1991 (Legend of Zelda: A Link to the Past and ToeJam & Earl are released)
Wonder Boy in Monster World/Monster World III/Dynastic Hero (MD, 1991/SMS/PCE CD, 1993)
Subgenre: ARPG-ish (towns, shops)/Zelda-like Platform Adventure
Movement Mechanics: Underwater swimming
Other: Overworld and dungeons split, Music element (play note sequences using an ocarina to open some doors, don't need to pay attention to note length or rhythm)
Playthrough - Video Retrospective - Mini Review (MD)
Subgenre: ARPG-ish (towns, shops)/Zelda-like Platform Adventure
Movement Mechanics: Underwater swimming
Other: Overworld and dungeons split, Music element (play note sequences using an ocarina to open some doors, don't need to pay attention to note length or rhythm)
- Mostly linear structure (you can only skip the oasis boots) but more maze-like dungeons than in the prequel
- Save feature (at inns)
- No area maps
- Can teleport to the last inn you saved at
- Fewer movement/exploration abilities (trident for underwater swimming, boots for faster swimming/faster ladder climbing/better grip on ice/traversing the desert (only the last pair is required), pygmy transformation to go into small spaces)
- Two quick item slots (spells and ocarina)
Playthrough - Video Retrospective - Mini Review (MD)
Ufouria: The Saga/Hebereke (NES, 1991)
Movement Mechanics: Wall climbing, Glide jumping
Playthrough - Video Review - Mini Review
Metroid II: Return of Samus (GB, 1991)
Subgenre: Killathon/Search & destroy mission
Movement Mechanics: Roll on walls and ceilings w/ Spider Ball, Semi-flight via the Space Jump ability
Playthrough - Video Review - Mini Review
Movement Mechanics: Wall climbing, Glide jumping
- Switch between four different characters on the fly (have to find and defeat them in battle first; these have different abilities that let you explore more of the world)
- Map system (need to find a compass to see your position)
- Password save
- Some sequence breaking possible by switching between characters in mid-air
- No fast travel besides one shortcut (one one-way teleporter is used as an obstacle)
Playthrough - Video Review - Mini Review
Metroid II: Return of Samus (GB, 1991)
Subgenre: Killathon/Search & destroy mission
Movement Mechanics: Roll on walls and ceilings w/ Spider Ball, Semi-flight via the Space Jump ability
- Mostly linear structure (can change the order you do the bosses in at areas 4/5 with enough e-tanks and space jump, can do area 8 after area 9 but you'd have to backtrack quite far)
- No in-game map (basic map of the first area in the manual)
- Save feature (fairly frequent save points (one slot, can't choose between slots in the main menu and can't view your current progress (only indicator is the Metroid counter shown in-game)
- Three different endings depending on completion time
- One neutral creature (Flitts - some are basically disappearing platforms and others moving platforms)
Playthrough - Video Review - Mini Review
Popful Mail (PC-88, 1991/PC-98, 1992/PCE CD, 1994)(Untranslated) - WIP
Subgenre: ARPG-ish (similar to Clash at Demonhead and Wonder Boy in Monster World, towns w/ shops)
Other: Hub map w/ free movement on the paths
Switch between three different characters on the fly (have to rescue two of them)
Two traversal tools and abilities (spiked boots for traction on ice, more?; Gaw can jump higher which lets you reach some new places). The rest are key items (bomb is used once in a specific spot; same with hammer, ladder and coffee)
Save feature (world map only?)
No area maps?
No fast travel?
Playthrough (PCE CD) - Review
Subgenre: ARPG-ish (similar to Clash at Demonhead and Wonder Boy in Monster World, towns w/ shops)
Other: Hub map w/ free movement on the paths
Switch between three different characters on the fly (have to rescue two of them)
Two traversal tools and abilities (spiked boots for traction on ice, more?; Gaw can jump higher which lets you reach some new places). The rest are key items (bomb is used once in a specific spot; same with hammer, ladder and coffee)
Save feature (world map only?)
No area maps?
No fast travel?
Playthrough (PCE CD) - Review
Fantastic Dizzy/The Fantastic Adventures of Dizzy (NES, 1991/Multi, 1993)
Subgenre: Puzzle Platformer/Collectathon (250 stars required!), Some Action segments
Perspective: 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)
Playthrough (MD) - Video Review - Mini-Review (MD)
Ax Battler (GG, 1991)
Subgenre: Zelda II-like w/ random encounters and no leveling system (separate overworld, towns and dungeons)
Perspective: TD view (overworld, towns)/SV hybrid (encounters, dungeons)
Playthrough - Video Review
Subgenre: Puzzle Platformer/Collectathon (250 stars required!), Some Action segments
Perspective: 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
- No save or passwords, no continues (can gain 1-ups at least)
- Very limited item inventory (3 items) leads to a lot of backtracking until you know the game well
- Persistent items in that they'll stay where you put them (puzzle items are removed after solving the relevant puzzle)
- No fast travel
Playthrough (MD) - Video Review - Mini-Review (MD)
Ax Battler (GG, 1991)
Subgenre: Zelda II-like w/ random encounters and no leveling system (separate overworld, towns and dungeons)
Perspective: TD view (overworld, towns)/SV hybrid (encounters, dungeons)
- Password save (average length)
- No maps
- Two gained skills used for traversal (high jump and tackle)
- Linear structure?
- No fast travel besides a shortcut warp at the pyramid
Playthrough - Video Review
Hunter (AMI)(Hunter/Adventure mode) - WIP
Subgenre: 3D Open World TPS
Perspective: TP View
Movement Mechanics: Can swim near land
Other: No platforming but can jump out of vehicles while in motion (and parachute jump out of flying vehicles)
Boat, truck, chopper and tank vehicles
Map w/ zoom feature (shows points of interest), can add locations by typing coordinates on the map screen
Day/night cycle (can use flares to light up the surrounding area)
Shops
Save feature? (anywhere?)
Playthrough - Video Review/Walkthrough
Subgenre: 3D Open World TPS
Perspective: TP View
Movement Mechanics: Can swim near land
Other: No platforming but can jump out of vehicles while in motion (and parachute jump out of flying vehicles)
Boat, truck, chopper and tank vehicles
Map w/ zoom feature (shows points of interest), can add locations by typing coordinates on the map screen
Day/night cycle (can use flares to light up the surrounding area)
Shops
Save feature? (anywhere?)
Playthrough - Video Review/Walkthrough
Spellbound Dizzy (Multi, 1991) - WIP
Subgenre: Puzzle Platformer
No save or password save?
No map?
Playthrough - Video Review (Amstrad)
Dizzy: Prince of the Yolkfolk (Multi, 1991) - WIP
Subgenre: Puzzle Platformer
No save or password save until the 2011 remake
No map?
Playthrough - Video Review
Toshi Tensou Keikaku: Eternal City (PCE/TG16, 1991) - WIP
Some ability gating via the back booster (lets you fly around or dash forward while on the ground)
Some backtracking through previously visited areas to get to new ones? (seems mostly linear in structure though)
Password save (kinda long, get them at "save" points)
No map? (pretty repetitive backgrounds and large maze areas with various dead ends)
Stamina/energy meter-based weapons
Most weapons and other upgrades seem placed in the open
Playthrough - Review
Some ability gating via the back booster (lets you fly around or dash forward while on the ground)
Some backtracking through previously visited areas to get to new ones? (seems mostly linear in structure though)
Password save (kinda long, get them at "save" points)
No map? (pretty repetitive backgrounds and large maze areas with various dead ends)
Stamina/energy meter-based weapons
Most weapons and other upgrades seem placed in the open
Playthrough - Review
Quackshot starring Donald Duck (MD, 1991)
Subgenre: DuckTales-like Action Platformer except with some permanent upgrades that let you progress in new and previously visited areas (similar to Clash at Demonhead), Some maze levels and some dungeons
Other: Hub map
Playthrough - Video Review - Mini Review
Magician (NES, 1991)? - WIP
Subgenre: ARPG
Movement Mechanics: Flight spell
Hunger and thirst mechanics
Riddle puzzles
Limited save feature (15 times only, 9 areas, 4 slots)
No area maps (vague WM only)
No fast travel (some teleporter mazes)
Some spells for exploration/traversal (fleet foot, light, fly, featherlite?, jump, help and reveal, slowmo?, iron boots?, twin?)
Speed up time spell (regenerate MP but consume more food/water)
Cocoron (NES, 1991)
Subgenre: Action Platformer/Proto-Platform Adventure
Movement Mechanics: Temporary flight build
Other: Hub map (different paths depending on where you were previously when picking a new level to play)
Playthrough - Video Review - Mini Review
Secret Scout in the Temple of Demise (NES, 1991)? - WIP
Subgenre: Killathon/Beat 'em up element (forced combat encounters with many enemies)
Gain some tools for exploration and traversal (wall grips for climbing walls, TNT for blowing up certain walls and jumping higher through damage boosting, dark rooms require torches)
Map (shows where you are and dark rooms)?
No save or password save
No fast travel (one minor shortcut, plenty of backtracking)
Subgenre: DuckTales-like Action Platformer except with some permanent upgrades that let you progress in new and previously visited areas (similar to Clash at Demonhead), Some maze levels and some dungeons
Other: Hub map
- Upgradeable weapons
- No save or password save
- No area maps
- No fast travel within areas
- Two entry points to levels (temporarily at the beginning and then at the end of the first segment of each once you've put a flag there), Can't exit a level from where you first entered it
- Some minor sequence breaking possibilities (can skip the scepter puzzle before the minecart segment, can skip part of the north pole level)
Playthrough - Video Review - Mini Review
Magician (NES, 1991)? - WIP
Subgenre: ARPG
Movement Mechanics: Flight spell
Hunger and thirst mechanics
Riddle puzzles
Limited save feature (15 times only, 9 areas, 4 slots)
No area maps (vague WM only)
No fast travel (some teleporter mazes)
Some spells for exploration/traversal (fleet foot, light, fly, featherlite?, jump, help and reveal, slowmo?, iron boots?, twin?)
Speed up time spell (regenerate MP but consume more food/water)
Cocoron (NES, 1991)
Subgenre: Action Platformer/Proto-Platform Adventure
Movement Mechanics: Temporary flight build
Other: Hub map (different paths depending on where you were previously when picking a new level to play)
- Character creation/customization system (Gain a new model after each boss - six person party in total, three parts - body/weapon/head, name each build, builds can be canceled after testing them out (in an empty room though, not on enemies)) - Only temporary flight is required at one point but some others are better for certain areas
- Upgradeable weapons
- No save (unlimited continues?)
- No level/area maps
- No fast travel?
Playthrough - Video Review - Mini Review
Secret Scout in the Temple of Demise (NES, 1991)? - WIP
Subgenre: Killathon/Beat 'em up element (forced combat encounters with many enemies)
Gain some tools for exploration and traversal (wall grips for climbing walls, TNT for blowing up certain walls and jumping higher through damage boosting, dark rooms require torches)
Map (shows where you are and dark rooms)?
No save or password save
No fast travel (one minor shortcut, plenty of backtracking)
Star Wars (NES, 1991/SMS, 1993?)
Subgenre: Proto-PA/Action Adventure, Space Flight Combat segments
Perspective: TD View overworld, FP View space flight combat segments
Other: Separate overworld
Playthrough - Video Review - Mini Review (SMS) - SMS vs. NES comparison
Commander Keen IV: Secret of the Oracle (PC, 1991)
Subgenre: Maze Platformer/Action Platformer, Rescue mission
Other: Hub World (top down overworld, no combat here)
Partially non-linear (can skip some levels)
One ability/tool gate (wetsuit used for swimming underwater in one level)
Lives system
Difficulty options
Save anywhere in the overworld
Outliers:
Exile (PCE CD/MD)(Telenet/Riot)(Remake of XZR II)
Subgenre: Zelda II/Clash at Demonhead-ish ARPG (towns and dungeons, exp point leveling, shops)
Perspective: TD view (towns)/SV hybrid (dungeons)
Other: Hub map
Playthrough - Mini Review
Captain America and the Avengers (NES, 1991)
Subgenre: Very similar in structure to Bionic Commando or GI Joe: Atlantis Factor (Hub map), Collectathon (a hidden key crystal in each level)
Other: 2-player vs. battle mode (can select bosses here)
No new abilities/tools gained over the course of the game for use within levels
Two different playable chars (Captain America and Hawkeye - start off separated but once joined they can be switched between during a level; can float on water and stand on spikes using the shield+attack downwards in mid-air+dash/charge+cling to various objects as Captain America / Shoot in 5 directions as Hawkeye, Iron Man and The Vision aren't playable despite being on the box and in the manual)
HP & AP upgrades (collect gems)
Losing a life means the hero you were using is captured and imprisoned on the other side of the map (leads to backtracking) - losing both costs a continue
Can exit a level at any time and replay beaten levels
Can move past cities on the map with a Jet after beating the Las Vegas level (far into the game)
No save or password save
No level maps
Playthrough - Video Review
Blade Warrior (AMI/PC, 1991)
Subgenre: Action/Adventure Hybrid, Collectathon element (tablet parts - goal is to reassemble it and then go kill Murk), Survival Horror elements (There’s a special enemy called Murk that can chase you between areas and if he catches you you’ll get teleported to a different room (hell realm) and have to fight him, Ingredients respawning lessens over time meaning you have to manage your resources, It’s generally better to avoid melee combat (it’s also very simplistic) - at least early on however at one point later on you need to kill all enemies to make an item appear)
Other: Visual silhouette gimmick, Each wizard’s location connects to 2+ other locations or paths, Spellmixing at your home tower (ingredients are scattered about the areas and include neutral living creatures; can map spells to the F# keys), The moon in the background indicates your health (can also see it on the inventory screen)
No platforming and no movement ability gating (one protection spell in the smoke spell which protects against bees)
Basic top down view world map (marks the location of wizard NPCs (trade items and learn new spells from them) as well as your home and your current location+Murk’s location, all wizard locations are shown from the start)
Save anywhere (6 slots), One life and no continues!
Teleport/travel spell which lets you select a location on the world map to go to, Fast travel via dragon (have to play a short horizontal shooter level each time)
Interactive dialogue
Some hidden items
No quest log (get various cryptic clues from scrolls you find)
Can get stuck if you visit the master wizard more than three times and if you trade away items needed for later
Murk also messes up your spell hotkeys when you face him (very annoying as you have to go home to check or change them again)
Let's Play/Guide
GG Shinobi (GG, 1991)
Subgenre: Action Platformer w/ AA elements
Movement Mechanics: Double jump+spread attack (green), climb on ceilings+bombs (pink), walk on water+charge attack (yellow), grapple hook (blue)
Other: Mega Man-ish structure (hub map which lets you choose your own path for the first four levels, gain new playable chars to switch between on the fly after beating bosses, single entry points to levels and they're mostly linear+you can't backtrack to previous level segments/sub levels, boss gauntlet in the final level), All characters share the same health bar
Upgradeable health bar
Each character has its own spell/technique which is ammo-based (red=smart bomb/block breaker, pink=freeze/light up/lower water, yellow=shield, blue=tornado transformation for temporary flight, green=kamikaze attack)
Mostly optional ability gating besides the final level (most HP upgrades and some spell ammo are gained by using an alternate ninja)
Some sequence breaking opportunities (using the blue ninja's temporary flight spell in the highway and woodland levels+one part of the final level)
Lives system and checkpoints at the beginning of sub levels/level segments
Bumping into enemies generally doesn’t hurt you
Enemies don't respawn and don't drop anything
Can't replay beaten levels (means you have to take a specific route to get all of the HP upgrades)
Cybercon III (AMI/ST, 1991/PC, 1992)
Subgenre: 3D FPS/Maze Shooter (Mech-based, sprite HUD), FP View, Jumping and charge jumping but not much platforming, Some puzzles
No ability gating? (start with all abilities?)
Can find a basic map?, Compass
Save points
Parrot camera for scouting
HP regen/auto-repair system
16 item inventory
Playthrough (PC) - Reviews
Subgenre: Proto-PA/Action Adventure, Space Flight Combat segments
Perspective: TD View overworld, FP View space flight combat segments
Other: Separate overworld
- Switch between 3 chars on the fly after rescuing them (different stats, Han and Leia can only be resurrected by Obi-Wan)
- No save or password save
- No area maps besides a basic layout map you can bring up via R2-D2 when on the death star
- Get gameplay advice from C-3PO after rescuing him
- No ability gating (soft gating via the found shields used to protect your ship during FP segments)
- 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)
Playthrough - Video Review - Mini Review (SMS) - SMS vs. NES comparison
Commander Keen IV: Secret of the Oracle (PC, 1991)
Subgenre: Maze Platformer/Action Platformer, Rescue mission
Other: Hub World (top down overworld, no combat here)
Partially non-linear (can skip some levels)
One ability/tool gate (wetsuit used for swimming underwater in one level)
Lives system
Difficulty options
Save anywhere in the overworld
Outliers:
Exile (PCE CD/MD)(Telenet/Riot)(Remake of XZR II)
Subgenre: Zelda II/Clash at Demonhead-ish ARPG (towns and dungeons, exp point leveling, shops)
Perspective: TD view (towns)/SV hybrid (dungeons)
Other: Hub map
- Linear structure w/ maze dungeons (can't go back to earlier areas at certain points in the story)
- Save feature (only in overworld areas, 3 slots named after current location)
- No dungeon maps
- Somewhat better on PCE CD/Turbografx CD
- Warp out of dungeons
- No ability gating (soft level gating)
Playthrough - Mini Review
Captain America and the Avengers (NES, 1991)
Subgenre: Very similar in structure to Bionic Commando or GI Joe: Atlantis Factor (Hub map), Collectathon (a hidden key crystal in each level)
Other: 2-player vs. battle mode (can select bosses here)
No new abilities/tools gained over the course of the game for use within levels
Two different playable chars (Captain America and Hawkeye - start off separated but once joined they can be switched between during a level; can float on water and stand on spikes using the shield+attack downwards in mid-air+dash/charge+cling to various objects as Captain America / Shoot in 5 directions as Hawkeye, Iron Man and The Vision aren't playable despite being on the box and in the manual)
HP & AP upgrades (collect gems)
Losing a life means the hero you were using is captured and imprisoned on the other side of the map (leads to backtracking) - losing both costs a continue
Can exit a level at any time and replay beaten levels
Can move past cities on the map with a Jet after beating the Las Vegas level (far into the game)
No save or password save
No level maps
Playthrough - Video Review
Blade Warrior (AMI/PC, 1991)
Subgenre: Action/Adventure Hybrid, Collectathon element (tablet parts - goal is to reassemble it and then go kill Murk), Survival Horror elements (There’s a special enemy called Murk that can chase you between areas and if he catches you you’ll get teleported to a different room (hell realm) and have to fight him, Ingredients respawning lessens over time meaning you have to manage your resources, It’s generally better to avoid melee combat (it’s also very simplistic) - at least early on however at one point later on you need to kill all enemies to make an item appear)
Other: Visual silhouette gimmick, Each wizard’s location connects to 2+ other locations or paths, Spellmixing at your home tower (ingredients are scattered about the areas and include neutral living creatures; can map spells to the F# keys), The moon in the background indicates your health (can also see it on the inventory screen)
No platforming and no movement ability gating (one protection spell in the smoke spell which protects against bees)
Basic top down view world map (marks the location of wizard NPCs (trade items and learn new spells from them) as well as your home and your current location+Murk’s location, all wizard locations are shown from the start)
Save anywhere (6 slots), One life and no continues!
Teleport/travel spell which lets you select a location on the world map to go to, Fast travel via dragon (have to play a short horizontal shooter level each time)
Interactive dialogue
Some hidden items
No quest log (get various cryptic clues from scrolls you find)
Can get stuck if you visit the master wizard more than three times and if you trade away items needed for later
Murk also messes up your spell hotkeys when you face him (very annoying as you have to go home to check or change them again)
Let's Play/Guide
GG Shinobi (GG, 1991)
Subgenre: Action Platformer w/ AA elements
Movement Mechanics: Double jump+spread attack (green), climb on ceilings+bombs (pink), walk on water+charge attack (yellow), grapple hook (blue)
Other: Mega Man-ish structure (hub map which lets you choose your own path for the first four levels, gain new playable chars to switch between on the fly after beating bosses, single entry points to levels and they're mostly linear+you can't backtrack to previous level segments/sub levels, boss gauntlet in the final level), All characters share the same health bar
Upgradeable health bar
Each character has its own spell/technique which is ammo-based (red=smart bomb/block breaker, pink=freeze/light up/lower water, yellow=shield, blue=tornado transformation for temporary flight, green=kamikaze attack)
Mostly optional ability gating besides the final level (most HP upgrades and some spell ammo are gained by using an alternate ninja)
Some sequence breaking opportunities (using the blue ninja's temporary flight spell in the highway and woodland levels+one part of the final level)
Lives system and checkpoints at the beginning of sub levels/level segments
Bumping into enemies generally doesn’t hurt you
Enemies don't respawn and don't drop anything
Can't replay beaten levels (means you have to take a specific route to get all of the HP upgrades)
Cybercon III (AMI/ST, 1991/PC, 1992)
Subgenre: 3D FPS/Maze Shooter (Mech-based, sprite HUD), FP View, Jumping and charge jumping but not much platforming, Some puzzles
No ability gating? (start with all abilities?)
Can find a basic map?, Compass
Save points
Parrot camera for scouting
HP regen/auto-repair system
16 item inventory
Playthrough (PC) - Reviews
Midwinter II: Flames of Freedom (ST/AMI, 1991/PC, 1992)
Subgenre: 3D Action Adventure, Mission-based (assassination, sabotage, recruitment, rescue, destruction of particular enemy unit or seizure of vital documents; overall goal is to liberate a number of slave islands)
Perspective: FP View
Movement Mechanics: Underwater swimming, Parachuting, Leap move (not sure how close to a jump it is - might only be used to enter vehicles?)
Other: Area/scenario selection map (all scenarios are playable from the get go?), Many different vehicles: Tank, jeep, boat, truck, chopper, airplane, zeppelin, balloon, bus, train, crawler, submarine, minisub, ship, flying boat, flying sub, hovercraft
Save in-between missions
Island and world maps, Detailed info on each island in the manual
Autoroute/pilot and Quick Time/Fast travel options
Day/night cycle
Resting mechanic
Unit position tracker (god's eye)
Changing psychological profile based on your actions when meeting NPCs (Charm, Sex Appeal, Bribery, Threats, Reason, Pleading, Authority and Deception) - used for persuading NPCs
Physical stats "may change over time"? (Reflexes, Endurance, Sturdiness, Recuperation, and Stamina)
Can cut off enemy supply routes (later used in Outcast)
Some traitor NPCs ("having betrayed you once, a traitor will never betray you again - he is terrified of your taking revenge, and will do all he can to help you.")
Encounter enemy and neutral vehicles while traveling
Stealth element (enemies can search for and find you going by your footprint/vehicle trace - after a certain point they'll time out and stop searching, it's possible to sneak up on certain types of enemy vehicle from behind)
Some tool gating besides vehicles (explosives and mines for buildings, sniping rifle?, rocket pack)
Playthrough - Video Review
The Lone Ranger (NES, 1991)
Subgenre: Action Adventure (NPCs (some give quests) and shops in town, weapon/item inventory, buy equipment with money received from killed enemies)
Perspective: TD view/SV/FP view hybrid (TD view town exploration and encounters (some mazes/dungeons as well)+side view action segments+FP view maze areas w/ random encounters (some on rails horseback segments as well))
Other: Separate overworld (one hub area per chapter/main boss+can generally backtrack to previous areas, narrow paths you can travel and which have non-random encounters on them - can't really avoid most of them though), One auto-scrolling side view segment on horseback, Some FP view maze segments with random light gun encounters including some single screen mini-games (the training mini-games are tough to get a full score on as you need 100% accuracy and to reload when you empty your magazine but it's not that hard to do well enough to get your money back), No jumping in TD view segments, Gambling mini-game (third area)
Gradually opens up as you find more components for the teleporter, Walker/mech avatar
No upgrades?
No save or passwords and no map? (very short game though)
Legend of the Mystical Ninja (SNES) - Tilted View/Side View Hybrid, Linear structure (maze-like town/exploration segments, linear platforming segments), Some RPG elements, 2-player co-op
Save feature and password feature
No maps
Robin Hood: Prince of Thieves (NES) - ARPG (world interaction via a menu in the TD segments), Mixed perspective (mostly TD)
Kid Icarus: Of Myths & Monsters (GB) - Linear structure (the levels are a bit more open ended though and the dungeon levels are mazes)
See Kid Icarus 1
Save Feature
Elf (AMI) - Linear structure but w/ fairly large maze levels and some permanent upgrades, Quest Adventure style interaction with NPCs (herbs/identify/bribe/use/talk (text parser)/give/attack/activate)
Shops
Item trade quest
Rent-a-Hero (MD) - TD JRPG w/ sidecrolling battles (random and manually triggered encounters)
Comical tone
Conan the Cimmerian (PC) - TD ARPG/Quest Adv w/ sidescrolling in-doors scenes and battles (these are icon-driven though similar to EoB), Area select map
Mission/Misja (Atari XL, 1991) - Maze Platformer/Collectathon
Auto-mapper mini-map
Miecze Valdgira/Valdgir's Swords (Atari XL, 1991) - Collectathon (pentagram pieces)
No permanent tools/abilities?, very short
Metal Mutant (AMI/ST/PC, 1991) - Maze Platformer/Puzzle Platformer?
Transform into three forms (humanoid robot - grappling hook (see Batman on MD), robot dinosaur - can gain a force field (can't move while using it) and launch a robotic bee drone which disables can pull certain switches, tank - heavy firepower)
Save+health restore points
Some ability upgrades via cartridges used on computer terminals
The HUD gives basic info on some enemies and nearby hazards
James Pond 2: Codename Robocod (Multi) - 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), Many maze levels
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)
Mega Man 4 (NES, 1991) - Action Platformer w/ some AA elements
Level select screen
Two hidden permanent tools (balloon - create rising platforms, wire - upwards grappling hook) and some detours with consumables like e-tanks - some dead ends
Replay beaten levels
Password save
Another World (AMI etc., 1991) - Puzzle Platformer/Cinematic Platformer, PoP-style controls, Some escort segments
Partially interconnected world
Password save
Eye of the Beholder series (PC) - FP dungeon crawler RPGs, Tile-based movement, No jumping
Party creation (4 char party, customization: gender, 6 races, 9 classes including dual and triple classes, stat distribution, stamina/cooldown time on attacks, moral alignments (dunno effects), big portrait roster for the time), p&c object interaction and combat (click weapon icons below char portraits to attack)
Can rest anywhere but you'll risk being attacked (there's also a hunger system - if a char's out of food they won't heal)
Automatic skill/stat increases on level up
Compass
No map until 3?
Subgenre: 3D Action Adventure, Mission-based (assassination, sabotage, recruitment, rescue, destruction of particular enemy unit or seizure of vital documents; overall goal is to liberate a number of slave islands)
Perspective: FP View
Movement Mechanics: Underwater swimming, Parachuting, Leap move (not sure how close to a jump it is - might only be used to enter vehicles?)
Other: Area/scenario selection map (all scenarios are playable from the get go?), Many different vehicles: Tank, jeep, boat, truck, chopper, airplane, zeppelin, balloon, bus, train, crawler, submarine, minisub, ship, flying boat, flying sub, hovercraft
Save in-between missions
Island and world maps, Detailed info on each island in the manual
Autoroute/pilot and Quick Time/Fast travel options
Day/night cycle
Resting mechanic
Unit position tracker (god's eye)
Changing psychological profile based on your actions when meeting NPCs (Charm, Sex Appeal, Bribery, Threats, Reason, Pleading, Authority and Deception) - used for persuading NPCs
Physical stats "may change over time"? (Reflexes, Endurance, Sturdiness, Recuperation, and Stamina)
Can cut off enemy supply routes (later used in Outcast)
Some traitor NPCs ("having betrayed you once, a traitor will never betray you again - he is terrified of your taking revenge, and will do all he can to help you.")
Encounter enemy and neutral vehicles while traveling
Stealth element (enemies can search for and find you going by your footprint/vehicle trace - after a certain point they'll time out and stop searching, it's possible to sneak up on certain types of enemy vehicle from behind)
Some tool gating besides vehicles (explosives and mines for buildings, sniping rifle?, rocket pack)
Playthrough - Video Review
The Lone Ranger (NES, 1991)
Subgenre: Action Adventure (NPCs (some give quests) and shops in town, weapon/item inventory, buy equipment with money received from killed enemies)
Perspective: TD view/SV/FP view hybrid (TD view town exploration and encounters (some mazes/dungeons as well)+side view action segments+FP view maze areas w/ random encounters (some on rails horseback segments as well))
Other: Separate overworld (one hub area per chapter/main boss+can generally backtrack to previous areas, narrow paths you can travel and which have non-random encounters on them - can't really avoid most of them though), One auto-scrolling side view segment on horseback, Some FP view maze segments with random light gun encounters including some single screen mini-games (the training mini-games are tough to get a full score on as you need 100% accuracy and to reload when you empty your magazine but it's not that hard to do well enough to get your money back), No jumping in TD view segments, Gambling mini-game (third area)
- No ability/tool gating (you gain a horse after the first area but it doesn't change how you travel and the horseback FP view segments might as well have been on a train or something in terms of gameplay since you don't control the horse, dynamite isn’t used to break obstacles)
- Can exit side view levels where you entered them, Can escape from boss rooms
- Linear overarching structure (can visit a few towns at once in each area but there seems to be only one correct path that lets you progress to the next one in most of them (area 3 might be an exception at the part where you seek out three bosses), )
- Password save only (not that long) and you can only save in-between areas, Can buy healing in towns
- Get info on where to go next from your native american sidekick
- Blurs the line between friendly and hostile areas with some enemies in towns
- Two different ammo types that you can switch between on the fly (silver bullets do more damage and pass through enemies)
- Can get attacked from either cardinal direction in the FP view segments (later used in Panzer Dragoon; press A while the cursor is in the direction that is flashing red in the HUD)
- Fast travel by train in some areas (costs some money, in the first area it's kinda pointless though)
- Can speed up or skip dialogue
- Diagonal movement and attacks
- Shoot in 7 directions in side view segments (Contra)
- Memorable chapter/area 4 - get captured via a scripted event and then impersonated in chapter/area 4 (makes it so you can't buy anything for a period of time however you can backtrack to area 3 via the train and buy stuff there). Also get to visit a town of crooks (brownsville) and everyone there thinks you're the impersonator
- Can stand still while aiming in TD view but no strafing or dodging
- Resource management (ammo is fairly expensive early on, can use a password to start with max money and ammo, can grind for money)
- Reloading mechanic in all segments - one of the first examples outside of light gun games?
- Can shoot NPCs (you lose 4 HP as a penalty, can't punch them however)
- Off screen enemy respawning if you move a couple of screens away
- Overworld enemy encounters in an area disappear if you beat the side view level in that area (can still grind on town enemies)
- During overworld battle encounters you just need to get to the other side - not kill anyone
- No puzzles
- No health bar or movement speed upgrades
- No checkpoints - since you can only save in-between areas and an area/chapter can get pretty long this can make the game pretty frustrating (could've added them or let you carry a couple of healing items)
- Some control/interface issues (no run move in TD view segments and there's some dead space, can't buy in bulk, somewhat loose scrolling when moving south in TD view segments, no jump height control, can't shoot straight down even if jumping, etc.)
- Need to grind a bit before the final side view level (long level and you meet two bosses in succession at the end)
- Some difficulty spikes and dips (some safe spots vs bosses and can stun lock some)
- Some other FP view maze issues (overly frequent random encounters, no maps - thankfully you don't need to backtrack out of them after finding what you came for, and you do also have a compass), however there aren't that many of them in the game
- No HP refill after beating a boss
- The two additional guns you can buy (medium barrel in area 3 and long barrel in area 4) don't add anything besides more range to your attacks and those are the only new weapons you can get after the initial two bullet types and dynamite.
- Some trial & error (some cheap enemy and hazard placements later on, quest progression in the third area, in area 4 you shouldn't buy anything in brownsville before liberating it from the outlaws - you'll pay 2x for the long barrel, etc)
- Some tedious parts (some pointless ghost town areas in area 3, falling down and having to get back up in the mine area levels)
Gradually opens up as you find more components for the teleporter, Walker/mech avatar
No upgrades?
No save or passwords and no map? (very short game though)
Legend of the Mystical Ninja (SNES) - Tilted View/Side View Hybrid, Linear structure (maze-like town/exploration segments, linear platforming segments), Some RPG elements, 2-player co-op
Save feature and password feature
No maps
Robin Hood: Prince of Thieves (NES) - ARPG (world interaction via a menu in the TD segments), Mixed perspective (mostly TD)
Kid Icarus: Of Myths & Monsters (GB) - Linear structure (the levels are a bit more open ended though and the dungeon levels are mazes)
See Kid Icarus 1
Save Feature
Elf (AMI) - Linear structure but w/ fairly large maze levels and some permanent upgrades, Quest Adventure style interaction with NPCs (herbs/identify/bribe/use/talk (text parser)/give/attack/activate)
Shops
Item trade quest
Rent-a-Hero (MD) - TD JRPG w/ sidecrolling battles (random and manually triggered encounters)
Comical tone
Conan the Cimmerian (PC) - TD ARPG/Quest Adv w/ sidescrolling in-doors scenes and battles (these are icon-driven though similar to EoB), Area select map
Mission/Misja (Atari XL, 1991) - Maze Platformer/Collectathon
Auto-mapper mini-map
Miecze Valdgira/Valdgir's Swords (Atari XL, 1991) - Collectathon (pentagram pieces)
No permanent tools/abilities?, very short
Metal Mutant (AMI/ST/PC, 1991) - Maze Platformer/Puzzle Platformer?
Transform into three forms (humanoid robot - grappling hook (see Batman on MD), robot dinosaur - can gain a force field (can't move while using it) and launch a robotic bee drone which disables can pull certain switches, tank - heavy firepower)
Save+health restore points
Some ability upgrades via cartridges used on computer terminals
The HUD gives basic info on some enemies and nearby hazards
James Pond 2: Codename Robocod (Multi) - 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), Many maze levels
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)
Mega Man 4 (NES, 1991) - Action Platformer w/ some AA elements
Level select screen
Two hidden permanent tools (balloon - create rising platforms, wire - upwards grappling hook) and some detours with consumables like e-tanks - some dead ends
Replay beaten levels
Password save
Another World (AMI etc., 1991) - Puzzle Platformer/Cinematic Platformer, PoP-style controls, Some escort segments
Partially interconnected world
Password save
Eye of the Beholder series (PC) - FP dungeon crawler RPGs, Tile-based movement, No jumping
Party creation (4 char party, customization: gender, 6 races, 9 classes including dual and triple classes, stat distribution, stamina/cooldown time on attacks, moral alignments (dunno effects), big portrait roster for the time), p&c object interaction and combat (click weapon icons below char portraits to attack)
Can rest anywhere but you'll risk being attacked (there's also a hunger system - if a char's out of food they won't heal)
Automatic skill/stat increases on level up
Compass
No map until 3?