1990 (Wing Commander, Metal Gear 2, Crystalis and StarTropics are released)

Gargoyle's Quest (GB, 1990)
Subgenre: Similar to Zelda II (separate overworld w/ random and set encounters, towns w/ shops, no exp point leveling)
Perspective: TD view overworld and town exploration
Movement Mechanics: Stamina-based flight
Playthrough - Video Review/Retrospective - Mini Review
Cadash (ARC, 1990/MD/PCE)
Subgenre: ARPG (leveling, towns w/ shops)
Other: 2-Player Co-op (4 different chars to choose from - only 2 on MD), Time limits in the ARC ver. only
Playthrough - Video Review - Mini Review (ARC)
Magicland Dizzy (Multi, 1990)
Subgenre: Puzzle Platformer/Collectathon (30 diamonds)
No save or password save?
No map?
Playthrough - Podcast Review
Subgenre: Similar to Zelda II (separate overworld w/ random and set encounters, towns w/ shops, no exp point leveling)
Perspective: TD view overworld and town exploration
Movement Mechanics: Stamina-based flight
- Mostly linear structure
- Password save (short)
- No maps
- Lives system (can buy and find more)
- No fast travel
- Life bar upgrades
Playthrough - Video Review/Retrospective - Mini Review
Cadash (ARC, 1990/MD/PCE)
Subgenre: ARPG (leveling, towns w/ shops)
Other: 2-Player Co-op (4 different chars to choose from - only 2 on MD), Time limits in the ARC ver. only
- Linear structure (maze dungeons with some detours for items though, can skip a minor part in dungeon 2 and most of dungeon 3)
- Very minor ability gating (have to backtrack a little at one point to get a magic item needed to go through a wall, brief gnome transformation to enter small buildings in one town)
- Two passwords/skip codes on PCE only (use one of two special names when starting a new game)
- No maps
- No fast travel
Playthrough - Video Review - Mini Review (ARC)
Magicland Dizzy (Multi, 1990)
Subgenre: Puzzle Platformer/Collectathon (30 diamonds)
No save or password save?
No map?
Playthrough - Podcast Review
Dizzy 3 and a Half: Into Magicland (Multi, 1990)
Subgenre: Puzzle Platformer
Very short (basically a trailer for Magicland Dizzy)
No save or password save?
No map?
Playthrough - Video Review
Subgenre: Puzzle Platformer
Very short (basically a trailer for Magicland Dizzy)
No save or password save?
No map?
Playthrough - Video Review

The Adventures of Rad Gravity (NES, 1990)
Movement Mechanics: Limited flight via the Energy Disk, Reverse gravity areas
Other: Area select map (galaxy map)
Less bugs in the PAL ver.?
Password save (fairly long)
No map
Teleport beacon item, Communicator item (for teleporting back to ship)
Playthrough - Video Review
Commander Keen Episode I: Marooned on Mars (PC, 1990)
Subgenre: Action Platformer, Like SML2 but more linear overall, Collectathon (spaceship parts)
Other: Hub map/Overworld (can move around freely)
Playthrough - Video Review/Retrospective
Ghostbusters (MD, 1990)
Subgenre: Semi-Platform Adventure, Like Quackshot or Ducktales but with a shopping system (in-between levels), a char select (3 chars) and maze levels
Other: Hub map
Playthrough - Video Review - Mini Review
MoonShadow (C64, 1990)?
Subgenre: Maze Platformer/Proto-PA?
Other: Time limit
One life and no continues (no save or password save)
Tools are used for lock and key-style puzzles and alternate weapons only help with combat?
No map?
Playthrough - Find Review
Todd's Adventures in Slime World (Lynx, 1990/MD/PCE CD, 1992)?
Other: 2-Player vs., Seven game modes ()
Mini-map feature
Password save
No fast travel?
Playthrough (Lynx) - Video Review (MD)
Corporation (AMI/ST, 1990/PC, 1991/MD, 1992)
Subgenre: FPS w/ RPG/Adventure elements, 3D-ish (sprite objects)
Movement Mechanics: P&C aiming with a crosshair, Jumping and running+crouching+strafing
Other: Buy equipment before starting, Basic stealth and hacking as well as trapping, Not much platforming
6 different playable chars (2 men, 2 women, 2 androids; only humans can use psionics)
Linear structure
Some equipment and psionics for exploration/traversal (bombs can destroy walls, flight via a jet pack and levitation power, gas mask and face mask for gas protection, three vision types (infrared, image intensified, thermal) for detecting things, clairvoyance=move as a spirit for scouting ahead)
Mini-map via a laptop and partial 3D maps via the holograms, Compass
Save feature
Healing psionic power/spell
Can get captured and placed in a cell from which you then have to escape if you're knocked out or black out from exhaustion
Weight mechanic
Can take damage to 10 different body parts
No fast travel?
Playthrough (AMI) - Video Review (MD)
Outliers:
Super Mario World (SNES) - Proto-Platform Adventure w/ hub map (mostly linear, gained abilities aren't permanent nor needed to progress, no item inventory unlike in SMB3)
Some alternate exits
The world is interconnected via the star road (a separate hub map) but it can't be used to skip ahead in the regular game
Some maze levels
Single item inventory
Save feature
No level maps
Kagerou Densetsu (NES, 1990) - Zelda II-like ARPG (automatic stat distribution), Overworld, TD View/Side View hybrid, Random and set encounters (codes let you control when they happen), Menu-driven town exploration, 3 different playable chars (switch on the overworld), Not much platforming and no side view exploration
Partially non-linear (only need to fight two of five bosses)
Save feature (on the overworld)
Invisibility and time stop spells (combat only though) - no other ability gating
No fast travel
No maps
Can run from battles
Majin Eiyuuden Wataru Gaiden (NES, 1990)(Fan translated) - JRPG/ARPG Hybrid, TD View Exploration/Side View Combat Hybrid (see Tales of Phantasia)
One spell moves rocks in TD view - otherwise key gating only
Teleport magic (can go to the previous town)
Escape magic (dungeons and battles)
Shadow of the Beast II (Multi) - Linear except for some minor parts
No save or passwords
No abilities/tools gained that are used to reach new segments in previously explored areas?
No map
Screwing up a puzzle usually means having to restart the game
Danan: The Jungle Fighter (SMS) - Linear (Similar to Wonder Boy in Monster Land)
No save or password save
Blue's Journey (ARC, 1990) - Action Platformer/Hop 'n Bop w/ AA/RPG elements (shops, persistent items if you buy a safe), 2-Player Co-op (player 2 can jump in at any point), Choose your own path between 2 levels at a time, alternate paths through some levels
Can't replay beaten levels or go backwards on the level select map
No save or password save
City Hunter (PCE)? - Level-based; Fan translated
A Nightmare on Elm Street (NES, 1990)(Different) - Hub area, Collectathon/Maze Platformer, 4-player co-op
Randomized initial locations and you must clear them in a certain order
Dream world (there's a day/night cycle of sorts) - Can encounter Freddy here
Temporary transformations (dream world and boss fights only) - For combat purposes only
No movement abilities gained
Hidden lifebar
Treasure Mountain (PCs, 1990) - Puzzle/Edutainment/Collectathon Platformer (Side view gameplay, tilted view visuals),
Minor platforming (ladder climbing and sideways jumping between them, can jump outside but there are no platforming challenges)
Interconnected world and non-linear structure?
Save feature
Light resource management (coins are used to find keys to get to treasure, elves can steal coins, the net wears out but can be restored in a cave using coins)
Catch elves with nets to access riddles or math problems and get rewarded with hints to coin locations
No new movement abilities or traversal/exploration tools gained
No area maps?
Movement Mechanics: Limited flight via the Energy Disk, Reverse gravity areas
Other: Area select map (galaxy map)
Less bugs in the PAL ver.?
Password save (fairly long)
No map
Teleport beacon item, Communicator item (for teleporting back to ship)
Playthrough - Video Review
Commander Keen Episode I: Marooned on Mars (PC, 1990)
Subgenre: Action Platformer, Like SML2 but more linear overall, Collectathon (spaceship parts)
Other: Hub map/Overworld (can move around freely)
- Gain one persistent tool used for traversal (pogo stick in one of the first levels - only really needed at one point in the first episode though
- Save anywhere on the hub map (9 slots), Extra lives system
- No level maps
- Limited ammo (brutally so in Episode 3)
- No fast travel
Playthrough - Video Review/Retrospective
Ghostbusters (MD, 1990)
Subgenre: Semi-Platform Adventure, Like Quackshot or Ducktales but with a shopping system (in-between levels), a char select (3 chars) and maze levels
Other: Hub map
- Only one hard ability/tool gate (need infrared scopes to see in one house)
- Basic level maps (no item/enemy/door details)
- No save or password save (has difficulty options though)
- No fast travel
Playthrough - Video Review - Mini Review
MoonShadow (C64, 1990)?
Subgenre: Maze Platformer/Proto-PA?
Other: Time limit
One life and no continues (no save or password save)
Tools are used for lock and key-style puzzles and alternate weapons only help with combat?
No map?
Playthrough - Find Review
Todd's Adventures in Slime World (Lynx, 1990/MD/PCE CD, 1992)?
Other: 2-Player vs., Seven game modes ()
Mini-map feature
Password save
No fast travel?
Playthrough (Lynx) - Video Review (MD)
Corporation (AMI/ST, 1990/PC, 1991/MD, 1992)
Subgenre: FPS w/ RPG/Adventure elements, 3D-ish (sprite objects)
Movement Mechanics: P&C aiming with a crosshair, Jumping and running+crouching+strafing
Other: Buy equipment before starting, Basic stealth and hacking as well as trapping, Not much platforming
6 different playable chars (2 men, 2 women, 2 androids; only humans can use psionics)
Linear structure
Some equipment and psionics for exploration/traversal (bombs can destroy walls, flight via a jet pack and levitation power, gas mask and face mask for gas protection, three vision types (infrared, image intensified, thermal) for detecting things, clairvoyance=move as a spirit for scouting ahead)
Mini-map via a laptop and partial 3D maps via the holograms, Compass
Save feature
Healing psionic power/spell
Can get captured and placed in a cell from which you then have to escape if you're knocked out or black out from exhaustion
Weight mechanic
Can take damage to 10 different body parts
No fast travel?
Playthrough (AMI) - Video Review (MD)
Outliers:
Super Mario World (SNES) - Proto-Platform Adventure w/ hub map (mostly linear, gained abilities aren't permanent nor needed to progress, no item inventory unlike in SMB3)
Some alternate exits
The world is interconnected via the star road (a separate hub map) but it can't be used to skip ahead in the regular game
Some maze levels
Single item inventory
Save feature
No level maps
Kagerou Densetsu (NES, 1990) - Zelda II-like ARPG (automatic stat distribution), Overworld, TD View/Side View hybrid, Random and set encounters (codes let you control when they happen), Menu-driven town exploration, 3 different playable chars (switch on the overworld), Not much platforming and no side view exploration
Partially non-linear (only need to fight two of five bosses)
Save feature (on the overworld)
Invisibility and time stop spells (combat only though) - no other ability gating
No fast travel
No maps
Can run from battles
Majin Eiyuuden Wataru Gaiden (NES, 1990)(Fan translated) - JRPG/ARPG Hybrid, TD View Exploration/Side View Combat Hybrid (see Tales of Phantasia)
One spell moves rocks in TD view - otherwise key gating only
Teleport magic (can go to the previous town)
Escape magic (dungeons and battles)
Shadow of the Beast II (Multi) - Linear except for some minor parts
No save or passwords
No abilities/tools gained that are used to reach new segments in previously explored areas?
No map
Screwing up a puzzle usually means having to restart the game
Danan: The Jungle Fighter (SMS) - Linear (Similar to Wonder Boy in Monster Land)
No save or password save
Blue's Journey (ARC, 1990) - Action Platformer/Hop 'n Bop w/ AA/RPG elements (shops, persistent items if you buy a safe), 2-Player Co-op (player 2 can jump in at any point), Choose your own path between 2 levels at a time, alternate paths through some levels
Can't replay beaten levels or go backwards on the level select map
No save or password save
City Hunter (PCE)? - Level-based; Fan translated
A Nightmare on Elm Street (NES, 1990)(Different) - Hub area, Collectathon/Maze Platformer, 4-player co-op
Randomized initial locations and you must clear them in a certain order
Dream world (there's a day/night cycle of sorts) - Can encounter Freddy here
Temporary transformations (dream world and boss fights only) - For combat purposes only
No movement abilities gained
Hidden lifebar
Treasure Mountain (PCs, 1990) - Puzzle/Edutainment/Collectathon Platformer (Side view gameplay, tilted view visuals),
Minor platforming (ladder climbing and sideways jumping between them, can jump outside but there are no platforming challenges)
Interconnected world and non-linear structure?
Save feature
Light resource management (coins are used to find keys to get to treasure, elves can steal coins, the net wears out but can be restored in a cave using coins)
Catch elves with nets to access riddles or math problems and get rewarded with hints to coin locations
No new movement abilities or traversal/exploration tools gained
No area maps?