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YOUR CART

1988 (Super Mario Bros. 3, Guardian Legend and Star Cruiser are released)

1982|​1983|1984|1985|1986|1987|1988|1989
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Blaster Master (NES, 1988)
Perspective: Top down view hybrid (boss areas and fights, no jumping here)
Movement Mechanics: Limited flight upgrade for the tank, Swimming (default for the pilot and an upgrade for the tank)
​Other: 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
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Exile (Electron, 1988/AMI/ST/C64, 1991)(Superior Software/Audiogenic version)
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
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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
  • 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


Cosmo Police Galivan (NES, 1988)
Subgenre: ​Metroid-like Platform Adventure/ARPG (basic leveling system)
Movement Mechanics: Temporary flight via the jet boots (costs energy/CP)
Some teleporters/warp holes
Few abilities/tools gained that are used to progress (late game jet boots let you fly temporarily with each use, some special weapons and crystals open new paths/destroy walls; these all cost energy/CP to use)
Auto-save feature (loading a save makes your exp go down to the minimum for your current level)
No in-game map
​​
​Playthrough - Find Review
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Battle of Olympus (NES, 1988/GB, 1993)
​Subgenre: Zelda II-ish (an uninteractive and vague world map is shown when moving between areas - no OW, no exp point leveling system, towns w/ NPCs and shops)
Other: Some dungeons
  • Mostly linear (can sometimes explore further than you should but need the right weapon to damage certain bosses like the Cyclops)
  • Shops (rare and they're more like trade points with only one choice)
  • Quick travel by Pegasus (have to memorize the paths though and it doesn't loop meaning the route stops back in Arcadia)
  • Password save (fairly long)
  • Fountains (usually one per dungeon) for restoring health and refilling your flask
  • Lacks puzzles
  • No area maps
  • Gain one permanent item used for traversal (the sandals let you jump higher and reverse gravity to walk on ceilings) and one that lets you see hidden passages (Eye of Graeae)

​Playthrough - Video Review - Mini Review 

​
Cyborg Hunter/Borgman (SMS, 1988)
Subgenre: 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
  • 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
​

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Kenseiden (SMS, 1988)
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
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Bionic Commando (NES, 1988)
Subgenre: 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)
Other: SMB3-like hub map w/ patrolling enemies and branching paths (also two hidden paths), NPCs and "towns" (neutral areas)
Movement Mechanics: Hookshot mechanic replaces jumping (some platforming becomes more of a puzzle due to this)
  • 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
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Draconus (C64/Spectrum, 1988)
Movement Mechanics: 
One transformation (sea monster/draconewt) lets you swim
No save or password save
No map (short game though)


​Playthrough - Review Samples


Treasure Island Dizzy (AMI/Multi, 1988)
Subgenre: Puzzle Platformer/Collectathon (30 coins)

One life and no HP
Limited inventory (3 items)
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
​​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


Lord of the Sword (SMS, 1988)
Other: NPCs and towns

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

​Playthrough - Video Review

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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?

​
Rex (ZX Spectrum, 1988)?

​
Captain Comic: The Adventure (PC, 1988/NES, 1989)? - Very short (can be beaten in 10 mins if you know where to go)
​

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?
​
​
Outliers:
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


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)

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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

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