between scenes (the rocket)
-Frequent checkpoints and you revive with full life
-Some good puzzles (Birdo egg as a platform, second mushroom in 4-2, etc.)
-The living door boss (unexpected awesomeness)
-Minimalistic interface (stats besides health are moved to the pause menu)
-Characters get a speed boost when carrying something (especially Toad who moves about 20% faster; there are exceptions though) and there's invincibility time from fire shots while picking up a block or egg
-Wrap around-scrolling in some segments (Popeye, Mario Bros)
Rygar (NES, 1987) - Platform Adventure/ARPG (exp adds to attack and defense+upgrades your life bar - automatic stat increases, get clues on what tools to use and basic directions from NPCs, overworld/hub area, some dungeons, mostly linear structure), TD view/Side view hybrid (both have platforming and enemies)
-Hybrid gameplay (the hub area/overworld is top down)
-Grappling hook (vertical - similar to Batman on MD)
-Create rope bridges with the crossbow (also need the pulley to travel across these)
-TD view jumping
-Overworld map in the manual
-Only one gained tool adds to your moveset (the other three are more like keys)
-Can get an HP recovery potion from some NPCs if you have a coat of arms item (need to beat a certain boss), Some NPCs restore your health (one per area or so)
-Three spells from the get go (can't gain more spells; MP drops from enemies; power up - upgrades distance/speed/strength of your main weapon until death, attack and assail=10 smart bomb attacks, recover=full heal)
-Auto-teleport out of boss areas back to the overworld
-No side view area maps (first area is mapped in the manual - also shows the overworld layout with marked exits to side view areas as well as which area holds what item) - mostly maze-like areas with some dead ends
-No save or password save - You do get unlimited continues and respawn at the beginning of the current area after dying (no exp or MP loss, 3 HP restored - leads to some grinding/backtracking as health drops are pretty rare)
Mike Tyson's Punch-Out!! (NES, 1987) - Boxing, Slanted top down view/bird's eye view
-Large and expressive sprites
-Comical theme
Digital Devil Monogatari: Megami Tensei (NES, 1987) - JRPG/Dungeon Crawler RPG, FP view
-Modern setting
-Monster catching and fusing
-Phases of the moon affects gameplay (spells wear off, affects which demons are encountered)
-Mini-map w/ auto-mapper (need to use a spell)
-Allocate char stats before beginning the game (two preset party members)
Otocky (FDS, 1987) - Shoot 'em up/Rhythm Hybrid, Side view
-Rudimentary rhythm game
Slalom (NES, 1987) - Downhill skiiing
-Split-screen
-Pretty good animation and sense of speed
Flying Dragon: The Secret Scroll/Hiryuu no Ken (NES, 1987) - Sidescrolling Beat 'em up/Fighting hybrid
-QTE-like elements added to the 1 on 1 fighting segments (shows a bullseye on each characters body that needs to be defended or attacked, respectively)
-High, low and mid attacks for the fighting segment
-Alternate endings if you collect everything and go through it twice
Getsu Fuuma Den (NES, 1987) - Platform Adventure/FP Dungeon Crawler w/ real-time combat hybrid/ARPG-ish (shops, no exp point leveling, mostly linear structure), Side View/FP view Hybrid (more like TP view during combat in dungeons)
-Hub map w/ avoidable map encounters (similar to Zelda II or SMB3 except they don't pop up near you and disappear after a few seconds here)
-Japanese mythology theme
-Somersault attack and rock-destroying sword (Devilish Top & Rock Sword, Metroid?)
-Smart bombs for the Side View and FP segments (Blue and red charms respectively)
-Compass (FP segments)
-Temporary spinning orbs shield item which kills enemies (Defense Gem)
-Minor ability gating (wall breaking sword, candle for the FP segments)
-Password save
-Lives system
-No maps, Compass for the FP view segments
Seiken Psycho Caliber: Maju no Mori Densetsu (FDS, 1987) - Zelda 1-ish ARPG (shops, two towns, linear and you don't backtrack to previous areas, leveling system of sorts (collect force points to be able to upgrade your weapon) and some level gating), Time limits (health/stamina meter), TD view/SV hybrid (one area)
-Musical puzzle
-Save feature
-Some death pits (ice area)
-Enemy lure item (white apple)
-Teleport to the beginning of current area (Wing item)
-Minor tool gating (brick wall breaking sword and lamp item for dark areas)
-No map
Bio Senshi Dan: Inkrizer to no Tatakai (Bio-Warrior Dan: The Inkliezar Battle)/Bashi Bazook: Morphoid Masher (NES) - Maze Platformer w/ AA elements (linear structure w/ large maze levels)
-Bosses grow stronger as you're exploring the levels (you can see their health right away)
-NPCs (shops, hints, one time use hotels, tug of war-like mini-game with a money/energy prize)
-Sci-fi horror theme
-Large and animated NPC sprites
-No save or password feature (and limited continues), No maps
Romancia/Dragon Slayer Jr. (PC-88 & 98/MSX, 1986/NES, 1987) - ARPG-ish (towns, trading, fetch quests), Time limit (30 mins), Sequel to Dragon Slayer II
-Can get stuck
-No save feature (added in the 1999 remake)
-Upgradeable defense (bought)
-NES ver.: Much larger world, some puzzles are different and some are removed, more action focus, no timer, an item lets you resurrect from death a handful of times, some invincibility time after you get hit, enemies drop health power-ups, some obtuse puzzle design (see HG101 review), smoother but still slow movement, wider gameplay viewport
Stinger/Moero TwinBee (NES, 1987/1993) - Vertical Shoot 'Em Up, 3-player co-op
Air Fortress (NES, 1987) - Horizontal Shoot 'em up/Flight-Based Maze Action Hybrid, Escape sequences (Major Havoc, Xain'd Sleena/Solar Warrior, Metroid; hidden timer here)
-Can shoot forward while moving backward
-Can use the recoil from your gun to move faster (by flying backwards)
-Homing enemy projectiles
-Draining energy mechanic (health, flight energy and ammo all share the same energy bar as well)
-Ammo-based sub weapon (bomb shot) - Castlevania?
Morita Shogi (NES, 1987) - Shogi (Board Game)
-First console game with battery save?
Dragon Buster (ARC, 1985/NES, 1987) - Maze Platformer w/ some AA elements (hub map w/ some alternate paths)
-New moves (double jump, downstab, run move)
-Upgradeable lifebar, Sword and shield
-Spell inventory
-Alternate endings (minor changes)
-No save or password save and no maps
-Mini-bosses
-Alternate attacks (spells)
Woody Poco/Woody Poko (PC-88/PC-98, 1986/FM-7/NES/MSX, 1987) - Maze Platformer w/ ARPG/Action Adventure elements (level-based), Tilted View (see Double Dragon)
-Hunger mechanic
-Shops are only open at certain times of the day - sleeping at inns makes time fast forward
-Seasons change in accordance with the in-game clock
-The use of an item sometimes changes depending on which hand you hold it in
-Some other innovative mechanics (gamble, bribe other characters, can steal items from stores but Poco's appearance will be altered in the process and shops will stop doing business with him)
-Many optional tunnels?
-Dark rooms (Zelda II?)
-Can perform long hover jumps using an umbrella (several screens on NES)
-Some large sprites
-Modern setting with some fantasy elements
-Can lower the difficulty... by choosing to play as a girl character at the beginning of the adventure
-Password save
Youkai Yashiki (Ghost House) (MSX, 1986/FDS, 1987) - Proto-PA/Level-based Collectathon
-Teleporters (Warp wells)
-No save or password save?, No maps
-FDS version: Can't travel between levels, new levels, new bosses after the first one, fewer items to collect, new OST and visually more distinct levels
Castlevania II: Simon's Quest/Castlevania 2 (FDS, 1987/NES, 1988) - ARPG-ish (no stats shown but you gain some health+endurance with each level - you can level up once in-between each castle so six times in total, shops - can buy weapon upgrades)/Zelda-like Platform Adventure, Side view
-Mostly linear structure (has three different endings though and which one you get is based on time taken in in-game days: below 8=best ending, 8-15=second worst ending, 16+=worst ending)
-Heal in churches (no healing items)
-No in-game maps and the world map in the manual is pretty vague
-Some ability gating via the oak stake (more like a key as you can only use one at a time and only on orbs)?, the garlic (weapon+summons NPCs that give you items in a few spots), and holy water as a weapon+to detect false floors
-Password save
Nakayama Miho no Tokimeki High School (FDS, 1987) - First Dating Sim?, Graphical Adventure, FP view
-"Though the game is a standard text command-style adventure game similar to the Famicom Tantei Club series, in important scenes, the player is required to select a facial expression in addition to a verbal response. The four expressions (straight face, laughter, sadness, anger) must match the content of the response being given, and any incorrect responses immediately lead to the "game over" screen."
Rambo (NES, 1987) - ? Similar to Zelda II but without the overworld (basic exp point leveling+lifebar upgrades from bosses, some towns), Side view
-Background and foreground paths connecting areas
-Password save (long)
-No map
Esper Boukentai (NES, 1987) - ARPG (can talk to both NPCs and enemies, shops, basic leveling system, level and key item gating)/Metroid-like, Side view
-5 playable chars that you can switch between on the fly after rescuing them (mainly stat differences; Genta can break certain walls and floors, only Naoyuki can reach the treasure chest in the Cylindroom due to having a higher max jump height)
-Moon jumps (can jump more than two whole screens upward from the get go and even higher as you level up) and hover jumps (by repeatedly attacking in mid-air)
-Basic map feature (not that useful)
-Password save
-Some resource management (finite money, lose 2/3 when you die)
Jikuu Yuuden: Debias/Debias: Legendary Space-Time Hero (NES)(fan translated) - ARPG/Proto-PA (no ability gating besides "language power" which lets you understand certain NPCs), Side view w/ some TP view segments
-Layered world (see Goonies II for example)
-Day/night cycle with some gameplay effects
-Can warp back to town via Aaron (a spirit guide who you can also consult - can ask him more questions if your Tech stat is higher)
-Two different endings (Yes/No question before the end)
-Password save (fairly long)
-No in-game maps?
Spelunker II: Yuushahe no Chousen (NES, 1987) - ARPG/Proto Platform Adventure-ish (level-based - three big maze-like levels with layouts similar to CV2, items/abilities carry over?, no ability gating?), Side view
-Layered world (see Goonies II)
-Three endings (depends on your Holy level which is a basic karma/moral system)
-Some fall damage
-Basic puzzles (find hints for by exploring and looting the dead)
-No map, No save or password save (and no checkpoints or continues either)
Relics: Ankoku Yousai (FDS, 1987)? - Platform Adventure?, Side view
-Different to PC-88 ver. in various ways
Zombie Hunter (NES, 1987/MSX, 1988) - ARPG/Proto-Platform Adventure (exp point leveling, shops, no ability gating besides candles to see in the dark, level-based w/ some branching paths (similar to Castlevania 3 but with locked doors at the end of levels, different paths have the same layout but different enemies), limited item inventory), Side view
-No save or password save, No maps
-Can escape from boss fights if you have a bag item
-Weapon deterioration
-Shows enemy health and names if you have a candle
-Some randomized loot
-Second quest via a simple code
Esper Dream (FDS, 1987)(fan translated) - JRPG/ARPG Hybrid (separate battle encounters, towns and shops, linear structure with some backtracking?), Some similarities to DSII: Xanadu
-Mostly avoidable non-random encounters
-Gain some spells as you level up
-Minor tool gating via spells (esper lamp spell for seeing, time stop?, barrier?)
-Teleport home spell
-Items that save you from death
-No maps?, No save or password save (no lives - after dying you start at the main village with half the money you had and zero experience since your last level up)
Kalin no Tsurugi (Sword of Kalin) (FDS, 1987)(fan translated) - JRPG/ARPG hybrid w/ separate encounters (towns and shops), Similar to DSII: Xanadu but w/ an overworld, TD view
-Non-random encounters
-Zoomed out overworld
-Check/examine command
-Save and quicksave features
-No maps
Higemaru Makaijima (Makai Island) (MSX/NES, 1987)(fan translated) - Zelda-like Action Adventure w/ jumping (no ability gating?), TD view
-No permanent weapons (use barrels and rocks in the environment)
-Map (have to find it)
-Upgradeable lifebar (no other char upgrades?)
-Some basic decoding puzzles
-Pirate theme (travel between locations by ship)
-Password save
Wizards & Warriors (NES, 1987) - Maze Platformer/Collectathon Platformer (100-200 diamonds (some are worth 2 or 3 however) and one exit key per level), Vertical platforming focused levels
-Some interesting gear (boots of force - open locked chests without the key+kick enemies (can be used at the same time as the dagger, some enemies are only vulnerable to these), semi-flight/hover upwards a bit via the potion of levitation (kinda like a double jump), glide jump via the feather, shield - auto-blocks some projectiles, cloak - reduce damage from bosses but harder to see your avatar and the effect wears off after some time (can be toggled), horn - shows nearby hidden doors, boots of lava - walk on lava and stand on fire pillars). It also carries over between levels
-Respawn on the spot even after using a continue (besides during boss fights)
-Unlimited continues (Castlevania; lose only your score and your sub weapon upgrades)
-Sub weapons (throwing dagger and axe (stronger but only found in level 3) - both act like a boomerang and you can grab items with them (Zelda 1), fire staff - spread shot, ice staff - temporarily freezes enemies (can't stand on them)) - Castlevania
-Temporary high jump potion (pink) and speed+longer jump potion (blue) - these respawn a few seconds after running out.
-Temporarily upgradeable range on the dagger and axe sub weapons (up to two times) as well as rate of fire for the axe (2 at a time)
-Locked chests and doors (color coded - later used in Doom)
-Frequently respawning enemies (Starquake, Antiriad) besides in the hidden diamond-filled rooms
-Slopes and sliding down them
-No death pits
-Can steer backwards in mid-air (SMB)
-Stop watch power up (freezes enemies) - Zelda 1?
-Smart bombs (eggs) - trigger when touched though
-Upgradeable lifebar but only one life and no continues in the JP version
-Some sub weapons and gear are replaced when you pick up another (boots, staffs, cloak, horn)
-The levitation potion, feather and blue potion are necessary for completion and the first two are missable but can be found in more than one level
Märchen Veil (FDS/FM-7/MSX, 1987) - Proto-Action Adventure/Collectathon? w/ jumping (level/area-based w/ backtracking to previous levels to progress), TD view
-Save points
-Lifebar upgrades
-No maps?
Meikyuu Jiin Dababa (NES) - Maze Action/Proto-AA (level-based w/ a linear structure, locked doors, some platforming puzzles)
-Monk avatar
-Some interesting mechanics (tile-based jumping movement that feels like an in-between of turn based and real-time gameplay, smart bombs that pause enemy respawning for a while and simultaneously function like keys)
-Upgradeable lifebar
-Loot doesn't auto-disappear after a few seconds like in most old action games (it does disappear if you move until it's off screen though)
-Unlimited continues
Hi no Tori: Gaou no Bouken (NES, 1987) - Action Platformer/Puzzle Platformer
-Place blocks to create platforms and reach higher/further (very similar to Solomon's Key)
-Mirrors let you pass through wide sections of walls/ground tiles
-Break blocks by jumping groundpounding them three times
-Hidden alternate exits (similar to Kid Chameleon in structure however the levels also loop if you don't find these kinda like in Gun.Smoke)
Zoids: Chuuou Tairiku no Tatakai (NES, 1987) - ARPG, TD view/FP view hybrid (overworld/combat)
-Avoidable random encounters (Zelda II)
1988:
Super Mario Bros. 3 (NES, 1988/SNES, 1993 (remaster)) - Hop 'n Bop Platformer/Proto-Platform Adventure (temporary items and transformations/suits, mostly linear structure, some maze levels)
-Interactive hub maps. These maps span more than a single screen, feature branching paths between levels, fortress levels with an exploration/puzzle element and a mini-boss at the end, wandering monsters, mini-game and NPC encounter locations, locked doors, interactive elements and even some secrets (one example: by scoring 80k points, a memory mini-game panel appears somewhere on the map, and if it appears over an unfinished level its panel can be used to skip the level, as when the game is finished the level tile will transform into a finished state). One interesting mechanic, a checkpoint of sorts is how when the fortress level of an area is beaten, a locked door on the map is removed (and a bridge lowered), opening up either a shortcut or a path towards a mini-game, which stays open after a game over
-Can move back and forth between worlds/areas on GBA
-Some alternate paths through the game
-Each sub area has a hub map w/ patrolling enemies and some have alternate paths through them
-Several suits/transformations (one allows limited flight, one allows turning into an invulnerable statue temporarily, frog suit for faster swimming, hammer brother suit, etc.)
-Warp flutes (hidden, optional)
-Optional mini-games
-Hidden mini levels
-Great variety
-Diagonal scrolling - Super Bug, Major Havoc, Fort Apocalypse
-Fairly impressive music (sampled percussion)
-If you beat an airship with the tanooki-, frog- or hammer suit, you will get different dialogue for each in the following cutscene
-Save feature on SNES
-Different dialogue from the rescued kings depending on which suit you're wearing
Bionic Commando (NES, 1988) - Action Adventure/Platform Adventure-lite (only one traversal ability gained (flare bombs for dark areas), basic leveling (collect bullets to increase your life bar), NPCs and "towns" (neutral areas), 2 temporary armor upgrades and 1 permanent one (bullet proof vest - blocks every other shot)?), Some Run 'n Gun segments, Side View & Top Down View Hybrid (map encounters only)
-SMB3-like hub map w/ patrolling enemies and branching paths (also two hidden paths)
-Partially non-linear structure (a few branching paths and in that you can skip ahead on the hub map though it's generally easier to clear areas as you first encounter them instead)
-Hookshot mechanic replaces jumping (some platforming becomes more of a puzzle due to this)
-Wiretapping (spy on enemy communications and communicate with allies in communications rooms for flavor text and clues)
-Neutral areas where you get attacked for opening fire and can talk to NPCs for tips as well as find items
-Temporary spinning orbs shield power up
-Pick what gear to use before landing in an area (later used in Assault Suits Leynos)
-Quick exit code lets you exit any sidescrolling area
-Some gore and the game features Adolf Hitler as the enemy leader
-Escape sequence after the final boss (Xain'd Sleena, Metroid)
-Quick exit code lets you exit any sidescrolling area
-Some censorship in the west
-No save or password save, No area maps
Dragon Quest III (NES, 1988) - JRPG
-Build a party of four (hiring system - can leave or replace members and re-recruit them later, six classes)
-Warp to any visited town (Might and Magic, Bard's Tale II)
-Vault feature
-Pretty open ended/non-linear structure
-Gradual day/night cycle with effects on gameplay
-Giant bird ride
-Monster fight betting
-More meaningful dialogue choices
-Rudimentary battle formations (order)
-Invisiblility spell
-One of the longest 80s games at 28-34h
Final Fantasy II (NES, 1988) - JRPG
-Non-random encounters in Fynn and on the Dreadnought
-Action-based character building system on consoles (activity/use-based progression - Xanadu, Dungeon Master)
-More developed characters and storytelling
-Rudimentary dialogue tree system
-Use items on NPCs
-Basic battle formations (rows)
-Overworld change
-Still pretty open ended structure
-Spell tomes can be kept for later and sold
-Single- and multi-targeting for every spell
Ys: Vanished Omen (1987 port/NES, 1988) - ARPG, Top down view
-Basic dialogue trees
-Gradually learn enemy stats by killing more of them
-Can bargain with one of the clerks
-Teleport back to town (wing)
-Health regen outside dungeons if standing still
-Detailed artwork during important dialogue
-Save anywhere except during dialogue or boss battles
-Somewhat non-linear structure
Mega Man 2 (NES, 1988) - Action Platformer
-Good boss AI
-Large bosses (mecha dragon and especially guts tank which you can also stand on in certain spots)
-Password save - Zelda 1 had battery saves
-Some interesting weapons (fire - charge shot (Shadow Land), spinning leaf shield - hurts enemies, quick man - boomerang shot, stop watch - Bubble Bobble, timed bomb shot (latches onto walls), )
-Can create platforms that move upwards slowly w/ item 1 and ones that climb walls w/ item 3
-Can create temporary hoverboards traveling forward w/ item 2
The Guardian Legend (NES, 1988) - Action Adventure (similar to Zelda w/o the ability gating, shops, no jumping)/Vertical Shoot 'em up Hybrid, TD view
-Mostly non-linear (enemy/difficulty gating)
-Good map system
-Hybrid gameplay
-Huge arsenal of weapons
-Female protagonist
-Lifebar, rate of fire and AP+DP upgrades
-Main weapon power is tied to how many chips/ammo you have left for special weapons - can upgrade your capacity
-Password save (pretty long)
-Lack of challenging puzzles (some are vague but not in a good way)
Famicom Wars (NES, 1988) - TBS, 2-player vs.?
-Early TBS with multiplayer
-Supply trucks
-Artillery
-Air strikes?
R.C. Pro-Am/RC Pro-Am (NES, 1988) - Toy Car Racing, Isometric view
-Boost pads - later used in STUN Runner, F-Zero, Wipeout, etc.
-Course maps
-Customizable car - buy upgrades in-between some races (tire grip, acceleration, max speed)
-Weapon power ups (missiles) - Spy Hunter
-Water and oil hazards - later used in Micro Machines
-Invincibility power up - Pac-Man
Super Dodge Ball (NES, 1988) - Dodgeball (spökboll, handball-like sports)
-2-player vs.
-Expressive sprites
-Bean ball mode (free for all)
-Combo moves
-Difficulty options
Blaster Master (NES, 1988) - Metroid-like Platform Adventure (linear structure (have to backtrack to Area 1 to reach A4, A2 to reach A7 and A3 to reach A8; A6 only connects to A5, A7 only connects to A2 and A8 only connects to A3)), Top down view hybrid (boss areas and fights, no jumping here), Partially vehicle-based (tank)
-Vehicle/on foot dynamic (control both a tank and its pilot; you can exit the tank and it's required to reach some areas, it also adds a sense of vulnerability to some segments)
-Get teleported to the current area's entrance after beating a boss
-Fairly impressive music
-Large bosses
-Some good animation
-Conveys a sense of vulnerability well in Area 5 (where the tank malfunctions and you'll have to swim around looking for an upgrade)
-Wall- and ceiling climbing
-Limited flight upgrade for the tank
-Swimming (default for the pilot and an upgrade for the tank)
-Strafing in the top down segments (gun only, not when using grenades)
-No save or passwords and continues are limited, No map
The Battle of Olympus (NES, 1988) - Platform Adventure/ARPG, Zelda-like (a non-interactive and vague world map is shown when moving between areas - no separate top down view overworld, no exp point leveling system (AP and HP upgrades via bought and found items here (generally have to find the shops in hostile areas), towns w/ NPCs and basic shops, some dungeons, lacks puzzles), Side view
-Partially non-linear structure (can go to argolis before attica though it's quite tough, can't go to phrygia before the forest since you can't open the hidden door in the first boss's cave without first getting the item to reveal it, can go to phrygia or phthia in either order before crete though the former is pretty tough, need the right weapon to damage certain bosses like the Cyclops)
-Good dialogue for the genre and time (it's also fast)
-Reverse gravity sandals
-Animal mounts
-Quick travel by Pegasus (have to memorize the paths though and it doesn't loop meaning the route stops back in Arcadia plus the destinations aren't placed at warp points)
-Password save (fairly long), Unlimited continues (lose half your money and respawn at beginning of area when dying)
-Some backtracking with ability gating to progress (forest)
-Fountains (usually one per dungeon) for restoring health and refilling your flask
-Some interesting tools for traversal and exploration (sandals/anti-grav shoes - high jump+walk on ceilings (later used in Metal Storm), fire staff weapon also works like a torch for dark rooms)
-Constantly respawning enemies even in towns - don't even have to scroll the screen
-No real map system (you just get a vague idea of where you are in the world from the mini-map roughly showing your location on the zoomed out world map; fourth area (forest is a pretty big maze and it's easy to end up there before you're supposed to)
Tetris (Tengen)(NES, 1988) - Action Puzzle/Falling Block Puzzle
Contra (NES, 1988) - Run 'n gun/Action Platformer, 2-player co-op, Side view/TP (2.5D) view
-8-way targeting
-Hybrid gameplay
-Some large bosses
-Pretty fast paced and not much slowdown despite the intensity
-Cutscenes and scrolling map screen (JP version only)
Ninja Gaiden (NES, 1988) - Action Platformer
-The storytelling (skippable cutscenes with detailed artwork and some animation)
-Unlimited continues
-Large final boss sprite
-Wall climbing (kinda - can cling and jump but not move up and down freely)
Captain Tsubasa (NES, 1988) - Sports RPG
Golgo 13: Top Secret Episode (NES, 1988) - Action Platformer/Helicopter Flight/Sniping hybrid
-Mixes several genres (platformer, helicopter flight, sniping)
-The storytelling
-Adult themes
Cosmo Police Galivan (NES, 1988) - Metroid-like Platform Adventure/ARPG (basic leveling system)
-Temporary flight via the jet boots (costs energy/CP)
-Some teleporters/warp holes
-Few abilities/tools gained that are used to progress (late game jet boots let you fly temporarily with each use, some special weapons and crystals open new paths/destroy walls; these all cost energy/CP to use)
-Auto-save feature (loading a save makes your exp go down to the minimum for your current level)
-No in-game map
Silviana: Ai Ippai no Little Angel (FDS, 1988/MSX2, 1989) - Ys/Hydlide-like ARPG (leveling, towns w/ shops), TD view
-Hydlide-like (bump into enemies, health regeneration while standing still, temporary quick save, non-linear structure?)
-Dark parallel world
-Female protagonist
-Zoomed out overworld
-Save feature
-No map feature?
Mito Koumon II: Sekai Manyuuki (NES, 1988) - ARPG-ish (level-based, shops), TD View, Time limits (can be increased with light source items)
-Comical theme
-Transformation via the pinwheel and bowl items (time limits)
-Password save
-Temporary AP, DP and movement speed upgrades
Gradius II (NES, 1988) - Horizontal Shoot 'em up, 2-player coop (a lot of slowdown though)
-Good variation
-Detailed and large bosses
-4 different weapon settings pre-game
-Mini-bosses
-Pretty impressive sound quality
-Sound test (hidden)
Abadox (NES, 1988) - Shoot 'em up, Horizontal/Vertical scrolling hybrid (switches every other level)
-Gross-out theme before the 90s
-Some large and detailed sprites
3D World Runner (NES, 1988) - TP Platformer/Rail Platformer
-Space Harrier-like platformer
-3D mode (uses red/blue 3D glasses)
Dandy: Zeuon No Fukkatsu (FDS, 1988)(fan translated) - ARPG (exp point leveling, overworld & dungeons), Similar to Zelda 1-2, TD view/Tilted view hybrid (town and building exploration)
-Save feature (in towns)
-Medicine item saves you from death
-Bow ammo capacity upgrades but no life bar upgrades
-Infinite lives (you wake up in the starting town with all of your items and money - however your experience gained since your last level up will return to zero)
-No puzzles or ability/tool gating?
-No map
Jackal (ARC, 1986/NES/FDS, 1988) - Top Down Run'n Gun (Vehicle-based - jeep), Rescue Mission, 2-Player Co-op
-Hostage rescue (Choplifter)
-8-way aiming
-Destructible buildings and some other objects
-Fairly open ended levels that scroll in four directions
-Respawn on the spot
-Unlimited continues?
-Harder second run?
-Upgradeable weapon
-New levels and bosses on NES+tweaked balance
Wai Wai World (NES, 1988) - Maze Platformer, One Vertical Shooter level
-Open-ended/Choose your path (level select screen, MM1)
-Timed escape sequence at the end
-Switch between rescued characters on the fly (up to 8 different ones - they play the same though except for their sub weapons (have to find these) which are sometimes a bit different and the first two chars who can fly)
-Sub weapons carry over to the next level
-Features levels and chars based on previous Konami games
-Some large sprites
-Mini-bosses
-Have to backtrack to the beginning of each level to go back to the base where you can select the next one to play
-Kinda basic and repetitive level design overall
8 Eyes (NES, 1988) - Castlevania-like Action Platformer, 2-player co-op (player 2 controls the falcon sidekick Cutrus);
-The falcon has a separate healthbar and can be controlled in single player as well - it can also be used to hit the timed door switches
-Choose your path and boss affinities to weapons (MM1 - the latter isn't mentioned though so you have to guess/check a guide to see what bosses are weak to and the game is very tough if you don't)
-Sub weapon inventory (switch with Select)
-Upgradeable health and ammo (thse are lost upon death though)
-Minor code puzzle (place the jewels in the right order at the end based on hidden clues found in the levels - press select at the level select screen to recheck the clues)
-Temporarily freeze enemies and even bosses with the ice ball
-Become friends with the bosses after beating them (the game shows an in-game cutscene of the two of you having tea together and being served by an enemy)
-Password save
-Boss gauntlet at the end (features most of the bosses, there are hidden health+ammo refills here though and they're also refilled after beating each one)
-Unlockable hard and very hard modes
Gauntlet (ARC, 1985/NES, 1988) - Maze Action w/ ARPG elements, 2-player co-op, TD view
-Can go back to previous levels but only via some floors and you don't know where you'll end up in advance, Can also skip ahead more than one level
-Maximum health upgrades at score intervals (score is increased by collecting treasure here)
-Password save
-Shows a basic map between levels (exits in levels don't necessarily align with the routes shown here so one leading northwest might be placed to the east for example)
-Potions provide minor but permanent stat boosts (5 stats)
-Adds a final boss at level 100
-Need keys to open doors and they won't open on their own after some time has passed here
-Temporary Reflective shot item though you can only shoot one at a time here, Temporary invisibility/repel/invincibility/super shot items
-Pushable walls
-Need to find clues to find the location of the final level
-Smart bombs (can carry up to 10 - keys have their separate inventory here so you can carry 10 of them as well)
-Hunger/draining health (Gauntlet ARC) - HP regenerates when finding the exit in treasure rooms here
-No thieves here and no voiced hints
1943: The Battle of Midway (NES, 1988) - Horizontal Shoot 'em up
-Interesting dynamic between energy and ammo + charge shot (bigger enemies/cannons) and regular shots (smaller enemies)
-Upgrade system/basic leveling (offense, defense, energy, special weapon energy etc. - need to find hidden spots to upgrade in the levels (usually at the same spot though)
-Side-plane power up (hard to get)
-Smart bomb (sort of, doesn't do much damage but clears bullets, stuns boss ships and gives some invincibility time, costs energy to use)
-Hidden power ups scattered throughout the levels (similar to Fantasy Zone II DX)
-Password save (short, doesn't save score)
-Nice ending cutscene and stills between stages
-Can block fire (only works with the first special weapon)
-Hectic music when near death
Ninja Kid II/Rad Action/Ninja-Kun: Ashura no Shou (ARC, 1987/NES, 1988) - Action Platformer
-Wall jumps
Tombs & Treasure (Taiyou no Shinden/Asteka II: Temple of the Sun (Templo del Sol: Asteka II) remix)(PCs, 1986 (JP developed)/NES, 1988/SAT, 1998 (Falcom Classics II - Remaster based on PC versions)) - Graphical Adventure (location exploration)/Action Adventure (overworld) hybrid, FP (locations)/TD (overworld) view hybrid, Icon interface (verb commands)
-Mayan civilization theme (not Aztec)
-Item inventory
-Shrinking item for shrinking yourself
-Puzzles (some item combination puzzles)
-Password save
-Compass (have to make it)
-No maps (early versions came with a world map?)
-Larger overworld on PC-88 (some puzzles are also different between the MSX and PC-88 versions; smallest world but also smooth scrolling in the NES game which is more of a remix)
Shadow Land/Yokai Dochuki (ARC, 1987/NES, 1988/PCE) - Action Platformer w/ Adventure/RPG elements (fairly open ended levels, gambling and shopping, various upgrades)
-Weapon upgrades (rate of fire and strength) and movement upgrades (faster movement and longer jumps, faster swimming),
-Some hidden areas
-Interesting map feature (shows a nice bird's eye view of the entire area but no topographic specifics)
-A "food" item lets you regain 6 HP at death (similar to fairies in Zelda 3)
-Five different endings (not a big difference but still - your behaviour in the game determines if you'll end up in heaven or hell or somewhere "in-between", the less points (not shown until the end?) you get in the final level the better and you mustn't collect or kill anything in lvl 5 to go to heaven)
-One sequence break possible (lvl 4 tree part?)
-Password save (PC Engine)
Matou no Houkai: The Hero of Babel (FDS)(Untranslated) - ARPG, Similar to Castlevania II
-No save or password save?, No map?
Captain Comic: The Adventure (PC, 1988/NES, 1989)? - Platform Adventure?, Very short (can be beaten in 10 mins if you know where to go)
Elysion (NES, 1988)(fan translated) - ARPG (leveling, 4 races/classes, shops and gambling, overworld & dungeons (enemies in towns)), TD view
-Save at inns/shops
-Level requirements on items
-Some teleporters leading to the start of mazes
-No ability gating besides needles for destroying walls? (and you can destroy them without them but it takes a long time)
-No map
Super Mario Bros. 3 (NES, 1988/SNES, 1993 (remaster)) - Hop 'n Bop Platformer/Proto-Platform Adventure (temporary items and transformations/suits, mostly linear structure, some maze levels)
-Interactive hub maps. These maps span more than a single screen, feature branching paths between levels, fortress levels with an exploration/puzzle element and a mini-boss at the end, wandering monsters, mini-game and NPC encounter locations, locked doors, interactive elements and even some secrets (one example: by scoring 80k points, a memory mini-game panel appears somewhere on the map, and if it appears over an unfinished level its panel can be used to skip the level, as when the game is finished the level tile will transform into a finished state). One interesting mechanic, a checkpoint of sorts is how when the fortress level of an area is beaten, a locked door on the map is removed (and a bridge lowered), opening up either a shortcut or a path towards a mini-game, which stays open after a game over
-Can move back and forth between worlds/areas on GBA
-Some alternate paths through the game
-Each sub area has a hub map w/ patrolling enemies and some have alternate paths through them
-Several suits/transformations (one allows limited flight, one allows turning into an invulnerable statue temporarily, frog suit for faster swimming, hammer brother suit, etc.)
-Warp flutes (hidden, optional)
-Optional mini-games
-Hidden mini levels
-Great variety
-Diagonal scrolling - Super Bug, Major Havoc, Fort Apocalypse
-Fairly impressive music (sampled percussion)
-If you beat an airship with the tanooki-, frog- or hammer suit, you will get different dialogue for each in the following cutscene
-Save feature on SNES
-Different dialogue from the rescued kings depending on which suit you're wearing
Bionic Commando (NES, 1988) - Action Adventure/Platform Adventure-lite (only one traversal ability gained (flare bombs for dark areas), basic leveling (collect bullets to increase your life bar), NPCs and "towns" (neutral areas), 2 temporary armor upgrades and 1 permanent one (bullet proof vest - blocks every other shot)?), Some Run 'n Gun segments, Side View & Top Down View Hybrid (map encounters only)
-SMB3-like hub map w/ patrolling enemies and branching paths (also two hidden paths)
-Partially non-linear structure (a few branching paths and in that you can skip ahead on the hub map though it's generally easier to clear areas as you first encounter them instead)
-Hookshot mechanic replaces jumping (some platforming becomes more of a puzzle due to this)
-Wiretapping (spy on enemy communications and communicate with allies in communications rooms for flavor text and clues)
-Neutral areas where you get attacked for opening fire and can talk to NPCs for tips as well as find items
-Temporary spinning orbs shield power up
-Pick what gear to use before landing in an area (later used in Assault Suits Leynos)
-Quick exit code lets you exit any sidescrolling area
-Some gore and the game features Adolf Hitler as the enemy leader
-Escape sequence after the final boss (Xain'd Sleena, Metroid)
-Quick exit code lets you exit any sidescrolling area
-Some censorship in the west
-No save or password save, No area maps
Dragon Quest III (NES, 1988) - JRPG
-Build a party of four (hiring system - can leave or replace members and re-recruit them later, six classes)
-Warp to any visited town (Might and Magic, Bard's Tale II)
-Vault feature
-Pretty open ended/non-linear structure
-Gradual day/night cycle with effects on gameplay
-Giant bird ride
-Monster fight betting
-More meaningful dialogue choices
-Rudimentary battle formations (order)
-Invisiblility spell
-One of the longest 80s games at 28-34h
Final Fantasy II (NES, 1988) - JRPG
-Non-random encounters in Fynn and on the Dreadnought
-Action-based character building system on consoles (activity/use-based progression - Xanadu, Dungeon Master)
-More developed characters and storytelling
-Rudimentary dialogue tree system
-Use items on NPCs
-Basic battle formations (rows)
-Overworld change
-Still pretty open ended structure
-Spell tomes can be kept for later and sold
-Single- and multi-targeting for every spell
Ys: Vanished Omen (1987 port/NES, 1988) - ARPG, Top down view
-Basic dialogue trees
-Gradually learn enemy stats by killing more of them
-Can bargain with one of the clerks
-Teleport back to town (wing)
-Health regen outside dungeons if standing still
-Detailed artwork during important dialogue
-Save anywhere except during dialogue or boss battles
-Somewhat non-linear structure
Mega Man 2 (NES, 1988) - Action Platformer
-Good boss AI
-Large bosses (mecha dragon and especially guts tank which you can also stand on in certain spots)
-Password save - Zelda 1 had battery saves
-Some interesting weapons (fire - charge shot (Shadow Land), spinning leaf shield - hurts enemies, quick man - boomerang shot, stop watch - Bubble Bobble, timed bomb shot (latches onto walls), )
-Can create platforms that move upwards slowly w/ item 1 and ones that climb walls w/ item 3
-Can create temporary hoverboards traveling forward w/ item 2
The Guardian Legend (NES, 1988) - Action Adventure (similar to Zelda w/o the ability gating, shops, no jumping)/Vertical Shoot 'em up Hybrid, TD view
-Mostly non-linear (enemy/difficulty gating)
-Good map system
-Hybrid gameplay
-Huge arsenal of weapons
-Female protagonist
-Lifebar, rate of fire and AP+DP upgrades
-Main weapon power is tied to how many chips/ammo you have left for special weapons - can upgrade your capacity
-Password save (pretty long)
-Lack of challenging puzzles (some are vague but not in a good way)
Famicom Wars (NES, 1988) - TBS, 2-player vs.?
-Early TBS with multiplayer
-Supply trucks
-Artillery
-Air strikes?
R.C. Pro-Am/RC Pro-Am (NES, 1988) - Toy Car Racing, Isometric view
-Boost pads - later used in STUN Runner, F-Zero, Wipeout, etc.
-Course maps
-Customizable car - buy upgrades in-between some races (tire grip, acceleration, max speed)
-Weapon power ups (missiles) - Spy Hunter
-Water and oil hazards - later used in Micro Machines
-Invincibility power up - Pac-Man
Super Dodge Ball (NES, 1988) - Dodgeball (spökboll, handball-like sports)
-2-player vs.
-Expressive sprites
-Bean ball mode (free for all)
-Combo moves
-Difficulty options
Blaster Master (NES, 1988) - Metroid-like Platform Adventure (linear structure (have to backtrack to Area 1 to reach A4, A2 to reach A7 and A3 to reach A8; A6 only connects to A5, A7 only connects to A2 and A8 only connects to A3)), Top down view hybrid (boss areas and fights, no jumping here), Partially vehicle-based (tank)
-Vehicle/on foot dynamic (control both a tank and its pilot; you can exit the tank and it's required to reach some areas, it also adds a sense of vulnerability to some segments)
-Get teleported to the current area's entrance after beating a boss
-Fairly impressive music
-Large bosses
-Some good animation
-Conveys a sense of vulnerability well in Area 5 (where the tank malfunctions and you'll have to swim around looking for an upgrade)
-Wall- and ceiling climbing
-Limited flight upgrade for the tank
-Swimming (default for the pilot and an upgrade for the tank)
-Strafing in the top down segments (gun only, not when using grenades)
-No save or passwords and continues are limited, No map
The Battle of Olympus (NES, 1988) - Platform Adventure/ARPG, Zelda-like (a non-interactive and vague world map is shown when moving between areas - no separate top down view overworld, no exp point leveling system (AP and HP upgrades via bought and found items here (generally have to find the shops in hostile areas), towns w/ NPCs and basic shops, some dungeons, lacks puzzles), Side view
-Partially non-linear structure (can go to argolis before attica though it's quite tough, can't go to phrygia before the forest since you can't open the hidden door in the first boss's cave without first getting the item to reveal it, can go to phrygia or phthia in either order before crete though the former is pretty tough, need the right weapon to damage certain bosses like the Cyclops)
-Good dialogue for the genre and time (it's also fast)
-Reverse gravity sandals
-Animal mounts
-Quick travel by Pegasus (have to memorize the paths though and it doesn't loop meaning the route stops back in Arcadia plus the destinations aren't placed at warp points)
-Password save (fairly long), Unlimited continues (lose half your money and respawn at beginning of area when dying)
-Some backtracking with ability gating to progress (forest)
-Fountains (usually one per dungeon) for restoring health and refilling your flask
-Some interesting tools for traversal and exploration (sandals/anti-grav shoes - high jump+walk on ceilings (later used in Metal Storm), fire staff weapon also works like a torch for dark rooms)
-Constantly respawning enemies even in towns - don't even have to scroll the screen
-No real map system (you just get a vague idea of where you are in the world from the mini-map roughly showing your location on the zoomed out world map; fourth area (forest is a pretty big maze and it's easy to end up there before you're supposed to)
Tetris (Tengen)(NES, 1988) - Action Puzzle/Falling Block Puzzle
Contra (NES, 1988) - Run 'n gun/Action Platformer, 2-player co-op, Side view/TP (2.5D) view
-8-way targeting
-Hybrid gameplay
-Some large bosses
-Pretty fast paced and not much slowdown despite the intensity
-Cutscenes and scrolling map screen (JP version only)
Ninja Gaiden (NES, 1988) - Action Platformer
-The storytelling (skippable cutscenes with detailed artwork and some animation)
-Unlimited continues
-Large final boss sprite
-Wall climbing (kinda - can cling and jump but not move up and down freely)
Captain Tsubasa (NES, 1988) - Sports RPG
Golgo 13: Top Secret Episode (NES, 1988) - Action Platformer/Helicopter Flight/Sniping hybrid
-Mixes several genres (platformer, helicopter flight, sniping)
-The storytelling
-Adult themes
Cosmo Police Galivan (NES, 1988) - Metroid-like Platform Adventure/ARPG (basic leveling system)
-Temporary flight via the jet boots (costs energy/CP)
-Some teleporters/warp holes
-Few abilities/tools gained that are used to progress (late game jet boots let you fly temporarily with each use, some special weapons and crystals open new paths/destroy walls; these all cost energy/CP to use)
-Auto-save feature (loading a save makes your exp go down to the minimum for your current level)
-No in-game map
Silviana: Ai Ippai no Little Angel (FDS, 1988/MSX2, 1989) - Ys/Hydlide-like ARPG (leveling, towns w/ shops), TD view
-Hydlide-like (bump into enemies, health regeneration while standing still, temporary quick save, non-linear structure?)
-Dark parallel world
-Female protagonist
-Zoomed out overworld
-Save feature
-No map feature?
Mito Koumon II: Sekai Manyuuki (NES, 1988) - ARPG-ish (level-based, shops), TD View, Time limits (can be increased with light source items)
-Comical theme
-Transformation via the pinwheel and bowl items (time limits)
-Password save
-Temporary AP, DP and movement speed upgrades
Gradius II (NES, 1988) - Horizontal Shoot 'em up, 2-player coop (a lot of slowdown though)
-Good variation
-Detailed and large bosses
-4 different weapon settings pre-game
-Mini-bosses
-Pretty impressive sound quality
-Sound test (hidden)
Abadox (NES, 1988) - Shoot 'em up, Horizontal/Vertical scrolling hybrid (switches every other level)
-Gross-out theme before the 90s
-Some large and detailed sprites
3D World Runner (NES, 1988) - TP Platformer/Rail Platformer
-Space Harrier-like platformer
-3D mode (uses red/blue 3D glasses)
Dandy: Zeuon No Fukkatsu (FDS, 1988)(fan translated) - ARPG (exp point leveling, overworld & dungeons), Similar to Zelda 1-2, TD view/Tilted view hybrid (town and building exploration)
-Save feature (in towns)
-Medicine item saves you from death
-Bow ammo capacity upgrades but no life bar upgrades
-Infinite lives (you wake up in the starting town with all of your items and money - however your experience gained since your last level up will return to zero)
-No puzzles or ability/tool gating?
-No map
Jackal (ARC, 1986/NES/FDS, 1988) - Top Down Run'n Gun (Vehicle-based - jeep), Rescue Mission, 2-Player Co-op
-Hostage rescue (Choplifter)
-8-way aiming
-Destructible buildings and some other objects
-Fairly open ended levels that scroll in four directions
-Respawn on the spot
-Unlimited continues?
-Harder second run?
-Upgradeable weapon
-New levels and bosses on NES+tweaked balance
Wai Wai World (NES, 1988) - Maze Platformer, One Vertical Shooter level
-Open-ended/Choose your path (level select screen, MM1)
-Timed escape sequence at the end
-Switch between rescued characters on the fly (up to 8 different ones - they play the same though except for their sub weapons (have to find these) which are sometimes a bit different and the first two chars who can fly)
-Sub weapons carry over to the next level
-Features levels and chars based on previous Konami games
-Some large sprites
-Mini-bosses
-Have to backtrack to the beginning of each level to go back to the base where you can select the next one to play
-Kinda basic and repetitive level design overall
8 Eyes (NES, 1988) - Castlevania-like Action Platformer, 2-player co-op (player 2 controls the falcon sidekick Cutrus);
-The falcon has a separate healthbar and can be controlled in single player as well - it can also be used to hit the timed door switches
-Choose your path and boss affinities to weapons (MM1 - the latter isn't mentioned though so you have to guess/check a guide to see what bosses are weak to and the game is very tough if you don't)
-Sub weapon inventory (switch with Select)
-Upgradeable health and ammo (thse are lost upon death though)
-Minor code puzzle (place the jewels in the right order at the end based on hidden clues found in the levels - press select at the level select screen to recheck the clues)
-Temporarily freeze enemies and even bosses with the ice ball
-Become friends with the bosses after beating them (the game shows an in-game cutscene of the two of you having tea together and being served by an enemy)
-Password save
-Boss gauntlet at the end (features most of the bosses, there are hidden health+ammo refills here though and they're also refilled after beating each one)
-Unlockable hard and very hard modes
Gauntlet (ARC, 1985/NES, 1988) - Maze Action w/ ARPG elements, 2-player co-op, TD view
-Can go back to previous levels but only via some floors and you don't know where you'll end up in advance, Can also skip ahead more than one level
-Maximum health upgrades at score intervals (score is increased by collecting treasure here)
-Password save
-Shows a basic map between levels (exits in levels don't necessarily align with the routes shown here so one leading northwest might be placed to the east for example)
-Potions provide minor but permanent stat boosts (5 stats)
-Adds a final boss at level 100
-Need keys to open doors and they won't open on their own after some time has passed here
-Temporary Reflective shot item though you can only shoot one at a time here, Temporary invisibility/repel/invincibility/super shot items
-Pushable walls
-Need to find clues to find the location of the final level
-Smart bombs (can carry up to 10 - keys have their separate inventory here so you can carry 10 of them as well)
-Hunger/draining health (Gauntlet ARC) - HP regenerates when finding the exit in treasure rooms here
-No thieves here and no voiced hints
1943: The Battle of Midway (NES, 1988) - Horizontal Shoot 'em up
-Interesting dynamic between energy and ammo + charge shot (bigger enemies/cannons) and regular shots (smaller enemies)
-Upgrade system/basic leveling (offense, defense, energy, special weapon energy etc. - need to find hidden spots to upgrade in the levels (usually at the same spot though)
-Side-plane power up (hard to get)
-Smart bomb (sort of, doesn't do much damage but clears bullets, stuns boss ships and gives some invincibility time, costs energy to use)
-Hidden power ups scattered throughout the levels (similar to Fantasy Zone II DX)
-Password save (short, doesn't save score)
-Nice ending cutscene and stills between stages
-Can block fire (only works with the first special weapon)
-Hectic music when near death
Ninja Kid II/Rad Action/Ninja-Kun: Ashura no Shou (ARC, 1987/NES, 1988) - Action Platformer
-Wall jumps
Tombs & Treasure (Taiyou no Shinden/Asteka II: Temple of the Sun (Templo del Sol: Asteka II) remix)(PCs, 1986 (JP developed)/NES, 1988/SAT, 1998 (Falcom Classics II - Remaster based on PC versions)) - Graphical Adventure (location exploration)/Action Adventure (overworld) hybrid, FP (locations)/TD (overworld) view hybrid, Icon interface (verb commands)
-Mayan civilization theme (not Aztec)
-Item inventory
-Shrinking item for shrinking yourself
-Puzzles (some item combination puzzles)
-Password save
-Compass (have to make it)
-No maps (early versions came with a world map?)
-Larger overworld on PC-88 (some puzzles are also different between the MSX and PC-88 versions; smallest world but also smooth scrolling in the NES game which is more of a remix)
Shadow Land/Yokai Dochuki (ARC, 1987/NES, 1988/PCE) - Action Platformer w/ Adventure/RPG elements (fairly open ended levels, gambling and shopping, various upgrades)
-Weapon upgrades (rate of fire and strength) and movement upgrades (faster movement and longer jumps, faster swimming),
-Some hidden areas
-Interesting map feature (shows a nice bird's eye view of the entire area but no topographic specifics)
-A "food" item lets you regain 6 HP at death (similar to fairies in Zelda 3)
-Five different endings (not a big difference but still - your behaviour in the game determines if you'll end up in heaven or hell or somewhere "in-between", the less points (not shown until the end?) you get in the final level the better and you mustn't collect or kill anything in lvl 5 to go to heaven)
-One sequence break possible (lvl 4 tree part?)
-Password save (PC Engine)
Matou no Houkai: The Hero of Babel (FDS)(Untranslated) - ARPG, Similar to Castlevania II
-No save or password save?, No map?
Captain Comic: The Adventure (PC, 1988/NES, 1989)? - Platform Adventure?, Very short (can be beaten in 10 mins if you know where to go)
Elysion (NES, 1988)(fan translated) - ARPG (leveling, 4 races/classes, shops and gambling, overworld & dungeons (enemies in towns)), TD view
-Save at inns/shops
-Level requirements on items
-Some teleporters leading to the start of mazes
-No ability gating besides needles for destroying walls? (and you can destroy them without them but it takes a long time)
-No map
1989:
River City Ransom (NES, 1989) - Beat 'em up/ARPG Hybrid (shops and character building using food/books/music CDs (10 different stats), 2 item inventory, new moves help with combat but aren't required to progress through the areas), Tilted view, 2-player co-op
-Enemy comments during gameplay that don't interrupt the action
-RPG elements: gain new moves by leveling up using food/books/music CDs (10 different stats), 2 item inventory, open ended structure for the genre, shops
-Good arsenal of moves for the time (pick up and throw enemies or use them to punch others (lol), block move (punch/kick incoming attacks at the right time), punch boxes to make them slide, throw weapons, jump kick, run)
-Comical tone
-Change difficulty on the fly
-Password save anywhere
-Help menu in-game
-Unlimited lives (lose half your money and start in the previous mall area when dying)
-Expressive sprites (Super Dodge Ball)
-Sauna bathing (increases will power+stamina and restores health)
-Some platforming (Double Dragon)
-2-player specific moves (you can jump on top of your partner and stand on his head, your partner can throw you (no damage) while you're on top of him enabling you to fly through the air performing multiple attacks, there are a number of power ups in the game that enable 'tag team' attacks)
-No map
TMNT/Teenage Mutant Ninja Turtles (NES, 1989) - Action Adventure/Action Platformer (the game's structure is linear but most of its areas allow for non-linear gameplay, can't backtrack to a previous area), TD View (overworld, has real-time combat in it) & Side View Hybrid
-Higher standards for licensed games
-Switch between 4 chars on the fly with separate lifebars
-Drive a vehicle in the top down segments
-Impressive music
-Bomb defusal underwater segment
-Minor stealth element
-Basic overworld maps
-Non-persistent power ups in sub areas means you can grind for pizza and sub weapons
-No save or password save, Limited continues
Little Ninja Brothers (NES, 1989) - JRPG/Beat 'em up Hybrid (Single Screen BEU encounters, JRPG-style (TB) boss battles), TD view/Tilted view/TP or over the shoulder view (boss battles) hybrid, 2-player co-op
-The other player can join or leave in-game
-Comical theme
-Can avoid random encounters (flee before battle mechanic - dice roll based)
-JRPG (TB) boss battles
-Dynamic difficulty balancing if playing on Easy in the localized version ("Artificial Intelligence (AI) will determine and adjust the difficulties of the situation depending on the player's skills. This mode is recommended if a whole family plays the game.")
-Password save (fairly long)
-No maps
Castlevania III: Dracula's Curse (NES, 1989) - Action Platformer/Proto-Platform Adventure (branching paths between levels, recruit and switch between characters with different skills like climbing and flight, no backtracking to previous levels)
-Branching paths (pick from two paths between levels)
-Multiple playable characters you can switch between on the fly
-Impressive music (VRC6 chip used in JP ver.)
-Background animation, rotation effects, fake (?) parallax
-Partial and vague world map (shown in segments in-between levels)
-Password save
Sweet Home (NES, 1989) - JRPG/Survival Horror
-
Strider (NES, 1989) - Platform Adventure w/ some RPG elements (basic leveling system - learn a new spell after finishing an area, NPCs, level/area select screen, backtracking to previous levels to explore everything that can be found), Side view
-Some shortcuts (pneumatic tube elevators) but you sometimes have to backtrack through a whole level back to your ship - later on you'll be able to warp back to the ship with a spell though
-Each time the player requests a password the game ends with a brief description of the game's progress so far (which depends on Hiryu's current level) and shows a title/splash screen for Hiryu's next adventure (similar to a television series or anime; Ninja Gaiden? something similar is done for Battle Mania/Trouble Shooter on MD)
-Pretty nice intro and somewhat animated portraits during dialogue scenes
-Slide move
-Some interesting gear and spells (Magnet Boots - walk up certain walls at a 90 degree angle, Water Walk Boots, Slide Attack Boots - harm the enemy while sliding, Ground spell - flying enemies crash to the ground, Spark & SP Ball spells - projectile that travels along the ground)
-Password saves (not too long)
-Some poorly implemented one way tubes (it is possible for a tube to send you back to a much earlier part of the level or even to a different level with no convenient way to return)
-Password save (not too long)
-No area maps
Friday the 13th (NES, 1989) - Survival Horror/Rescue Mission & Platform Adventure Hybrid (minor ability/tool gating), Side View (outdoors)/Third Person or Behind the Avatar View Hybrid (indoors)
-Six playable chars with randomized starting locations (Paul and Debbie have identical stats though and both are worse than George) that you can switch between while indoors
-Map feature (outdoors only - going left moves you clockwise around the map while going right moves you counterclockwise)
-Limited item inventory (4 per char, can pass weapons but not other items between chars, picking up a new weapon replaces the one you have)
-No save or password save
Mother/Earthbound Beginnings (NES, 1989) - JRPG
-Modern setting with some paranormal elements
-Asks some personal questions when you begin later used in the game
-8-way movement
-Main quest is to gather 8 melodies to complete a full song (similar to Link's Awakening)
-Auto-battle feature
-Quick travel (gained late in the game)
-Kills off a party member (a robot which doesn't stay with you for long though, Phantasy Star II)
-In some ways a parody of its own genre
DuckTales (NES, 1989) - Platformer
-Higher standards for licensed games
-Hub map level select screen (have to go to/backtrack to transylvania for a key to one other level at one point)
-Exit levels by getting a lift from Launchpad in DT)
-Pogo mechanic (bounce off of enemies - SMB3?)
-Upgradeable HP
-Three different endings (what you get depends on the amount of money you've collected)
Clash at Demonhead (NES, 1989) - ARPG/Platform Adventure (shops, some life bar upgrades, force points=exp points+force ability energy, NPCs), Side view, One randomized and timed bomb defusal code sequence right at the end (pretty much luck-based unless you use an exploit which still isn't quite reliable)
-Pretty unique hub map (one big world, can only move between connected areas/levels normally and can replay "beaten" areas - most routes/areas have two entry points, many branching paths on the map)
-Shops (upgrades and new ammo-based guns, jet pack for reaching some places, aqualung/scuba gear for not taking damage underwater and swimming faster, hyper boots for moving faster and jumping further, super suit/lava suit which also lets you climb icy surfaces, etc.)
-Shop call item (consumable, have to buy additional ones in the shop or find them which you can only do in one or two areas, can't use it everywhere)
-Gain abilities by collecting force/exp points (shrinking, teleportation to previously visited areas, flight, healing and temporary invincibility)
-Replay beaten levels
-Password save (fairly long, have to buy them though they are cheap)
-Swimming and climbing
-Partially non-linear structure (one big hub map w/ various branching paths - can take 3 different paths after the first route, routes or levels have to be traversed to get to a destination whether or not you've beaten them previously or not and you can only move between connected destinations unless you use teleportation, certain events will not occur until other actions have taken place in other routes and you'll run into dead ends if you just take a random path, need to traverse pretty much the whole map to finish the game, some gating via harder enemies or bosses, one optional boss - pandar)
-Gain some abilities for traversal/exploration by collecting force/exp points (have to visit the hermit to gain the first one - the rest are gained automatically at certain points and can be accessed via the pause menu; shrinking (only needed once), teleportation to previously visited areas, flight which lasts until hit)
-Unlimited lives (restart at the beginning of the current route) however you lose half of your force points
-Fast travel via teleport
-One alternate bad ending
-Can put partially used up gear back into the inventory - good since traversal items are all consumables and their power drains pretty quickly
-Some scripted events
-No level maps (can just check which route you're currently at on the hub map) and the hub map doesn't show all visited route numbers - only the adjacent ones to where you are (even when using the teleport ability)
-Minor sequence breaking possibilities (can skip meeting some NPCs+one boss+destroying the eggs, can skip some platforming challenges with jetpack)
Batman (NES, 1989) - Action Platformer
-Higher standards for licensed games
-Wall jumps (Rastan SMS/MSX?, Ninja Kid II/Rad Action)
-Weapon inventory
Splatterhouse: Wanpaku Graffiti (NES, 1989) - Action Platformer/Beat 'em up, Side view
-Comical/parody theme
-Branching paths
-Pop culture references (Michael Jackson)
Defender of the Crown (AMI, 1986/NES, 1989) - TBS/RTT/Fighting Hybrid
-Hybrid gameplay (turn-based strategy and siege attacks, real-time jousting/siege defence/raiding combat)
-Four different playable characters plus four CPU only characters
-Basic character building (leadership (affects how fast your men respond to commands during field battles, when you need to switch tactics in a live fight, how fast your crossbow moves when defeinding against a siege), jousting (how fast you can move your lance and how steady you can hold it, how much strength you start with in the melee combat phase of jousting, how hard you can hit with your mace and how long you need to wait between attacks for higher damage), swordplay (only affects your starting health during enemy castle raids)) - only leadership can change during the course of a game (winning a fame joust increases it, being stuck in sieges over and over lowers it)
-Can get help from Robin Hood (enter his forest) three times during a game
-Real-time field battles?
-Monthly income stat
-Recruit and redistribute armies (soldiers, knights, catapults)
-Your character's portrait will change depending on how your game is going
-Decent cutscenes (full screen artwork stills with text in-between)
-Can investigate any piece of land in the strategy segment (shows owner, vassals (this number adds to your army after conquering a neutral piece of land if the army defends from that position), income per turn)
-Can build new castles/forts (no customization?)
-High and low attacks plus blocking during melee combat in jousting tournaments (sadly worse during raids)
-Can retreat from a failing raid to avoid being captured
-Can move through your own or "allied" (blue/Saxon) territory as well as transfer troops without ending your turn
-You'll be banned from future tournaments if you hit the opponent's horse with the lance
Willow (NES, 1989) - ARPG (leveling up only increases MP, Action-based progression with weapons (speed, damage?), minor ability gating (Specter spell turns you into a small blob which lets you bypass some obstacles, Wakka seed lets you pass underwater segments and the shoes let you pass a certain bridge but movement is the same as elsewhere)), TD view
-Visual showcase
-Can teleport out of dungeons (Fleet) and to visited towns (Ocarina) later on
-Manually speed up text
-Diagonal movement (but not attacks)
-Monster and pig transformations
-Mini-bosses
-Password save
-No maps
-No puzzles?
Cobra Triangle (NES, 1989) - Action/Racing/Free-Roaming Shooter Hybrid, Vehicle-based (boat), TD view?
-Hybrid gameplay with (I think) some new mechanics
Pinball Quest (NES, 1989) - Pinball/Action hybrid
-Story mode
-Shops in-between levels with a steal mechanic (buy upgrades)
Mendel Palace (NES, 1989) - Action Puzzle, 2-Player Co-Op, Collectathon/Killathon, Single Screen, Hidden level timer (enemies become faster and home in on you after a certain point, can be increased a little via power ups before that)
-Open-ended - choose your own path for the first 8 worlds (hub map; Mega Man)
-Floor tile flip mechanic (most tiles can be flipped to show either a power up or a block or a new enemy spawning point - some have more than one tile in their "stack", allows domino/row flip attack and launch pad/spring attack, flip all attack (a smart bomb of sorts))
-Unlimited continues (restart on the same level)
-Some interesting enemies (some can flip a row of tiles by stomping the ground, some can crack wall tiles, three of the bosses transform you into an enemy, enemies that turn tiles unflippable by drawing on them - these can also draw enemies that come alive in later levels of that world)
-Enemy flip attacks also affect other enemies
-Respawn with your current progress on a level saved (not the case for boss levels though)
-Pretty long (90+ levels)
Dragon Buster II (NES, 1989)? - ARPG/Rogue-lite (similar to D&D: Cloudy Mountain, separate overworlds (game is split into 6 maps, can't go back to a previous one), no shops/NPCs/towns), TD view
-Dungeons disappear after exiting them
-Can use a tomahawk (cut trees) or camel (cross deserts) to progress further on the hub map - no other ability/tool gating?
-Randomized dungeon layouts
-Lives system
-Healing pools
-Password save
-No area maps
Monster Party (NES, 1989) - Action Platformer
-Comical/bizarre horror theme
Adventures of Lolo (NES, 1989) - Action Puzzle, TD View
-Innovative mechanics (temporary rafts from bubbled enemies pushed into water, enemies that wake after collecting all items - have to then avoid them while getting to the exit)
-Some great puzzles
-Unlimited continues
-Password save
Cosmic Epsilon (NES, 1989)? - Space Harrier-like Rail Shooter
Astyanax (NES, 1989) - Action Platformer/Hack 'n Slash
-Stamina meter (mashing makes each attack weaker similar to Secret of Mana, can be upgraded over the course of the game)
-Large and detailed sprites
-Nice cutscenes in-between levels (close to NG level quality, slow text though and they reuse some stills several times)
-Some new mechanics compared to the arcade game (weapon ugprades, three different spells (freeze, thunder - smart bomb, fire - strong 8 directional shot) and added MP bar)
-Good background and boss variation
-Mini-bosses
-Good jump controls (adjustable height, forgiving mid-air control)
-Some bosses with multiple phases
Ultima IV: Quest of the Avatar (Multi, 1985/NES, 1989) - Open World WRPG (TB battles), TD View/FP View hybrid (TD only on SMS?)
-Virtue quiz character creation
-Large and fairly in-depth world
-Interactive dialogue
-Unique premise (become a better person)
-Cutscenes (later versions)
-Sextant item (navigation/astronomy tool)
-Check for NES differences
Famicom Jump: Eiyuu Retsuden (NES, 1989) - ARPG, Similar to DSII: Xanadu and Zelda II (shops, separate battle encounters (avoidable), zoomed out overworld, chapter/area-based in terms of your party member (they can only stay in their area), Racing and baseball mini-games, TD view
-Basic karma system (spirit meter, can be tweaked towards good w/ the Shonen Jump item)
-Express Delivery item warps you to the nearest monolith
-Hints from phone booths via the telephone card item
-Minor tool gating (Air Car lets you reach new areas in the OW, Time travel mechanic via Time Bot (affects events))
-Fast travel in the OW with the Kinto Un cloud in the late game
-Anime cameos
-Password save (get new ones at monoliths)
-No area maps (there's only a dragon radar item for locating dragon balls in the OW)
Faria: A World of Mystery & Danger! (NES, 1989) - ARPG, Similar to DSII: Xanadu and Zelda II (separate battle encounters outside of dungeons (random encounters)), TD view
-Save at inns
-Animated character portraits for most NPCs
-Can lose money and exp from fleeing unless you use a Flash Ball item
-Female protagonist
-Arrow regen w/ gold arrows and (slow) HP regen with Ring
-One permanent speed upgrade item
-Some tool/ability gating (Jump Shoes for jumping over some obstacles, Flashlight for dark areas, magic rope for climbing, invisibility?)
-Teleport to visited towns w/ Wings
-Spell capacity upgrades
-Harsh level gating (enter GaoGao as your name for a head start)
-No maps (hard to navigate dungeons)
Fester's Quest (NES, 1989) - Action Adventure, Similar to Dungeon Explorer and Gauntlet, TD view/FP view hybrid (indoors exploration segments)
-Weapon upgrades (temporary - lost when hit) and a couple of lifebar upgrades
-Impressive music
-No puzzles or ability gating
-No maps (hard to navigate indoors areas)
-No save or password save (start at beginning of game after death)
Ironsword: Wizards & Warriors II (NES, 1989) - Maze Platformer, Collectathon/Action Adventure elements (here you need one specific item per level to give to an NPC which will transport you to the second half of the level, also need some keys per level for chests and sometimes grinding for money to buy items)
-Shops (keys - no longer color coded but can be dropped by enemies, food, scrolls, 1-ups in some levels, gambling mini-game access)
-Spell and scroll inventory
-Some interesting scrolls and spells (scrolls have 3 uses only (?); Waterspout - propels you high into the air, Familiar - follows you around and changes some enemies and projectiles into coins when hit, Fleet Foot - faster run and higher jump for a short time, Dragon Tooth - changes non-boss on screen enemies into food, Veil if Slumber - slows non-boss enemies, Asp Tongue - use in a shop to have the owner toss out food for a short time; Windbane/Earthscorch/Ironsword spells can be shot diagonally)
-Spells are MP-based and required for bosses - no permanent sub weapons here. Can find hidden MP stashes by trial & error
-Can pick up items with spells similar to how the dagger/axe boomerangs worked in the prequel (can be used to keep your MP and spell for the next level at the end of a level - otherwise they reset)
-New gear shows on your avatar (Streaking, Faxanadu, Hydlide III)
-Run faster and jump higher with the seven league boots found in the last level (permanent here?; can't break open locked chests, move on lava/fire pillars or attack with them here) - required
-Different main weapons have different lengths but not AP besides the diamond sword and axe? The ironsword also shoots magic missiles but while it's supposed to be the final sword and requires 4 parts to assemble it's weaker than the diamond one
-No continues from level 7 onwards
-Password save
-Respawn on the spot (W&W1)
-Mandatory temporary invincibility spell (silver fleece)
-Shields and helmets both just increase DP slightly here?
-Large boss and some animal NPC sprites (limited animation and movement however - seems they use background tiles)
-Large chicken takes away health (SMB2 JP/Lost Levels)
-No weapon inventory (new weapons picked up replace previous ones so you don't wanna pick one up after getting the diamond sword)
-Several items that show in the GUI are just for points here (book, cross, gauntlet, ring) while the game is also missing some gear from the prequel
Ganbare Goemon 2 (NES, 1989)? - Proto-Action Adventure (level-based w/ mostly maze-like levels, see GG1), Tilted view (town exploration and bosses)/Side view (levels)/FP view (dungeon mini-games) hybrid, 2-player co-op
-Arrow Man and Elephant items for the FP view mazes (points you in the direction of the exits and teleports to the dungeon exit, respectively)
-More friendly/neutral NPCs
Dragon Spirit: The New Legend (NES, 1989) - Vertical Shoot 'em up
-Depending on how well you do in the introductory stage, you end up in two different stage sets (basic dynamic difficulty balancing)
Baseball Stars (NES, 1989) - Sports Simulation, TD/Bird's Eye view
-Team creator (team and player names, logo, strength (8 traits including the "random" choice) - pair it with the right symbol for higher max stats; players have 6 stats (including prestige/popularity) which they level up by the player spending earned money)
-Fire and hire players
-Can climb the wall when the ball goes off course to try and catch it
-Dive move
-Features a women's team
-Tracks season stats for all players in a league, not just yours
River City Ransom (NES, 1989) - Beat 'em up/ARPG Hybrid (shops and character building using food/books/music CDs (10 different stats), 2 item inventory, new moves help with combat but aren't required to progress through the areas), Tilted view, 2-player co-op
-Enemy comments during gameplay that don't interrupt the action
-RPG elements: gain new moves by leveling up using food/books/music CDs (10 different stats), 2 item inventory, open ended structure for the genre, shops
-Good arsenal of moves for the time (pick up and throw enemies or use them to punch others (lol), block move (punch/kick incoming attacks at the right time), punch boxes to make them slide, throw weapons, jump kick, run)
-Comical tone
-Change difficulty on the fly
-Password save anywhere
-Help menu in-game
-Unlimited lives (lose half your money and start in the previous mall area when dying)
-Expressive sprites (Super Dodge Ball)
-Sauna bathing (increases will power+stamina and restores health)
-Some platforming (Double Dragon)
-2-player specific moves (you can jump on top of your partner and stand on his head, your partner can throw you (no damage) while you're on top of him enabling you to fly through the air performing multiple attacks, there are a number of power ups in the game that enable 'tag team' attacks)
-No map
TMNT/Teenage Mutant Ninja Turtles (NES, 1989) - Action Adventure/Action Platformer (the game's structure is linear but most of its areas allow for non-linear gameplay, can't backtrack to a previous area), TD View (overworld, has real-time combat in it) & Side View Hybrid
-Higher standards for licensed games
-Switch between 4 chars on the fly with separate lifebars
-Drive a vehicle in the top down segments
-Impressive music
-Bomb defusal underwater segment
-Minor stealth element
-Basic overworld maps
-Non-persistent power ups in sub areas means you can grind for pizza and sub weapons
-No save or password save, Limited continues
Little Ninja Brothers (NES, 1989) - JRPG/Beat 'em up Hybrid (Single Screen BEU encounters, JRPG-style (TB) boss battles), TD view/Tilted view/TP or over the shoulder view (boss battles) hybrid, 2-player co-op
-The other player can join or leave in-game
-Comical theme
-Can avoid random encounters (flee before battle mechanic - dice roll based)
-JRPG (TB) boss battles
-Dynamic difficulty balancing if playing on Easy in the localized version ("Artificial Intelligence (AI) will determine and adjust the difficulties of the situation depending on the player's skills. This mode is recommended if a whole family plays the game.")
-Password save (fairly long)
-No maps
Castlevania III: Dracula's Curse (NES, 1989) - Action Platformer/Proto-Platform Adventure (branching paths between levels, recruit and switch between characters with different skills like climbing and flight, no backtracking to previous levels)
-Branching paths (pick from two paths between levels)
-Multiple playable characters you can switch between on the fly
-Impressive music (VRC6 chip used in JP ver.)
-Background animation, rotation effects, fake (?) parallax
-Partial and vague world map (shown in segments in-between levels)
-Password save
Sweet Home (NES, 1989) - JRPG/Survival Horror
-
Strider (NES, 1989) - Platform Adventure w/ some RPG elements (basic leveling system - learn a new spell after finishing an area, NPCs, level/area select screen, backtracking to previous levels to explore everything that can be found), Side view
-Some shortcuts (pneumatic tube elevators) but you sometimes have to backtrack through a whole level back to your ship - later on you'll be able to warp back to the ship with a spell though
-Each time the player requests a password the game ends with a brief description of the game's progress so far (which depends on Hiryu's current level) and shows a title/splash screen for Hiryu's next adventure (similar to a television series or anime; Ninja Gaiden? something similar is done for Battle Mania/Trouble Shooter on MD)
-Pretty nice intro and somewhat animated portraits during dialogue scenes
-Slide move
-Some interesting gear and spells (Magnet Boots - walk up certain walls at a 90 degree angle, Water Walk Boots, Slide Attack Boots - harm the enemy while sliding, Ground spell - flying enemies crash to the ground, Spark & SP Ball spells - projectile that travels along the ground)
-Password saves (not too long)
-Some poorly implemented one way tubes (it is possible for a tube to send you back to a much earlier part of the level or even to a different level with no convenient way to return)
-Password save (not too long)
-No area maps
Friday the 13th (NES, 1989) - Survival Horror/Rescue Mission & Platform Adventure Hybrid (minor ability/tool gating), Side View (outdoors)/Third Person or Behind the Avatar View Hybrid (indoors)
-Six playable chars with randomized starting locations (Paul and Debbie have identical stats though and both are worse than George) that you can switch between while indoors
-Map feature (outdoors only - going left moves you clockwise around the map while going right moves you counterclockwise)
-Limited item inventory (4 per char, can pass weapons but not other items between chars, picking up a new weapon replaces the one you have)
-No save or password save
Mother/Earthbound Beginnings (NES, 1989) - JRPG
-Modern setting with some paranormal elements
-Asks some personal questions when you begin later used in the game
-8-way movement
-Main quest is to gather 8 melodies to complete a full song (similar to Link's Awakening)
-Auto-battle feature
-Quick travel (gained late in the game)
-Kills off a party member (a robot which doesn't stay with you for long though, Phantasy Star II)
-In some ways a parody of its own genre
DuckTales (NES, 1989) - Platformer
-Higher standards for licensed games
-Hub map level select screen (have to go to/backtrack to transylvania for a key to one other level at one point)
-Exit levels by getting a lift from Launchpad in DT)
-Pogo mechanic (bounce off of enemies - SMB3?)
-Upgradeable HP
-Three different endings (what you get depends on the amount of money you've collected)
Clash at Demonhead (NES, 1989) - ARPG/Platform Adventure (shops, some life bar upgrades, force points=exp points+force ability energy, NPCs), Side view, One randomized and timed bomb defusal code sequence right at the end (pretty much luck-based unless you use an exploit which still isn't quite reliable)
-Pretty unique hub map (one big world, can only move between connected areas/levels normally and can replay "beaten" areas - most routes/areas have two entry points, many branching paths on the map)
-Shops (upgrades and new ammo-based guns, jet pack for reaching some places, aqualung/scuba gear for not taking damage underwater and swimming faster, hyper boots for moving faster and jumping further, super suit/lava suit which also lets you climb icy surfaces, etc.)
-Shop call item (consumable, have to buy additional ones in the shop or find them which you can only do in one or two areas, can't use it everywhere)
-Gain abilities by collecting force/exp points (shrinking, teleportation to previously visited areas, flight, healing and temporary invincibility)
-Replay beaten levels
-Password save (fairly long, have to buy them though they are cheap)
-Swimming and climbing
-Partially non-linear structure (one big hub map w/ various branching paths - can take 3 different paths after the first route, routes or levels have to be traversed to get to a destination whether or not you've beaten them previously or not and you can only move between connected destinations unless you use teleportation, certain events will not occur until other actions have taken place in other routes and you'll run into dead ends if you just take a random path, need to traverse pretty much the whole map to finish the game, some gating via harder enemies or bosses, one optional boss - pandar)
-Gain some abilities for traversal/exploration by collecting force/exp points (have to visit the hermit to gain the first one - the rest are gained automatically at certain points and can be accessed via the pause menu; shrinking (only needed once), teleportation to previously visited areas, flight which lasts until hit)
-Unlimited lives (restart at the beginning of the current route) however you lose half of your force points
-Fast travel via teleport
-One alternate bad ending
-Can put partially used up gear back into the inventory - good since traversal items are all consumables and their power drains pretty quickly
-Some scripted events
-No level maps (can just check which route you're currently at on the hub map) and the hub map doesn't show all visited route numbers - only the adjacent ones to where you are (even when using the teleport ability)
-Minor sequence breaking possibilities (can skip meeting some NPCs+one boss+destroying the eggs, can skip some platforming challenges with jetpack)
Batman (NES, 1989) - Action Platformer
-Higher standards for licensed games
-Wall jumps (Rastan SMS/MSX?, Ninja Kid II/Rad Action)
-Weapon inventory
Splatterhouse: Wanpaku Graffiti (NES, 1989) - Action Platformer/Beat 'em up, Side view
-Comical/parody theme
-Branching paths
-Pop culture references (Michael Jackson)
Defender of the Crown (AMI, 1986/NES, 1989) - TBS/RTT/Fighting Hybrid
-Hybrid gameplay (turn-based strategy and siege attacks, real-time jousting/siege defence/raiding combat)
-Four different playable characters plus four CPU only characters
-Basic character building (leadership (affects how fast your men respond to commands during field battles, when you need to switch tactics in a live fight, how fast your crossbow moves when defeinding against a siege), jousting (how fast you can move your lance and how steady you can hold it, how much strength you start with in the melee combat phase of jousting, how hard you can hit with your mace and how long you need to wait between attacks for higher damage), swordplay (only affects your starting health during enemy castle raids)) - only leadership can change during the course of a game (winning a fame joust increases it, being stuck in sieges over and over lowers it)
-Can get help from Robin Hood (enter his forest) three times during a game
-Real-time field battles?
-Monthly income stat
-Recruit and redistribute armies (soldiers, knights, catapults)
-Your character's portrait will change depending on how your game is going
-Decent cutscenes (full screen artwork stills with text in-between)
-Can investigate any piece of land in the strategy segment (shows owner, vassals (this number adds to your army after conquering a neutral piece of land if the army defends from that position), income per turn)
-Can build new castles/forts (no customization?)
-High and low attacks plus blocking during melee combat in jousting tournaments (sadly worse during raids)
-Can retreat from a failing raid to avoid being captured
-Can move through your own or "allied" (blue/Saxon) territory as well as transfer troops without ending your turn
-You'll be banned from future tournaments if you hit the opponent's horse with the lance
Willow (NES, 1989) - ARPG (leveling up only increases MP, Action-based progression with weapons (speed, damage?), minor ability gating (Specter spell turns you into a small blob which lets you bypass some obstacles, Wakka seed lets you pass underwater segments and the shoes let you pass a certain bridge but movement is the same as elsewhere)), TD view
-Visual showcase
-Can teleport out of dungeons (Fleet) and to visited towns (Ocarina) later on
-Manually speed up text
-Diagonal movement (but not attacks)
-Monster and pig transformations
-Mini-bosses
-Password save
-No maps
-No puzzles?
Cobra Triangle (NES, 1989) - Action/Racing/Free-Roaming Shooter Hybrid, Vehicle-based (boat), TD view?
-Hybrid gameplay with (I think) some new mechanics
Pinball Quest (NES, 1989) - Pinball/Action hybrid
-Story mode
-Shops in-between levels with a steal mechanic (buy upgrades)
Mendel Palace (NES, 1989) - Action Puzzle, 2-Player Co-Op, Collectathon/Killathon, Single Screen, Hidden level timer (enemies become faster and home in on you after a certain point, can be increased a little via power ups before that)
-Open-ended - choose your own path for the first 8 worlds (hub map; Mega Man)
-Floor tile flip mechanic (most tiles can be flipped to show either a power up or a block or a new enemy spawning point - some have more than one tile in their "stack", allows domino/row flip attack and launch pad/spring attack, flip all attack (a smart bomb of sorts))
-Unlimited continues (restart on the same level)
-Some interesting enemies (some can flip a row of tiles by stomping the ground, some can crack wall tiles, three of the bosses transform you into an enemy, enemies that turn tiles unflippable by drawing on them - these can also draw enemies that come alive in later levels of that world)
-Enemy flip attacks also affect other enemies
-Respawn with your current progress on a level saved (not the case for boss levels though)
-Pretty long (90+ levels)
Dragon Buster II (NES, 1989)? - ARPG/Rogue-lite (similar to D&D: Cloudy Mountain, separate overworlds (game is split into 6 maps, can't go back to a previous one), no shops/NPCs/towns), TD view
-Dungeons disappear after exiting them
-Can use a tomahawk (cut trees) or camel (cross deserts) to progress further on the hub map - no other ability/tool gating?
-Randomized dungeon layouts
-Lives system
-Healing pools
-Password save
-No area maps
Monster Party (NES, 1989) - Action Platformer
-Comical/bizarre horror theme
Adventures of Lolo (NES, 1989) - Action Puzzle, TD View
-Innovative mechanics (temporary rafts from bubbled enemies pushed into water, enemies that wake after collecting all items - have to then avoid them while getting to the exit)
-Some great puzzles
-Unlimited continues
-Password save
Cosmic Epsilon (NES, 1989)? - Space Harrier-like Rail Shooter
Astyanax (NES, 1989) - Action Platformer/Hack 'n Slash
-Stamina meter (mashing makes each attack weaker similar to Secret of Mana, can be upgraded over the course of the game)
-Large and detailed sprites
-Nice cutscenes in-between levels (close to NG level quality, slow text though and they reuse some stills several times)
-Some new mechanics compared to the arcade game (weapon ugprades, three different spells (freeze, thunder - smart bomb, fire - strong 8 directional shot) and added MP bar)
-Good background and boss variation
-Mini-bosses
-Good jump controls (adjustable height, forgiving mid-air control)
-Some bosses with multiple phases
Ultima IV: Quest of the Avatar (Multi, 1985/NES, 1989) - Open World WRPG (TB battles), TD View/FP View hybrid (TD only on SMS?)
-Virtue quiz character creation
-Large and fairly in-depth world
-Interactive dialogue
-Unique premise (become a better person)
-Cutscenes (later versions)
-Sextant item (navigation/astronomy tool)
-Check for NES differences
Famicom Jump: Eiyuu Retsuden (NES, 1989) - ARPG, Similar to DSII: Xanadu and Zelda II (shops, separate battle encounters (avoidable), zoomed out overworld, chapter/area-based in terms of your party member (they can only stay in their area), Racing and baseball mini-games, TD view
-Basic karma system (spirit meter, can be tweaked towards good w/ the Shonen Jump item)
-Express Delivery item warps you to the nearest monolith
-Hints from phone booths via the telephone card item
-Minor tool gating (Air Car lets you reach new areas in the OW, Time travel mechanic via Time Bot (affects events))
-Fast travel in the OW with the Kinto Un cloud in the late game
-Anime cameos
-Password save (get new ones at monoliths)
-No area maps (there's only a dragon radar item for locating dragon balls in the OW)
Faria: A World of Mystery & Danger! (NES, 1989) - ARPG, Similar to DSII: Xanadu and Zelda II (separate battle encounters outside of dungeons (random encounters)), TD view
-Save at inns
-Animated character portraits for most NPCs
-Can lose money and exp from fleeing unless you use a Flash Ball item
-Female protagonist
-Arrow regen w/ gold arrows and (slow) HP regen with Ring
-One permanent speed upgrade item
-Some tool/ability gating (Jump Shoes for jumping over some obstacles, Flashlight for dark areas, magic rope for climbing, invisibility?)
-Teleport to visited towns w/ Wings
-Spell capacity upgrades
-Harsh level gating (enter GaoGao as your name for a head start)
-No maps (hard to navigate dungeons)
Fester's Quest (NES, 1989) - Action Adventure, Similar to Dungeon Explorer and Gauntlet, TD view/FP view hybrid (indoors exploration segments)
-Weapon upgrades (temporary - lost when hit) and a couple of lifebar upgrades
-Impressive music
-No puzzles or ability gating
-No maps (hard to navigate indoors areas)
-No save or password save (start at beginning of game after death)
Ironsword: Wizards & Warriors II (NES, 1989) - Maze Platformer, Collectathon/Action Adventure elements (here you need one specific item per level to give to an NPC which will transport you to the second half of the level, also need some keys per level for chests and sometimes grinding for money to buy items)
-Shops (keys - no longer color coded but can be dropped by enemies, food, scrolls, 1-ups in some levels, gambling mini-game access)
-Spell and scroll inventory
-Some interesting scrolls and spells (scrolls have 3 uses only (?); Waterspout - propels you high into the air, Familiar - follows you around and changes some enemies and projectiles into coins when hit, Fleet Foot - faster run and higher jump for a short time, Dragon Tooth - changes non-boss on screen enemies into food, Veil if Slumber - slows non-boss enemies, Asp Tongue - use in a shop to have the owner toss out food for a short time; Windbane/Earthscorch/Ironsword spells can be shot diagonally)
-Spells are MP-based and required for bosses - no permanent sub weapons here. Can find hidden MP stashes by trial & error
-Can pick up items with spells similar to how the dagger/axe boomerangs worked in the prequel (can be used to keep your MP and spell for the next level at the end of a level - otherwise they reset)
-New gear shows on your avatar (Streaking, Faxanadu, Hydlide III)
-Run faster and jump higher with the seven league boots found in the last level (permanent here?; can't break open locked chests, move on lava/fire pillars or attack with them here) - required
-Different main weapons have different lengths but not AP besides the diamond sword and axe? The ironsword also shoots magic missiles but while it's supposed to be the final sword and requires 4 parts to assemble it's weaker than the diamond one
-No continues from level 7 onwards
-Password save
-Respawn on the spot (W&W1)
-Mandatory temporary invincibility spell (silver fleece)
-Shields and helmets both just increase DP slightly here?
-Large boss and some animal NPC sprites (limited animation and movement however - seems they use background tiles)
-Large chicken takes away health (SMB2 JP/Lost Levels)
-No weapon inventory (new weapons picked up replace previous ones so you don't wanna pick one up after getting the diamond sword)
-Several items that show in the GUI are just for points here (book, cross, gauntlet, ring) while the game is also missing some gear from the prequel
Ganbare Goemon 2 (NES, 1989)? - Proto-Action Adventure (level-based w/ mostly maze-like levels, see GG1), Tilted view (town exploration and bosses)/Side view (levels)/FP view (dungeon mini-games) hybrid, 2-player co-op
-Arrow Man and Elephant items for the FP view mazes (points you in the direction of the exits and teleports to the dungeon exit, respectively)
-More friendly/neutral NPCs
Dragon Spirit: The New Legend (NES, 1989) - Vertical Shoot 'em up
-Depending on how well you do in the introductory stage, you end up in two different stage sets (basic dynamic difficulty balancing)
Baseball Stars (NES, 1989) - Sports Simulation, TD/Bird's Eye view
-Team creator (team and player names, logo, strength (8 traits including the "random" choice) - pair it with the right symbol for higher max stats; players have 6 stats (including prestige/popularity) which they level up by the player spending earned money)
-Fire and hire players
-Can climb the wall when the ball goes off course to try and catch it
-Dive move
-Features a women's team
-Tracks season stats for all players in a league, not just yours
1990:
Final Fantasy III (NES, 1990) - JRPG
-Job system
-"Per enemy type" multi-targeting
-Numbers indicating who is striking what target in the next round
-Unlearn spells
-More equipment customization
-More interactive environment
-Summons
-Damage indicator on the actual monster sprites
-Temporary party members that follow the party in the overhead view and can be talked to manually
-Underwater exploration
-Pretty major overworld change
-Proper row system
-Shops and stash in the airship, etc.
Crystalis/God Slayer (NES, 1990) - ARPG/Action Adventure (exp point leveling, platforming (you can also jump over enemies)), TD view
-Several terrain effects on movement in a top down game
-Very good interface for the time
-Communicate telepathically with elders for quest tips
-You can jump over enemies
-Several disguises (Ys II)
-Flight (Golvellius from 1988)
-MP & HP regen gear (need to stand still, Ys)
-Ride a dolphin while fighting at the same time
-Barrier - block projectiles
-Teleport to previously visited towns (DQ2, Phantasy Star, Ys)
-Detailed environments, pretty nice cutscenes with some animation
-Upgradeable charge attacks
-Save anywhere outside of dungeons (continuing is tied to checkpoints but they're pretty frequent overall)
-Some tool/ability gating (several disguises (Ys II), flight (Golvellius from 1988), ride a dolphin while fighting at the same time)
-No maps
North & South (AMI, 1989/NES, 1990) - RTS/Action/TBS hybrid
-Alternate mechanics options (storm - stops an army from moving, native americans and mexicans (randomly kills armies near the western border), ship (random reinforcements to whoever controls north carolina)
-Very distinct unit types (infantry, cavalry, cannon)
-4 scenarios (1861-64 - different power balances)
-2-player vs. and you can also watch two CPUs duke it out (can set power level/handicap (1-3) for each player)
-Comical tone
Armies can be tripled in size by joining them together on the map screen
-Different play styles for attacker and defender in siege and train segments (defending feels sort of like playing the other side in an action platformer as you can place units at will but they're much weaker)
Can intercept supply trains (occupy states with rail between stations)
-Comic book style art direction
-Pretty good enemy AI at level 3 (cheats though since it can move all units at the same time while you can't)
-Destructible bridges
Fire Emblem: Ankoku Ryu to Hikari no Tsurugi/Fire Emblem: Shadow Dragon and the Blade of Light (NES, 1990) - SRPG/TRPG
-Visit houses and shops during battles (lore, tips)
-Forts (provide more defense and heals the unit occupying it a little each turn)
-Choose weapon to use before each vs. attack
-Basic class promotion system (one level, some chars have none though and some start out promoted)
-Save feature (at any point during a scenario)
-Animated dialogue portraits (somewhat)
-Terrain effects on movement and damage
-Can recruit some characters on the enemy side during a battle by talking to them with the right character
-Can toggle battle animations, Text speed option, Army overview screen lets you quickly select which unit you want - Master of Monsters
-Supply wagon/storage - Marth drags it with him during battle
-Some cool spells (warp - Master of Monsters?)
-Side objectives (stop thieves from leaving with treasure chest contents, capture forts to prevent enemy reinforcements, etc.)
-Weapon deterioration and repairing
-Choose units/characters before each battle (but not gear here?)
Dragon Quest IV (NES, 1990) - JRPG (chapter-based with a more open final chapter, preset chars with predefined stories and classes), TD view exploration/FP view battles
-"Advanced AI that controls your companions in Chapter 5. The AI will even learn, so after Cristo (Kiryl) has repeatedly tried to kill a boss with Beat, he will eventually stop trying, for example (and I believe this knowledge persists after a party wipe)." The system allows the player to provide general strategies to the rest of the party (who become NPCs in the final chapter), such as prioritizing damage, healing or MP conservation, while maintaining full control of the Hero character only (sometimes the AI doesn't do what you want though such as kill an enemy that you were about to attack - no auto-switching of targets)
-Some story/dialogue scenes when returning to certain areas are affected by party composition - later used in FFVI
-Ability to switch party members during battle, provided the wagon is present. This includes the Hero character?
-Party members left in the wagon still gain some experience - quality of life feature
-For the final chapter when all the main chars join up, the world opens up so you can explore it fully and revisit previous areas (Dragon Quest 1 after you get to Rimuldar), and here there are some new story developments when doing so
-Story scenes with NPCs during some dungeon exploration (Ys III) and at one point a previously visited town is taken over by monsters, making it function like a dungeon
-New overworld music after you have a complete party
-Some environmental/visual storytelling in chapter 6 (when the town is destroyed)
Ys II: Ancient Ys Vanished – The Final Chapter (PC-88/PC-98/FM-7/X1/MSX, 1988/PCE CD, 1989/NES, 1990/PC DOS, 1994) - ARPG (bump combat), TD View
-Some innovative mechanics (transform into a demon to talk to enemies, gradually learn enemy stats by killing more of them (need to drink the bestiary potion first - later versions only?), bargain for a better iron ore price)
-Magic (fire - ranged attack, reveal/mask of eyes (helps with the limited field of vision in some dungeons), teleportation/wing - to any visited town)
-Some ability/tool gating (mattock for breaking a couple of walls, stone shoes to not slide down icy slopes, fireballs melt ice blocks, the monster transformation, other more key-like tools)
-Diary feature (it's not a full fledged journal/log feature though)
-Healing points in dungeons
-You can shoot villagers with fire magic (harmless but sometimes results in new dialogue)
-Interesting how the first dungeon actually connects to the first town via someone's basement
-Interactive dialogue with key characters - choose the subject to ask about
-Regenerating health if you stand still in the overworld (not in dungeons)) - Ys I
-Text displaying the name of the current location, etc. - Post PCE versions only?
-Lets you occasionally block enemy attacks like in Ys I SMS via a ring
-Save anywhere except during dialogue or boss battles (tons of slots, slots show the location and time spent) - Ys I?
-Off screen enemy respawning (generally a good thing except for some cases in the dungeons)
-Can't access the equipment and item menus during boss fights (can still use consumables if equipped before the fight), Rings have no effect during boss fights
-You can exit most boss battles at will
-No maps (more maze-focused level design)
-Revival item (life drop/elixir, only one in the game and it’s expensive)
-Manually speed up dialogue on a paragraph basis
-In-game epilogue
-Later versions only?: Quick toggle between rings (l1; not spells though (can be done in the PSP version of Chronicles)), stackable healing items, faster level/gear progression early on, faster saving than in Chronicles PSP, difficulty options, time attack mode, choose between midi or chip music, free movement (instead of four- or eight way), walking no longer helps with combat (hits are more frequent when running), don't need to care about positioning during combat on Easy difficulty, no exp or gold losses after death and there are checkpoints where you entered each area
Mega Man 3 (NES, 1990) - Action Platformer
-Very good boss AI
-Slide move (dodge+move through tight spaces)
-Energy limited flight with Rush (robo-dog companion)
-Some interesting weapons (magnet shot - changes direction to travel vertically towards an enemy when passing by it (Jumpman trap), ricocheting laser, snake shot - travels along the ground like the missiles in Gradius but also up walls, spark shot - stuns enemies however they also can't be hit again while stunned)
StarTropics (NES, 1990) - Action Adventure/JRPG hybrid (separate engines for dungeon and overworld/town exploration, zoomed out OW, platforming, linear structure (can go back to a previous area/chapter but there's only one entry point at the beginning of each)), Tile-based movement, Top Down view
-Modern setting
-Hybrid gameplay
->100% temporary health power up (later used in Quake)
-Fourth wall breaking puzzle (physical letter that you had to pour water on to see the answer)
-Partially interactive epilogue
-Save feature w/ auto-save after each chapter
-Modern setting
-Fourth wall breaking puzzle
-Lifebar upgrades
-Minor ability gating (lantern, submarine dive move on the WM)
-No maps (vague maps of the first island and town in the manual)
Little Nemo (NES, 1990) - Action Platformer
-Transformations (after Wonder Boy III and Altered Beast)
-Charge attack (late-game)
Solstice (NES, 1990) - Action Adventure/Maze Platformer w/ platforming, Isometric view
-Non-linear
-Pick up and place objects to use as platforms (can place and use them in mid-air) or to move other objects
-Stack objects on top of each other (Knight Lore)
-Map feature (however as you progress through an area, rooms you have not been in for a while will disappear from the map!)
-Teleporters
-Time stopper potion (yellow, stops moving platforms)
-Smart bomb potion (purple; also destroys items and blocks though), Hidden item revealing potion (green)
-Hidden item revealing potion
-Impressive music
-No save or password save (there are checkpoint items that save keys, staff pieces, and potions but nothing else, lives system)
-Some ability/tool gating (jump boots, time stopper potion (besides conveyor belts; yellow), invincibility potion (blue) lets you ride on top of enemies)
Solar Jetman (NES, 1990) - Flight Action/Collectathon, Gravitar-like Shooter
-Gravity physics
-Smooth rotation effect on the player ship
-Cutscene animations
A Boy and His Blob (NES, 1990) - Exploration-based Puzzle Platformer/Maze Platformer (all tools are available from the get go), Side view
-Features a CPU-controlled blob ally that you can feed with different jellybeans to transform it into tools for traversal/key gating/combat (14 different forms in all)
-Some resource management (limited amount of jellybeans)
-Ammo shop (pharmacy, buy ammo w/ found treasure)
The Adventures of Rad Gravity (NES, 1990) - Platform Adventure (hub map - galaxy map divided into several solar systems, can exit a level from anywhere using your communicator item, item and weapon inventory, some breakable walls and false walls)
-Some interesting tools (teleporter beacon tool - Exile (1988), limited flight via the Energy Disk (can't move upwards though and it drains life+can't attack while using it and can only activate it while standing on the ground)
-Reverse gravity areas
-Password save (fairly long, given after dying), No checkpoints or save points within levels, Unlimited lives
-Less bugs in the PAL ver.?
-Partially non-linear structure (linear first two levels on the first planet and getting your computer back - after that you unlock 3 other planets however there's no point in going to Volcania as you'll just get stuck halfway through (also can't beat Vernia (unlocked after Turvia) until after Sauria unless you find the well hidden upgraded crystal bombs there as you can't kill the boss there without crystal bombs), can go to Odar or Volcania and then Utopia or Volcania if you went with the former after getting the teleporter beacon though Volcania is tougher - after these there's just Telos to go to; some backtracking within levels with gained abilities to progress in them)
-Upgradeable lifebar and armor as well as weapons (the upgraded sword also reaches longer)
-Some decent-good puzzles (Sauria besides getting the life upgrade there, getting underground on Odar with the teleporter beacon and the block sliding puzzles there, getting into robot city through stealth and using the beacon, have to use the crater pillar's fire outbursts on the boss in Volcania), Puzzle-style bosses
-Can grab and throw certain items (SMB2) as well as shoot them to nudge them to the left or right
-Some scripted events of sorts (computer theft, ship damage from asteroid belt; these play like additional levels in-between the others)
-Some enemies can hit each other (used to progress in Utopia though it's a bit tedious)
-Very minor sequence breaking - can use the disk to skip a minor part on Telos and can use the communicator to reduce some backtracking (more with out of bounds glitches)
-No area/level maps
Journey to Silius (NES, 1990) - The music pushed the sound chip to its limit (2-channel PSG percussion, thick sampled bass, single channel echo, etc.), pretty good animation, some large bosses
TMNT II (1989 ARC port/NES, 1990) - Beat 'Em Up/Hack 'n Slash; Impressive music, bounce and attack off of walls
Silver Surfer (NES, 1990) - Shoot 'em up; Impressive music
Zombie Nation (NES, 1990) - Shoot 'em up; Political theme?
Kickle Cubicle (1988 ARC port/NES, 1990) - Puzzle, Top Down view; Lolo variation
Gun-Nac/Gun*Nac/Gun Nac (NES, 1990) - Vertical Shoot 'em up
-Shops in-between levels (can order a bombing of the next area to make it easier)
-Good weapon system (all five weapons are useful in some situation, ship upgrade (take more than one hit before death+increases fire power), four different smart bomb types which are also upgradeable plus one which triggers upon touching it)
-Four difficulty modes with different endings)
-Comical/silly tone
-Respawn on the spot (with four of the current type of bombs or the amount you had before death if it’s higher than four) until a credit is used
-Adjustable ship speed (five speeds)
-Surprise gifts after beaten levels (depends on score? – extra bombs, money to bomb converter (every 10$ gives you a bomb, received before the final area or via a cheat))
-Choose between flicker or slowdown (there’s still some of the other regardless though)
-Unlimited continues?
Pictionary (NES, 1990) - Impressive music
Dragon's Lair? (NES, 1990) - Action Platformer
-Technical showcase (smooth animation, large sprites, detailed and animated backgrounds)
Might & Magic: Secret of the Inner Sanctum/Might and Magic Book One (PCs, 1986/NES, 1990) - WRPG/Dungeon Crawler RPG
-NES: Added guild that can change character classes, added automapper feature (pretty zoomed in though), can't leave Sorpigal until you're level 2
Times of Lore (C64/AMI, 1988/NES, 1990) - Action Adventure/ARPG-ish (no exp point leveling), Top Down view
-Interactive dialogue (key words, two topics and yes/no answers)
-Can run but acceleration is very slow - Can gain an upgrade about halfway
-Password save
-Day/night cycle
-Came with a world map, No in-game maps?
Kagerou Densetsu (NES, 1990) - Zelda II-like ARPG (automatic stat distribution, overworld, random and set encounters (codes let you control when they happen), menu-driven town exploration, not much platforming and no side view exploration), TD View/Side View hybrid,
-3 different playable chars (switch on the overworld)
-Partially non-linear (only need to fight two of five bosses)
-Save feature (on the overworld)
-Invisibility and time stop spells (combat only though) - no other ability gating
-Can run from battles
-No fast travel
-No maps
Majin Eiyuuden Wataru Gaiden (NES, 1990)(Fan translated) - JRPG/ARPG Hybrid w/ separate battle encounters (see Tales of Phantasia), TD View Exploration/Side View Combat Hybrid
-One spell moves rocks in TD view - otherwise key gating only
-Teleport magic (can go to the previous town)
-Escape magic (dungeons and battles)
-One spell moves rocks in TD view - otherwise uses key gating only
-Save at inns
-No maps
A Nightmare on Elm Street (NES, 1990)(Different) - Collectathon/Maze Platformer w/ a hub area (no movement abilities gained), 4-player co-op
-Randomized initial locations and you must clear them in a certain order
-Dream world (there's a day/night cycle of sorts) - Can encounter Freddy here
-Temporary transformations (dream world and boss fights only) - For combat purposes only
-Hidden lifebar
Jajamaru Gekimaden: Maboroshi no Kinmajou (NES, 1990) - ARPG (hub map (Getsu Fuuma Den-like but without encounters?), towns w/ shops & dungeons, linear w/ some backtracking (several interconnected hub maps)), TD view
-Save in towns
-Escape technique lets you warp to the start of a dungeon.
-Some tool/ability gating (dig technique, oil lamp, Mizugumo Shoes for toxic swamps, )
-No area maps
Snake's Revenge (NES, 1990) - Action Adventure/Stealth Action (jumping in the side view segments), TD view/SV hybrid
-Various tools used for progression and exploration (infrared goggles/x-ray lens/mine detector, power armor - push stones, boots?, bugging kit? - see what enemies are saying on the other side of a wall, binoculars, temporary oxygen tanks)
-Somewhat non-linear?
-AP upgrade
-Password save (long)
-No maps
Disney Adventures in the Magic Kingdom (NES, 1990)? - JRPG/Platformer/Misc. Action Hybrid (mini-games/levels, shop), TD view/SV hybrid
-Non-linear?
-No ability/tool gating
-No save or password save?, No maps?
The Immortal (Multi/NES, 1990) - Action Adventure-lite (level-based and linear (you don't backtrack to previous ones), separate battle encounters, some shops (can haggle at one point)), Isometric,
-Levitation spell and magic carpet
-Gore
-Level 1 map feature (missing in some versions)
-Password save
-Some note hints
-Some interesting puzzles (?Light beam and object dissolving puzzles, make enemies fight each other, etc.)
-Worm sensor item (time limit, single use)
-Some tool/ability gating (mostly single use; fireball spell can be used for combat and lighting torches - default attack on NES, shrinking potion - single use, temporary magic carpet, levitation spell, disguise, one gem lets you travel through a light beam, telekinesis/magnetic hands spell)
-Two endings
-Can get drunk (you're supposed to use the alcohol for a puzzle though - most items and spells are limited use only and have a specific use to progress)
-Dodge/Blink spell (limited uses) - there's also a statue spell similar to the tanooki suit's alternate use in SMB3
Maniac Mansion (PC, 1987/NES, 1988 JP & 1990 US) - P&C Adventure (Quest Adventure)
-Pick a party of 3 different characters (out of 6 in total) with their own skills and who can split up during a playthrough
-SCUMM interface (actions are drawn in the GUI as verbs; Deja Vu Mac ver.)
-Experimental real-time AI mechanics (NPCs can act while you're in a different part of the mansion; King's Quest III)
-Comical Horror theme (can blow up Weird Ed's hamster in a microwave and have him murder you if you show him the remains)
-More music (which is also pretty impressive) on NES
-Pop-up text in the UI when hovering the mouse over something that you can interact with (have to use "What Is" in the PC version, automatic on NES)
-Basic crafting/item combinations (object or NPC manipulation) - the sponge (suck up developer fluid), manuscript (alter it with the typewriter) and hamster (explode it in the microwave - can show the remains to Ed for a bad ending)
-Multiple endings
-Some instances where the presence or absence of specific playable characters influenced NPC responses, different dialogue or story events based on party composition (Syd can befriend the green tentacle, Michael can befriend weird Ed, Wendy can get the talk show ending, Bernard can call the meteor police, Wendy+Bernard can trigger a unique ending) - first example of dynamic storytelling/dialogue?
Little Magic (NES, 1990) - SRPG/Fighting Hybrid (real-time battles), TD/SV hybrid
Arkista's Ring (NES, 1990)? - Maze Action w/ AA elements (level-based and linear), TD view
Gremlins 2: The New Batch (NES, 1990) - Maze Action/Platformer, TD view
-Item which saves you from falling into pits (balloon)
-Time stopper item
-Impressive music
-Some huge sprites (last boss) and some large ones
Adventures of Lolo 3 (NES, 1990) - Action Puzzle, TD view
-2 playable chars
-Basic overworld (similar to Commander Keen)
-Non-linear structure
Al Unser Jr.'s Turbo Racing (NES, 1990)? - F1 Racing
-Car customization
-Save feature
Final Fantasy III (NES, 1990) - JRPG
-Job system
-"Per enemy type" multi-targeting
-Numbers indicating who is striking what target in the next round
-Unlearn spells
-More equipment customization
-More interactive environment
-Summons
-Damage indicator on the actual monster sprites
-Temporary party members that follow the party in the overhead view and can be talked to manually
-Underwater exploration
-Pretty major overworld change
-Proper row system
-Shops and stash in the airship, etc.
Crystalis/God Slayer (NES, 1990) - ARPG/Action Adventure (exp point leveling, platforming (you can also jump over enemies)), TD view
-Several terrain effects on movement in a top down game
-Very good interface for the time
-Communicate telepathically with elders for quest tips
-You can jump over enemies
-Several disguises (Ys II)
-Flight (Golvellius from 1988)
-MP & HP regen gear (need to stand still, Ys)
-Ride a dolphin while fighting at the same time
-Barrier - block projectiles
-Teleport to previously visited towns (DQ2, Phantasy Star, Ys)
-Detailed environments, pretty nice cutscenes with some animation
-Upgradeable charge attacks
-Save anywhere outside of dungeons (continuing is tied to checkpoints but they're pretty frequent overall)
-Some tool/ability gating (several disguises (Ys II), flight (Golvellius from 1988), ride a dolphin while fighting at the same time)
-No maps
North & South (AMI, 1989/NES, 1990) - RTS/Action/TBS hybrid
-Alternate mechanics options (storm - stops an army from moving, native americans and mexicans (randomly kills armies near the western border), ship (random reinforcements to whoever controls north carolina)
-Very distinct unit types (infantry, cavalry, cannon)
-4 scenarios (1861-64 - different power balances)
-2-player vs. and you can also watch two CPUs duke it out (can set power level/handicap (1-3) for each player)
-Comical tone
Armies can be tripled in size by joining them together on the map screen
-Different play styles for attacker and defender in siege and train segments (defending feels sort of like playing the other side in an action platformer as you can place units at will but they're much weaker)
Can intercept supply trains (occupy states with rail between stations)
-Comic book style art direction
-Pretty good enemy AI at level 3 (cheats though since it can move all units at the same time while you can't)
-Destructible bridges
Fire Emblem: Ankoku Ryu to Hikari no Tsurugi/Fire Emblem: Shadow Dragon and the Blade of Light (NES, 1990) - SRPG/TRPG
-Visit houses and shops during battles (lore, tips)
-Forts (provide more defense and heals the unit occupying it a little each turn)
-Choose weapon to use before each vs. attack
-Basic class promotion system (one level, some chars have none though and some start out promoted)
-Save feature (at any point during a scenario)
-Animated dialogue portraits (somewhat)
-Terrain effects on movement and damage
-Can recruit some characters on the enemy side during a battle by talking to them with the right character
-Can toggle battle animations, Text speed option, Army overview screen lets you quickly select which unit you want - Master of Monsters
-Supply wagon/storage - Marth drags it with him during battle
-Some cool spells (warp - Master of Monsters?)
-Side objectives (stop thieves from leaving with treasure chest contents, capture forts to prevent enemy reinforcements, etc.)
-Weapon deterioration and repairing
-Choose units/characters before each battle (but not gear here?)
Dragon Quest IV (NES, 1990) - JRPG (chapter-based with a more open final chapter, preset chars with predefined stories and classes), TD view exploration/FP view battles
-"Advanced AI that controls your companions in Chapter 5. The AI will even learn, so after Cristo (Kiryl) has repeatedly tried to kill a boss with Beat, he will eventually stop trying, for example (and I believe this knowledge persists after a party wipe)." The system allows the player to provide general strategies to the rest of the party (who become NPCs in the final chapter), such as prioritizing damage, healing or MP conservation, while maintaining full control of the Hero character only (sometimes the AI doesn't do what you want though such as kill an enemy that you were about to attack - no auto-switching of targets)
-Some story/dialogue scenes when returning to certain areas are affected by party composition - later used in FFVI
-Ability to switch party members during battle, provided the wagon is present. This includes the Hero character?
-Party members left in the wagon still gain some experience - quality of life feature
-For the final chapter when all the main chars join up, the world opens up so you can explore it fully and revisit previous areas (Dragon Quest 1 after you get to Rimuldar), and here there are some new story developments when doing so
-Story scenes with NPCs during some dungeon exploration (Ys III) and at one point a previously visited town is taken over by monsters, making it function like a dungeon
-New overworld music after you have a complete party
-Some environmental/visual storytelling in chapter 6 (when the town is destroyed)
Ys II: Ancient Ys Vanished – The Final Chapter (PC-88/PC-98/FM-7/X1/MSX, 1988/PCE CD, 1989/NES, 1990/PC DOS, 1994) - ARPG (bump combat), TD View
-Some innovative mechanics (transform into a demon to talk to enemies, gradually learn enemy stats by killing more of them (need to drink the bestiary potion first - later versions only?), bargain for a better iron ore price)
-Magic (fire - ranged attack, reveal/mask of eyes (helps with the limited field of vision in some dungeons), teleportation/wing - to any visited town)
-Some ability/tool gating (mattock for breaking a couple of walls, stone shoes to not slide down icy slopes, fireballs melt ice blocks, the monster transformation, other more key-like tools)
-Diary feature (it's not a full fledged journal/log feature though)
-Healing points in dungeons
-You can shoot villagers with fire magic (harmless but sometimes results in new dialogue)
-Interesting how the first dungeon actually connects to the first town via someone's basement
-Interactive dialogue with key characters - choose the subject to ask about
-Regenerating health if you stand still in the overworld (not in dungeons)) - Ys I
-Text displaying the name of the current location, etc. - Post PCE versions only?
-Lets you occasionally block enemy attacks like in Ys I SMS via a ring
-Save anywhere except during dialogue or boss battles (tons of slots, slots show the location and time spent) - Ys I?
-Off screen enemy respawning (generally a good thing except for some cases in the dungeons)
-Can't access the equipment and item menus during boss fights (can still use consumables if equipped before the fight), Rings have no effect during boss fights
-You can exit most boss battles at will
-No maps (more maze-focused level design)
-Revival item (life drop/elixir, only one in the game and it’s expensive)
-Manually speed up dialogue on a paragraph basis
-In-game epilogue
-Later versions only?: Quick toggle between rings (l1; not spells though (can be done in the PSP version of Chronicles)), stackable healing items, faster level/gear progression early on, faster saving than in Chronicles PSP, difficulty options, time attack mode, choose between midi or chip music, free movement (instead of four- or eight way), walking no longer helps with combat (hits are more frequent when running), don't need to care about positioning during combat on Easy difficulty, no exp or gold losses after death and there are checkpoints where you entered each area
Mega Man 3 (NES, 1990) - Action Platformer
-Very good boss AI
-Slide move (dodge+move through tight spaces)
-Energy limited flight with Rush (robo-dog companion)
-Some interesting weapons (magnet shot - changes direction to travel vertically towards an enemy when passing by it (Jumpman trap), ricocheting laser, snake shot - travels along the ground like the missiles in Gradius but also up walls, spark shot - stuns enemies however they also can't be hit again while stunned)
StarTropics (NES, 1990) - Action Adventure/JRPG hybrid (separate engines for dungeon and overworld/town exploration, zoomed out OW, platforming, linear structure (can go back to a previous area/chapter but there's only one entry point at the beginning of each)), Tile-based movement, Top Down view
-Modern setting
-Hybrid gameplay
->100% temporary health power up (later used in Quake)
-Fourth wall breaking puzzle (physical letter that you had to pour water on to see the answer)
-Partially interactive epilogue
-Save feature w/ auto-save after each chapter
-Modern setting
-Fourth wall breaking puzzle
-Lifebar upgrades
-Minor ability gating (lantern, submarine dive move on the WM)
-No maps (vague maps of the first island and town in the manual)
Little Nemo (NES, 1990) - Action Platformer
-Transformations (after Wonder Boy III and Altered Beast)
-Charge attack (late-game)
Solstice (NES, 1990) - Action Adventure/Maze Platformer w/ platforming, Isometric view
-Non-linear
-Pick up and place objects to use as platforms (can place and use them in mid-air) or to move other objects
-Stack objects on top of each other (Knight Lore)
-Map feature (however as you progress through an area, rooms you have not been in for a while will disappear from the map!)
-Teleporters
-Time stopper potion (yellow, stops moving platforms)
-Smart bomb potion (purple; also destroys items and blocks though), Hidden item revealing potion (green)
-Hidden item revealing potion
-Impressive music
-No save or password save (there are checkpoint items that save keys, staff pieces, and potions but nothing else, lives system)
-Some ability/tool gating (jump boots, time stopper potion (besides conveyor belts; yellow), invincibility potion (blue) lets you ride on top of enemies)
Solar Jetman (NES, 1990) - Flight Action/Collectathon, Gravitar-like Shooter
-Gravity physics
-Smooth rotation effect on the player ship
-Cutscene animations
A Boy and His Blob (NES, 1990) - Exploration-based Puzzle Platformer/Maze Platformer (all tools are available from the get go), Side view
-Features a CPU-controlled blob ally that you can feed with different jellybeans to transform it into tools for traversal/key gating/combat (14 different forms in all)
-Some resource management (limited amount of jellybeans)
-Ammo shop (pharmacy, buy ammo w/ found treasure)
The Adventures of Rad Gravity (NES, 1990) - Platform Adventure (hub map - galaxy map divided into several solar systems, can exit a level from anywhere using your communicator item, item and weapon inventory, some breakable walls and false walls)
-Some interesting tools (teleporter beacon tool - Exile (1988), limited flight via the Energy Disk (can't move upwards though and it drains life+can't attack while using it and can only activate it while standing on the ground)
-Reverse gravity areas
-Password save (fairly long, given after dying), No checkpoints or save points within levels, Unlimited lives
-Less bugs in the PAL ver.?
-Partially non-linear structure (linear first two levels on the first planet and getting your computer back - after that you unlock 3 other planets however there's no point in going to Volcania as you'll just get stuck halfway through (also can't beat Vernia (unlocked after Turvia) until after Sauria unless you find the well hidden upgraded crystal bombs there as you can't kill the boss there without crystal bombs), can go to Odar or Volcania and then Utopia or Volcania if you went with the former after getting the teleporter beacon though Volcania is tougher - after these there's just Telos to go to; some backtracking within levels with gained abilities to progress in them)
-Upgradeable lifebar and armor as well as weapons (the upgraded sword also reaches longer)
-Some decent-good puzzles (Sauria besides getting the life upgrade there, getting underground on Odar with the teleporter beacon and the block sliding puzzles there, getting into robot city through stealth and using the beacon, have to use the crater pillar's fire outbursts on the boss in Volcania), Puzzle-style bosses
-Can grab and throw certain items (SMB2) as well as shoot them to nudge them to the left or right
-Some scripted events of sorts (computer theft, ship damage from asteroid belt; these play like additional levels in-between the others)
-Some enemies can hit each other (used to progress in Utopia though it's a bit tedious)
-Very minor sequence breaking - can use the disk to skip a minor part on Telos and can use the communicator to reduce some backtracking (more with out of bounds glitches)
-No area/level maps
Journey to Silius (NES, 1990) - The music pushed the sound chip to its limit (2-channel PSG percussion, thick sampled bass, single channel echo, etc.), pretty good animation, some large bosses
TMNT II (1989 ARC port/NES, 1990) - Beat 'Em Up/Hack 'n Slash; Impressive music, bounce and attack off of walls
Silver Surfer (NES, 1990) - Shoot 'em up; Impressive music
Zombie Nation (NES, 1990) - Shoot 'em up; Political theme?
Kickle Cubicle (1988 ARC port/NES, 1990) - Puzzle, Top Down view; Lolo variation
Gun-Nac/Gun*Nac/Gun Nac (NES, 1990) - Vertical Shoot 'em up
-Shops in-between levels (can order a bombing of the next area to make it easier)
-Good weapon system (all five weapons are useful in some situation, ship upgrade (take more than one hit before death+increases fire power), four different smart bomb types which are also upgradeable plus one which triggers upon touching it)
-Four difficulty modes with different endings)
-Comical/silly tone
-Respawn on the spot (with four of the current type of bombs or the amount you had before death if it’s higher than four) until a credit is used
-Adjustable ship speed (five speeds)
-Surprise gifts after beaten levels (depends on score? – extra bombs, money to bomb converter (every 10$ gives you a bomb, received before the final area or via a cheat))
-Choose between flicker or slowdown (there’s still some of the other regardless though)
-Unlimited continues?
Pictionary (NES, 1990) - Impressive music
Dragon's Lair? (NES, 1990) - Action Platformer
-Technical showcase (smooth animation, large sprites, detailed and animated backgrounds)
Might & Magic: Secret of the Inner Sanctum/Might and Magic Book One (PCs, 1986/NES, 1990) - WRPG/Dungeon Crawler RPG
-NES: Added guild that can change character classes, added automapper feature (pretty zoomed in though), can't leave Sorpigal until you're level 2
Times of Lore (C64/AMI, 1988/NES, 1990) - Action Adventure/ARPG-ish (no exp point leveling), Top Down view
-Interactive dialogue (key words, two topics and yes/no answers)
-Can run but acceleration is very slow - Can gain an upgrade about halfway
-Password save
-Day/night cycle
-Came with a world map, No in-game maps?
Kagerou Densetsu (NES, 1990) - Zelda II-like ARPG (automatic stat distribution, overworld, random and set encounters (codes let you control when they happen), menu-driven town exploration, not much platforming and no side view exploration), TD View/Side View hybrid,
-3 different playable chars (switch on the overworld)
-Partially non-linear (only need to fight two of five bosses)
-Save feature (on the overworld)
-Invisibility and time stop spells (combat only though) - no other ability gating
-Can run from battles
-No fast travel
-No maps
Majin Eiyuuden Wataru Gaiden (NES, 1990)(Fan translated) - JRPG/ARPG Hybrid w/ separate battle encounters (see Tales of Phantasia), TD View Exploration/Side View Combat Hybrid
-One spell moves rocks in TD view - otherwise key gating only
-Teleport magic (can go to the previous town)
-Escape magic (dungeons and battles)
-One spell moves rocks in TD view - otherwise uses key gating only
-Save at inns
-No maps
A Nightmare on Elm Street (NES, 1990)(Different) - Collectathon/Maze Platformer w/ a hub area (no movement abilities gained), 4-player co-op
-Randomized initial locations and you must clear them in a certain order
-Dream world (there's a day/night cycle of sorts) - Can encounter Freddy here
-Temporary transformations (dream world and boss fights only) - For combat purposes only
-Hidden lifebar
Jajamaru Gekimaden: Maboroshi no Kinmajou (NES, 1990) - ARPG (hub map (Getsu Fuuma Den-like but without encounters?), towns w/ shops & dungeons, linear w/ some backtracking (several interconnected hub maps)), TD view
-Save in towns
-Escape technique lets you warp to the start of a dungeon.
-Some tool/ability gating (dig technique, oil lamp, Mizugumo Shoes for toxic swamps, )
-No area maps
Snake's Revenge (NES, 1990) - Action Adventure/Stealth Action (jumping in the side view segments), TD view/SV hybrid
-Various tools used for progression and exploration (infrared goggles/x-ray lens/mine detector, power armor - push stones, boots?, bugging kit? - see what enemies are saying on the other side of a wall, binoculars, temporary oxygen tanks)
-Somewhat non-linear?
-AP upgrade
-Password save (long)
-No maps
Disney Adventures in the Magic Kingdom (NES, 1990)? - JRPG/Platformer/Misc. Action Hybrid (mini-games/levels, shop), TD view/SV hybrid
-Non-linear?
-No ability/tool gating
-No save or password save?, No maps?
The Immortal (Multi/NES, 1990) - Action Adventure-lite (level-based and linear (you don't backtrack to previous ones), separate battle encounters, some shops (can haggle at one point)), Isometric,
-Levitation spell and magic carpet
-Gore
-Level 1 map feature (missing in some versions)
-Password save
-Some note hints
-Some interesting puzzles (?Light beam and object dissolving puzzles, make enemies fight each other, etc.)
-Worm sensor item (time limit, single use)
-Some tool/ability gating (mostly single use; fireball spell can be used for combat and lighting torches - default attack on NES, shrinking potion - single use, temporary magic carpet, levitation spell, disguise, one gem lets you travel through a light beam, telekinesis/magnetic hands spell)
-Two endings
-Can get drunk (you're supposed to use the alcohol for a puzzle though - most items and spells are limited use only and have a specific use to progress)
-Dodge/Blink spell (limited uses) - there's also a statue spell similar to the tanooki suit's alternate use in SMB3
Maniac Mansion (PC, 1987/NES, 1988 JP & 1990 US) - P&C Adventure (Quest Adventure)
-Pick a party of 3 different characters (out of 6 in total) with their own skills and who can split up during a playthrough
-SCUMM interface (actions are drawn in the GUI as verbs; Deja Vu Mac ver.)
-Experimental real-time AI mechanics (NPCs can act while you're in a different part of the mansion; King's Quest III)
-Comical Horror theme (can blow up Weird Ed's hamster in a microwave and have him murder you if you show him the remains)
-More music (which is also pretty impressive) on NES
-Pop-up text in the UI when hovering the mouse over something that you can interact with (have to use "What Is" in the PC version, automatic on NES)
-Basic crafting/item combinations (object or NPC manipulation) - the sponge (suck up developer fluid), manuscript (alter it with the typewriter) and hamster (explode it in the microwave - can show the remains to Ed for a bad ending)
-Multiple endings
-Some instances where the presence or absence of specific playable characters influenced NPC responses, different dialogue or story events based on party composition (Syd can befriend the green tentacle, Michael can befriend weird Ed, Wendy can get the talk show ending, Bernard can call the meteor police, Wendy+Bernard can trigger a unique ending) - first example of dynamic storytelling/dialogue?
Little Magic (NES, 1990) - SRPG/Fighting Hybrid (real-time battles), TD/SV hybrid
Arkista's Ring (NES, 1990)? - Maze Action w/ AA elements (level-based and linear), TD view
Gremlins 2: The New Batch (NES, 1990) - Maze Action/Platformer, TD view
-Item which saves you from falling into pits (balloon)
-Time stopper item
-Impressive music
-Some huge sprites (last boss) and some large ones
Adventures of Lolo 3 (NES, 1990) - Action Puzzle, TD view
-2 playable chars
-Basic overworld (similar to Commander Keen)
-Non-linear structure
Al Unser Jr.'s Turbo Racing (NES, 1990)? - F1 Racing
-Car customization
-Save feature
1991:
Metal Storm (NES, 1991) - Action platformer/Puzzle Platformer
-Fleshed out reverse gravity mechanics with creative level design
-Very good animation and some large, detailed bosses
-Mech theme
-Parallax (apparently pretty easy to do unless several layers?)
Ufouria: The Saga/Hebereke (NES, 1991) - Platform Adventure/Metroid-like
-Switch between four different characters on the fly (have to find and defeat them in battle first; these have different abilities that let you explore more of the world)
-Map system (need to find a compass to see your position)
-Fairly large game world for the time
-Some sequence breaking possible by switching between characters in mid-air
-Charge attacks (MM4, Shadow Land, ESWAT, Mystic Defender)
-Wall climbing (Ninja Gaiden, TMNT 2), swimming (SMB1, TMNT) and glide jumping
-Impressive music
-Password save
-No fast travel besides one shortcut (one one-way teleporter is used as an obstacle)
Rampart (JP Konami ver.)(NES, 1991) - RTT/Puzzle, 2-player vs.
-Adds a single player mode with more variety and basic mission briefings (environments: night time, forest, desert, winter)
-Nicer presentation (cutscenes after victory, animated menu icons)
-Adds infantry that try to infiltrate your base during the build & fix phase
-Control options (crosshair acceleration, button layout, alignment?)
-Can place one last wall piece after the timer runs out here
-Four settings (they all play mostly the same though - get attacked by larger moving units (two types of tanks in the modern setting) which can tear down walls in in the combat phase, get attacked by infantry in the build & fix phase (moves towards your forts) - need to wall them in or shoot them to defeat them, whirlwinds in the red riding hood and knight setting - moves super fast and destroys walls)
-Pretty detailed vs. mode options (change the timer, give either player various handicaps, etc.)
-Some voice samples (OK quality)
-Larger boss-like creatures in some settings
-Password save (short)
-Random element to the wall piece shapes (Tetris)
Battletoads (NES, 1991) - Beat 'em up/Action Platformer/Shoot 'em up Hybrid, 2-Player Co-op;
-Some large and detailed sprites
-Scrolling and rotating (the rotating effect on the tower?) backgrounds
-Some innovative level design (throw objects into the screen to hit the first boss - similar to TMNT IV, giant snake as a moving platform segment, chase segments, race segment)
-Over the top finisher moves
-Very good variation
Star Wars (US/EU)(NES, 1991) - Proto-Platform Adventure/Action Adventure (top down overworld and side view dungeons/areas), Space Flight Combat segments, TD View overworld, FP View space flight combat segments
-Switch between 3 chars on the fly after rescuing them (different stats, Han and Leia can only be resurrected by Obi-Wan)
-Limited map feature (R2-D2 can display a deah star hallway map)
-Can talk to C-3PO for general tips
-Get gameplay advice from C-3PO after rescuing him
-Alternate ending (get 100% completion)
-Difficulty options (Easy/Cadet: Less enemies/more health pick-ups, stronger player chars and you won’t take damage from falls)
-No save or password save, No area maps besides a basic layout map you can bring up via R2-D2 when on the death star
-No ability gating (soft gating via the found shields used to protect your ship during FP segments)
Micro Machines (NES, 1991) - Racing, 2-player vs.?
-Unique multiplayer mechanics (make your opponent touch the backside of the screen by moving far enough ahead to score points)
-Race with toy cars (and boats and helicopters) in unusual settings
Cocoron (NES, 1991) - Action Platformer/Proto-Platform Adventure (hub map (different paths depending on where you were previously when picking a new level to play), only temporary flight is required at one point but some others are better for certain areas)
-Character creation system (gain a new one after each boss - six person part in total, three parts - body/weapon/head, name each build, builds can be canceled after testing them out (in an empty room though, not on enemies), each part has a few different looking sprites to choose from, one temporary flight build)
-Choose which order to tackle the levels in (hub map)
-Good bosses overall
-Some good enemy AI (armadillos, penguins)
-Upgradeable weapons
-No fast travel?
-No save (unlimited continues?), No level/area maps
Bomberman II (NES, 1991) - Maze Action, 3-player vs. (there's also a 1 vs 1 mode, no CPU/AI opponents)
-Second bomberman featuring a battle mode
-Frog enemy can transform into a bomb and explode
-No bosses
Max Warrior/Isolated Warrior (NES, 1991) - Isometric humanoid avatar-based shoot 'em up
Mega Man 4 (NES, 1991) - Action Platformer
-Technical showcase
-Charge attack (Shadow Land, ESWAT, Mystic Defender; can move while charging)
-Two hidden permanent tools (balloon - create rising platforms, wire - upwards grappling hook similar to Batman MD) and some detours with consumables like e-tanks - some dead ends
-Replay beaten levels
-Some interesting weapons (homing missiles - Lock-On & After Burner, boomerang shot which can be fired diagonally - similar to Ninja Gaiden and MM2, dust man weapon's shots break into shrapnel traveling in four directions diagonally)
TMNT III: Manhattan Project (NES, 1991) - Beat 'em up, 2-player coop, Tilted View
-Technical showcase
-Great visual variation
-Each turtle has a unique special attack (you can also keep using it at 1 HP here which turns into a risk/reward mechanic as you can more quickly take out enemies with them but are constantly on the brink of death)
Batman: Return of the Joker (NES, 1991) - Technical showcase
Ys III (PC-88/PC-98 1989 port/NES, 1991) - ARPG/Platform Adventure-lite (hub map, town and hostile areas split, very linear structure, no tool items for traversal/exporation gained besides the Fire Jewel (creates a guiding light in a dark maze) and arguably the Fire Dragon's Amulet (dries up a lava river) - the rest are used as keys or for trading), side view
-Some new gear shows on your avatar (only the flame sword)
-Partially interactive epilogue
-NPC encounters/story scenes in dungeons (Ys 2?)
-Can escape from boss fights (Ys 1-2)
-HP regen (stand still outside dungeons; Ys 1-2)
-Can warp to town (Ys 1-2)
-Up- and downstab (Rastan SMS, Zelda II)
-Impressive music
-Pretty good dialogue for its time
-Save anywhere except during boss fights (three slots on NES?)
-No dungeon maps
Rockin' Kats (NES, 1991) - Action Platformer
-Bouncing and spinning physics
-Open-ended/choose your own path (MM1)
-Shop
Crisis Force (NES, 1991) - Vertical shoot 'em up, 2-player co-op
-Technical showcase (many sprites and pretty high speed with good detail and not too much flicker or slowdown, parallax scrolling, large and detailed bosses, some nice cutscenes)
-Multi-jointed sprites?
Lagrange Point? (NES, 1991) - JRPG
-Impressive music (VRC7/Custom YM2413 FM music+2A03 drums)
-Animated cutscenes
Tetra Star (NES, 1991) - Rail Shooter
-Technical showcase in some ways (smooth scrolling ground/ocean effect, weather effects, fairly smooth sprite scaling for the system)
Dark Lord (NES, 1991) - JRPG/WRPG hybrid (real-time exploration/turn-based combat, hub map/selection menu-style towns), TD view
-Party creation (attribute point distribution (7 attributes), two classes, gender, up to three members - can be switched at the bar in-game)
-Can move chars around and surround the enemy during combat (Ultima)
-Search corpses for loot
-Animated enemies
-Pretty impressive music and presentation (nice intro, animated portraits during dialogue in town)
-Basic job system (pick a job and then "rest" - advances time by a month during which your character does their actual job off screen, resulting in stat changes, salary and added skills)
-Partially non-linear structure
Double Dragon III (NES, 1991) - Beat 'em up, Tilted View, 2-Player co-op
-Bounce and attack off of walls (TMNT II)
-Can run
-Weapon inventory
Wai Wai World 2: SOS!! Parsley Castle (NES, 1991) - Action Platformer, Some shoot 'em up levels (two vertical (in one of them you control a car that can jump), one rail shooter/into the screen, one horizontal), One frogger-like segment, Several auto-scrolling levels
-Some branching paths between levels but more linear levels
-Switch between three chars on the fly (pick a team of three before starting) - need to pick up a power up before switching here?
-Double jump as the red robot (Dragon Buster)
-Temporary invincibility power ups (trigger upon touch)
-Pretty good variation
-Nice graphics and audio
-Password save
Magician (NES, 1991)? - ARPG/Platform Adventure
-Flight spell (Spellcaster, Faxanadu)
-Hunger and thirst mechanics
-Riddle puzzles
-Some spells for exploration/traversal (fleet foot, light, fly, featherlite?, jump, help and reveal, slowmo?, iron boots?, twin?)
-Speed up time spell (regenerate MP but consume more food/water)
-Pretty impressive music
-Limited save feature (15 times only, 9 areas, 4 slots)
-No fast travel (some teleporter mazes)
-No area maps (vague WM only)
Chitei Senkou Bazolder/Wurm: Journey to the Center of the Earth (NES, 1991) - Action Platformer (on foot and vehicle-based)/Shoot 'em up (vertical)/Light Gun or Gallery Shooter Hybrid
-Many cutscenes (most have some animation) and dialogue scenes during and between levels
-Some large sprites
-Talk to crew members during the FP view segments to increase your chance of hitting the enemy
-Password save
Tecmo Super Bowl (NES, 1991) - American Football
-Full NFL and NFLPA licensing (all real teams and rosters)
-Full season mode with save battery backup
-Detailed statistic tracking and leaderboards
-Customizable playbook
-Cutscenes for dramatic plays (Basketball Nightmare, Slapshot)
Metal Max (NES, 1991) - JRPG, Open World?, TD view
"-The entire game design is pretty much what we'd now call "open world" -- once you get past the intro, you're basically given free rein to go wherever you like, with very few events strictly required to proceed. You can even "retire" at any time to receive an ending (though obviously it takes a bit more work to get the good ending).
-In the second town, you get access to an item which allows infinite fast travel to anywhere you've already been. This always particularly impressed me, since virtually every game of this era was determined to make you hike through half the game (or the whole thing) before deigning to let you skip backtracking through trash mobs. And even then, it's usually attached to finite-use items or spells.
-If your party gets wiped, you're revived in your hometown with no consequences beyond having to go back to wherever you were before. No losing half your money or getting kicked back to your last save from 2 hours ago.
-You can acquire eight tanks, drive them all into a town full of NPCs, and stack them all up on a single tile, with the game handling it perfectly gracefully. (Well, it'll chug and flicker like hell, but hey, the hardware's got its limits.) It's easy to take things like this for granted, but some programmer spent a lot of time making sure that this wacky edge case you'd never see unless you were trying to worked the way it should. Did Final Fantasy ever let you park eight airships on top of each other? I think not.
-So many cute touches and little extras that most 16-bit RPGs would be jealous: jukeboxes that let you listen to the soundtrack, vending machines with random bonus prizes, a frog racing minigame, bird droppings building up on your tanks if you abandon them outdoors for too long... It's even got useless moneysink decorations for your room like an MMO!"
Elite (Multi, 1984/NES, 1991) - 3D Space Exploration Sim (flight, trade, combat), Open world (large world for the time), FP view
-Randomly generated galaxy w/ 400+ sun systems
-Save feature
Sid Meier's Pirates! (PCs, 1987/AIIGS, 1988/AMI, 1990/NES, 1991) - Pirating Sim, Action Adventure/Strategy Hybrid, Open World, TD view/SV/FP view (bars) hybrid, Mini-games
-Good variation (hybrid gameplay)
-Sea battles and sailing mechanics
-Fencing duels
-Can take over towns
-Aging and hunger
-Can get married
-Multiple endings
-Basic character building (can only increase rank which affects which wife you can take and your final score+the ending)
-Multiple ships and some ship customization
-Can change allegiances
-Switch difficulty level during the game
-Vague treasure map pieces (no in-game world map until the Gold version though the Amiga and NES versions came with a physical WM, instead you have to use a sun sight item to determine your coordinates)
-Save feature (NES: 8 slots, only in town)
Radia Senki: Reimeihen (Chronicle of the Radia War)/Tower of Radia (NES, 1991) - ARPG (random encounters, multiple towns w/ shops, hub map of sorts is unlocked in the mid-game (only used for seabound fast travel between three towns), linear structure (one minor optional area w/ pretty harsh level gating that you can visit earlier (rema desert - northwestern area near grasslands)), no ability/tool gating?), TD view
-CPU allies (up to 4) which can be given a few group or individual orders
-Stamina bar/cooldown timer for spell casting, Automatic stat gains on level up, Can't use spells or attack items in real-time (same as in Secret of Mana), Learn techniques/spells automatically by using scrolls found throughout the game on your chars (set classes for chars, for some reason the player char gains no techs) - can control who learns their next spell and when
-Can manually talk amongst the party for hints/directions (dialogue portraits during these) - later used in PSIV
-Teleport out of dungeons item and spell (travel bell, escape spell; can't teleport to visited towns though), Some fast travel via ship from the mid-game onwards (between guandias, elfas and fubart)
-The game sometimes blurs the line between town and hostile area and has story events happen while exploring dungeons (similar to Ys II)
-Frequent save points at beds (3 slots - shows current level only, free and fast resting)
-No area maps (area names are shown in the GUI),
-Various cutscenes
-Can speed up dialogue (however if you hold the button it keeps going to the next sentence/paragraph)
-Some interesting spells (Swapra: Target party member switches places with Darus, Panmum: Stuns all enemies, Escape: Escape from the dungeon (same as Travel Bell), ) and status inflicting items (basically single use spells; tusk=poison one enemy, DonGameFt=slow, sleep jar, silence herb, surprise=stun) in that it can hit from anywhere
-Minor party banter
Shatterhand/Solbrain (NES, 1991) - Action Platformer/Beat 'em up, Side View
-Some innovative gameplay (a flying robot sidekick with different weapons (sword, missile, flamethrower - this one's kind of ineffective though, you can also make the sidekick carry you upwards and then throw it (pretty much useless in most situations though because it's too slow))
-You can choose the order of levels to play (after a short intro stage) - Mega Man
-Good bosses overall (multiple patterns)
-Collect money to buy stuff (punch upgrade, 1-up or health) in certain spots in the levels (white platforms)
-Nice cutscenes (Solbrain has more of them)
-Destructible scenery in some parts
-Some nice visual effects (teleporter, end boss)
-Turn into an invincible cyborg for ~10 seconds (collect same symbol combination twice, cancels your sidekick for the duration of the effect) - Similar to E-SWAT
-Deflect shots with your fists
-Some different music and background graphics in Solbrain (JP ver.)
Fantastic Dizzy/The Fantastic Adventures of Dizzy (NES, 1991/Multi, 1993) - Puzzle Platformer/AA/Collectathon (250 stars required!, partial hub area w/ a basic map (the streets) but no world map), Some Action segments, SV w/ two TD view segments (minecart ride and raft ride - the latter is only in the 8-bit versions) and one FP view segment (single screen light gun/gallery shooter segment)
-Mostly single use key/puzzle items but there's some ability gating in the fins, the scuba gear and the rope which lets you swing between platforms via hooks
-No save or passwords, no continues (can gain 1-ups at least)
-Persistent items in that they'll stay where you put them (puzzle items are removed after solving the relevant puzzle)
-No fast travel
Secret Scout in the Temple of Demise (NES, 1991)? - Platform Adventure w/ a Killathon/Beat 'em up element (forced combat encounters with many enemies)
-Gain some tools for exploration and traversal (wall grips for climbing walls, TNT for blowing up certain walls and jumping higher through damage boosting, dark rooms require torches)
-Map (shows where you are and dark rooms)?
-No save or password save
-No fast travel (one minor shortcut, plenty of backtracking)
Captain America and the Avengers (NES, 1991) - Action Adventure (very similar in structure to Bionic Commando or GI Joe: Atlantis Factor (hub map), no new abilities/tools gained over the course of the game for use within levels), Collectathon (a hidden key crystal in each level), 2-player vs. battle mode (can select bosses here)
-Two different playable chars (Captain America and Hawkeye - start off separated but once joined they can be switched between during a level; can float on water and stand on spikes using the shield+attack downwards in mid-air+dash/charge+cling to various objects as Captain America / Shoot in 5 directions as Hawkeye, Iron Man and The Vision aren't playable despite being on the box and in the manual)
-HP & AP upgrades (collect gems)
-Losing a life means the hero you were using is captured and imprisoned on the other side of the map (leads to backtracking) - losing both costs a continue
-Can exit a level at any time and replay beaten levels
-Can move past cities on the map with a Jet after beating the Las Vegas level (far into the game)
-No save or password save, No level maps
Robin Hood: Prince of Thieves (NES, 1991) - ARPG (world interaction via a menu in the TD segments)/RTT/Fighting, Mixed perspective (mostly TD, Side view fencing duels)
-Fight alongside NPCs at some points?
Cowboy Kid (NES, 1991)? - Action Adventure (area-based?), Tilted View/TD View/Side View hybrid (see Goemon)
-Non-linear structure (choose between six areas on a wanted posters screen)
Star Trek: 25th Anniversary (NES, 1991) - Action Adventure/Space Combat Sim (hub map), TD view/FP view hybrid
-CPU allies (party of 3)
-Partially non-linear
-No area/planet maps?
-Password save
-No penalty for dying
-Chars have different abilities though they are used like keys
The Lone Ranger (NES, 1991) - Action Adventure (separate overworld), TD view
Grand Master (NES, 1991) - ARPG (level-based (5 large levels)), TD view
-Open-ended - Can do the 5 levels in any order
Karakuri Kengoden Musashi Lord: Karakuri Jin Hashiru! (NES, 1991) - ARPG, TD view
Famicom Jump II: Saikyou no 7-nin (NES, 1991)? - ARPG, TD view
Super Chinese 3 (NES, 1991) - ARPG/Beat ‘em up hybrid, TD view/Tilted view hybrid
-See Little Ninja Brothers
Firehawk (NES, 1991) - Free-Roaming Shooter (Chopper-based), TD view/TP view hybrid (some Cabal-like segments), Rescue Mission (Choplifter-esque)
-Partiallly destructible environments (buildings, ships, bridges; desSinistron or Thunder Force II?)
Adventure Island II (NES, 1991) - Platformer/Action Platformer
-Several dinosaur mounts (one can fly; SMW)
1992:
Gargoyle's Quest II/Makaimura Gaiden: The Demon Darkness (NES, 1992/GB, 1993) - ARPG/Action Platformer hybrid (similar to Zelda II but without the semi-random encounters and exp point leveling, mostly linear structure (can do a three of levels in either order at one point, two more on GB), No backtracking with abilities to progress (key/quest items and beating levels only)), TD view overworld and town exploration/SV hostile areas and enemy encounters
-Technical showcase
-Fast top down movement
-No random battles in the overworld
-Fairly large arsenal of weapons
-Better bosses overall
-Stamina-based flight (GQ1)
-No fast travel (one teleporter maze) besides one teleporter shortcut
-Minor platforming puzzles
-Can exit levels where you entered them as well as replay beaten ones (up to a point; vials and hearts+bosses respawn)
-Password save (average length)
-No area or overworld maps
-Good bosses overall
-Can speed up dialogue on a per text box basis
-Some interesting level gimmicks (upwards gust of wind segment, ice walls that you slide down slowly, light source enemies - later used in Super Metroid) and abilities (tornado shot lets you create temporary platforms in mid-air, buster shot lets you break certain walls -
-GB ver.: Two more levels than in the NES version (a cave in the northern part of Sittem Desert and another cave in the desert where Dagon dwells, both optional) and two new weapons/abilities gained in them (homing fire - replaces the default weapon, astral projection technique - can be used to briefly scout out the area), Somewhat less slowdown?
Esper Dream 2 (NES, 1992) - JRPG/ARPG Hybrid (separate battle encounters similar to Xanadu or Radia Senki), TD view
-Non-random encounters (some are forced though) and the battle arena layouts randomly change - generally they're pretty simple though
-Movement/game speed options (you'll generally want to just select max speed in the menu and keep it there unless you're underleveled and want to be extra careful not to run into encounters)
-Teleport out of battle or back to the library at any time using a default spell - you can flee from all regular battles by walking off screen (fairly easy to do by mistake unfortunately)
-Some cool spells (spell that removes all but one enemy from the battle)
-Fight alongside NPCs/CPU allies (they can't die = no babysitting, have to find/rescue them and they don't follow you into other chapters)
-Some nice visual effects and pretty impressive music (VRC6 audio expansion)
-Can talk to your ally to find out where to go next (not that helpful at times though) - Crystalis
-Very good final boss (6 (!) phases and it's a large+detailed sprite)
-Various scripted events during exploration/questing (introductory in-game cutscene to each area/world)
-Can quickly switch between spells with select (not weapons though)
-Final area contains two variations of its theme (one faster and more intense version for the rooms with a boss in them)
-Partially non-linear structure with difficulty/level gating (while you can visit either of 4 areas from the get go* and there is some dynamic difficulty balancing based on your level in areas 2 and 4, forced encounters are static and there's stuff like dark rooms or invisible enemies where you need a later spell or item (get the tool to see invisible enemies around the middle of area 2) to see where you're going/what you're shooting at, mostly linear progression through areas - the fifth one seems more open ended but makes you go back and forth to do the quests in order). Some optional backtracking to previous areas (item trading sequence to get the best armor in the game)
*while there are 5 exits the third scenario/area is already finished by the hero from the previous game (meant as a joke/reference?))
-Two save slots
Nekketsu Kakutou Densetsu aka Nekketsu Fighting Legend (NES, 1992) - Arena Fighting, 4-player vs. (2 vs. 2) or 1 vs. 1, Tilted view
-Early example in the genre
-16 fighter roster
-5 stats per char besides HP (listed on the character select screen)
-Basic character creation (input name and blood type (affects team spirit/morale) and the game does the rest, also saves a password so you can use the char again later if you want; your partner is selected from the roster if if it's not a 2-player coop story mode game)
-Three special attacks per char
-Defeated chars drop a random power up (can get a negative one)
-Hitting each other lowers team spirit/morale (it's also affected by losing matches, blood types and zodiac signs!)
-RPG element (gain exp and level up your stats) - River City Ransom
-Can choose a special win condition for the matches before starting
-Coop combo moves (Streets of Rage)
Gimmick!/Mr. Gimmick (NES, 1992) - Platformer/Puzzle Platformer
-Some interesting mechanics (Sonic style slopes - No manual running so the only way to jump farther is via slopes, stand on enemies (SMB2), use a star both as a projectile and as a moving platform to reach new areas, can block some enemy projectiles with the star)
-Alternate final level and ending (collect all hidden items for the alternate ending and don't use any continues)
-Technical showcase (music - uses an audio expansion chip in the JP ver., background animation, enemy variation and some animation, nice intro and ending cutscenes)
-Some friendly and neutral creatures (a bird and a dinosaur that you can ride, small birds+a bug+"walking tooths" in one level)
-Some good bosses, some mini-bosses
-Good variation
-Inventory of three items (health, bomb - can take out certain enemies blocking alternate paths, forward shot) - Aztec (PC, 1982)?
-Alternate paths through some levels - SMB1
Summer Carnival '92: Recca (NES, 1992) - Vertical shoot 'em up
-Technical showcase (fast, lots happening on screen (plenty of flicker and slowdown though), some cool background effects, sampled percussion)
-Techno-style soundtrack
Solomon's Key 2/Fire 'n' Ice (NES, 1992) - Puzzle Platformer, Single Screen
-Non-linear structure
"Design-wise I'd say this is even beyond the 4th gen and more akin to the 7th gen if not higher fitting in more with modern indie puzzle games moreso than its direct peers. Play contemporaries like Solomon's Key, Kickle Cubicle or the Lolo games for comparison, and you'll see Fire 'N' Ice has some different sensibilities avoiding a lot of the common pitfalls of puzzle games from the 80s-90s; action/timing takes a backseat to logic, no countdown timer, everything revolves around a limited stock moveset without gaining additional powers as you go, lynchpin solutions present themselves, multiple stages are available at once for progress... it is a game out of time."
Mega Man 5 (NES, 1992) - Action Platformers
-Technical showcase
-Replay beaten levels?
-Collect 8 letters to get Beat the bird (optional sidekick)
-You can fly past many segments using what looks like an ear picker (this game’s rush jet)
Bucky O'Hare (NES, 1992) - Action Platformer
-Technical showcase
-Enemies that can melt ice platforms
Little Samson (NES, 1992) - Action Platformers
-Multiple playable chars
-Technical showcase
Prince of Persia (1989 PC port/NES, 1992) - Action Platformer/Puzzle platformer w/ Maze-like levels, Time limit
-More realistic physics than usual
-Large and well animated sprites
-Some background animation
-Cling onto and climb platform edges
-Fencing duels (parry, parry-then slash/counter attack, move backwards)
-Upgradeable lifebar (large red potions)
-Temporary hover jump/slow fall ability via the green potions (these are used when picked up)
-Switch and timing puzzles as well as an upside down room puzzle (one of the later green potions has this effect) and a doppelganger/mirror image puzzle (have to merge with it as damaging it hurts you too)
Moon Crystal (NES, 1992) - PoP-style Action Platformer
-Good animation
-Nice intro
G.I. Joe: The Atlantis Factor (NES, 1992) - Bionic Commando-like AA (hub map with branching paths (similar to Bionic Commando but without moving encounters))
-Basic char building and some have different stats and skills
-Mix of linear and maze levels, Can't revisit beaten levels
-Password save
-No area maps
-No fast travel
Wizards & Warriors III: Kuros - Visions of Power (NES 1992) - ARPG-ish (town hub, quest giving NPCs, hub area, linear structure?)
-Switch between acquired chars/classes on the fly
-One warp to the beginning at one point
-No save and no password save (not even continues!), No map
Stanley: The Search for Dr. Livingston (NES, 1992) - Platform Adventure (hub map - different in that each tile represents one area, multiple towns and NPCs (some w/ fetch quests, no shops))
-Wall climbing via grapnel and rope item, hover jumps (Prince of Persia, Ufouria), upwards flight in a few spots (temporary ability)
-Unusual premise (play as an old man who's a journalist looking for a lost adventurer and to "chronicle his exploits" as well as find a lost temple) and setting (1800s Congo)
-Partially non-linear structure (can explore sub regions on the map freely (going south from the starting town is quite tough but there's no point in visiting the beach tiles anyway), linear progression between the 8 sub regions on the map?)
-Can fast travel through areas you've passed on the hub map (only passing through is required - can avoid all enemies however if you place the cursor on an unexplored map tile then you automatically go there)
-Password save (fairly short, updates when reaching a new area)
-Unlimited continues? (3 lives per credit though you can hold up to 5 by finding placed ones over the course of the game - can find 11 in total), Frequent checkpoints (at the end of the previously passed through area/level) besides in the final temple where there are none
-Can generally exit an area to the hub map from where you entered it
-AP and DP upgrades, Upgradeable default attack (golden fist) - adds a strong projectile attack to punches
-Blurs the line between town and hostile area (some enemies in town houses and on the outskirts of town)
-Decent hints from NPCs and you can find written hints in some item containers while exploring - can't review these though
-No touch damage from most enemies (not the case with tigers and some late-game ones)
-Some sequence breaking opportunities (one minor one via what appears to be a hit detection bug (can jump backwards through the green guards at the first wall gate - this one's kinda pointless though since you have to go back and kill them with gemstones later), can skip getting a couple of temple keys if you go back to the third town since the NPC there will hand out more seals)
-One good puzzle (moai heads temple entrance screen) and one decent one (don't break blocks at one point or you won't be able to climb a wall) - the game is mostly lacking in puzzles however
-11 weapons in total (6 different ammo-based ones)
-No area maps (generally not a problem but there are two mazes), Some points of interest are marked on the hub map as you find them, Bridge map item also updates the hub map
Ghoul School (NES, 1992) - Platform Adventure (mostly linear?)
-Suction cup shoes for walking on the ceiling
-Named rooms/areas (the numbers can be confusing though)
-No save or password save (lives system), No map
-No fast travel
The Addams Family (NES/SMS/GG, 1992)(Different to the 16-bit game) - Milon's Secret Castle-like Platform Adventure without shops (hub area outside the mansion/the garden), Rescue Mission, Hop 'n Bop gameplay
-Some ability gating with permanent tools (umbrella, snorkel, shrinking potion)
-Non-linear structure after finishing the crypt?
-SMS/GG version: Better gfx and controls/hit detection, worse sound
-No save or password save (there is an infinite lives code though), No maps
-No fast travel?
R.C. Pro-AM II (NES, 1992) - Racing, Isometric view, 4-player vs., Tug-o-war and dragster mini-games after every 8th race or so (button mashers)
-Can get a boost bonus if you time your start well during the countdown
-Some interesting hazards (bomb planes - you get a warning before they appear, shallow water after jumps)
-Some interesting weapons (freeze attack (slows the opponent rather than freezing them in SP?), bomb - laid behind the car, shooting opponents with the buckshot weapon makes them drop money)
-Boost pads (RC Pro-Am 1) and jumps via ramps
-Shop for upgrades between courses (motor, tires - help with corners, weapons, extras (shield (protects against opponent fire only), ammo, oil slick, nitro/booster power up, continue) - More stuff than in the first game
-Temporary invincibility (to crash damage) power ups - rollcage power up
-Course map before and during races (simpler during) - RC Pro-AM 1
-Random upgrade power up (? symbol)
-Can gain new vehicles (collect the letters in the courses; Pro-Am 1) and the opponents don't automatically upgrade if you do here; Can't simply buy a new vehicle with saved money (see Rock 'n Roll Racing)
-Don't have to come first every time to progress (3rd is enough to not lose a continue)
-Rubberband AI (doesn't seem to apply to you if you're behind the pack however)
-In MP you get bounced forward if you fall behind enough to go outside the screen (no split-screen) - this keeps races more intense however
Robocop 3 (NES, 1992) - Action Platformer/Run 'n Gun-ish
-Impressive music
-NES differences: Different levels and bosses, No first-person gallery shooter level
Thrilla's Surfari? (NES, 1992)
Spiritual Warfare (NES/GB, 1992/PC, 1993/MD, 1994)(Unlicensed) - Zelda 1-like Action Adventure, Top down view
-Religious (christian propaganda) theme
Nightshade (NES, 1992) - Quest Adventure/Fighting Hybrid, Tilted view
The Mutant Virus: Crisis in a Computer World (NES, 1992) - Asteroids variation/Action Puzzle, Single screen, TD view
-Computer virus theme and PC circuit board setting
-Some unique mechanics (turn tiles blue to protect against the spreading virus (green tiles), if enough blue tiles are connected to a green tile the good kind will spread and take over the green tile)
-Pretty nice intro cutscene (some animation)
1993:
DuckTales 2 (NES, 1993) - Action Platformer/Proto-Platform Adventure (permanent upgrades via Gyro in each level, hub map, shop, Quackshot-like)
-Optional item quest unlocks proper final level and an alternate ending (there's also a third ending)
-Shopping in-between levels (can buy additional HP - can also be found)
-Three endings in total
-Graphical showcase
-GB version: Partially different level design and one of the treasures tells you how many unopened chests there are left in the level you're on
-Permanent upgrades (find Gyro in each level) which are used to reach map pieces and you'll likely backtrack to a previous level after getting a new one to reach some of them, Can buy additional HP (can also be found)
-Minor platforming puzzles
-No save or password save, No level maps
-No fast travel
Mega Man 6 (NES, 1993) - Action Platformer
-Some alternate paths through the levels
-Technical showcase
-Limited flight ability
-Replay beaten levels (MM1?)
-Shows important items that you’ve grabbed (or is it missed?) on the level select screen
Kirby's Adventure (NES, 1993) - Platformer/Action Platformer;
-Teleport room (go back to previous areas)
-Technical showcase (very good animation, tower rotation effect (Nebulus), the largest licensed NES game at 6 Mb)
-Temporarily steal enemy abilites/transform by eating enemies (mega man, wonder boy 3)
Zen: Intergalactic Ninja (NES, 1993) - Visual showcase
Joy Mech Fight? (NES, 1993)
Overlord/Supremacy (1990 port/NES, 1993) - Impressive music
Asterix (NES, 1993) - Impressive music
Chip 'n Dale: Rescue Rangers 2 (NES, 1993) - Action Platformer, 2-Player Co-op;
Wonderland Dizzy (NES, 1993 but unreleased until 2015) - Puzzle Platformer
-No save or password save (very forgiving checkpoints though), No map?
Rokudenashi Blues (NES, 1993) - JRPG/Menu-driven Fighting hybrid, TD/FP view hybrid
1994:
Adventure Island IV/Takahashi Meijin no Bouken Jima IV (NES, 1994) - Zelda/Milon's Secret Castle-like Platform Adventure (some dungeons, hub area, home building, some NPCs, mostly linear structure), Side view
-Switch between 3 chars on the fly
-Password save
-Vague map system
-Limited teleportation via the egg+get teleported home after bosses+a teleport to home item
Wario's Woods (NES/SNES, 1994) - Falling Block Puzzle/Platformer
The Smurfs (NES, 1993) - Impressive music
The Flintstones: Surprise at Dinosaur Peak (NES, 1994) - ? Action Platformer
Teenage Mutant Ninja Turtles: Tournament Fighters (NES, 1994) - ? Fighting
Zoda's Revenge: StarTropics II?
Not sure about these:
Moai Kun?
Destiny of an Emperor?
Famicom Tantei Club: Kieta Kokeisha?
Cosmic Wars?
Famicom Tantei Club Part II: Ushiro ni Tatsu Shojo?
Marusa no Onna?
Captain Tsubasa II?
Digital Devil Monogatari: Megami Tensei II?
Fire Emblem: Ankoku Ryu to Hikari no Tsurugi?
Ganbare Goemon Gaiden: Kieta Ougon Kiseru?
Shikinjo?
AD&D: Pool of Radiance?
Dai-2-Ji Super Robot Taisen?
Super Chinese 3 aka Litte Ninja Brothers 2?
Dragon Wars?
Tenchi o Kurau II aka Destiny of an Emperor 2?
Gemfire/Royal Blood?
Fuzzical Fighter? - RPG/Shoot 'em up hybrid
Battle Storm?
Metal Slader Glory?
Daikoukai Jidai: Uncharted Waters?
Chaos World?
Hyaku no Sekai no Monogatari/100 World Story: The Tales On A Watery Wilderness? - rpg/board game hybrid
SD Gundam Gachapon Senshi 4: New Type Story?
Ultraman Club 3?
Solomon's Key 2/Fire 'n Ice?
Just Breed?
Fire Emblem Gaiden?
Hono no Dokyuji: Dodge Danpei? - Sports RPG
Dream Master?
AD&D: Dragons of Flame?
Momotarou Densetsu Gaiden?
Metal Storm (NES, 1991) - Action platformer/Puzzle Platformer
-Fleshed out reverse gravity mechanics with creative level design
-Very good animation and some large, detailed bosses
-Mech theme
-Parallax (apparently pretty easy to do unless several layers?)
Ufouria: The Saga/Hebereke (NES, 1991) - Platform Adventure/Metroid-like
-Switch between four different characters on the fly (have to find and defeat them in battle first; these have different abilities that let you explore more of the world)
-Map system (need to find a compass to see your position)
-Fairly large game world for the time
-Some sequence breaking possible by switching between characters in mid-air
-Charge attacks (MM4, Shadow Land, ESWAT, Mystic Defender)
-Wall climbing (Ninja Gaiden, TMNT 2), swimming (SMB1, TMNT) and glide jumping
-Impressive music
-Password save
-No fast travel besides one shortcut (one one-way teleporter is used as an obstacle)
Rampart (JP Konami ver.)(NES, 1991) - RTT/Puzzle, 2-player vs.
-Adds a single player mode with more variety and basic mission briefings (environments: night time, forest, desert, winter)
-Nicer presentation (cutscenes after victory, animated menu icons)
-Adds infantry that try to infiltrate your base during the build & fix phase
-Control options (crosshair acceleration, button layout, alignment?)
-Can place one last wall piece after the timer runs out here
-Four settings (they all play mostly the same though - get attacked by larger moving units (two types of tanks in the modern setting) which can tear down walls in in the combat phase, get attacked by infantry in the build & fix phase (moves towards your forts) - need to wall them in or shoot them to defeat them, whirlwinds in the red riding hood and knight setting - moves super fast and destroys walls)
-Pretty detailed vs. mode options (change the timer, give either player various handicaps, etc.)
-Some voice samples (OK quality)
-Larger boss-like creatures in some settings
-Password save (short)
-Random element to the wall piece shapes (Tetris)
Battletoads (NES, 1991) - Beat 'em up/Action Platformer/Shoot 'em up Hybrid, 2-Player Co-op;
-Some large and detailed sprites
-Scrolling and rotating (the rotating effect on the tower?) backgrounds
-Some innovative level design (throw objects into the screen to hit the first boss - similar to TMNT IV, giant snake as a moving platform segment, chase segments, race segment)
-Over the top finisher moves
-Very good variation
Star Wars (US/EU)(NES, 1991) - Proto-Platform Adventure/Action Adventure (top down overworld and side view dungeons/areas), Space Flight Combat segments, TD View overworld, FP View space flight combat segments
-Switch between 3 chars on the fly after rescuing them (different stats, Han and Leia can only be resurrected by Obi-Wan)
-Limited map feature (R2-D2 can display a deah star hallway map)
-Can talk to C-3PO for general tips
-Get gameplay advice from C-3PO after rescuing him
-Alternate ending (get 100% completion)
-Difficulty options (Easy/Cadet: Less enemies/more health pick-ups, stronger player chars and you won’t take damage from falls)
-No save or password save, No area maps besides a basic layout map you can bring up via R2-D2 when on the death star
-No ability gating (soft gating via the found shields used to protect your ship during FP segments)
Micro Machines (NES, 1991) - Racing, 2-player vs.?
-Unique multiplayer mechanics (make your opponent touch the backside of the screen by moving far enough ahead to score points)
-Race with toy cars (and boats and helicopters) in unusual settings
Cocoron (NES, 1991) - Action Platformer/Proto-Platform Adventure (hub map (different paths depending on where you were previously when picking a new level to play), only temporary flight is required at one point but some others are better for certain areas)
-Character creation system (gain a new one after each boss - six person part in total, three parts - body/weapon/head, name each build, builds can be canceled after testing them out (in an empty room though, not on enemies), each part has a few different looking sprites to choose from, one temporary flight build)
-Choose which order to tackle the levels in (hub map)
-Good bosses overall
-Some good enemy AI (armadillos, penguins)
-Upgradeable weapons
-No fast travel?
-No save (unlimited continues?), No level/area maps
Bomberman II (NES, 1991) - Maze Action, 3-player vs. (there's also a 1 vs 1 mode, no CPU/AI opponents)
-Second bomberman featuring a battle mode
-Frog enemy can transform into a bomb and explode
-No bosses
Max Warrior/Isolated Warrior (NES, 1991) - Isometric humanoid avatar-based shoot 'em up
Mega Man 4 (NES, 1991) - Action Platformer
-Technical showcase
-Charge attack (Shadow Land, ESWAT, Mystic Defender; can move while charging)
-Two hidden permanent tools (balloon - create rising platforms, wire - upwards grappling hook similar to Batman MD) and some detours with consumables like e-tanks - some dead ends
-Replay beaten levels
-Some interesting weapons (homing missiles - Lock-On & After Burner, boomerang shot which can be fired diagonally - similar to Ninja Gaiden and MM2, dust man weapon's shots break into shrapnel traveling in four directions diagonally)
TMNT III: Manhattan Project (NES, 1991) - Beat 'em up, 2-player coop, Tilted View
-Technical showcase
-Great visual variation
-Each turtle has a unique special attack (you can also keep using it at 1 HP here which turns into a risk/reward mechanic as you can more quickly take out enemies with them but are constantly on the brink of death)
Batman: Return of the Joker (NES, 1991) - Technical showcase
Ys III (PC-88/PC-98 1989 port/NES, 1991) - ARPG/Platform Adventure-lite (hub map, town and hostile areas split, very linear structure, no tool items for traversal/exporation gained besides the Fire Jewel (creates a guiding light in a dark maze) and arguably the Fire Dragon's Amulet (dries up a lava river) - the rest are used as keys or for trading), side view
-Some new gear shows on your avatar (only the flame sword)
-Partially interactive epilogue
-NPC encounters/story scenes in dungeons (Ys 2?)
-Can escape from boss fights (Ys 1-2)
-HP regen (stand still outside dungeons; Ys 1-2)
-Can warp to town (Ys 1-2)
-Up- and downstab (Rastan SMS, Zelda II)
-Impressive music
-Pretty good dialogue for its time
-Save anywhere except during boss fights (three slots on NES?)
-No dungeon maps
Rockin' Kats (NES, 1991) - Action Platformer
-Bouncing and spinning physics
-Open-ended/choose your own path (MM1)
-Shop
Crisis Force (NES, 1991) - Vertical shoot 'em up, 2-player co-op
-Technical showcase (many sprites and pretty high speed with good detail and not too much flicker or slowdown, parallax scrolling, large and detailed bosses, some nice cutscenes)
-Multi-jointed sprites?
Lagrange Point? (NES, 1991) - JRPG
-Impressive music (VRC7/Custom YM2413 FM music+2A03 drums)
-Animated cutscenes
Tetra Star (NES, 1991) - Rail Shooter
-Technical showcase in some ways (smooth scrolling ground/ocean effect, weather effects, fairly smooth sprite scaling for the system)
Dark Lord (NES, 1991) - JRPG/WRPG hybrid (real-time exploration/turn-based combat, hub map/selection menu-style towns), TD view
-Party creation (attribute point distribution (7 attributes), two classes, gender, up to three members - can be switched at the bar in-game)
-Can move chars around and surround the enemy during combat (Ultima)
-Search corpses for loot
-Animated enemies
-Pretty impressive music and presentation (nice intro, animated portraits during dialogue in town)
-Basic job system (pick a job and then "rest" - advances time by a month during which your character does their actual job off screen, resulting in stat changes, salary and added skills)
-Partially non-linear structure
Double Dragon III (NES, 1991) - Beat 'em up, Tilted View, 2-Player co-op
-Bounce and attack off of walls (TMNT II)
-Can run
-Weapon inventory
Wai Wai World 2: SOS!! Parsley Castle (NES, 1991) - Action Platformer, Some shoot 'em up levels (two vertical (in one of them you control a car that can jump), one rail shooter/into the screen, one horizontal), One frogger-like segment, Several auto-scrolling levels
-Some branching paths between levels but more linear levels
-Switch between three chars on the fly (pick a team of three before starting) - need to pick up a power up before switching here?
-Double jump as the red robot (Dragon Buster)
-Temporary invincibility power ups (trigger upon touch)
-Pretty good variation
-Nice graphics and audio
-Password save
Magician (NES, 1991)? - ARPG/Platform Adventure
-Flight spell (Spellcaster, Faxanadu)
-Hunger and thirst mechanics
-Riddle puzzles
-Some spells for exploration/traversal (fleet foot, light, fly, featherlite?, jump, help and reveal, slowmo?, iron boots?, twin?)
-Speed up time spell (regenerate MP but consume more food/water)
-Pretty impressive music
-Limited save feature (15 times only, 9 areas, 4 slots)
-No fast travel (some teleporter mazes)
-No area maps (vague WM only)
Chitei Senkou Bazolder/Wurm: Journey to the Center of the Earth (NES, 1991) - Action Platformer (on foot and vehicle-based)/Shoot 'em up (vertical)/Light Gun or Gallery Shooter Hybrid
-Many cutscenes (most have some animation) and dialogue scenes during and between levels
-Some large sprites
-Talk to crew members during the FP view segments to increase your chance of hitting the enemy
-Password save
Tecmo Super Bowl (NES, 1991) - American Football
-Full NFL and NFLPA licensing (all real teams and rosters)
-Full season mode with save battery backup
-Detailed statistic tracking and leaderboards
-Customizable playbook
-Cutscenes for dramatic plays (Basketball Nightmare, Slapshot)
Metal Max (NES, 1991) - JRPG, Open World?, TD view
"-The entire game design is pretty much what we'd now call "open world" -- once you get past the intro, you're basically given free rein to go wherever you like, with very few events strictly required to proceed. You can even "retire" at any time to receive an ending (though obviously it takes a bit more work to get the good ending).
-In the second town, you get access to an item which allows infinite fast travel to anywhere you've already been. This always particularly impressed me, since virtually every game of this era was determined to make you hike through half the game (or the whole thing) before deigning to let you skip backtracking through trash mobs. And even then, it's usually attached to finite-use items or spells.
-If your party gets wiped, you're revived in your hometown with no consequences beyond having to go back to wherever you were before. No losing half your money or getting kicked back to your last save from 2 hours ago.
-You can acquire eight tanks, drive them all into a town full of NPCs, and stack them all up on a single tile, with the game handling it perfectly gracefully. (Well, it'll chug and flicker like hell, but hey, the hardware's got its limits.) It's easy to take things like this for granted, but some programmer spent a lot of time making sure that this wacky edge case you'd never see unless you were trying to worked the way it should. Did Final Fantasy ever let you park eight airships on top of each other? I think not.
-So many cute touches and little extras that most 16-bit RPGs would be jealous: jukeboxes that let you listen to the soundtrack, vending machines with random bonus prizes, a frog racing minigame, bird droppings building up on your tanks if you abandon them outdoors for too long... It's even got useless moneysink decorations for your room like an MMO!"
Elite (Multi, 1984/NES, 1991) - 3D Space Exploration Sim (flight, trade, combat), Open world (large world for the time), FP view
-Randomly generated galaxy w/ 400+ sun systems
-Save feature
Sid Meier's Pirates! (PCs, 1987/AIIGS, 1988/AMI, 1990/NES, 1991) - Pirating Sim, Action Adventure/Strategy Hybrid, Open World, TD view/SV/FP view (bars) hybrid, Mini-games
-Good variation (hybrid gameplay)
-Sea battles and sailing mechanics
-Fencing duels
-Can take over towns
-Aging and hunger
-Can get married
-Multiple endings
-Basic character building (can only increase rank which affects which wife you can take and your final score+the ending)
-Multiple ships and some ship customization
-Can change allegiances
-Switch difficulty level during the game
-Vague treasure map pieces (no in-game world map until the Gold version though the Amiga and NES versions came with a physical WM, instead you have to use a sun sight item to determine your coordinates)
-Save feature (NES: 8 slots, only in town)
Radia Senki: Reimeihen (Chronicle of the Radia War)/Tower of Radia (NES, 1991) - ARPG (random encounters, multiple towns w/ shops, hub map of sorts is unlocked in the mid-game (only used for seabound fast travel between three towns), linear structure (one minor optional area w/ pretty harsh level gating that you can visit earlier (rema desert - northwestern area near grasslands)), no ability/tool gating?), TD view
-CPU allies (up to 4) which can be given a few group or individual orders
-Stamina bar/cooldown timer for spell casting, Automatic stat gains on level up, Can't use spells or attack items in real-time (same as in Secret of Mana), Learn techniques/spells automatically by using scrolls found throughout the game on your chars (set classes for chars, for some reason the player char gains no techs) - can control who learns their next spell and when
-Can manually talk amongst the party for hints/directions (dialogue portraits during these) - later used in PSIV
-Teleport out of dungeons item and spell (travel bell, escape spell; can't teleport to visited towns though), Some fast travel via ship from the mid-game onwards (between guandias, elfas and fubart)
-The game sometimes blurs the line between town and hostile area and has story events happen while exploring dungeons (similar to Ys II)
-Frequent save points at beds (3 slots - shows current level only, free and fast resting)
-No area maps (area names are shown in the GUI),
-Various cutscenes
-Can speed up dialogue (however if you hold the button it keeps going to the next sentence/paragraph)
-Some interesting spells (Swapra: Target party member switches places with Darus, Panmum: Stuns all enemies, Escape: Escape from the dungeon (same as Travel Bell), ) and status inflicting items (basically single use spells; tusk=poison one enemy, DonGameFt=slow, sleep jar, silence herb, surprise=stun) in that it can hit from anywhere
-Minor party banter
Shatterhand/Solbrain (NES, 1991) - Action Platformer/Beat 'em up, Side View
-Some innovative gameplay (a flying robot sidekick with different weapons (sword, missile, flamethrower - this one's kind of ineffective though, you can also make the sidekick carry you upwards and then throw it (pretty much useless in most situations though because it's too slow))
-You can choose the order of levels to play (after a short intro stage) - Mega Man
-Good bosses overall (multiple patterns)
-Collect money to buy stuff (punch upgrade, 1-up or health) in certain spots in the levels (white platforms)
-Nice cutscenes (Solbrain has more of them)
-Destructible scenery in some parts
-Some nice visual effects (teleporter, end boss)
-Turn into an invincible cyborg for ~10 seconds (collect same symbol combination twice, cancels your sidekick for the duration of the effect) - Similar to E-SWAT
-Deflect shots with your fists
-Some different music and background graphics in Solbrain (JP ver.)
Fantastic Dizzy/The Fantastic Adventures of Dizzy (NES, 1991/Multi, 1993) - Puzzle Platformer/AA/Collectathon (250 stars required!, partial hub area w/ a basic map (the streets) but no world map), Some Action segments, SV w/ two TD view segments (minecart ride and raft ride - the latter is only in the 8-bit versions) and one FP view segment (single screen light gun/gallery shooter segment)
-Mostly single use key/puzzle items but there's some ability gating in the fins, the scuba gear and the rope which lets you swing between platforms via hooks
-No save or passwords, no continues (can gain 1-ups at least)
-Persistent items in that they'll stay where you put them (puzzle items are removed after solving the relevant puzzle)
-No fast travel
Secret Scout in the Temple of Demise (NES, 1991)? - Platform Adventure w/ a Killathon/Beat 'em up element (forced combat encounters with many enemies)
-Gain some tools for exploration and traversal (wall grips for climbing walls, TNT for blowing up certain walls and jumping higher through damage boosting, dark rooms require torches)
-Map (shows where you are and dark rooms)?
-No save or password save
-No fast travel (one minor shortcut, plenty of backtracking)
Captain America and the Avengers (NES, 1991) - Action Adventure (very similar in structure to Bionic Commando or GI Joe: Atlantis Factor (hub map), no new abilities/tools gained over the course of the game for use within levels), Collectathon (a hidden key crystal in each level), 2-player vs. battle mode (can select bosses here)
-Two different playable chars (Captain America and Hawkeye - start off separated but once joined they can be switched between during a level; can float on water and stand on spikes using the shield+attack downwards in mid-air+dash/charge+cling to various objects as Captain America / Shoot in 5 directions as Hawkeye, Iron Man and The Vision aren't playable despite being on the box and in the manual)
-HP & AP upgrades (collect gems)
-Losing a life means the hero you were using is captured and imprisoned on the other side of the map (leads to backtracking) - losing both costs a continue
-Can exit a level at any time and replay beaten levels
-Can move past cities on the map with a Jet after beating the Las Vegas level (far into the game)
-No save or password save, No level maps
Robin Hood: Prince of Thieves (NES, 1991) - ARPG (world interaction via a menu in the TD segments)/RTT/Fighting, Mixed perspective (mostly TD, Side view fencing duels)
-Fight alongside NPCs at some points?
Cowboy Kid (NES, 1991)? - Action Adventure (area-based?), Tilted View/TD View/Side View hybrid (see Goemon)
-Non-linear structure (choose between six areas on a wanted posters screen)
Star Trek: 25th Anniversary (NES, 1991) - Action Adventure/Space Combat Sim (hub map), TD view/FP view hybrid
-CPU allies (party of 3)
-Partially non-linear
-No area/planet maps?
-Password save
-No penalty for dying
-Chars have different abilities though they are used like keys
The Lone Ranger (NES, 1991) - Action Adventure (separate overworld), TD view
Grand Master (NES, 1991) - ARPG (level-based (5 large levels)), TD view
-Open-ended - Can do the 5 levels in any order
Karakuri Kengoden Musashi Lord: Karakuri Jin Hashiru! (NES, 1991) - ARPG, TD view
Famicom Jump II: Saikyou no 7-nin (NES, 1991)? - ARPG, TD view
Super Chinese 3 (NES, 1991) - ARPG/Beat ‘em up hybrid, TD view/Tilted view hybrid
-See Little Ninja Brothers
Firehawk (NES, 1991) - Free-Roaming Shooter (Chopper-based), TD view/TP view hybrid (some Cabal-like segments), Rescue Mission (Choplifter-esque)
-Partiallly destructible environments (buildings, ships, bridges; desSinistron or Thunder Force II?)
Adventure Island II (NES, 1991) - Platformer/Action Platformer
-Several dinosaur mounts (one can fly; SMW)
1992:
Gargoyle's Quest II/Makaimura Gaiden: The Demon Darkness (NES, 1992/GB, 1993) - ARPG/Action Platformer hybrid (similar to Zelda II but without the semi-random encounters and exp point leveling, mostly linear structure (can do a three of levels in either order at one point, two more on GB), No backtracking with abilities to progress (key/quest items and beating levels only)), TD view overworld and town exploration/SV hostile areas and enemy encounters
-Technical showcase
-Fast top down movement
-No random battles in the overworld
-Fairly large arsenal of weapons
-Better bosses overall
-Stamina-based flight (GQ1)
-No fast travel (one teleporter maze) besides one teleporter shortcut
-Minor platforming puzzles
-Can exit levels where you entered them as well as replay beaten ones (up to a point; vials and hearts+bosses respawn)
-Password save (average length)
-No area or overworld maps
-Good bosses overall
-Can speed up dialogue on a per text box basis
-Some interesting level gimmicks (upwards gust of wind segment, ice walls that you slide down slowly, light source enemies - later used in Super Metroid) and abilities (tornado shot lets you create temporary platforms in mid-air, buster shot lets you break certain walls -
-GB ver.: Two more levels than in the NES version (a cave in the northern part of Sittem Desert and another cave in the desert where Dagon dwells, both optional) and two new weapons/abilities gained in them (homing fire - replaces the default weapon, astral projection technique - can be used to briefly scout out the area), Somewhat less slowdown?
Esper Dream 2 (NES, 1992) - JRPG/ARPG Hybrid (separate battle encounters similar to Xanadu or Radia Senki), TD view
-Non-random encounters (some are forced though) and the battle arena layouts randomly change - generally they're pretty simple though
-Movement/game speed options (you'll generally want to just select max speed in the menu and keep it there unless you're underleveled and want to be extra careful not to run into encounters)
-Teleport out of battle or back to the library at any time using a default spell - you can flee from all regular battles by walking off screen (fairly easy to do by mistake unfortunately)
-Some cool spells (spell that removes all but one enemy from the battle)
-Fight alongside NPCs/CPU allies (they can't die = no babysitting, have to find/rescue them and they don't follow you into other chapters)
-Some nice visual effects and pretty impressive music (VRC6 audio expansion)
-Can talk to your ally to find out where to go next (not that helpful at times though) - Crystalis
-Very good final boss (6 (!) phases and it's a large+detailed sprite)
-Various scripted events during exploration/questing (introductory in-game cutscene to each area/world)
-Can quickly switch between spells with select (not weapons though)
-Final area contains two variations of its theme (one faster and more intense version for the rooms with a boss in them)
-Partially non-linear structure with difficulty/level gating (while you can visit either of 4 areas from the get go* and there is some dynamic difficulty balancing based on your level in areas 2 and 4, forced encounters are static and there's stuff like dark rooms or invisible enemies where you need a later spell or item (get the tool to see invisible enemies around the middle of area 2) to see where you're going/what you're shooting at, mostly linear progression through areas - the fifth one seems more open ended but makes you go back and forth to do the quests in order). Some optional backtracking to previous areas (item trading sequence to get the best armor in the game)
*while there are 5 exits the third scenario/area is already finished by the hero from the previous game (meant as a joke/reference?))
-Two save slots
Nekketsu Kakutou Densetsu aka Nekketsu Fighting Legend (NES, 1992) - Arena Fighting, 4-player vs. (2 vs. 2) or 1 vs. 1, Tilted view
-Early example in the genre
-16 fighter roster
-5 stats per char besides HP (listed on the character select screen)
-Basic character creation (input name and blood type (affects team spirit/morale) and the game does the rest, also saves a password so you can use the char again later if you want; your partner is selected from the roster if if it's not a 2-player coop story mode game)
-Three special attacks per char
-Defeated chars drop a random power up (can get a negative one)
-Hitting each other lowers team spirit/morale (it's also affected by losing matches, blood types and zodiac signs!)
-RPG element (gain exp and level up your stats) - River City Ransom
-Can choose a special win condition for the matches before starting
-Coop combo moves (Streets of Rage)
Gimmick!/Mr. Gimmick (NES, 1992) - Platformer/Puzzle Platformer
-Some interesting mechanics (Sonic style slopes - No manual running so the only way to jump farther is via slopes, stand on enemies (SMB2), use a star both as a projectile and as a moving platform to reach new areas, can block some enemy projectiles with the star)
-Alternate final level and ending (collect all hidden items for the alternate ending and don't use any continues)
-Technical showcase (music - uses an audio expansion chip in the JP ver., background animation, enemy variation and some animation, nice intro and ending cutscenes)
-Some friendly and neutral creatures (a bird and a dinosaur that you can ride, small birds+a bug+"walking tooths" in one level)
-Some good bosses, some mini-bosses
-Good variation
-Inventory of three items (health, bomb - can take out certain enemies blocking alternate paths, forward shot) - Aztec (PC, 1982)?
-Alternate paths through some levels - SMB1
Summer Carnival '92: Recca (NES, 1992) - Vertical shoot 'em up
-Technical showcase (fast, lots happening on screen (plenty of flicker and slowdown though), some cool background effects, sampled percussion)
-Techno-style soundtrack
Solomon's Key 2/Fire 'n' Ice (NES, 1992) - Puzzle Platformer, Single Screen
-Non-linear structure
"Design-wise I'd say this is even beyond the 4th gen and more akin to the 7th gen if not higher fitting in more with modern indie puzzle games moreso than its direct peers. Play contemporaries like Solomon's Key, Kickle Cubicle or the Lolo games for comparison, and you'll see Fire 'N' Ice has some different sensibilities avoiding a lot of the common pitfalls of puzzle games from the 80s-90s; action/timing takes a backseat to logic, no countdown timer, everything revolves around a limited stock moveset without gaining additional powers as you go, lynchpin solutions present themselves, multiple stages are available at once for progress... it is a game out of time."
Mega Man 5 (NES, 1992) - Action Platformers
-Technical showcase
-Replay beaten levels?
-Collect 8 letters to get Beat the bird (optional sidekick)
-You can fly past many segments using what looks like an ear picker (this game’s rush jet)
Bucky O'Hare (NES, 1992) - Action Platformer
-Technical showcase
-Enemies that can melt ice platforms
Little Samson (NES, 1992) - Action Platformers
-Multiple playable chars
-Technical showcase
Prince of Persia (1989 PC port/NES, 1992) - Action Platformer/Puzzle platformer w/ Maze-like levels, Time limit
-More realistic physics than usual
-Large and well animated sprites
-Some background animation
-Cling onto and climb platform edges
-Fencing duels (parry, parry-then slash/counter attack, move backwards)
-Upgradeable lifebar (large red potions)
-Temporary hover jump/slow fall ability via the green potions (these are used when picked up)
-Switch and timing puzzles as well as an upside down room puzzle (one of the later green potions has this effect) and a doppelganger/mirror image puzzle (have to merge with it as damaging it hurts you too)
Moon Crystal (NES, 1992) - PoP-style Action Platformer
-Good animation
-Nice intro
G.I. Joe: The Atlantis Factor (NES, 1992) - Bionic Commando-like AA (hub map with branching paths (similar to Bionic Commando but without moving encounters))
-Basic char building and some have different stats and skills
-Mix of linear and maze levels, Can't revisit beaten levels
-Password save
-No area maps
-No fast travel
Wizards & Warriors III: Kuros - Visions of Power (NES 1992) - ARPG-ish (town hub, quest giving NPCs, hub area, linear structure?)
-Switch between acquired chars/classes on the fly
-One warp to the beginning at one point
-No save and no password save (not even continues!), No map
Stanley: The Search for Dr. Livingston (NES, 1992) - Platform Adventure (hub map - different in that each tile represents one area, multiple towns and NPCs (some w/ fetch quests, no shops))
-Wall climbing via grapnel and rope item, hover jumps (Prince of Persia, Ufouria), upwards flight in a few spots (temporary ability)
-Unusual premise (play as an old man who's a journalist looking for a lost adventurer and to "chronicle his exploits" as well as find a lost temple) and setting (1800s Congo)
-Partially non-linear structure (can explore sub regions on the map freely (going south from the starting town is quite tough but there's no point in visiting the beach tiles anyway), linear progression between the 8 sub regions on the map?)
-Can fast travel through areas you've passed on the hub map (only passing through is required - can avoid all enemies however if you place the cursor on an unexplored map tile then you automatically go there)
-Password save (fairly short, updates when reaching a new area)
-Unlimited continues? (3 lives per credit though you can hold up to 5 by finding placed ones over the course of the game - can find 11 in total), Frequent checkpoints (at the end of the previously passed through area/level) besides in the final temple where there are none
-Can generally exit an area to the hub map from where you entered it
-AP and DP upgrades, Upgradeable default attack (golden fist) - adds a strong projectile attack to punches
-Blurs the line between town and hostile area (some enemies in town houses and on the outskirts of town)
-Decent hints from NPCs and you can find written hints in some item containers while exploring - can't review these though
-No touch damage from most enemies (not the case with tigers and some late-game ones)
-Some sequence breaking opportunities (one minor one via what appears to be a hit detection bug (can jump backwards through the green guards at the first wall gate - this one's kinda pointless though since you have to go back and kill them with gemstones later), can skip getting a couple of temple keys if you go back to the third town since the NPC there will hand out more seals)
-One good puzzle (moai heads temple entrance screen) and one decent one (don't break blocks at one point or you won't be able to climb a wall) - the game is mostly lacking in puzzles however
-11 weapons in total (6 different ammo-based ones)
-No area maps (generally not a problem but there are two mazes), Some points of interest are marked on the hub map as you find them, Bridge map item also updates the hub map
Ghoul School (NES, 1992) - Platform Adventure (mostly linear?)
-Suction cup shoes for walking on the ceiling
-Named rooms/areas (the numbers can be confusing though)
-No save or password save (lives system), No map
-No fast travel
The Addams Family (NES/SMS/GG, 1992)(Different to the 16-bit game) - Milon's Secret Castle-like Platform Adventure without shops (hub area outside the mansion/the garden), Rescue Mission, Hop 'n Bop gameplay
-Some ability gating with permanent tools (umbrella, snorkel, shrinking potion)
-Non-linear structure after finishing the crypt?
-SMS/GG version: Better gfx and controls/hit detection, worse sound
-No save or password save (there is an infinite lives code though), No maps
-No fast travel?
R.C. Pro-AM II (NES, 1992) - Racing, Isometric view, 4-player vs., Tug-o-war and dragster mini-games after every 8th race or so (button mashers)
-Can get a boost bonus if you time your start well during the countdown
-Some interesting hazards (bomb planes - you get a warning before they appear, shallow water after jumps)
-Some interesting weapons (freeze attack (slows the opponent rather than freezing them in SP?), bomb - laid behind the car, shooting opponents with the buckshot weapon makes them drop money)
-Boost pads (RC Pro-Am 1) and jumps via ramps
-Shop for upgrades between courses (motor, tires - help with corners, weapons, extras (shield (protects against opponent fire only), ammo, oil slick, nitro/booster power up, continue) - More stuff than in the first game
-Temporary invincibility (to crash damage) power ups - rollcage power up
-Course map before and during races (simpler during) - RC Pro-AM 1
-Random upgrade power up (? symbol)
-Can gain new vehicles (collect the letters in the courses; Pro-Am 1) and the opponents don't automatically upgrade if you do here; Can't simply buy a new vehicle with saved money (see Rock 'n Roll Racing)
-Don't have to come first every time to progress (3rd is enough to not lose a continue)
-Rubberband AI (doesn't seem to apply to you if you're behind the pack however)
-In MP you get bounced forward if you fall behind enough to go outside the screen (no split-screen) - this keeps races more intense however
Robocop 3 (NES, 1992) - Action Platformer/Run 'n Gun-ish
-Impressive music
-NES differences: Different levels and bosses, No first-person gallery shooter level
Thrilla's Surfari? (NES, 1992)
Spiritual Warfare (NES/GB, 1992/PC, 1993/MD, 1994)(Unlicensed) - Zelda 1-like Action Adventure, Top down view
-Religious (christian propaganda) theme
Nightshade (NES, 1992) - Quest Adventure/Fighting Hybrid, Tilted view
The Mutant Virus: Crisis in a Computer World (NES, 1992) - Asteroids variation/Action Puzzle, Single screen, TD view
-Computer virus theme and PC circuit board setting
-Some unique mechanics (turn tiles blue to protect against the spreading virus (green tiles), if enough blue tiles are connected to a green tile the good kind will spread and take over the green tile)
-Pretty nice intro cutscene (some animation)
1993:
DuckTales 2 (NES, 1993) - Action Platformer/Proto-Platform Adventure (permanent upgrades via Gyro in each level, hub map, shop, Quackshot-like)
-Optional item quest unlocks proper final level and an alternate ending (there's also a third ending)
-Shopping in-between levels (can buy additional HP - can also be found)
-Three endings in total
-Graphical showcase
-GB version: Partially different level design and one of the treasures tells you how many unopened chests there are left in the level you're on
-Permanent upgrades (find Gyro in each level) which are used to reach map pieces and you'll likely backtrack to a previous level after getting a new one to reach some of them, Can buy additional HP (can also be found)
-Minor platforming puzzles
-No save or password save, No level maps
-No fast travel
Mega Man 6 (NES, 1993) - Action Platformer
-Some alternate paths through the levels
-Technical showcase
-Limited flight ability
-Replay beaten levels (MM1?)
-Shows important items that you’ve grabbed (or is it missed?) on the level select screen
Kirby's Adventure (NES, 1993) - Platformer/Action Platformer;
-Teleport room (go back to previous areas)
-Technical showcase (very good animation, tower rotation effect (Nebulus), the largest licensed NES game at 6 Mb)
-Temporarily steal enemy abilites/transform by eating enemies (mega man, wonder boy 3)
Zen: Intergalactic Ninja (NES, 1993) - Visual showcase
Joy Mech Fight? (NES, 1993)
Overlord/Supremacy (1990 port/NES, 1993) - Impressive music
Asterix (NES, 1993) - Impressive music
Chip 'n Dale: Rescue Rangers 2 (NES, 1993) - Action Platformer, 2-Player Co-op;
Wonderland Dizzy (NES, 1993 but unreleased until 2015) - Puzzle Platformer
-No save or password save (very forgiving checkpoints though), No map?
Rokudenashi Blues (NES, 1993) - JRPG/Menu-driven Fighting hybrid, TD/FP view hybrid
1994:
Adventure Island IV/Takahashi Meijin no Bouken Jima IV (NES, 1994) - Zelda/Milon's Secret Castle-like Platform Adventure (some dungeons, hub area, home building, some NPCs, mostly linear structure), Side view
-Switch between 3 chars on the fly
-Password save
-Vague map system
-Limited teleportation via the egg+get teleported home after bosses+a teleport to home item
Wario's Woods (NES/SNES, 1994) - Falling Block Puzzle/Platformer
The Smurfs (NES, 1993) - Impressive music
The Flintstones: Surprise at Dinosaur Peak (NES, 1994) - ? Action Platformer
Teenage Mutant Ninja Turtles: Tournament Fighters (NES, 1994) - ? Fighting
Zoda's Revenge: StarTropics II?
Not sure about these:
Moai Kun?
Destiny of an Emperor?
Famicom Tantei Club: Kieta Kokeisha?
Cosmic Wars?
Famicom Tantei Club Part II: Ushiro ni Tatsu Shojo?
Marusa no Onna?
Captain Tsubasa II?
Digital Devil Monogatari: Megami Tensei II?
Fire Emblem: Ankoku Ryu to Hikari no Tsurugi?
Ganbare Goemon Gaiden: Kieta Ougon Kiseru?
Shikinjo?
AD&D: Pool of Radiance?
Dai-2-Ji Super Robot Taisen?
Super Chinese 3 aka Litte Ninja Brothers 2?
Dragon Wars?
Tenchi o Kurau II aka Destiny of an Emperor 2?
Gemfire/Royal Blood?
Fuzzical Fighter? - RPG/Shoot 'em up hybrid
Battle Storm?
Metal Slader Glory?
Daikoukai Jidai: Uncharted Waters?
Chaos World?
Hyaku no Sekai no Monogatari/100 World Story: The Tales On A Watery Wilderness? - rpg/board game hybrid
SD Gundam Gachapon Senshi 4: New Type Story?
Ultraman Club 3?
Solomon's Key 2/Fire 'n Ice?
Just Breed?
Fire Emblem Gaiden?
Hono no Dokyuji: Dodge Danpei? - Sports RPG
Dream Master?
AD&D: Dragons of Flame?
Momotarou Densetsu Gaiden?