1988 (Super Mario Bros. 3, Guardian Legend and Star Cruiser are released)
Blaster Master (NES, 1988)
Perspective: Top down view hybrid (boss areas and fights as well as some other caves, no jumping here)
Movement Mechanics: Limited flight upgrade for the tank, Swimming (default for the pilot and an upgrade for the tank)
Other: Some dungeon-like areas (TD view areas), Partially vehicle-based (control both a tank and its pilot; you can exit the tank and it's required to reach some areas, it also adds a sense of vulnerability to some segments)
Playthrough - Video Review - Mini Review
Perspective: Top down view hybrid (boss areas and fights as well as some other caves, no jumping here)
Movement Mechanics: Limited flight upgrade for the tank, Swimming (default for the pilot and an upgrade for the tank)
Other: Some dungeon-like areas (TD view areas), Partially vehicle-based (control both a tank and its pilot; you can exit the tank and it's required to reach some areas, it also adds a sense of vulnerability to some segments)
- Linear structure (have to backtrack to Area 1 to reach A4, A2 to reach A7 and A3 to reach A8; A6 only connects to A5, A7 only connects to A2 and A8 only connects to A3)
- Get teleported to the current TD view sub area's entrance after beating a boss
- No save or passwords and continues are limited
- No map
Playthrough - Video Review - Mini Review
Exile (Electron, 1988/AMI/ST/C64, 1991)(Superior Software/Audiogenic version) - WIP
Subgenre: Physics-based Puzzle Platformer Hybrid
Movement Mechanics: Thrust-based flight (no traditional jumping?)
Save Feature (multiple nameable slots, anywhere?)
No map feature?
Life-preserving teleport system (when very near death your avatar is automatically teleported to a location that you've previously designated)
Advanced physics (gravity, inertia, mass, explosions, shockwaves, elemental (water/earth/wind/fire) effects, pick up/throw (can accelerate a thrown object using the jetpack)/drop objects, sucking and repelling creatures) and puzzles designed around them
Environmental hazards like mushroom spores which can clog up your jetpack and radioactive objects which hurt you until you gain protection
Can grab some creatures to stop them from hurting you
Four item inventory (your pockets are actually stasis fields meaning an object is completely suspended in time and space (a live grenade won't explode for example))
It's possible to get stuck in a couple of ways
Playthrough (AMI) - Review Samples
Subgenre: Physics-based Puzzle Platformer Hybrid
Movement Mechanics: Thrust-based flight (no traditional jumping?)
Save Feature (multiple nameable slots, anywhere?)
No map feature?
Life-preserving teleport system (when very near death your avatar is automatically teleported to a location that you've previously designated)
Advanced physics (gravity, inertia, mass, explosions, shockwaves, elemental (water/earth/wind/fire) effects, pick up/throw (can accelerate a thrown object using the jetpack)/drop objects, sucking and repelling creatures) and puzzles designed around them
Environmental hazards like mushroom spores which can clog up your jetpack and radioactive objects which hurt you until you gain protection
Can grab some creatures to stop them from hurting you
Four item inventory (your pockets are actually stasis fields meaning an object is completely suspended in time and space (a live grenade won't explode for example))
It's possible to get stuck in a couple of ways
Playthrough (AMI) - Review Samples
SpellCaster (SMS, 1988)
Subgenre: Graphic Adventure Hybrid (a few turn-based battles here), One Vertical Shoot 'em up segment (the finale)
Perspective: SV/FP view (Adventure segments)/TD view (shoot 'em up segment) hybrid
Movement Mechanics: Temporary flight spell
Other: Some dungeons
Playthrough - Video Review - Mini Review
Subgenre: Graphic Adventure Hybrid (a few turn-based battles here), One Vertical Shoot 'em up segment (the finale)
Perspective: SV/FP view (Adventure segments)/TD view (shoot 'em up segment) hybrid
Movement Mechanics: Temporary flight spell
Other: Some dungeons
- 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
- No maps besides a basic layout map during the ocean segment (vague world map in the manual, one big maze level)
- 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
- Various death pits
- Can get stuck at one point if you take too long to beat a certain boss but it's unlikely to happen (Thunder God, gives you a key item)
Playthrough - Video Review - Mini Review
The Battle of Olympus (NES, 1988/GB, 1993)
Subgenre: Zelda-like (a non-interactive and vague world map is shown when moving between areas - no separate top down view overworld, no exp point leveling system (AP and HP upgrades via bought and found items here (generally have to find the shops in hostile areas), towns w/ NPCs and basic shops)
Movement Mechanics: Reverse gravity sandals
Other: Some dungeons
Playthrough - Video Review - Mini Review
Cyborg Hunter/Borgman (SMS, 1988)
Subgenre: Similar to Zelda and Maze of Galious, Killathon element (chief cyborgs/mini-bosses in each area)
Movement Mechanics: Flight via the jet engine gear
Other: Hub area (single entry points to levels/sub areas)
Playthrough - Video Review - Mini Review
Subgenre: Zelda-like (a non-interactive and vague world map is shown when moving between areas - no separate top down view overworld, no exp point leveling system (AP and HP upgrades via bought and found items here (generally have to find the shops in hostile areas), towns w/ NPCs and basic shops)
Movement Mechanics: Reverse gravity sandals
Other: Some dungeons
- Partially non-linear structure (can go to argolis before attica though it's quite tough, can't go to phrygia before the forest since you can't open the hidden door in the first boss's cave without first getting the item to reveal it, can go to phrygia or phthia in either order before crete though the former is pretty tough, need the right weapon to damage certain bosses like the Cyclops)
- Quick travel by Pegasus (have to memorize the paths though and it doesn't loop meaning the route stops back in Arcadia plus the destinations aren't placed at warp points)
- Password save (fairly long), Unlimited continues (lose half your money and respawn at beginning of area when dying)
- Some backtracking with ability gating to progress (forest)
- No real map system (you just get a vague idea of where you are in the world from the mini-map roughly showing your location on the zoomed out world map; fourth area (forest is a pretty big maze and it's easy to end up there before you're supposed to)
- Fountains (usually one per dungeon) for restoring health and refilling your flask
- Lacks puzzles
- No journal/log feature (you're pretty much forced to take notes to make progress as there are so many different hints and directions given that connect to other areas than the one you're in)
- Some interesting tools for traversal and exploration (sandals/anti-grav shoes - high jump+walk on ceilings (later used in Metal Storm), fire staff weapon also works like a torch for dark rooms)
- Fast dialogue, Better dialogue than in Zelda 2
- Several mazes
- The early-game is harder than the mid-game
- Many death pits
- Constantly respawning enemies even in towns - don't even have to scroll the screen
- Some money grinding - also keep getting drops that you have a full stock of+money inventory caps at 99
- All your melee weapons have piss poor reach
Playthrough - Video Review - Mini Review
Cyborg Hunter/Borgman (SMS, 1988)
Subgenre: Similar to Zelda and Maze of Galious, Killathon element (chief cyborgs/mini-bosses in each area)
Movement Mechanics: Flight via the jet engine gear
Other: Hub area (single entry points to levels/sub areas)
- Mostly linear structure
- Basic map feature (layouts+elevators and your location, always displayed in the GUI)
- Radar feature (Alien inspired? shows nearby enemies only in a FP view)
- Elevators (Zelda II)
- A contact clues you in on what to do next after each boss and at certain points in the game
- No save or password save
- Two tools for traversal/exploration (jet engine for flight and light gun for temporarily lighting up dark rooms)
Playthrough - Video Review - Mini Review
Draconus (C64/Spectrum/Atari 8-bit, 1988)
Subgenre: Metroid-like
Movement Mechanics: One transformation (sea monster/draconewt) which lets you swim - transform at specific points
Playthrough - Review Samples - Mini Review
Konami Wai Wai World (NES, 1988)
Subgenre: Similar to Strider/Quackshot/DuckTales 2, One Vertical Shooter level and one Run 'n Gun level
Other: Homebase with a level select screen, 2-player coop (can stand on each other), Timed escape sequence after the final boss (kinda tight timing but not that exciting as you're just backtracking through an empty level with no new hazards), Some gambling mini-games (pure luck), Levels don't connect to each other
Gameplay (camera scroll hack) - Video Review - Mini-review
Subgenre: Metroid-like
Movement Mechanics: One transformation (sea monster/draconewt) which lets you swim - transform at specific points
- Mostly linear structure (can grab a few items out of order it seems but it's not recommended)
- No save or password save
- No map (short game though)
- Lives (3 lives, can't gain more and have to die once to get a certain item), Some checkpoints
- Can't see your health bar and there are no health drops or placed health items
- Die from falling too far until you get a certain item
- Two alternate weapons (fire breath (ammo-based) and lightning staff which shoots bolts in a wave pattern)
Playthrough - Review Samples - Mini Review
Konami Wai Wai World (NES, 1988)
Subgenre: Similar to Strider/Quackshot/DuckTales 2, One Vertical Shooter level and one Run 'n Gun level
Other: Homebase with a level select screen, 2-player coop (can stand on each other), Timed escape sequence after the final boss (kinda tight timing but not that exciting as you're just backtracking through an empty level with no new hazards), Some gambling mini-games (pure luck), Levels don't connect to each other
- 8 playable chars that you can switch between on the fly after rescuing them (each with their own ammo-based sub weapon and ability; Konami Man and Girl can fly and shoot (the latter's shots go through enemies but at a slow rate of fire), Mikey can fit into some smaller paths, Simon has longer reach+can throw boomerang crosses (3 on screen at a time), Goemon can open item containers/chests+attacks diagonally upwards, Fuuma+Moai+King Kong can break certain blocks and the latter two have a strong melee attack)
- Can exit levels where you entered them
- Character info menu (door 1 at homebase)
- Pretty frequent checkpoints (unlimited continues, each char functions as a life when it comes to restarting from a checkpoint)
- Partially non-linear (level select screen (6 levels)*, can't get far into the Fuuma or Moai levels without King Kong nor the city level without Mikey, after beating these (by rescuing the character in each) you unlock a shooter level
- Maze levels (have to find a key and rescue a playable character in each level)
- Can heal and resurrect at the homebase however the latter costs 100 bullets per char - leads to some grinding
- Pretty frequent health drops from enemies (enemy drops disappear quickly), Separate health bars for each char
- Password save feature
- There are hidden warp points leading back to the homebase/lab but finding them is a matter of trial & error and they only appear in some levels
- No dodge or block moves - some unavoidable damage
- Death pits here and there
- *However you can pretty much only proceed through the Goemon and CV levels at first as you'll need to rescue the other characters to be able to get past obstacles in other levels - if you don't have the right char/ability you'll have to backtrack to the beginning of the level again. You can beat the CV-themed level but it's pretty hard and you can't open the item containers yet. Can also do the Goonies-themed level but part of it is hard in a really tedious way without ranged attacks or Simon (CV)
- Too much backtracking - there should've been a visible teleporter to the level exit when rescuing a playable char at least
- Kind of tedious level design at times (flat surfaces/corridors and frequently spawning+kind of spongy enemies that you can't just avoid)
- No level maps
- Repetitive level design compared to CV or Goonies 2
Gameplay (camera scroll hack) - Video Review - Mini-review
Kenseiden (SMS, 1988)
Subgenre: Castlevania-like Action Platformer/Platform Adventure-lite
Other: Hub map (can travel only to adjacent levels after beating one)
Playthrough - Video Review - Mini Review
Subgenre: Castlevania-like Action Platformer/Platform Adventure-lite
Other: Hub map (can travel only to adjacent levels after beating one)
- Partially non-linear structure
- 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)
- No save feature (unlimited continues via a code mentioned in the manual)
- No level maps
- Can exit most beaten levels quicker when replaying them (a door opens up in the first room)
- Some straightforward levels
- HP, Defense and AP upgrades
Playthrough - Video Review - Mini Review
Bionic Commando (NES, 1988)
Subgenre: Action Adventure, Some Run 'n Gun segments, Basic leveling (collect bullets to increase your life bar)
Perspective: TD view hybrid (map encounters switch gameplay to a TD view segment)
Movement Mechanics: Hookshot mechanic replaces jumping (some platforming becomes more of a puzzle due to this)
Other: SMB3-like hub map w/ patrolling enemies and branching paths (also two hidden paths), NPCs and "towns" (neutral areas)
Playthrough - Video Review - Mini Review
Subgenre: Action Adventure, Some Run 'n Gun segments, Basic leveling (collect bullets to increase your life bar)
Perspective: TD view hybrid (map encounters switch gameplay to a TD view segment)
Movement Mechanics: Hookshot mechanic replaces jumping (some platforming becomes more of a puzzle due to this)
Other: SMB3-like hub map w/ patrolling enemies and branching paths (also two hidden paths), NPCs and "towns" (neutral areas)
- Only one traversal ability gained (flare bombs for dark areas)
- Partially non-linear structure (a few branching paths and in that you can skip ahead on the hub map though it's generally easier to clear areas as you first encounter them instead)
- Quick exit code lets you exit any sidescrolling area
- No save or password save
- Escape sequence after the final boss
- No area maps
- Wiretapping (flavor text and clues)
- Limited lives and continues (can gain more via the parachuted supply boxes and in the run 'n gun segments respectively)
- 2 temporary armor upgrades and 1 permanent one (bullet proof vest - blocks every other shot)
- Some censorship in the west
Playthrough - Video Review - Mini Review
Treasure Island Dizzy (AMI/Multi, 1988) - WIP
Subgenre: Puzzle Platformer/Collectathon (30 coins)
One trader NPC
One life and no HP
Limited inventory (3 items)
Some items for traversal (chest is used as a stepping stone to reach higher, snorkel is used to survive underwater). Other items are used like keys including a dynamite stick and detonator used in a specific spot to remove some rocks, Pogo stick in the AMI ver. can only be used in one spot to jump super high straight upwards so it's more like a key
Various items have no use except to hide the coins
No save or password save?
No map?
Playthrough (AMI) - Video Review
Death Stalker (Amstrad CPC, 1988)
Subgenre: Quest Adventure Hybrid (interact with objects via verbs in a menu - examine/take/drop/use, NPCs)
Linear structure?
Stealth element (sneak past certain enemies)
No save or password save?
Playthrough - Video Review
Impossible Mission II (Multi, 1988)
Subgenre: Proto-PA? - No permanent upgrades/tools gained?
Other: Time limit (8 hours)
Save feature (in aisles and lifts)
Bombs (open safes) and mines which blow holes in floors
Basic map feature
Can manipulate the platforms and lights in the rooms via the computer terminals
Music mixing elements (recorded pieces of music found in safes and play them back in the right order to progress)
Playthrough - Video Review-ish - Review
Captain Comic: The Adventure (PC, 1988/NES, 1989)
Other: Hub area (sunny outdoors area)
Some ability gating (high jump boots, same screen teleport wand - lets you go through walls, lantern for dark areas)
Short (can be beaten in 10 mins if you know where to go, a completionist playthrough takes about 30 mins)
No map
No save or password save
Stamina/energy-based attack
Some death pits
Lives system
Some hidden doors
Playthrough (PC)
Subgenre: Puzzle Platformer/Collectathon (30 coins)
One trader NPC
One life and no HP
Limited inventory (3 items)
Some items for traversal (chest is used as a stepping stone to reach higher, snorkel is used to survive underwater). Other items are used like keys including a dynamite stick and detonator used in a specific spot to remove some rocks, Pogo stick in the AMI ver. can only be used in one spot to jump super high straight upwards so it's more like a key
Various items have no use except to hide the coins
No save or password save?
No map?
Playthrough (AMI) - Video Review
Death Stalker (Amstrad CPC, 1988)
Subgenre: Quest Adventure Hybrid (interact with objects via verbs in a menu - examine/take/drop/use, NPCs)
Linear structure?
Stealth element (sneak past certain enemies)
No save or password save?
Playthrough - Video Review
Impossible Mission II (Multi, 1988)
Subgenre: Proto-PA? - No permanent upgrades/tools gained?
Other: Time limit (8 hours)
Save feature (in aisles and lifts)
Bombs (open safes) and mines which blow holes in floors
Basic map feature
Can manipulate the platforms and lights in the rooms via the computer terminals
Music mixing elements (recorded pieces of music found in safes and play them back in the right order to progress)
Playthrough - Video Review-ish - Review
Captain Comic: The Adventure (PC, 1988/NES, 1989)
Other: Hub area (sunny outdoors area)
Some ability gating (high jump boots, same screen teleport wand - lets you go through walls, lantern for dark areas)
Short (can be beaten in 10 mins if you know where to go, a completionist playthrough takes about 30 mins)
No map
No save or password save
Stamina/energy-based attack
Some death pits
Lives system
Some hidden doors
Playthrough (PC)
Spycat (BBC Micro, 1988)
Subgenre: Like Thunderstruck?
No save or password save?
No map?
Gameplay - Video Review
Predator (MSX ver., 1988)?
Differences compared to NES ver.:
Branching paths in areas and a vague world map shown when moving between areas (Battle of Olympus)
Weapon inventory and you start out with three different weapons
Mines are useful since predator bosses start off being invisible except for their eyes
Falling into water moves you back to the beginning of an area
Some cheap enemy placements when entering new screens
No continues?
Gameplay - Find Review
XZR: Hakai no Gouzou (PC-88/PC-98/X1/MSX, 1988)(Untranslated)
Subgenre: ARPG
Perspective: TD view hybrid (town/overworld exploration)
Other: No hub map?
Save feature?
No map?
Prequel to XZR 2 - XZR 2 was later remade as Exile for PCE CD and MD/GEN
Gameplay - Review
XZR II: Toki no Hazama ni (PC-88/PC-98/MSX, 1988?)
Subgenre: Zelda II/Clash At Demonhead-ish ARPG (hub map, leveling, towns w/ NPCs and shops)
Perspective: TD view town exploration
Other: Hub map
Linear structure w/ maze dungeons (can't go back to earlier areas at certain points in the story)?
No ability gating?
Later remade as Exile (MD/PCE CD)
Gameplay (MSX)
Matou no Houkai: The Hero of Babel (FDS)(Untranslated)
Subgenre: ARPG, Similar to Castlevania II
No save or password save?
No map?
No ability gating besides using bombs in a couple of spots?
Tritorn II: Road of Darkness (PC-88, 1988/PC-98/X1/MSX, 1989)
Subgenre: ARPG (towns w/ NPCs and shops)
4 playable chars (basically the same?, switch on the fly?)
Ability gating?
Night Hunter (ST/DOS, 1988/Multi, 1990) - WIP
Subgenre: Platform Adventure-lite (not much platforming), Flip screen (scrolls on AMI), Level-based w/o backtracking to previous ones?
Movement Mechanics: Flight (MP-based)
Key gate heavy (randomized placement of items)
Bird enemies can pick you up and drop you somewhere else (usually bad) - Adventure
Play as Dracula
Some transformations (bat, werewolf - stronger but you'll revert if hit) - default abilities?
Death pits
Coffins are healing points
Save between levels
Outliers:
Lord of the Sword (SMS, 1988)
Subgenre: Action Adventure (no exp point leveling, no ability gating)
Other: NPCs and towns, Some dungeon-like areas
Key gating only
No continues! (no save or password save either)
Vague (and confusing?) in-game and manual maps (these are the same)
No teleporting or quick travel back to town for healing
No puzzles?
The Tezamu Sword is bugged so you shouldn't pick it up (weaker than the Luna Sword)
Playthrough - Video Review
Cosmo Police Galivan (NES, 1988)
Subgenre: Platform Adventure-lite/ARPG (exp point leveling for the player char and main weapons, some NPCs, basic trading with some NPCs)
Movement Mechanics: Temporary flight via the jet boots (costs energy/CP)
Other: Level-based without backtracking to previous levels to progress
Playthrough - Mini Review
Super Mario Bros. 3 (NES/SNES) - Proto-PA (temporary items and transformations/suits, mostly linear structure), Each sub area has a hub map w/ patrolling enemies and some have alternate paths through them
Some maze levels
Optional warps
Save feature on SNES
Playthrough - Review/Analysis
Mega Man 2 (NES, 1988) - Action Platformer w/ some AA elements
Level select screen
Some ability gating (some of the items are required to progress later on; can also be used for sequence breaking, getting to some items or lowering the difficulty earlier on)
Gain abilities from bosses that are useful (but not required) against other bosses - besides the bomb weapon being required for on of the late game mini-bosses
Password save
Can replay levels in the later iOS ver.
The Scheme (PC-88, 1988) - Maze Platformer/ARPG-ish (no towns or NPCs), Linear structure with maze levels
No map
No checkpoints within levels
No abilities/tools gained that are used to progress or reach new areas in old levels except for the jump boots (which let you do the former only, no point in backtracking to previous levels)?
? Save feature?
Playthrough - Video Review
Samurai Warrior: Usagi Yojimbo (C64/Spectrum/Amstrad) - Hack 'n Slash Hybrid, NPCs
No save or password (short game though)
No abilities/tools gained that are used to progress or get optional items in previous areas
Playthrough - Review
Dark Side (AMI/ST/C64 etc., 1988) - 3D FPS/Maze Shooter, FP View, Linear? (destroy certain targets in a specific order), Time limit, Jetpack but no jumping
Compass but no map?
Save feature
Playthrough (ST) - Reviews (AMI)
Rex (Spectrum/CPC, 1988) - 2D Platformer w/ some maze elements (some alternate and hidden paths)
No ability gating besides a rechargeable shield that you start with
Breakable walls
No locked doors
Checkpoints
Lives system (no save)
No maps
Playthrough (Spectrum) - Mini Review
Subgenre: Like Thunderstruck?
No save or password save?
No map?
Gameplay - Video Review
Predator (MSX ver., 1988)?
Differences compared to NES ver.:
Branching paths in areas and a vague world map shown when moving between areas (Battle of Olympus)
Weapon inventory and you start out with three different weapons
Mines are useful since predator bosses start off being invisible except for their eyes
Falling into water moves you back to the beginning of an area
Some cheap enemy placements when entering new screens
No continues?
Gameplay - Find Review
XZR: Hakai no Gouzou (PC-88/PC-98/X1/MSX, 1988)(Untranslated)
Subgenre: ARPG
Perspective: TD view hybrid (town/overworld exploration)
Other: No hub map?
Save feature?
No map?
Prequel to XZR 2 - XZR 2 was later remade as Exile for PCE CD and MD/GEN
Gameplay - Review
XZR II: Toki no Hazama ni (PC-88/PC-98/MSX, 1988?)
Subgenre: Zelda II/Clash At Demonhead-ish ARPG (hub map, leveling, towns w/ NPCs and shops)
Perspective: TD view town exploration
Other: Hub map
Linear structure w/ maze dungeons (can't go back to earlier areas at certain points in the story)?
No ability gating?
Later remade as Exile (MD/PCE CD)
Gameplay (MSX)
Matou no Houkai: The Hero of Babel (FDS)(Untranslated)
Subgenre: ARPG, Similar to Castlevania II
No save or password save?
No map?
No ability gating besides using bombs in a couple of spots?
Tritorn II: Road of Darkness (PC-88, 1988/PC-98/X1/MSX, 1989)
Subgenre: ARPG (towns w/ NPCs and shops)
4 playable chars (basically the same?, switch on the fly?)
Ability gating?
Night Hunter (ST/DOS, 1988/Multi, 1990) - WIP
Subgenre: Platform Adventure-lite (not much platforming), Flip screen (scrolls on AMI), Level-based w/o backtracking to previous ones?
Movement Mechanics: Flight (MP-based)
Key gate heavy (randomized placement of items)
Bird enemies can pick you up and drop you somewhere else (usually bad) - Adventure
Play as Dracula
Some transformations (bat, werewolf - stronger but you'll revert if hit) - default abilities?
Death pits
Coffins are healing points
Save between levels
Outliers:
Lord of the Sword (SMS, 1988)
Subgenre: Action Adventure (no exp point leveling, no ability gating)
Other: NPCs and towns, Some dungeon-like areas
Key gating only
No continues! (no save or password save either)
Vague (and confusing?) in-game and manual maps (these are the same)
No teleporting or quick travel back to town for healing
No puzzles?
The Tezamu Sword is bugged so you shouldn't pick it up (weaker than the Luna Sword)
Playthrough - Video Review
Cosmo Police Galivan (NES, 1988)
Subgenre: Platform Adventure-lite/ARPG (exp point leveling for the player char and main weapons, some NPCs, basic trading with some NPCs)
Movement Mechanics: Temporary flight via the jet boots (costs energy/CP)
Other: Level-based without backtracking to previous levels to progress
- Linear overarching structure (sometimes partially non-linear levels however you'll generally have to get all items in a specific order - destroy the defense computers to open levels up completely+get the "path revealer" item(s) to be able to get the new weapon in each level (needed to be able to damage the level's boss), have to do level 2 in a specific order besides getting optional info from some NPCs, etc.; can skip the eye in level 3 though it is harder, can probably skip getting the password letters in level 6 if you know them though you'll be underleveled)
- Some teleporters such as the NE one in level 4 can be used as minor shortcuts once you know where they take you - generally they take you to an alternate dimensions which is just a separate sub area with different enemies, backgrounds and music
- No in-game map
- Auto-save feature (loading a save makes your exp go down to the minimum for your current level however)
- No checkpoints - start back at the entrance to an level and current level exp is reset+you lose your CP (ammo/money)
- Large maze levels, Some backtracking to ability gates with new abilities
- Temporary flight via the jet boots (costs energy/CP)
- Some abilities/tools gained that are used to progress (jump boots/cosmo boots are needed in level 2 at one point, torch/eye to see in the dark in some rooms of one level, cosmo suit to move underwater without taking damage, late game jet boots let you fly temporarily with each use, some special weapons and crystals open new paths/destroy walls (these all cost energy/CP to use), some other gating via mini-bosses - the large computers in certain rooms)
- Alternate dimension theme (new backgrounds, music and enemies)
- Can destroy most enemy projectiles after getting the cosmo power upgrade in level 1
- Temporary robot suit upgrade (fill up your GP bar (you keep it on until the bar is completely emptied), after you get the auto-protect "spell" you can summon it instead though it's fairly expensive, similar to Robocop however the first Cosmo Police game also had this and it's from 1985) - increases defense
- Shows bosses' health bars
- 2+ mini-bosses per level
- Ammo-based alternate weapons (ammo capacity is increased as you level up)
- Get hints from NPCs - they tend to act like pieces of a manual or guide rather than actual people though
- Enemies respawn when re-entering a room, Constantly respawning enemies in certain rooms of some levels (annoyingly they tend to stop dropping items when backtracking)
- Levels become a lot easier as you level up your main weapon and you will do this as you're forced to grind for ammo anyway. Alternate weapons don't level up - makes a few parts kinda tedious
- No new enemies appearing when backtracking through a level
- No melee blocking (Zelda II), dodging or attack combos (Double Dragon)
- Can hit enemies through platforms
- Sometimes you won't know where a new path opened up after using a crystal and sometimes it's hard to tell where you're supposed to use a sub weapon to open a new path (the game can also be a bit anal about hitting exactly the right spot)
- Some floor traps that make you backtrack
- Spongy bosses and some spongy enemies until you've grinded a lot, Grinding to power up your weapons plus for ammo and HP
- Difficulty spikes at most main bosses
- Some unavoidable hits
Playthrough - Mini Review
Super Mario Bros. 3 (NES/SNES) - Proto-PA (temporary items and transformations/suits, mostly linear structure), Each sub area has a hub map w/ patrolling enemies and some have alternate paths through them
Some maze levels
Optional warps
Save feature on SNES
Playthrough - Review/Analysis
Mega Man 2 (NES, 1988) - Action Platformer w/ some AA elements
Level select screen
Some ability gating (some of the items are required to progress later on; can also be used for sequence breaking, getting to some items or lowering the difficulty earlier on)
Gain abilities from bosses that are useful (but not required) against other bosses - besides the bomb weapon being required for on of the late game mini-bosses
Password save
Can replay levels in the later iOS ver.
The Scheme (PC-88, 1988) - Maze Platformer/ARPG-ish (no towns or NPCs), Linear structure with maze levels
No map
No checkpoints within levels
No abilities/tools gained that are used to progress or reach new areas in old levels except for the jump boots (which let you do the former only, no point in backtracking to previous levels)?
? Save feature?
Playthrough - Video Review
Samurai Warrior: Usagi Yojimbo (C64/Spectrum/Amstrad) - Hack 'n Slash Hybrid, NPCs
No save or password (short game though)
No abilities/tools gained that are used to progress or get optional items in previous areas
Playthrough - Review
Dark Side (AMI/ST/C64 etc., 1988) - 3D FPS/Maze Shooter, FP View, Linear? (destroy certain targets in a specific order), Time limit, Jetpack but no jumping
Compass but no map?
Save feature
Playthrough (ST) - Reviews (AMI)
Rex (Spectrum/CPC, 1988) - 2D Platformer w/ some maze elements (some alternate and hidden paths)
No ability gating besides a rechargeable shield that you start with
Breakable walls
No locked doors
Checkpoints
Lives system (no save)
No maps
Playthrough (Spectrum) - Mini Review
Malaya no Hihou (Malaya's Treasure) (MSX) - Maze Platformer (level-based) w/ RPG/AA elements (Small towns with NPCs (tips and flavor text) and shops, minor puzzles)
Bombable walls
Password save (pretty short)
Upgradeable sub weapon (fire projectile)
Playthrough - Mini Review
Star Cruiser (PC-88/PC-98/X1, 1988/X68K, 1989/MD, 1990) - 3D, FP view, Spaceflight combat segments, Mostly linear?
Save feature (five slots, save anywhere?)
No jumping
Mini-maps but no full area maps, space map
Basic galaxy map in the manual
Gameplay (PC-88) - Video Review - Mini Review
King's Valley II (MSX, 1988) - Linear Puzzle Platformer with maze levels, basic level map feature (shows room connections plus the gems and the exit locations but not the full layouts with ladders and platforms)
No abilities/tools gained that are used to progress or get optional items in previous areas
Password save (very short)
Playthrough - Video Retrospective
Quest (BBC Micro)? - Find
Playthrough - Review
Spooksville (BBC Micro)? - Puzzle Platformer?, Find
Gameplay - Review
Rocket Ranger (AMI/PC, 1988) - Adventure/Strategy/Action (Shoot ‘em up, Beat ‘em up) Hybrid, Side View/TP View Hybrid, Hub map, No platforming
Interactive Dialogue w/ voice acting
Dispatch and give orders to troops, Infiltrate factories
WW2 theme
Bombable walls
Password save (pretty short)
Upgradeable sub weapon (fire projectile)
Playthrough - Mini Review
Star Cruiser (PC-88/PC-98/X1, 1988/X68K, 1989/MD, 1990) - 3D, FP view, Spaceflight combat segments, Mostly linear?
Save feature (five slots, save anywhere?)
No jumping
Mini-maps but no full area maps, space map
Basic galaxy map in the manual
Gameplay (PC-88) - Video Review - Mini Review
King's Valley II (MSX, 1988) - Linear Puzzle Platformer with maze levels, basic level map feature (shows room connections plus the gems and the exit locations but not the full layouts with ladders and platforms)
No abilities/tools gained that are used to progress or get optional items in previous areas
Password save (very short)
Playthrough - Video Retrospective
Quest (BBC Micro)? - Find
Playthrough - Review
Spooksville (BBC Micro)? - Puzzle Platformer?, Find
Gameplay - Review
Rocket Ranger (AMI/PC, 1988) - Adventure/Strategy/Action (Shoot ‘em up, Beat ‘em up) Hybrid, Side View/TP View Hybrid, Hub map, No platforming
Interactive Dialogue w/ voice acting
Dispatch and give orders to troops, Infiltrate factories
WW2 theme