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YOUR CART

1991 (Legend of Zelda: A Link to the Past and ToeJam & Earl are released)

1990|1991|​1992|1993|1994|1995|1996|1997|1998|1999
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​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
  • ​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)

Playthrough - Video Retrospective - Mini Review (MD)
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Ufouria: The Saga/Hebereke (NES, 1991)
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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

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Popful Mail (PC-88, 1991/PC-98, 1992/PCE CD, 1994)(Untranslated)
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

Save feature (world map only?)
No area maps?
No fast travel?

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Playthrough (PCE CD) - Review
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Hunter (AMI)(Hunter/Adventure mode)
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
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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)
  • 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)

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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

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Spellbound Dizzy (Multi, 1991)
Subgenre: Puzzle Platformer

No save or password save?
No map?

Playthrough - Video Review (Amstrad)


Dizzy: Prince of the Yolkfolk (Multi, 1991)
​Subgenre: Puzzle Platformer

No save or password save until the 2011 remake
No map?
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Playthrough - Video Review

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Toshi Tensou Keikaku: Eternal City (PCE/TG16, 1991)
Password save
No map?
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Playthrough - Review
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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, 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

Playthrough - Video Review - Mini Review


Magician (NES, 1991)?
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)?
Subgenre: Maze Platformer? - Level-based?
Gain some tools for exploration and traversal (wall grips for climbing walls, TNT for blowing up certain walls, dark rooms require torches)
Map (shows where you are and dark rooms)
No save or password save
​No fast travel (one minor shortcut)

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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
  • 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
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​​
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


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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


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
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Playthrough (PC) - Reviews

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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
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​Clystron (C64) - Collectathon (components for the Clystron/teleporter)
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
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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
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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
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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) - 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
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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?
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