Master System Games That Were Innovate and/or Ahead of Their Time
1985:
Hang-On (SMS, 1985) - Racing, into the screen/third person view
-Fairly impressive for consoles at the time (Pitstop 2 C64)
-Passed bikes don't despawn immediately
-Gear shifting (no auto option though) - F-1 Race (1984)
-Difficulty option/level select (1-3 out of 5+ courses - can't continue from 4 or above though)
-Basic day/night cycle
Pit Pot/Fushigi no Oshiro Pit Pot (SMS, 1985) - Maze Action/Puzzle/Collectathon, TD view
-Destroy and restore blocks mechanic
-Proto-Zelda gameplay (locked doors, collect 3 special items plus all jewels to be able to save the princess and marry her, hidden treasure - hit certain blocks and collect certain treasure to make new paths appear, lives system (red helmets=extra lives))
-Stop watch and temporary invincibility and dragon stun power ups (heart/blue helmet/lyre)
-Practice mode
-No level timers
Teddy Boy (SMS, 1985) - Levels loop vertically and horizontally
Hang-On (SMS, 1985) - Racing, into the screen/third person view
-Fairly impressive for consoles at the time (Pitstop 2 C64)
-Passed bikes don't despawn immediately
-Gear shifting (no auto option though) - F-1 Race (1984)
-Difficulty option/level select (1-3 out of 5+ courses - can't continue from 4 or above though)
-Basic day/night cycle
Pit Pot/Fushigi no Oshiro Pit Pot (SMS, 1985) - Maze Action/Puzzle/Collectathon, TD view
-Destroy and restore blocks mechanic
-Proto-Zelda gameplay (locked doors, collect 3 special items plus all jewels to be able to save the princess and marry her, hidden treasure - hit certain blocks and collect certain treasure to make new paths appear, lives system (red helmets=extra lives))
-Stop watch and temporary invincibility and dragon stun power ups (heart/blue helmet/lyre)
-Practice mode
-No level timers
Teddy Boy (SMS, 1985) - Levels loop vertically and horizontally
1986:
Alex Kidd in Miracle World (SMS, 1986) - Action Platformer/Maze Platformer w/ Action Adventure elements (some maze castle levels, item inventory, shops, item quest), "Rock, Paper, Scissors"-style boss fights (most follow these up w/ a regular fight)
-Hybrid gameplay (action platformer, driving - boat and motorbike, action adventure segments (castles), NPC encounters, swimming (SMB1)) - Dragon's Eye (1981), Survival Island (1983)
-Item Inventory in a real-time/action game - House of Usher (1980), Aztec (1982), Gauntlet (1985)
-Buy continues after dying (hidden feature, need to have 400+ in currency)
-Shops in a real-time/action game - Raiders of the Lost Ark (1982), Survival Island (1983), Below the Root (1984), Legend of Zelda and Fantasy Zone (earlier in 1986)
-Puzzles (switches, killing ghosts by despawning them, stone slab - switch combination puzzle)
-Flight via the cane power up and the helicopter/peticopter vehicle (keep mashing the button to rise)
-Two alternate routes (one alternate level exit, don't save your brother/get the letter)
-No level timers or global timer
-Hidden bonus level (SMB1)
-Partially destructible environment (blocks) - SMB1
Fantasy Zone (ARC port/SMS, 1986) - Defender-like (horizontally looping levels)
-Shops and resource management in a shooter (time/ammo limit on most weapons)
-Inventory
-Large gear arsenal
-Unique bosses for each level
-Large boss sprites
High School! Kimengumi (SMS, 1986) - Early (Top Down) Quest Adventure
-Comical tone
-Expressive sprites
-Anime/manga license
Snail Maze (SMS, 1986) - Maze
-First built-in console game? (Hang-On, Hang-On/Safari Hunt, Alex Kidd and Sonic 1 later on)
The Ninja (1985 ARC port/SMS, 1986) - Run 'n Gun/Shoot 'em up hybrid (some auto-scrolling levels), TD view
-Dodge move (disappear and reappear) and 8-way aiming in a top down run 'n gun - Front Line lets you strafe while in the tank and has 8-way aiming
-Hidden items (needed to beat the game)
Spy vs. Spy (1984 Atari/C64 port/SMS, 1986) - Trapping or Trap 'em up/Collectathon/Action (split-screen), Multi-Screen Maze (Find the hidden items and escape), Time limit (each death removes 30 seconds from a player's time), 2-player vs.
-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)
-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)
Choplifter (1982 PC/1985 ARC port/SMS, 1986) - Horizontal Shooter (Defender-like except levels don't loop here)/Rescue Mission, Helicopter-based
-Hostage rescue
-2.5D gameplay (can turn and shoot on the z-plane towards the camera - can also strafe while doing this)
-Unusual 5-way aiming (moving backwards lets you shoot slightly upwards and the lower angles depend on your forward movement speed)
-Rescue mission (shoot prisons to make NPCs come out and then land to make them hop aboard before they get killed by the enemy)
-Fairly detailed physics for the time (landing quickly on NPCs crushes them, landing while moving forward quickly makes you crash)
-Indoors areas (caves)
-Pretty good enemy variety
-Can destroy most regular enemy bullets
-Pretty intense action (frequent respawning of enemies and their unit reinforcements never run out)
-You're generally safe at your home base (level 3 is an exception)
-Good animation for the time and the game features parallax scrolling
-One hit kills and you respawn at the base (destroyed turrets stay destroyed and rescued prisoners stay rescued after losing a life at least)
-Some gameplay differences compared to the arcade ver. (in the arcade version enemies are more frequent from the get go and there's also a fuel mechanic to worry about, on the other hand NPCs move a bit quicker there and foreground enemies seem much less frequent while rescuing them, your gun's rate of fire is also higher in that version)
-Can land on water (if you stand still you'll be attacked by sharks in most spots though)
-Only minor slowdown
Space Harrier (ARC 1985 port/SMS, 1986) - Early console Rail Shooter (Buck Rogers Atari the first?), TP/behind the avatar view
-Unique boss themes, fairly impressive PSG music overall
-16 unique bosses (two of which are variations on a previous boss) in 18 levels; on SMS there's a new final boss after the boss rush
-(Partial) boss rush - 7 bosses
Ghost House (SMS, 1986) - Action Platformer/Maze Platformer
-Stun enemies by touching lights
-Background doors leading to other parts of the level
-Early horror themed game (Monster Bash ARC, Mystery House PC)
Astro Warrior (SMS, 1986) - Vertical Shoot 'em up, TD view
-Gun drones/options and unique bosses for each level (Gradius)
-Large boss sprites
Action Fighter (SMS, 1986) - Vertical Shoot 'em up, TD view
-Transform from car to plane (automatic after collecting enough power ups?)
Hokuto no Ken/Black Belt (SMS, 1986) - Beat 'em up/Fighting hybrid, Side view
-Anime license
-Hybrid gameplay
Comical Machine Gun Joe (SMS, 1986) - Gallery Shooter/Proto-TPS/Proto Cabal-like (fixed movement, single screen), Bird's Eye/TPS view at a high angle
-Jumping
-Smart bombs
-Moving obstacles (some unkillable enemies blocking your shots)
-Basic bosses
Alex Kidd in Miracle World (SMS, 1986) - Action Platformer/Maze Platformer w/ Action Adventure elements (some maze castle levels, item inventory, shops, item quest), "Rock, Paper, Scissors"-style boss fights (most follow these up w/ a regular fight)
-Hybrid gameplay (action platformer, driving - boat and motorbike, action adventure segments (castles), NPC encounters, swimming (SMB1)) - Dragon's Eye (1981), Survival Island (1983)
-Item Inventory in a real-time/action game - House of Usher (1980), Aztec (1982), Gauntlet (1985)
-Buy continues after dying (hidden feature, need to have 400+ in currency)
-Shops in a real-time/action game - Raiders of the Lost Ark (1982), Survival Island (1983), Below the Root (1984), Legend of Zelda and Fantasy Zone (earlier in 1986)
-Puzzles (switches, killing ghosts by despawning them, stone slab - switch combination puzzle)
-Flight via the cane power up and the helicopter/peticopter vehicle (keep mashing the button to rise)
-Two alternate routes (one alternate level exit, don't save your brother/get the letter)
-No level timers or global timer
-Hidden bonus level (SMB1)
-Partially destructible environment (blocks) - SMB1
Fantasy Zone (ARC port/SMS, 1986) - Defender-like (horizontally looping levels)
-Shops and resource management in a shooter (time/ammo limit on most weapons)
-Inventory
-Large gear arsenal
-Unique bosses for each level
-Large boss sprites
High School! Kimengumi (SMS, 1986) - Early (Top Down) Quest Adventure
-Comical tone
-Expressive sprites
-Anime/manga license
Snail Maze (SMS, 1986) - Maze
-First built-in console game? (Hang-On, Hang-On/Safari Hunt, Alex Kidd and Sonic 1 later on)
The Ninja (1985 ARC port/SMS, 1986) - Run 'n Gun/Shoot 'em up hybrid (some auto-scrolling levels), TD view
-Dodge move (disappear and reappear) and 8-way aiming in a top down run 'n gun - Front Line lets you strafe while in the tank and has 8-way aiming
-Hidden items (needed to beat the game)
Spy vs. Spy (1984 Atari/C64 port/SMS, 1986) - Trapping or Trap 'em up/Collectathon/Action (split-screen), Multi-Screen Maze (Find the hidden items and escape), Time limit (each death removes 30 seconds from a player's time), 2-player vs.
-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)
-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)
Choplifter (1982 PC/1985 ARC port/SMS, 1986) - Horizontal Shooter (Defender-like except levels don't loop here)/Rescue Mission, Helicopter-based
-Hostage rescue
-2.5D gameplay (can turn and shoot on the z-plane towards the camera - can also strafe while doing this)
-Unusual 5-way aiming (moving backwards lets you shoot slightly upwards and the lower angles depend on your forward movement speed)
-Rescue mission (shoot prisons to make NPCs come out and then land to make them hop aboard before they get killed by the enemy)
-Fairly detailed physics for the time (landing quickly on NPCs crushes them, landing while moving forward quickly makes you crash)
-Indoors areas (caves)
-Pretty good enemy variety
-Can destroy most regular enemy bullets
-Pretty intense action (frequent respawning of enemies and their unit reinforcements never run out)
-You're generally safe at your home base (level 3 is an exception)
-Good animation for the time and the game features parallax scrolling
-One hit kills and you respawn at the base (destroyed turrets stay destroyed and rescued prisoners stay rescued after losing a life at least)
-Some gameplay differences compared to the arcade ver. (in the arcade version enemies are more frequent from the get go and there's also a fuel mechanic to worry about, on the other hand NPCs move a bit quicker there and foreground enemies seem much less frequent while rescuing them, your gun's rate of fire is also higher in that version)
-Can land on water (if you stand still you'll be attacked by sharks in most spots though)
-Only minor slowdown
Space Harrier (ARC 1985 port/SMS, 1986) - Early console Rail Shooter (Buck Rogers Atari the first?), TP/behind the avatar view
-Unique boss themes, fairly impressive PSG music overall
-16 unique bosses (two of which are variations on a previous boss) in 18 levels; on SMS there's a new final boss after the boss rush
-(Partial) boss rush - 7 bosses
Ghost House (SMS, 1986) - Action Platformer/Maze Platformer
-Stun enemies by touching lights
-Background doors leading to other parts of the level
-Early horror themed game (Monster Bash ARC, Mystery House PC)
Astro Warrior (SMS, 1986) - Vertical Shoot 'em up, TD view
-Gun drones/options and unique bosses for each level (Gradius)
-Large boss sprites
Action Fighter (SMS, 1986) - Vertical Shoot 'em up, TD view
-Transform from car to plane (automatic after collecting enough power ups?)
Hokuto no Ken/Black Belt (SMS, 1986) - Beat 'em up/Fighting hybrid, Side view
-Anime license
-Hybrid gameplay
Comical Machine Gun Joe (SMS, 1986) - Gallery Shooter/Proto-TPS/Proto Cabal-like (fixed movement, single screen), Bird's Eye/TPS view at a high angle
-Jumping
-Smart bombs
-Moving obstacles (some unkillable enemies blocking your shots)
-Basic bosses
1987:
Phantasy Star (SMS, 1987) - JRPG, FP view dungeons & Battles/TD View Overworld & Town Exploration
-Interplanetary travel
-Impressive graphics (animated+large and detailed monsters in battle, smooth FP view/pseudo 3D dungeons on console, FP view NPC encounters with fairly detailed artwork and sometimes background animation, nice closeups when talking to NPCs which also show the surrounding area)
-Pretty large world for the time
-Several cutscenes - Introduces each party character with a cutscene and there are a few during the game portraying important events as well
-Can talk to monsters/enemies during battle. Rarely useful (can use it on "farmers" on Motavia and sometimes they'll give fairly useful hints; some others lie). There are also some items that let you do this with more enemies
-Sci-fi setting (partial in Ultima?)
-Three vehicles (icedigger lets you break some walls on Dezoris, landrover lets you cross antlion holes, hovercraft lets you travel on water; these make you move faster on the overworld which helps reduce the encounter rate a bit) - Ultima?. Optional landrover/landmaster vehicle since the hovercraft exists
-Fairly impressive FM (YM2413) & PSG (SN76489) music
-Save anywhere outside of battle (seven nameable slots) - Below the Root PC
-Female protagonist
-Teleportation spells and items (transer - last church visited or Alis's home (including if it was on a different planet), escaper or the wand - out of battle, flute or exit spell - out of dungeons (teleports you to the entrance you last used to enter a dungeon)) - Dragon Quest 1-2
-Pretty good dialogue for the time (better in retranslation)
-Fast resting
-Some interesting storytelling techniques (nightmare vision of the main villain around mid-game)
-Some decent humour (have to bring a cake as a gift for the governor in Motavia, bought in a remote dungeon on Palma)
-Some decent dungeon gimmicks (pitfalls leading to the floor below (Dragon Quest 2) and false walls - however it's a matter of trial & error to find/avoid them, damage tiles at one point in the overworld - boiling tar/lava (Dragon Quest))
-Some decent puzzles (finding Hapsby sub quest)
-Some NPC encounters within dungeons (a few explorers, prisoners; weird how some hang out in one room of a dungeon full of monsters though and how there are a couple of shopkeepers in dungeons)
-Choose whether or not to become queen before the ending - doesn't affect the cutscene though
-Partially non-linear structure with some optional dungeons (can only explore medusa's cave and three towns at first (can enter some other dungeons but not get far into them - this does let you fight werebats in northeast Palma pretty early), can explore the Naharu cave dungeon in northern Motavia before you're supposed to with enough grinding - difficulty gating (however you'll have to backtrack here again for Noah after getting the letter), optional Scion cave dungeon on Palma, can go fight Dr. Mad in NW Palma before going to Triada prison - can also go to Medusa's tower at this point but it's quite hard (you're supposed to here much later after you find the mirror shield), can go to Dezoris before Uzo on Motavia but it's also pretty tough once you start facing dragons and mammoths, Lutz/Noah needs to be level 17 to gain the Open spell needed to go to baya malay tower (where you get the crystal needed to fight Lashiec, and the miracle key for magic doors but it's optional) - can't finish this dungeon and go to the finale until you have the nuts, optional Forgotten Tower dungeon (western Palma)+Morgue dungeon and Dezoris/ice cavern on Dezoris but you find the best weapon for Alis in the first and the best armor and shield for Odin/Alis in the second and third)
-Some backtracking to previous planets or locations with new items or vehicles to progress
-Some interesting spells for the time (one "attack all" spell (Dragon Quest 2) and some that hit multiple enemies, physical and magic barrier, revive)
-Basic dynamic difficulty balancing (the more party members you have, the more monsters you'll face in each battle)
-One dungeon key can be used to unlock several dungeons (similarly the miracle key can be used on all magical doors) - while convenient it makes all doors past the first of each type within a dungeon pointless
-Vehicles are carried in the inventory and can be activated at will on the overworld
Zillion (SMS, 1987) - Platform Adventure/Puzzle Platformer (similar to Impossible Mission)/ARPG-lite (basic character building: HP, jump height, attack power - collect Opa-Opa symbols to level up), Basic stealth (alarms triggering enemy attacks which can be seen with the scope/x-ray glasses), Side view
-Three playable characters that you can switch between on the fly (need to rescue two of them, same abilities but differing stats - their abilities can also be attained by the main char by leveling up) - Also used in Esper Boukentai from later in 1987
-Basic computer hacking (map display (layout, explored rooms, main computer location/final room, your position), disable traps, teleport (to surface elevator or nearest elevator), suicide!, base explosion and cancel explosion, hidden messages (mentioned in the manual))
-Basic stat leveling through found items (weapon power, movement speed, HP and jump height upgrades; collect Opa-Opas)
-Escape sequence (Xain'd Sleena, Metroid)
-Basic stealth (alarm traps triggered by infrared rays)
-Crawling
-Anime license
-Farly impressive PSG music and satisfying sfx considering the system
After Burner (ARC port/SMS, 1987) - Rail Shooter
-Barrel roll (later used in Star Fox)
-Manual speed controls
-Lock-on missiles
-Resupply mechanic (missiles)
-Adds some bosses (large sprites)
Enduro Racer (SMS, 1987) - Isometric Bike Racing (against the clock)
-Career mode (upgrade various aspects of the bike in-between races)
-First isometric racing game?
-Good visual variation (JP ver. - more levels here too)
-Jumps via ramps
Missile Defense 3-D (SMS, 1987) - Light Gun Shooter/Gallery Shooter
-First console game with a 3D depth effect?
OutRun (1986 ARC port/SMS, 1987) - Driving/Race against the clock
-Many alternate routes (shows a course map after completion)
-Slopes
-Music selection before play
-Gear shifting (F-1 Race (1984), Hang-On)
-Very good visual variation
-Stone arcs
Miracle Warriors: Seal of the Dark Lord (SMS, 1987) - RPG, TD/FP view
-Reputation system
-Fairly impressive FM music
-Talk command in battle
Fantasy Zone II: The Tears of Opa-Opa (SMS, 1987) - Defender-like Shoot 'em up, Side view
-Teleporters/doors between sub areas in a Defender-like
-Shops (FZ1, stationary here)
-Large boss sprites
-Even larger gear arsenal
-Great visual variation
-Lifebar (upgradeable to four hits with some invincibility time between them) and shield power up (three extra hits)
-Good bosses overall (most of them can be taken down easily with heavy bombs or fireballs though)
-Hidden shops and items (potions that either extend your lifebar (red) or refill it (blue))
-Sprite scaling (face boss)
Anmitsu Hime/Alex Kidd: High-Tech World (SMS, 1987) - Action Platformer/Quest Adventure hybrid, Side view
-Map feature (TD view, have to find pieces)
-Female protagonist in the original JP ver.
Penguin Land (SMS, 1987)(1985 game's sequel) - Early Puzzle Platformer
-Basic physics for the egg (Dig Dug/Boulder Dash-inspired)
Wonder Boy (1986 ARC port/SMS, 1987) - Action Platformer
-Hunger mechanic
-Skateboarding (makes it faster paced than SMB)
-Added hidden bonus levels (SMB1, find hidden dolls to access them)
-Unlockable final world (find all hidden dolls) and more worlds than in the arcade original
-Unlimited continues? (Castlevania)
Alien Syndrome (ARC port/SMS, 1987) - Maze Shooter/Free-Roaming Shooter, TD view
-Large bosses
-Hostage rescue
-Sci-fi horror theme
Ghostbusters (1984 C64 port or remix/NES, 1986/SMS, 1987) - Early RTT/Trapping/Action Hybrid, Open-Ended/Open World-style game, TD/Tilted View/SV hybrid
-Map out your route before traveling to your location via top down racing segments
-Pick between four different cars with different properties in the beginning
-Shop (cars, various upgrades and gear (some unique to this version; ghost & marshmallow man detectors, ghost bait (also prevents ghosts from forming a marshmallow man), laser confinement system (auto-empties ghost traps so you don't have to go back to HQ, image intensifier - makes you see ghosts clearer but it's not needed), ghost paralysis system - slows ghosts down, turbo for the car, defensive wall - keep ghosts/gatekeepers/key masters from passing through on the map)
-Easier than other versions
-Password save
-Some enemies can steal money from you
-Can destroy some projectiles by shooting them
-Semi-simultaneous control of two avatars while trapping ghosts on foot
Gangster Town (SMS, 1987) - Light gun shooter, 2-player co-op
-Gangster theme
-Very good variation for rail shooters of the time
Quartet (ARC port/SMS, 1987) - Action Platformer/Maze Platformer, 2-player co-op
-Flight (rocket pack)
-Black and female player characters
-Fairly impressive PSG music overall
Sukeban Deka II: Shoujo Tekkamen Densetsu (SMS, 1987)
-Early console brawler and anime licensed game
-Female protagonist
Aztec Adventure: The Golden Road to Paradise (SMS, 1987) - Maze Action
-Basic CPU controlled allies
SDI/Global Defense (SMS, 1987) - Gallery Shooter/Horizontal Shoot 'em up hybrid (control both your ship and your aiming crosshair - hold button 1 to move the ship and button 2 aim and fire, holding down both lets you shoot in one spot while moving)
-Two gameplay modes/hybrid gameplay (offensive is like a shoot 'em up level where you should to take out enemies before they reach the other side of the screen, defensive plays like missile command with a large base in the bottom center to defend and your ship hovering over it - how well you did in the offensive phase determines how hard this will be as the base's condition starts out according to the base HP display in the GUI, defensive mode replaces the typical boss fights in other shooters)
-Pretty detailed rank system after each phase in a level (shows destruction percentages for each enemy type)
-Shot explosion radius (pink) power ups and health restoring power ups for the base (white)
-Auto-fire
-Pretty good use of the FM sound chip for the music
-Ground and air targets (Xevious)
-The game takes place in the solar system but doesn't quite follow the structure of it properly (features earth, the moon, an asteroid belt, saturn, then a "hidden planet" which is an armada of what looks kinda like the death star from Star Wars)
Zillion II: Tri Formation (SMS, 1987) - Action Platformer/Horizontal Shooter Hybrid
-Transform your bike into a mech
-Hostage rescue (basically adds to your lifebar here)
-Fairly impressive PSG music overall
Nemesis 1-2 (Unlicensed)(SMS, 1987) - See Gradius 1 (1985) and 2 for MSX
Fantasy Zone: The Maze (SMS, 1987) - Pac-Man-like/Fantasy Zone hybrid, 2-player co-op
-Fairly impressive PSG music
Woody Pop (SMS, 1987)? - Arkanoid-like w/ Paddle controls
Phantasy Star (SMS, 1987) - JRPG, FP view dungeons & Battles/TD View Overworld & Town Exploration
-Interplanetary travel
-Impressive graphics (animated+large and detailed monsters in battle, smooth FP view/pseudo 3D dungeons on console, FP view NPC encounters with fairly detailed artwork and sometimes background animation, nice closeups when talking to NPCs which also show the surrounding area)
-Pretty large world for the time
-Several cutscenes - Introduces each party character with a cutscene and there are a few during the game portraying important events as well
-Can talk to monsters/enemies during battle. Rarely useful (can use it on "farmers" on Motavia and sometimes they'll give fairly useful hints; some others lie). There are also some items that let you do this with more enemies
-Sci-fi setting (partial in Ultima?)
-Three vehicles (icedigger lets you break some walls on Dezoris, landrover lets you cross antlion holes, hovercraft lets you travel on water; these make you move faster on the overworld which helps reduce the encounter rate a bit) - Ultima?. Optional landrover/landmaster vehicle since the hovercraft exists
-Fairly impressive FM (YM2413) & PSG (SN76489) music
-Save anywhere outside of battle (seven nameable slots) - Below the Root PC
-Female protagonist
-Teleportation spells and items (transer - last church visited or Alis's home (including if it was on a different planet), escaper or the wand - out of battle, flute or exit spell - out of dungeons (teleports you to the entrance you last used to enter a dungeon)) - Dragon Quest 1-2
-Pretty good dialogue for the time (better in retranslation)
-Fast resting
-Some interesting storytelling techniques (nightmare vision of the main villain around mid-game)
-Some decent humour (have to bring a cake as a gift for the governor in Motavia, bought in a remote dungeon on Palma)
-Some decent dungeon gimmicks (pitfalls leading to the floor below (Dragon Quest 2) and false walls - however it's a matter of trial & error to find/avoid them, damage tiles at one point in the overworld - boiling tar/lava (Dragon Quest))
-Some decent puzzles (finding Hapsby sub quest)
-Some NPC encounters within dungeons (a few explorers, prisoners; weird how some hang out in one room of a dungeon full of monsters though and how there are a couple of shopkeepers in dungeons)
-Choose whether or not to become queen before the ending - doesn't affect the cutscene though
-Partially non-linear structure with some optional dungeons (can only explore medusa's cave and three towns at first (can enter some other dungeons but not get far into them - this does let you fight werebats in northeast Palma pretty early), can explore the Naharu cave dungeon in northern Motavia before you're supposed to with enough grinding - difficulty gating (however you'll have to backtrack here again for Noah after getting the letter), optional Scion cave dungeon on Palma, can go fight Dr. Mad in NW Palma before going to Triada prison - can also go to Medusa's tower at this point but it's quite hard (you're supposed to here much later after you find the mirror shield), can go to Dezoris before Uzo on Motavia but it's also pretty tough once you start facing dragons and mammoths, Lutz/Noah needs to be level 17 to gain the Open spell needed to go to baya malay tower (where you get the crystal needed to fight Lashiec, and the miracle key for magic doors but it's optional) - can't finish this dungeon and go to the finale until you have the nuts, optional Forgotten Tower dungeon (western Palma)+Morgue dungeon and Dezoris/ice cavern on Dezoris but you find the best weapon for Alis in the first and the best armor and shield for Odin/Alis in the second and third)
-Some backtracking to previous planets or locations with new items or vehicles to progress
-Some interesting spells for the time (one "attack all" spell (Dragon Quest 2) and some that hit multiple enemies, physical and magic barrier, revive)
-Basic dynamic difficulty balancing (the more party members you have, the more monsters you'll face in each battle)
-One dungeon key can be used to unlock several dungeons (similarly the miracle key can be used on all magical doors) - while convenient it makes all doors past the first of each type within a dungeon pointless
-Vehicles are carried in the inventory and can be activated at will on the overworld
Zillion (SMS, 1987) - Platform Adventure/Puzzle Platformer (similar to Impossible Mission)/ARPG-lite (basic character building: HP, jump height, attack power - collect Opa-Opa symbols to level up), Basic stealth (alarms triggering enemy attacks which can be seen with the scope/x-ray glasses), Side view
-Three playable characters that you can switch between on the fly (need to rescue two of them, same abilities but differing stats - their abilities can also be attained by the main char by leveling up) - Also used in Esper Boukentai from later in 1987
-Basic computer hacking (map display (layout, explored rooms, main computer location/final room, your position), disable traps, teleport (to surface elevator or nearest elevator), suicide!, base explosion and cancel explosion, hidden messages (mentioned in the manual))
-Basic stat leveling through found items (weapon power, movement speed, HP and jump height upgrades; collect Opa-Opas)
-Escape sequence (Xain'd Sleena, Metroid)
-Basic stealth (alarm traps triggered by infrared rays)
-Crawling
-Anime license
-Farly impressive PSG music and satisfying sfx considering the system
After Burner (ARC port/SMS, 1987) - Rail Shooter
-Barrel roll (later used in Star Fox)
-Manual speed controls
-Lock-on missiles
-Resupply mechanic (missiles)
-Adds some bosses (large sprites)
Enduro Racer (SMS, 1987) - Isometric Bike Racing (against the clock)
-Career mode (upgrade various aspects of the bike in-between races)
-First isometric racing game?
-Good visual variation (JP ver. - more levels here too)
-Jumps via ramps
Missile Defense 3-D (SMS, 1987) - Light Gun Shooter/Gallery Shooter
-First console game with a 3D depth effect?
OutRun (1986 ARC port/SMS, 1987) - Driving/Race against the clock
-Many alternate routes (shows a course map after completion)
-Slopes
-Music selection before play
-Gear shifting (F-1 Race (1984), Hang-On)
-Very good visual variation
-Stone arcs
Miracle Warriors: Seal of the Dark Lord (SMS, 1987) - RPG, TD/FP view
-Reputation system
-Fairly impressive FM music
-Talk command in battle
Fantasy Zone II: The Tears of Opa-Opa (SMS, 1987) - Defender-like Shoot 'em up, Side view
-Teleporters/doors between sub areas in a Defender-like
-Shops (FZ1, stationary here)
-Large boss sprites
-Even larger gear arsenal
-Great visual variation
-Lifebar (upgradeable to four hits with some invincibility time between them) and shield power up (three extra hits)
-Good bosses overall (most of them can be taken down easily with heavy bombs or fireballs though)
-Hidden shops and items (potions that either extend your lifebar (red) or refill it (blue))
-Sprite scaling (face boss)
Anmitsu Hime/Alex Kidd: High-Tech World (SMS, 1987) - Action Platformer/Quest Adventure hybrid, Side view
-Map feature (TD view, have to find pieces)
-Female protagonist in the original JP ver.
Penguin Land (SMS, 1987)(1985 game's sequel) - Early Puzzle Platformer
-Basic physics for the egg (Dig Dug/Boulder Dash-inspired)
Wonder Boy (1986 ARC port/SMS, 1987) - Action Platformer
-Hunger mechanic
-Skateboarding (makes it faster paced than SMB)
-Added hidden bonus levels (SMB1, find hidden dolls to access them)
-Unlockable final world (find all hidden dolls) and more worlds than in the arcade original
-Unlimited continues? (Castlevania)
Alien Syndrome (ARC port/SMS, 1987) - Maze Shooter/Free-Roaming Shooter, TD view
-Large bosses
-Hostage rescue
-Sci-fi horror theme
Ghostbusters (1984 C64 port or remix/NES, 1986/SMS, 1987) - Early RTT/Trapping/Action Hybrid, Open-Ended/Open World-style game, TD/Tilted View/SV hybrid
-Map out your route before traveling to your location via top down racing segments
-Pick between four different cars with different properties in the beginning
-Shop (cars, various upgrades and gear (some unique to this version; ghost & marshmallow man detectors, ghost bait (also prevents ghosts from forming a marshmallow man), laser confinement system (auto-empties ghost traps so you don't have to go back to HQ, image intensifier - makes you see ghosts clearer but it's not needed), ghost paralysis system - slows ghosts down, turbo for the car, defensive wall - keep ghosts/gatekeepers/key masters from passing through on the map)
-Easier than other versions
-Password save
-Some enemies can steal money from you
-Can destroy some projectiles by shooting them
-Semi-simultaneous control of two avatars while trapping ghosts on foot
Gangster Town (SMS, 1987) - Light gun shooter, 2-player co-op
-Gangster theme
-Very good variation for rail shooters of the time
Quartet (ARC port/SMS, 1987) - Action Platformer/Maze Platformer, 2-player co-op
-Flight (rocket pack)
-Black and female player characters
-Fairly impressive PSG music overall
Sukeban Deka II: Shoujo Tekkamen Densetsu (SMS, 1987)
-Early console brawler and anime licensed game
-Female protagonist
Aztec Adventure: The Golden Road to Paradise (SMS, 1987) - Maze Action
-Basic CPU controlled allies
SDI/Global Defense (SMS, 1987) - Gallery Shooter/Horizontal Shoot 'em up hybrid (control both your ship and your aiming crosshair - hold button 1 to move the ship and button 2 aim and fire, holding down both lets you shoot in one spot while moving)
-Two gameplay modes/hybrid gameplay (offensive is like a shoot 'em up level where you should to take out enemies before they reach the other side of the screen, defensive plays like missile command with a large base in the bottom center to defend and your ship hovering over it - how well you did in the offensive phase determines how hard this will be as the base's condition starts out according to the base HP display in the GUI, defensive mode replaces the typical boss fights in other shooters)
-Pretty detailed rank system after each phase in a level (shows destruction percentages for each enemy type)
-Shot explosion radius (pink) power ups and health restoring power ups for the base (white)
-Auto-fire
-Pretty good use of the FM sound chip for the music
-Ground and air targets (Xevious)
-The game takes place in the solar system but doesn't quite follow the structure of it properly (features earth, the moon, an asteroid belt, saturn, then a "hidden planet" which is an armada of what looks kinda like the death star from Star Wars)
Zillion II: Tri Formation (SMS, 1987) - Action Platformer/Horizontal Shooter Hybrid
-Transform your bike into a mech
-Hostage rescue (basically adds to your lifebar here)
-Fairly impressive PSG music overall
Nemesis 1-2 (Unlicensed)(SMS, 1987) - See Gradius 1 (1985) and 2 for MSX
Fantasy Zone: The Maze (SMS, 1987) - Pac-Man-like/Fantasy Zone hybrid, 2-player co-op
-Fairly impressive PSG music
Woody Pop (SMS, 1987)? - Arkanoid-like w/ Paddle controls
1988:
Ys: Vanished Omen/Ancient Ys Vanished (FM-7/X1/MSX etc., 1987/NES/SMS, 1988) - ARPG (bump combat (similar to horseback duels - hit enemies off center to do damage and avoid getting hit)), Top down view
-Sometimes interactive dialogue (select topics from a list, ys/no prompts, sometimes affected by what you've done/who you've met before?)
-Bargain with one of the clerks
-Teleport back to town (wing item)
-Health regen outside dungeons if standing still
-Detailed artwork during important dialogue
-Save anywhere except during dialogue or boss battles
-Somewhat non-linear structure
-Fairly impressive FM (YM2413) music
-Gradually learn enemies' stats by killing more of them (post PCE versions - Eternal/Complete)
-No maps
Golvellius: Valley of Doom (SMS, 1988)(remake/remix of the 1987 MSX game) - Action Adventure/Action Platformer/Vertical Shoot 'em up Hybrid (no TD view platforming), TD view/SV hybrid
-Hybrid gameplay (action platformer and vertical shooter segments)
-Unusually good dialogue for its time
-Flight power up
-Fairly large boss sprites
-Very good musical and visual variation
-Better bosses than in Zelda overall
-Impressive FM and PSG music overall
-Password save
-Some tool/ability gating (ring that lets you break some rocks, water boots (Zelda II), flight boots (hover over trees and water but not mountains)
-Lifebar and wallet upgrades
-Herb that triggers when near death (Ys?)
-Early-ish action adventure
-Projectile shields
-No map
Wonder Boy in Monster Land (1987 ARC port/SMS, 1988) - Action Platformer w/ RPG elements (linear and level-based, shops and bars (gear, healing, sub weapons, clues), persistent upgrades, item quest, hidden doors and gold, upgradeable lifebar - collect points), Side view, Time limit (carryover from WB1, collect hourglasses or finish the current sub area to refill)
-New gear shows on the player avatar
-ARPG elements (maze final level, bar gossip)
-Item trading sequence
-Hover boots for hover/glide jumps - Pac-Land let you hover jump from the get go although it's streamlined here
-Hunger/HP drain mechanic (Gauntlet, Wonder Boy)
-Mini-bosses (Dragon Buster, SMB2/DDP)
SpellCaster (SMS, 1988) - Platform Adventure/Graphic Adventure Hybrid (a few turn-based battles here; some dungeons), One Vertical Shoot 'em up segment (the finale), SV/FP view (Adventure segments)/TD view (shoot 'em up segment) hybrid
-Mostly linear structure (very linear at first besides being able to go back to Kizumo for healing, can only go to the next location in the sequence at some points, some sidetracking for optional items)
-Can exit an action segment where you entered it to go back to the previously visited Adventure/non-hostile location, Can only move between connecting locations in the Adventure mode (selected from a menu), Can't revisit cleared action segments unless the story takes you there (happens a couple of times)
-Temporary flight spell (only non-key tool used for traversal/exploration besides the war hammer used for some breakable blocks in one area and arguably the x-ray glasses which are used to find things in the ocean during one of the Adventure segments)
-Password save (long), Checkpoints are placed only at the beginning of action segments but you can respawn at the beginning of boss fights
-AP, HP & DEF upgrades
-Two HP restoration points (Izumo, Chizu Sea), Healing spell (mars)
-Some puzzles
-Can examine some things but generally not things that aren't relevant to your quest
-Charge attack (can jump and fly but not walk while charging)
-Animated character portraits during dialogue
-Projectile shield spell
-No maps besides a basic layout map during the ocean segment (vague world map in the manual, one big maze level)
Hoshi wo Sagashite (SMS, 1988) - Early Adventure/Visual Novel
-Animated character portraits during dialogue
-Sometimes impressive music
R-Type (1987 ARC port/SMS, 1988) - Horizontal Shoot 'em up
-Pod mechanic (shield and weapon in one)
-Large bosses
-Battleship level
-Hidden optional level on SMS
-Great variation
-Fairly impressive FM (YM2413) music
-Charge attack
Shinobi (1987 ARC port/SMS, 1988) - Action Platformer, Rescue Mission (optional), Proto-FPS/Gallery Shooter bonus levels (gain spells by beating these), Side view/FP view hybrid
-Double plane gameplay
-Weapon and lifebar upgrades (via hostage rescue) - more weapon types than in the ARC game (nunchaku, knives, grenades and... mini-rockets!)
-Context sensitive melee attack
-Some creative ninja magic/spells in an action platformer (lightning, temporary flight (Quartet), tornado, invincibility, freeze time (Bubble Bobble), and multiply self - however three of them do the same thing which is function as smart bombs)
Double Dragon (1987 ARC port/SMS, 1988) - Beat 'em up/Brawler, 2-player co-op, Tilted view
-Throw barrels
-Pits that you can knock enemies into
-Platformer elements
Megumi Rescue (SMS, 1988) - Firefighter Sim (arcade-style)/Platformer, Paddle controls, Single Screen
Kenseiden (SMS, 1988) - Castlevania-like Action Platformer/Platform Adventure-lite (hub map (can travel only to adjacent levels after beating one - Clash at Demonhead))
-JP mythology/horror theme
-Fairly open-ended structure w/ several optional challenge areas/training levels
-Some ambient sfx (waterfalls)
-Gain new moves and upgrades by completing levels and optional training levels (besides the high jump that you'll gain automatically in the second level, these aren't needed for traversal but help a lot with combat)
-Can exit most beaten levels quicker when replaying them (a door opens up in the first room)
-HP, Defense and AP upgrades
-Unlimited continues via a code mentioned in the manual
Solomon no Kagi: ORnM/Solomon's Key (1986 ARC port/SMS, 1988) - Early Puzzle Platformer/Early Trapping or Trap 'em up
-Partially destructible and creatable environment (blocks)
-Hidden levels
-Power ups that change form if you hit them
-Smart bombs
-Alternate endings depending on your performance
-Fairly impressive FM (YM2413) music
-Better controls on NES
Power Strike/Aleste (SMS, 1988) - Vertical Shoot 'em up, TD view
-Large weapon arsenal with several levels of upgrades (Zanac)
-Respawn on the spot without losing all weapon power
-Mini-bosses
-Intense action (Zanac)
-Fairly impressive PSG & FM music overall
-Ammo/time limit on weapons (Fantasy Zone, Zanac)
Cyborg Hunter (SMS, 1988) - Platform Adventure (hub area (single entry points to levels/sub areas), mostly linear structure), Killathon element (chief cyborgs/mini-bosses in each area)
-2.5D Radar feature (Alien inspired? shows nearby enemies only in a FP view)
-Light gun (shots light up the darkness in some levels)
-Fairly impressive FM & PSG music
-Two tools for traversal/exploration (jet engine for flight and light gun for temporarily lighting up dark rooms)
-Basic map feature
-Elevators (Zelda II)
-A contact clues you in on what to do next after each boss and at certain points in the game
Galactic Protector (SMS, 1988) - Turret Shooter of sorts (uses a rotation mechanic which lets you move around a planet and defend it from incoming enemies), Paddle controls, Side view
Rampage (1986 ARC port/SMS, 1988) - Action Platformer, Single Screen, 2-player co-op
-Destructible environment
-Play as a monster
-Three playable characters (they play the same though?)
Bubble Bobble/Final Bubble Bobble (1986 ARC port/SMS, 1988) - Action Platformer, Collectathon element, 2-player co-op
-Invincible ghost appears after some time (a time limit of sorts)
-Use enemies as platforms mechanic
-100 extra levels
-Level select
-Large bosses
-Unlock items by collecting letters to a word
Rescue Mission (SMS, 1988) - Escort mission Light Gun game
Lord of the Sword (SMS, 1988) - Platform Adventure (NPCs and towns (Zelda II, Zeliard, Ys))
-Fairly big sprites and some large ones
-Sub weapons (Castlevania)
-Optional boss fights and items
-Some enemies can steal important items (but they can be taken back) - Kid Icarus or Gauntlet?
-Vague (and confusing?) in-game and manual maps (these are the same)
-No teleporting or quick travel back to town for healing
Rambo III (SMS, 1988) - Fairly impressive FM (YM2413) music,
Maze Hunter 3D (SMS, 1988) - Top down Platformer/Maze Action (Ai Senshi Nicol, Magic of Scheherazade), 3D glasses feature
Ys: Vanished Omen/Ancient Ys Vanished (FM-7/X1/MSX etc., 1987/NES/SMS, 1988) - ARPG (bump combat (similar to horseback duels - hit enemies off center to do damage and avoid getting hit)), Top down view
-Sometimes interactive dialogue (select topics from a list, ys/no prompts, sometimes affected by what you've done/who you've met before?)
-Bargain with one of the clerks
-Teleport back to town (wing item)
-Health regen outside dungeons if standing still
-Detailed artwork during important dialogue
-Save anywhere except during dialogue or boss battles
-Somewhat non-linear structure
-Fairly impressive FM (YM2413) music
-Gradually learn enemies' stats by killing more of them (post PCE versions - Eternal/Complete)
-No maps
Golvellius: Valley of Doom (SMS, 1988)(remake/remix of the 1987 MSX game) - Action Adventure/Action Platformer/Vertical Shoot 'em up Hybrid (no TD view platforming), TD view/SV hybrid
-Hybrid gameplay (action platformer and vertical shooter segments)
-Unusually good dialogue for its time
-Flight power up
-Fairly large boss sprites
-Very good musical and visual variation
-Better bosses than in Zelda overall
-Impressive FM and PSG music overall
-Password save
-Some tool/ability gating (ring that lets you break some rocks, water boots (Zelda II), flight boots (hover over trees and water but not mountains)
-Lifebar and wallet upgrades
-Herb that triggers when near death (Ys?)
-Early-ish action adventure
-Projectile shields
-No map
Wonder Boy in Monster Land (1987 ARC port/SMS, 1988) - Action Platformer w/ RPG elements (linear and level-based, shops and bars (gear, healing, sub weapons, clues), persistent upgrades, item quest, hidden doors and gold, upgradeable lifebar - collect points), Side view, Time limit (carryover from WB1, collect hourglasses or finish the current sub area to refill)
-New gear shows on the player avatar
-ARPG elements (maze final level, bar gossip)
-Item trading sequence
-Hover boots for hover/glide jumps - Pac-Land let you hover jump from the get go although it's streamlined here
-Hunger/HP drain mechanic (Gauntlet, Wonder Boy)
-Mini-bosses (Dragon Buster, SMB2/DDP)
SpellCaster (SMS, 1988) - Platform Adventure/Graphic Adventure Hybrid (a few turn-based battles here; some dungeons), One Vertical Shoot 'em up segment (the finale), SV/FP view (Adventure segments)/TD view (shoot 'em up segment) hybrid
-Mostly linear structure (very linear at first besides being able to go back to Kizumo for healing, can only go to the next location in the sequence at some points, some sidetracking for optional items)
-Can exit an action segment where you entered it to go back to the previously visited Adventure/non-hostile location, Can only move between connecting locations in the Adventure mode (selected from a menu), Can't revisit cleared action segments unless the story takes you there (happens a couple of times)
-Temporary flight spell (only non-key tool used for traversal/exploration besides the war hammer used for some breakable blocks in one area and arguably the x-ray glasses which are used to find things in the ocean during one of the Adventure segments)
-Password save (long), Checkpoints are placed only at the beginning of action segments but you can respawn at the beginning of boss fights
-AP, HP & DEF upgrades
-Two HP restoration points (Izumo, Chizu Sea), Healing spell (mars)
-Some puzzles
-Can examine some things but generally not things that aren't relevant to your quest
-Charge attack (can jump and fly but not walk while charging)
-Animated character portraits during dialogue
-Projectile shield spell
-No maps besides a basic layout map during the ocean segment (vague world map in the manual, one big maze level)
Hoshi wo Sagashite (SMS, 1988) - Early Adventure/Visual Novel
-Animated character portraits during dialogue
-Sometimes impressive music
R-Type (1987 ARC port/SMS, 1988) - Horizontal Shoot 'em up
-Pod mechanic (shield and weapon in one)
-Large bosses
-Battleship level
-Hidden optional level on SMS
-Great variation
-Fairly impressive FM (YM2413) music
-Charge attack
Shinobi (1987 ARC port/SMS, 1988) - Action Platformer, Rescue Mission (optional), Proto-FPS/Gallery Shooter bonus levels (gain spells by beating these), Side view/FP view hybrid
-Double plane gameplay
-Weapon and lifebar upgrades (via hostage rescue) - more weapon types than in the ARC game (nunchaku, knives, grenades and... mini-rockets!)
-Context sensitive melee attack
-Some creative ninja magic/spells in an action platformer (lightning, temporary flight (Quartet), tornado, invincibility, freeze time (Bubble Bobble), and multiply self - however three of them do the same thing which is function as smart bombs)
Double Dragon (1987 ARC port/SMS, 1988) - Beat 'em up/Brawler, 2-player co-op, Tilted view
-Throw barrels
-Pits that you can knock enemies into
-Platformer elements
Megumi Rescue (SMS, 1988) - Firefighter Sim (arcade-style)/Platformer, Paddle controls, Single Screen
Kenseiden (SMS, 1988) - Castlevania-like Action Platformer/Platform Adventure-lite (hub map (can travel only to adjacent levels after beating one - Clash at Demonhead))
-JP mythology/horror theme
-Fairly open-ended structure w/ several optional challenge areas/training levels
-Some ambient sfx (waterfalls)
-Gain new moves and upgrades by completing levels and optional training levels (besides the high jump that you'll gain automatically in the second level, these aren't needed for traversal but help a lot with combat)
-Can exit most beaten levels quicker when replaying them (a door opens up in the first room)
-HP, Defense and AP upgrades
-Unlimited continues via a code mentioned in the manual
Solomon no Kagi: ORnM/Solomon's Key (1986 ARC port/SMS, 1988) - Early Puzzle Platformer/Early Trapping or Trap 'em up
-Partially destructible and creatable environment (blocks)
-Hidden levels
-Power ups that change form if you hit them
-Smart bombs
-Alternate endings depending on your performance
-Fairly impressive FM (YM2413) music
-Better controls on NES
Power Strike/Aleste (SMS, 1988) - Vertical Shoot 'em up, TD view
-Large weapon arsenal with several levels of upgrades (Zanac)
-Respawn on the spot without losing all weapon power
-Mini-bosses
-Intense action (Zanac)
-Fairly impressive PSG & FM music overall
-Ammo/time limit on weapons (Fantasy Zone, Zanac)
Cyborg Hunter (SMS, 1988) - Platform Adventure (hub area (single entry points to levels/sub areas), mostly linear structure), Killathon element (chief cyborgs/mini-bosses in each area)
-2.5D Radar feature (Alien inspired? shows nearby enemies only in a FP view)
-Light gun (shots light up the darkness in some levels)
-Fairly impressive FM & PSG music
-Two tools for traversal/exploration (jet engine for flight and light gun for temporarily lighting up dark rooms)
-Basic map feature
-Elevators (Zelda II)
-A contact clues you in on what to do next after each boss and at certain points in the game
Galactic Protector (SMS, 1988) - Turret Shooter of sorts (uses a rotation mechanic which lets you move around a planet and defend it from incoming enemies), Paddle controls, Side view
Rampage (1986 ARC port/SMS, 1988) - Action Platformer, Single Screen, 2-player co-op
-Destructible environment
-Play as a monster
-Three playable characters (they play the same though?)
Bubble Bobble/Final Bubble Bobble (1986 ARC port/SMS, 1988) - Action Platformer, Collectathon element, 2-player co-op
-Invincible ghost appears after some time (a time limit of sorts)
-Use enemies as platforms mechanic
-100 extra levels
-Level select
-Large bosses
-Unlock items by collecting letters to a word
Rescue Mission (SMS, 1988) - Escort mission Light Gun game
Lord of the Sword (SMS, 1988) - Platform Adventure (NPCs and towns (Zelda II, Zeliard, Ys))
-Fairly big sprites and some large ones
-Sub weapons (Castlevania)
-Optional boss fights and items
-Some enemies can steal important items (but they can be taken back) - Kid Icarus or Gauntlet?
-Vague (and confusing?) in-game and manual maps (these are the same)
-No teleporting or quick travel back to town for healing
Rambo III (SMS, 1988) - Fairly impressive FM (YM2413) music,
Maze Hunter 3D (SMS, 1988) - Top down Platformer/Maze Action (Ai Senshi Nicol, Magic of Scheherazade), 3D glasses feature
1989:
Wonder Boy III: The Dragon's Trap/Monster World II: Dragon no Wana (SMS, 1989/PCE, 1990/GG, 1992) - Zelda-like Platform Adventure/Metroidvania (overworld & dungeons, town hub, shops, player forms have gear affinities, slightly randomized damage output)
-First area ties into the prequel (used later in Castlevania: SotN)
-Transformations (swimming, wall/ceiling walking and flying, down- (Dragon Buster) and upstab/swing - Zelda II/Rastan)
-Characters with gear affinities
-Secret gear combos (transform anywhere)
-Create blocks (Solomon's Key)
-Block projectiles
-Impressive visuals, Fairly impressive music overall (FM & PSG)
-Charm stones determine if you can or can't buy certain gear (in the SMS and PCE versions - on GG they are used to teleport back to town instead))
-Loading a password save resets consumable items in chests which makes it easier to grind for charm stones for example
-Some sequence breaking possibilities (can do Lion Man's area before the pirate ship, more with the tasmanian sword which is gained in that area)
-Flight (as hawk man, opens up some shortcuts; Joust/Alex Kidd-style), Swimming (as piranha man; Hero of the Golden Talisman, SMB1)
-Some fast travel points taking you back to the town hub (return rooms with marked doors) - Similar to Bouken Roman (1986), Dragon Quest, Ys (1987) and Legacy of the Wizard (1987)
Psycho Fox (SMS, 1989) - Action Platformer
-4 different playable characters that you can switch between on the fly using an item
-Mini-games in-between levels (SMB2)
-Item inventory
-Temporary invincibility potion
-Very fast movement when fully accelerated (proto-Sonic acceleration)
-Can skip on water surfaces when going fast (later used in Sonic)
-Multiple routes through levels (later used in Sonic)
-Hidden warps (SMB)
Rastan/Rastan Saga (1987 ARC port/SMS, 1989 or 1988?) - Action Platformer
-Down- and up stab (can quickly spam the up-stab, Dragon Buster, Zelda II was first on consoles)
-Wall jumps added in SMS ver. (along with slightly redesigned levels; lets you quickly climb rope shafts)
-Slopes which affect friction - slide down them if releasing the d-pad - Snokie C64, SMB3 first on consoles?
-Partially destructible environment in a few spots (SMB1)
-Jump further by pressing upwards or diagonally upwards - SMB had adjustable jump height and running jumps, Legacy of the Wizard, SMB2/Doki Doki Panic (although here it requires charging while still)
-Some advanced enemy AI (cockatrice enemies can climb walls (looks silly though) as well as jump between some platforms later on, some humanoid enemies can jump up stairs)
-Flaming sword power up which shoots fireballs - Similar to Zelda
-Permanent health bar upgrades here (goat heads)
-Multiple patterns for the final boss here (second red dragon)
-A few alternate paths through the levels - Pitfall?
-Day to night cycle (but not back again) - levels always start at daytime. At night you'll get attacked by small, flying enemies and can't see ropes
-Non-lethal lava and other liquids here (they just do a bit of damage over time), no death pits. Spikes also don't kill instantly from the side here
-Can destroy some enemy projectiles - Choplifter, Ghostbusters
-One large and multi-jointed boss (level 6) - unique to this version but it's very easy
-Shows bosses' health bars
-Smart bombs (cloth/map item - triggers when touched only though and it's a random drop) - Defender
Golden Axe (SMS, 1989) - Beat 'em up, 1-player?, Tilted view
-GA2-style magic system here (hold the button to increase the level before using a spell)
-Large sprites
-Beast mounts
-Tackles and throws
King's Quest: Quest for the Crown (1984 PC port/SMS, 1989) - Quest Adventure, Some action sequences, Mixed perspective
-Early quest adventure on consoles
-Partially non-linear
-Context sensitive command options instead of text parser
Tennis Ace (SMS, 1989) - Sports, 2-player vs. (w/ cpu partners) and co-op
-CPU partner option
-Music select
-Career mode with password save (can also be used for handicap in 2-player games) and developing stats/basic character building
-Long tournaments for the time
Montezuma's Revenge (C64, 1984/SMS, 1989) - Multi-Screen Maze Platformer/Proto-Platform Adventure (color coded doors and keys, item inventory)
-Disappearing platforms
-A bat appears and kills you if you take too long in any one room (similar to Bubble Bobble, SMS ver. only?)
OutRun 3D (SMS, 1989) - Diving/Race against the clock, 3D Glasses feature
-Fairly technically impressive (tunnels)
-Fairly impressive FM music
Altered Beast (SMS, 1989) - Beat 'em up/Platformer, Side view
-Large boss sprites
-Transformations
Basketball Nightmare (SMS, 1989) - Goal cutscenes
Time Soldiers (SMS, 1989) - Time travel theme
California Games (1987 port/SMS, 1989) - New standards for certain sports genres
Galaxy Force (SMS, 1989) - Fairly impressive FM music
Wonder Boy III: The Dragon's Trap/Monster World II: Dragon no Wana (SMS, 1989/PCE, 1990/GG, 1992) - Zelda-like Platform Adventure/Metroidvania (overworld & dungeons, town hub, shops, player forms have gear affinities, slightly randomized damage output)
-First area ties into the prequel (used later in Castlevania: SotN)
-Transformations (swimming, wall/ceiling walking and flying, down- (Dragon Buster) and upstab/swing - Zelda II/Rastan)
-Characters with gear affinities
-Secret gear combos (transform anywhere)
-Create blocks (Solomon's Key)
-Block projectiles
-Impressive visuals, Fairly impressive music overall (FM & PSG)
-Charm stones determine if you can or can't buy certain gear (in the SMS and PCE versions - on GG they are used to teleport back to town instead))
-Loading a password save resets consumable items in chests which makes it easier to grind for charm stones for example
-Some sequence breaking possibilities (can do Lion Man's area before the pirate ship, more with the tasmanian sword which is gained in that area)
-Flight (as hawk man, opens up some shortcuts; Joust/Alex Kidd-style), Swimming (as piranha man; Hero of the Golden Talisman, SMB1)
-Some fast travel points taking you back to the town hub (return rooms with marked doors) - Similar to Bouken Roman (1986), Dragon Quest, Ys (1987) and Legacy of the Wizard (1987)
Psycho Fox (SMS, 1989) - Action Platformer
-4 different playable characters that you can switch between on the fly using an item
-Mini-games in-between levels (SMB2)
-Item inventory
-Temporary invincibility potion
-Very fast movement when fully accelerated (proto-Sonic acceleration)
-Can skip on water surfaces when going fast (later used in Sonic)
-Multiple routes through levels (later used in Sonic)
-Hidden warps (SMB)
Rastan/Rastan Saga (1987 ARC port/SMS, 1989 or 1988?) - Action Platformer
-Down- and up stab (can quickly spam the up-stab, Dragon Buster, Zelda II was first on consoles)
-Wall jumps added in SMS ver. (along with slightly redesigned levels; lets you quickly climb rope shafts)
-Slopes which affect friction - slide down them if releasing the d-pad - Snokie C64, SMB3 first on consoles?
-Partially destructible environment in a few spots (SMB1)
-Jump further by pressing upwards or diagonally upwards - SMB had adjustable jump height and running jumps, Legacy of the Wizard, SMB2/Doki Doki Panic (although here it requires charging while still)
-Some advanced enemy AI (cockatrice enemies can climb walls (looks silly though) as well as jump between some platforms later on, some humanoid enemies can jump up stairs)
-Flaming sword power up which shoots fireballs - Similar to Zelda
-Permanent health bar upgrades here (goat heads)
-Multiple patterns for the final boss here (second red dragon)
-A few alternate paths through the levels - Pitfall?
-Day to night cycle (but not back again) - levels always start at daytime. At night you'll get attacked by small, flying enemies and can't see ropes
-Non-lethal lava and other liquids here (they just do a bit of damage over time), no death pits. Spikes also don't kill instantly from the side here
-Can destroy some enemy projectiles - Choplifter, Ghostbusters
-One large and multi-jointed boss (level 6) - unique to this version but it's very easy
-Shows bosses' health bars
-Smart bombs (cloth/map item - triggers when touched only though and it's a random drop) - Defender
Golden Axe (SMS, 1989) - Beat 'em up, 1-player?, Tilted view
-GA2-style magic system here (hold the button to increase the level before using a spell)
-Large sprites
-Beast mounts
-Tackles and throws
King's Quest: Quest for the Crown (1984 PC port/SMS, 1989) - Quest Adventure, Some action sequences, Mixed perspective
-Early quest adventure on consoles
-Partially non-linear
-Context sensitive command options instead of text parser
Tennis Ace (SMS, 1989) - Sports, 2-player vs. (w/ cpu partners) and co-op
-CPU partner option
-Music select
-Career mode with password save (can also be used for handicap in 2-player games) and developing stats/basic character building
-Long tournaments for the time
Montezuma's Revenge (C64, 1984/SMS, 1989) - Multi-Screen Maze Platformer/Proto-Platform Adventure (color coded doors and keys, item inventory)
-Disappearing platforms
-A bat appears and kills you if you take too long in any one room (similar to Bubble Bobble, SMS ver. only?)
OutRun 3D (SMS, 1989) - Diving/Race against the clock, 3D Glasses feature
-Fairly technically impressive (tunnels)
-Fairly impressive FM music
Altered Beast (SMS, 1989) - Beat 'em up/Platformer, Side view
-Large boss sprites
-Transformations
Basketball Nightmare (SMS, 1989) - Goal cutscenes
Time Soldiers (SMS, 1989) - Time travel theme
California Games (1987 port/SMS, 1989) - New standards for certain sports genres
Galaxy Force (SMS, 1989) - Fairly impressive FM music
1990:
Ultima IV: Quest of the Avatar (1985 PC port/SMS, 1990) - Open World WRPG (virtue quiz character creation, TB battles), TD View/FP View hybrid (TD only on SMS?)
-Non-linear structure
-Large and fairly in-depth world
-Interactive dialogue
-Unique premise (become a better person)
-Cutscenes
-Sextant item (navigation/astronomy tool)
Impossible Mission (1984 port/SMS, 1990) - Proto-Platform Adventure/Maze Platformer/Collectathon (no direct attack or permanent upgrades/tools)
-Map feature
-Code deciphering puzzle
-Random generation elements
-Optional tips from a portable PC item
-No save or password save?
Alex Kidd in Shinobi World (SMS, 1990) - Action Platformer
-Launch into a fireball by spinning around pipes
-Parody theme (Parodius MSX)
-Bounce and attack off of walls (TMNT II) - also a wall jump as you can climb using two walls in narrow areas (Rastan SMS/MSX, Batman NES)
Columns (SMS, 1990) - Early match the colors puzzle game (Puzznic the first?), 2-player vs. (Tetris)
-Diagonal line ups
-"Clear all of one color" power up
Michael Jackson's Moonwalker (SMS, 1990) - Maze Platformer, Rail shooter final level/boss fight), SV/FP view hybrid
-Dance attacks (basically smart bombs)
-Transform into a robot in the final level
Slap Shot (SMS, 1990) - Sports (Hockey), TD view, 2-player vs.
-Controllable goalies (Hat Trick)
-Fights (Blades of Steel)
-Goal-in cutscenes
Paperboy (1984 port/SMS, 1990) - Paper Delivery Sim/Bike Racing hybrid, Isometric
-Obstacle course segments with jumps after each level
-Modern day setting
Gauntlet (ARC, 1985/Multi/SMS, 1990) - Maze Action w/ ARPG elements (need keys to open doors (they open on their own after some time has passed)), TD view 2-player co-op (4 different chars w/ different starting stats)
-Stat upgrade potions (6 stats - HP, long range AP and speed, short range AP, armor, speed, magic attack/smart bomb power; found in treasure rooms) - these last until you use a credit or they're stolen by thief enemies (you are warned by a sound queue when a thief enters a level)
-Enemy spawners/generators (later used in Soul Blazer and Diablo)
-Hunger/draining health
-Smart bombs (magic potions)
-Limited item inventory (smart bombs and keys share space)
-Walls become exits after spending 180 seconds in a level
-A ranking system is in place (in later versions) which diminishes the amount of food that appears as you score more and more points
-Gold is for points only
-Lacks voiced hints in-game but retains the "welcome, warriors" sample on the title screen (decent quality)
Fire & Forget II (SMS, 1990) - Rail Shooter/Racing hybrid
Ultima IV: Quest of the Avatar (1985 PC port/SMS, 1990) - Open World WRPG (virtue quiz character creation, TB battles), TD View/FP View hybrid (TD only on SMS?)
-Non-linear structure
-Large and fairly in-depth world
-Interactive dialogue
-Unique premise (become a better person)
-Cutscenes
-Sextant item (navigation/astronomy tool)
Impossible Mission (1984 port/SMS, 1990) - Proto-Platform Adventure/Maze Platformer/Collectathon (no direct attack or permanent upgrades/tools)
-Map feature
-Code deciphering puzzle
-Random generation elements
-Optional tips from a portable PC item
-No save or password save?
Alex Kidd in Shinobi World (SMS, 1990) - Action Platformer
-Launch into a fireball by spinning around pipes
-Parody theme (Parodius MSX)
-Bounce and attack off of walls (TMNT II) - also a wall jump as you can climb using two walls in narrow areas (Rastan SMS/MSX, Batman NES)
Columns (SMS, 1990) - Early match the colors puzzle game (Puzznic the first?), 2-player vs. (Tetris)
-Diagonal line ups
-"Clear all of one color" power up
Michael Jackson's Moonwalker (SMS, 1990) - Maze Platformer, Rail shooter final level/boss fight), SV/FP view hybrid
-Dance attacks (basically smart bombs)
-Transform into a robot in the final level
Slap Shot (SMS, 1990) - Sports (Hockey), TD view, 2-player vs.
-Controllable goalies (Hat Trick)
-Fights (Blades of Steel)
-Goal-in cutscenes
Paperboy (1984 port/SMS, 1990) - Paper Delivery Sim/Bike Racing hybrid, Isometric
-Obstacle course segments with jumps after each level
-Modern day setting
Gauntlet (ARC, 1985/Multi/SMS, 1990) - Maze Action w/ ARPG elements (need keys to open doors (they open on their own after some time has passed)), TD view 2-player co-op (4 different chars w/ different starting stats)
-Stat upgrade potions (6 stats - HP, long range AP and speed, short range AP, armor, speed, magic attack/smart bomb power; found in treasure rooms) - these last until you use a credit or they're stolen by thief enemies (you are warned by a sound queue when a thief enters a level)
-Enemy spawners/generators (later used in Soul Blazer and Diablo)
-Hunger/draining health
-Smart bombs (magic potions)
-Limited item inventory (smart bombs and keys share space)
-Walls become exits after spending 180 seconds in a level
-A ranking system is in place (in later versions) which diminishes the amount of food that appears as you score more and more points
-Gold is for points only
-Lacks voiced hints in-game but retains the "welcome, warriors" sample on the title screen (decent quality)
Fire & Forget II (SMS, 1990) - Rail Shooter/Racing hybrid
1991:
Golden Axe Warrior (SMS, 1991) - Zelda 1-like Action Adventure (no platforming), Top down view
-Open-ended structure
-Basic map system and upgradeable lifebar (Zelda 1)
-More fleshed out setting with actual villages and better dialogue than in Zelda 1 (dialogue is still pretty bland compared to Golvellius though)
-Save feature with three slots (save at inns)
-Upgradeable shield (blocks projectiles)
-Discovered staircases stay visible (however lit dungeon rooms don't stay lit)
-Teleport back to the last inn you saved at (magic feather)
-Checkpoints at dungeon entrances and the last inn you saved at
-Shortcuts let you quickly traverse long distances in the overworld (Zelda 1)
-Fairly easy to find the clues needed to progress
-Fast movement in a top down action adventure
Populous (PCs, 1989/SMS, 1991) - Construction & Management/City Building & War Simulation, God Sim, Proto-RTS, Isometric view
-Technically impressive for the SMS
-Assign and control a leader with a papal magnet symbol placed on the ground with the move to magnet command - all followers then follow the leader to that location (no direct control over individual units)
-Besides that order, your followers collectively follow these orders: Settle which you can control the direction and speed of by altering the land or placing the magnet; gather into stronger units/walkers for longer trips; go attack the nearest enemy building, go to papal magnet
-Sprogging (alter the land near a building to make it revert to a smaller size and causing a follower to come out and expand your city before the building is completely full)
-Terraforming/landscaping spell (raise and lower land - later used in SimCity 2000; can only do it within a certain distance of your city or leader)
-Play as a deity (no on screen avatar) that can cast spells and grows stronger with more followers (directly related to your MP/mana pool)
-Interactive mini-map (shows the scenario map's layout as well as both your and your opponent's followers)
-Query tool (check weapon power and number of followers a walker sprite symbolizes / building level and room left; sadly it doesn't let you check what all the icons in the GUI do)
-Can promote leader units/walkers to knights with the knight spell (preferably a strong one) - turns them into independent combat units
-Some other interesting spells/miracles (armageddon - makes everyone leave their homes and go fight including the enemy population, swamp, earthquake - reduces and ranomizes on screen land height, volcano - large mountain, flood - raises the water level by one for the whole map)
-Four different background tilesets (lava, grassland, desert, winter)
Dragon Crystal (GG, 1990/SMS, 1991) - Rogue-like, TD view
-New gear shows on your avatar
-Dragon familiar (follows behind the player)
-Deteriorating armor and items to prevent it temporarily (one armor type won't rust)
-Map/reveal current floor item
-Random teleport item
-Can transform equipped weapon into other weapons
-Floor skipping/warp item
-Hidden doors
-Item that transforms monsters into other monsters
-Cursed items (trial & error)
-HP exchange item (switch HP with enemy)
-Berserk item (double dmg but half hp)
-Pay to continue mechanic (up to 3 times only, lose all unequipped items, keep levels and status)
-Hunger mechanic (Rogue?)
-Dropped items are preserved on the floor (Rogue?)/persistent items
-Throw items at enemies - or at walls to identify them (both from Rogue?)
Rampart (1990 port/SMS, 1991) - Early RTS-like/RTT game
Bonanza Bros. (1990 port/SMS, 1991) - Stealth Action/Thief Sim, 2-Player Semi-Co-op
-Play as a criminal
Sonic the Hedgehog (SMS, 1991) - Hop 'n Bop Platformer, One auto-scrolling levels and one maze level
-Fast gameplay
-Impressive PSG music overall
-Some hidden items (emeralds)
-Some alternate paths through levels
Castle of Illusion (SMS, 1991) - Hop 'n Bop Platformer
-Pick up and throw blocks
-Some hidden items
-Lifebar upgrades
Psychic World (1988 MSX port/SMS, 1991) - Action Platformer w/ some Maze levels
-In-game cutscenes between each level
-Female protagonists
-Flight power and shield power
-Teleport to beginning of level power
-Freeze certain parts of the background to create platforms (similar to Metroid 1)
Danan: The Jungle Fighter (SMS, 1991) - Action Platformer/Maze Platformer Hybrid w/ some RPG/AA elements
-Animal helpers (the armadillo curls into a ball and attacks enemies, the eagle can carry you through the air, the monkey heals you) - can't be used vs. bosses
-Level up system (raise it with found items)
-Some large and detailed sprites (final boss)
Gain Ground (1988 port/SMS, 1991) - RTT/Shooter, TD view, 2-player co-op
The Lucky Dime Caper (SMS, 1991)? - Action Platformer
Dick Tracy (1990 port/SMS, 1991) - 2.5D gameplay
Laser Ghost (SMS, 1991) - Escort mission light gun game (Rescue Mission),
Super Space Invaders (SMS, 1991) - Impressive PSG music overall
Sega Chess (SMS, 1991) - Impressive PSG music overall
Klax (1989 port?/SMS, 1991) -
Ghouls 'n Ghosts (1988 port/SMS, 1991) - Adds shops, large boss sprites
Golden Axe Warrior (SMS, 1991) - Zelda 1-like Action Adventure (no platforming), Top down view
-Open-ended structure
-Basic map system and upgradeable lifebar (Zelda 1)
-More fleshed out setting with actual villages and better dialogue than in Zelda 1 (dialogue is still pretty bland compared to Golvellius though)
-Save feature with three slots (save at inns)
-Upgradeable shield (blocks projectiles)
-Discovered staircases stay visible (however lit dungeon rooms don't stay lit)
-Teleport back to the last inn you saved at (magic feather)
-Checkpoints at dungeon entrances and the last inn you saved at
-Shortcuts let you quickly traverse long distances in the overworld (Zelda 1)
-Fairly easy to find the clues needed to progress
-Fast movement in a top down action adventure
Populous (PCs, 1989/SMS, 1991) - Construction & Management/City Building & War Simulation, God Sim, Proto-RTS, Isometric view
-Technically impressive for the SMS
-Assign and control a leader with a papal magnet symbol placed on the ground with the move to magnet command - all followers then follow the leader to that location (no direct control over individual units)
-Besides that order, your followers collectively follow these orders: Settle which you can control the direction and speed of by altering the land or placing the magnet; gather into stronger units/walkers for longer trips; go attack the nearest enemy building, go to papal magnet
-Sprogging (alter the land near a building to make it revert to a smaller size and causing a follower to come out and expand your city before the building is completely full)
-Terraforming/landscaping spell (raise and lower land - later used in SimCity 2000; can only do it within a certain distance of your city or leader)
-Play as a deity (no on screen avatar) that can cast spells and grows stronger with more followers (directly related to your MP/mana pool)
-Interactive mini-map (shows the scenario map's layout as well as both your and your opponent's followers)
-Query tool (check weapon power and number of followers a walker sprite symbolizes / building level and room left; sadly it doesn't let you check what all the icons in the GUI do)
-Can promote leader units/walkers to knights with the knight spell (preferably a strong one) - turns them into independent combat units
-Some other interesting spells/miracles (armageddon - makes everyone leave their homes and go fight including the enemy population, swamp, earthquake - reduces and ranomizes on screen land height, volcano - large mountain, flood - raises the water level by one for the whole map)
-Four different background tilesets (lava, grassland, desert, winter)
Dragon Crystal (GG, 1990/SMS, 1991) - Rogue-like, TD view
-New gear shows on your avatar
-Dragon familiar (follows behind the player)
-Deteriorating armor and items to prevent it temporarily (one armor type won't rust)
-Map/reveal current floor item
-Random teleport item
-Can transform equipped weapon into other weapons
-Floor skipping/warp item
-Hidden doors
-Item that transforms monsters into other monsters
-Cursed items (trial & error)
-HP exchange item (switch HP with enemy)
-Berserk item (double dmg but half hp)
-Pay to continue mechanic (up to 3 times only, lose all unequipped items, keep levels and status)
-Hunger mechanic (Rogue?)
-Dropped items are preserved on the floor (Rogue?)/persistent items
-Throw items at enemies - or at walls to identify them (both from Rogue?)
Rampart (1990 port/SMS, 1991) - Early RTS-like/RTT game
Bonanza Bros. (1990 port/SMS, 1991) - Stealth Action/Thief Sim, 2-Player Semi-Co-op
-Play as a criminal
Sonic the Hedgehog (SMS, 1991) - Hop 'n Bop Platformer, One auto-scrolling levels and one maze level
-Fast gameplay
-Impressive PSG music overall
-Some hidden items (emeralds)
-Some alternate paths through levels
Castle of Illusion (SMS, 1991) - Hop 'n Bop Platformer
-Pick up and throw blocks
-Some hidden items
-Lifebar upgrades
Psychic World (1988 MSX port/SMS, 1991) - Action Platformer w/ some Maze levels
-In-game cutscenes between each level
-Female protagonists
-Flight power and shield power
-Teleport to beginning of level power
-Freeze certain parts of the background to create platforms (similar to Metroid 1)
Danan: The Jungle Fighter (SMS, 1991) - Action Platformer/Maze Platformer Hybrid w/ some RPG/AA elements
-Animal helpers (the armadillo curls into a ball and attacks enemies, the eagle can carry you through the air, the monkey heals you) - can't be used vs. bosses
-Level up system (raise it with found items)
-Some large and detailed sprites (final boss)
Gain Ground (1988 port/SMS, 1991) - RTT/Shooter, TD view, 2-player co-op
The Lucky Dime Caper (SMS, 1991)? - Action Platformer
Dick Tracy (1990 port/SMS, 1991) - 2.5D gameplay
Laser Ghost (SMS, 1991) - Escort mission light gun game (Rescue Mission),
Super Space Invaders (SMS, 1991) - Impressive PSG music overall
Sega Chess (SMS, 1991) - Impressive PSG music overall
Klax (1989 port?/SMS, 1991) -
Ghouls 'n Ghosts (1988 port/SMS, 1991) - Adds shops, large boss sprites
1992:
Lemmings (1991 port/SMS, 1992) - RTT/Puzzle, Side view
-Technically impressive for the system (detailed environment destruction)
-Creative mechanics (semi-control over a team of avatars with limited "role" commands like digging and hover jumping)
-Impressive PSG music overall
Astérix (SMS, 1992) - Action Platformer
-Two different playable characters with different level routes
-Create platforms (Solomon's Key, WB3)
-Partially destructible environment (SMB1)
Land of Illusion (SMS, 1992 or 1993/GG, 1993) - Platform Adventure-lite (need certain permanent upgrades to traverse some levels and to find optional life upgrades, levels are persistent in terms of chests and items collected, can exit most new levels on their first screen (and later on any beaten level with the flute), hub map)
-Technical showcase
-Mini form transformation
-Very good variation
-Beating some levels changes the layout of previously beaten levels (later used in Mega Man X)
-Pretty good bosses overall
-Some levels can be replayed
Putt & Putter (SMS, 1992) - Isometric Minigolf Sim (Zany Golf)
Ninja Gaiden (SMS, 1992) - Action Platformer
-Grab ceilings and platforms from below and climb up (NG3 NES)
-Wall jump (Rastan)
-Cutscene heavy (NG1 NES)
-Attack off of walls (TMNT II)
-Good variety
-Fast climbing
Alien 3 (SMS, 1992) - Maze Platformer/Action Platformer
-Impressive PSG music
Wimbledon (SMS, 1992) - Tennis, 2-player co-op or vs.
-A new standard for 8-bit tennis games ()
The NewZealand Story (1988 port/SMS, 1992) - Maze Platformer
-Steal enemies' flying vehicles
-Get swallowed by one of the bosses and fight it from the inside (later used in Yoshi's Island)
Prince of Persia (1989 port/SMS, 1992) - Action Platformer/Puzzle Platformer w/ Maze-like levels, Cinematic Platformer, Time limit
-Impressive animation
-More realistic physics than usual
-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)
Sonic the Hedgehog 2 (SMS, 1992) - Hop 'n Bop Platformer
-Limited flight via hang glider power ups
Tom and Jerry: The Movie (SMS, 1992)? - Platformer/Chase 'em up (chase and catch Jerry as Tom)
Chuck Rock (SMS, 1992) - Sometimes impressive PSG music
Back to the Future Part III (SMS, 1992) - Sometimes impressive PSG music
Running Battle (SMS, 1992) - Fairly impressive PSG music
Darius II (1989 port/SMS, 1992) - Horizontal Shoot 'em up
Lemmings (1991 port/SMS, 1992) - RTT/Puzzle, Side view
-Technically impressive for the system (detailed environment destruction)
-Creative mechanics (semi-control over a team of avatars with limited "role" commands like digging and hover jumping)
-Impressive PSG music overall
Astérix (SMS, 1992) - Action Platformer
-Two different playable characters with different level routes
-Create platforms (Solomon's Key, WB3)
-Partially destructible environment (SMB1)
Land of Illusion (SMS, 1992 or 1993/GG, 1993) - Platform Adventure-lite (need certain permanent upgrades to traverse some levels and to find optional life upgrades, levels are persistent in terms of chests and items collected, can exit most new levels on their first screen (and later on any beaten level with the flute), hub map)
-Technical showcase
-Mini form transformation
-Very good variation
-Beating some levels changes the layout of previously beaten levels (later used in Mega Man X)
-Pretty good bosses overall
-Some levels can be replayed
Putt & Putter (SMS, 1992) - Isometric Minigolf Sim (Zany Golf)
Ninja Gaiden (SMS, 1992) - Action Platformer
-Grab ceilings and platforms from below and climb up (NG3 NES)
-Wall jump (Rastan)
-Cutscene heavy (NG1 NES)
-Attack off of walls (TMNT II)
-Good variety
-Fast climbing
Alien 3 (SMS, 1992) - Maze Platformer/Action Platformer
-Impressive PSG music
Wimbledon (SMS, 1992) - Tennis, 2-player co-op or vs.
-A new standard for 8-bit tennis games ()
The NewZealand Story (1988 port/SMS, 1992) - Maze Platformer
-Steal enemies' flying vehicles
-Get swallowed by one of the bosses and fight it from the inside (later used in Yoshi's Island)
Prince of Persia (1989 port/SMS, 1992) - Action Platformer/Puzzle Platformer w/ Maze-like levels, Cinematic Platformer, Time limit
-Impressive animation
-More realistic physics than usual
-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)
Sonic the Hedgehog 2 (SMS, 1992) - Hop 'n Bop Platformer
-Limited flight via hang glider power ups
Tom and Jerry: The Movie (SMS, 1992)? - Platformer/Chase 'em up (chase and catch Jerry as Tom)
Chuck Rock (SMS, 1992) - Sometimes impressive PSG music
Back to the Future Part III (SMS, 1992) - Sometimes impressive PSG music
Running Battle (SMS, 1992) - Fairly impressive PSG music
Darius II (1989 port/SMS, 1992) - Horizontal Shoot 'em up
1993:
Power Strike II (SMS, 1993) - Vertical Shoot 'em up, TD view
-Technically impressive
-Great bosses (multiple patterns)
-Very good variation
-Charge attack (R-Type)
-6 different weapons with 3 levels each
-Manual speed adjustment (4 levels)
-Pretty nice cutscenes
-Fairly impressive PSG music overall
Cosmic Spacehead (NES, 1992/SMS, 1993) - Quest Adventure/Action Platformer
-Hybrid gameplay
Jurassic Park (SMS/GG, 1993) - Action Platformer/Maze Platformer, Gallery Shooter/Escort segments (see Laser Ghost or Rescue Mission), Side view
-Hub map (choose your own path)
-Weapon inventory
-Some large sprites
-Upgradeable life bar
Fantastic Dizzy/The Fantastic Adventures of Dizzy (NES, 1991/Multi/SMS, 1993) - Platform Adventure-ish Puzzle Platformer/Puzzle Platformer/Collectathon (250 stars required!), 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
-Partial hub area w/ a basic map (the streets) but no world map
-Persistent items in that they'll stay where you put them (puzzle items are removed after solving the relevant puzzle)
Star Wars (1991 NES port/SMS, 1993) - Action Adventure/Platform Adventure-lite (separate TD view overworld), Space Flight Combat segments, SV/TD view/FP view
-Switch between 3 chars on the fly after rescuing them (different stats, Han and Leia can only be resurrected by Obi-Wan)
-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 ability gating (soft gating via the found shields used to protect your ship during FP segments)
-No area maps besides a basic layout map you can bring up via R2-D2 when on the death star
The Flash (SMS, 1993) - Impressive PSG music
Desert Strike: Return to the Gulf (1992 port/SMS, 1993) - See the MD game
Wimbledon II (SMS, 1993) - Sports
Streets of Rage (1991 port/SMS, 1993) - Impressive PSG music
Global Gladiators (SMS, 1993) - Impressive PSG music
Chuck Rock II (SMS, 1993) - Impressive PSG music, animal rides?
F1 (SMS, 1993) - 2-player split-screen mode
Micro Machines (1991 NES port/SMS, 1993) - 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
-Fairly impressive PSG music
Renegade (SMS, 1993) - Beat 'em up (different engine and audiovisuals here), Bike segments, Tilted view
-Fairly impressive PSG music
-Nice presentation
Cool Spot (SMS, 1993) - Sometimes impressive PSG music, impressive graphics
Master of Darkness (SMS, 1993) - Action Platformer; Fairly impressive PSG music
Masters of Combat (SMS, 1993) - ? Fighting
GP Rider (SMS, 1993) - 2-player split screen, CPU AI (CPU opponent that isn't superhuman nor subject to crazy rubberbanding)
Astérix and the Secret Mission (SMS, 1993) - Action Platformer
James Pond II: Codename RoboCod (SMS, 1993)? - Hop 'n Bop Platformer/Maze Platformer (hub area)
-Partially non-linear (many secret exits, choose between two worlds at a time, worlds 1+4+8 can be skipped and world 7 can be done out of order)
-Vehicles (floating bath tub, plane, car)
-No permanent upgrades gained (besides being able to increase your HP above the default 3)
-No level maps until the NDS version which features a mini-map on the second screen, No save or password save until the GBA version (newer versions also have different levels)
Trivial Pursuit (SMS, 1993) - Impressive PSG music overall
Sonic Chaos (SMS, 1993) - Platformer
Wonder Boy in Monster World (1991 MD port/SMS, 1993) -
Desert Speedtrap (SMS, 1993) -
Sensible Soccer (SMS, 1993) - ? Sports (Football/Soccer), TD view
Power Strike II (SMS, 1993) - Vertical Shoot 'em up, TD view
-Technically impressive
-Great bosses (multiple patterns)
-Very good variation
-Charge attack (R-Type)
-6 different weapons with 3 levels each
-Manual speed adjustment (4 levels)
-Pretty nice cutscenes
-Fairly impressive PSG music overall
Cosmic Spacehead (NES, 1992/SMS, 1993) - Quest Adventure/Action Platformer
-Hybrid gameplay
Jurassic Park (SMS/GG, 1993) - Action Platformer/Maze Platformer, Gallery Shooter/Escort segments (see Laser Ghost or Rescue Mission), Side view
-Hub map (choose your own path)
-Weapon inventory
-Some large sprites
-Upgradeable life bar
Fantastic Dizzy/The Fantastic Adventures of Dizzy (NES, 1991/Multi/SMS, 1993) - Platform Adventure-ish Puzzle Platformer/Puzzle Platformer/Collectathon (250 stars required!), 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
-Partial hub area w/ a basic map (the streets) but no world map
-Persistent items in that they'll stay where you put them (puzzle items are removed after solving the relevant puzzle)
Star Wars (1991 NES port/SMS, 1993) - Action Adventure/Platform Adventure-lite (separate TD view overworld), Space Flight Combat segments, SV/TD view/FP view
-Switch between 3 chars on the fly after rescuing them (different stats, Han and Leia can only be resurrected by Obi-Wan)
-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 ability gating (soft gating via the found shields used to protect your ship during FP segments)
-No area maps besides a basic layout map you can bring up via R2-D2 when on the death star
The Flash (SMS, 1993) - Impressive PSG music
Desert Strike: Return to the Gulf (1992 port/SMS, 1993) - See the MD game
Wimbledon II (SMS, 1993) - Sports
Streets of Rage (1991 port/SMS, 1993) - Impressive PSG music
Global Gladiators (SMS, 1993) - Impressive PSG music
Chuck Rock II (SMS, 1993) - Impressive PSG music, animal rides?
F1 (SMS, 1993) - 2-player split-screen mode
Micro Machines (1991 NES port/SMS, 1993) - 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
-Fairly impressive PSG music
Renegade (SMS, 1993) - Beat 'em up (different engine and audiovisuals here), Bike segments, Tilted view
-Fairly impressive PSG music
-Nice presentation
Cool Spot (SMS, 1993) - Sometimes impressive PSG music, impressive graphics
Master of Darkness (SMS, 1993) - Action Platformer; Fairly impressive PSG music
Masters of Combat (SMS, 1993) - ? Fighting
GP Rider (SMS, 1993) - 2-player split screen, CPU AI (CPU opponent that isn't superhuman nor subject to crazy rubberbanding)
Astérix and the Secret Mission (SMS, 1993) - Action Platformer
James Pond II: Codename RoboCod (SMS, 1993)? - Hop 'n Bop Platformer/Maze Platformer (hub area)
-Partially non-linear (many secret exits, choose between two worlds at a time, worlds 1+4+8 can be skipped and world 7 can be done out of order)
-Vehicles (floating bath tub, plane, car)
-No permanent upgrades gained (besides being able to increase your HP above the default 3)
-No level maps until the NDS version which features a mini-map on the second screen, No save or password save until the GBA version (newer versions also have different levels)
Trivial Pursuit (SMS, 1993) - Impressive PSG music overall
Sonic Chaos (SMS, 1993) - Platformer
Wonder Boy in Monster World (1991 MD port/SMS, 1993) -
Desert Speedtrap (SMS, 1993) -
Sensible Soccer (SMS, 1993) - ? Sports (Football/Soccer), TD view
1994:
Disney's Aladdin (SMS/GG, 1994) - PoP-style Platformer, Stealth segment (Bonanza Bros) and some auto-scrolling "runner"-style levels
-Impressive graphics
Road Rash (1991 MD port/SMS, 1994) - Racing/Beat 'em up
-Technically impressive
-Impressive PSG music
Sangokushi 3 (SMS, 1994)(Unlicensed) - Fighting; Impressive graphics
Deep Duck Trouble Starring Donald Duck (SMS, 1994) - Platformer; Impressive graphics
Streets of Rage 2 (1992 port/SMS, 1994) - Beat 'em up; Impressive PSG music overall
Lion King (SMS, 1994) - Action Platformer; Impressive PSG music overall
Astérix and the Great Rescue (SMS, 1994) - Action Platformer/Maze Platformer
Ecco the Dolphin (1993 MD port/SMS/GG, 1994) - Dolphin Sim/Action Puzzle
Daffy Duck in Hollywood (SMS, 1994) - Action Platformer; Fairly impressive PSG music
Dragon: Bruce Lee Story (SMS, 1994) - Action Platformer/Side View Beat 'em up; Fairly impressive PSG music
Dynamite Headdy (MD port/SMS, 1994) - Action Platformer; Pretty impressive graphics overall
Micro Machines (GG, 1993/SMS, 1994) - TD Toy Car Racing
Dr. Robotnik's Mean Bean Machine (GG, 1993/SMS, 1994) - Match 3 Puzzle
1995 WIP:
The Smurfs (SMS, 1995) - Impressive PSG music
1996 WIP:
Tintin in Tibet (unreleased) - Impressive PSG music
Battletoads in Battlemaniacs (SMS, 1996) - Fairly impressive PSG music
1997:
1998:
Legend of Illusion (GG, 1995/SMS, 1998) - Platformer; Technical showcase, hub map
Disney's Aladdin (SMS/GG, 1994) - PoP-style Platformer, Stealth segment (Bonanza Bros) and some auto-scrolling "runner"-style levels
-Impressive graphics
Road Rash (1991 MD port/SMS, 1994) - Racing/Beat 'em up
-Technically impressive
-Impressive PSG music
Sangokushi 3 (SMS, 1994)(Unlicensed) - Fighting; Impressive graphics
Deep Duck Trouble Starring Donald Duck (SMS, 1994) - Platformer; Impressive graphics
Streets of Rage 2 (1992 port/SMS, 1994) - Beat 'em up; Impressive PSG music overall
Lion King (SMS, 1994) - Action Platformer; Impressive PSG music overall
Astérix and the Great Rescue (SMS, 1994) - Action Platformer/Maze Platformer
Ecco the Dolphin (1993 MD port/SMS/GG, 1994) - Dolphin Sim/Action Puzzle
Daffy Duck in Hollywood (SMS, 1994) - Action Platformer; Fairly impressive PSG music
Dragon: Bruce Lee Story (SMS, 1994) - Action Platformer/Side View Beat 'em up; Fairly impressive PSG music
Dynamite Headdy (MD port/SMS, 1994) - Action Platformer; Pretty impressive graphics overall
Micro Machines (GG, 1993/SMS, 1994) - TD Toy Car Racing
Dr. Robotnik's Mean Bean Machine (GG, 1993/SMS, 1994) - Match 3 Puzzle
1995 WIP:
The Smurfs (SMS, 1995) - Impressive PSG music
1996 WIP:
Tintin in Tibet (unreleased) - Impressive PSG music
Battletoads in Battlemaniacs (SMS, 1996) - Fairly impressive PSG music
1997:
1998:
Legend of Illusion (GG, 1995/SMS, 1998) - Platformer; Technical showcase, hub map