1992 (Landstalker, Ultima VII and Alone in the Dark are released)
Gargoyle's Quest II (NES, 1992/GB, 1993)
Subgenre: Similar to Zelda II (without the semi-random encounters and exp point leveling)
Perspective: TD view overworld and town exploration
Movement Mechanics: Stamina-based flight
Other: Overworld w/ towns and hostile areas+dungeons, No random encounters
Playthrough - Video Review/Retrospective - Mini Review (NES) / Mini-Review (GB)
Crystal Kingdom Dizzy (AMI/Multi, 1992) - WIP
Subgenre: Puzzle platformer
Password save
Chapter based
No map?
Flippers and oxygen tank for underwater swimming, Parachute for a hover jump at one point, more?
Playthrough - Reviews (Spectrum)
Subgenre: Similar to Zelda II (without the semi-random encounters and exp point leveling)
Perspective: TD view overworld and town exploration
Movement Mechanics: Stamina-based flight
Other: Overworld w/ towns and hostile areas+dungeons, No random encounters
- Mostly linear structure (can do three levels in either order at one point, two more on GB), No backtracking with abilities to progress (key/quest items and beating levels only)
- Password save (average length)
- No area or overworld maps
- No fast travel (one teleporter maze) besides one teleporter shortcut
- Lives system (can buy and find more)
- Two mazes
- Minor platforming puzzles
- Can exit levels where you entered them as well as replay beaten ones (up to a point; vials and hearts+bosses respawn)
- Off-screen enemy respawning and they don't drop anything
- GB ver.: Two more optional levels+one new weapon and one new ability (homing shot, astral projection for scouting ahead)
Playthrough - Video Review/Retrospective - Mini Review (NES) / Mini-Review (GB)
Crystal Kingdom Dizzy (AMI/Multi, 1992) - WIP
Subgenre: Puzzle platformer
Password save
Chapter based
No map?
Flippers and oxygen tank for underwater swimming, Parachute for a hover jump at one point, more?
Playthrough - Reviews (Spectrum)
Bionic Commando (GB, 1992)
Other: SMB3-like hub map w/ patrolling enemies (encounters are side view here) and branching paths
Movement Mechanics: Jumping via grappling hook only
Playthrough - Video Review - Mini Review
Flashback: The Quest for Identity (Multi, 1992)
Subgenre: Cinematic Platformer/Puzzle Platformer, Similar to Milon's Secret Castle
Other: Partial hub area (subway) - separate first and final areas, Some NPCs (one hands out missions)
Playthrough - Video Review/Retrospective - Mini Review
G.I. Joe: The Atlantis Factor (NES, 1992)
Subgenre: Bionic Commando-like Action Adventure/Platform Adventure-lite
Other: Hub map with branching paths (similar to Bionic Commando but without moving encounters), Levels are timed (4 mins which seems more than enough for more linear levels, however the 7 mins for the maze levels is barely enough - if you miss one bomb spot/hostage and have to backtrack you'll likely run out)
Playthrough - Video Review - Mini Review
Other: SMB3-like hub map w/ patrolling enemies (encounters are side view here) and branching paths
Movement Mechanics: Jumping via grappling hook only
- Remake of the NES game (different story, control tweaks)
- Password save
- No area maps
- Minor ability gating (flares, receivers for picking up communications)
- No fast travel
Playthrough - Video Review - Mini Review
Flashback: The Quest for Identity (Multi, 1992)
Subgenre: Cinematic Platformer/Puzzle Platformer, Similar to Milon's Secret Castle
Other: Partial hub area (subway) - separate first and final areas, Some NPCs (one hands out missions)
- Linear structure (can move back and forth between some areas though)
- Password save feature (short)
- Basic world map but no area maps
- Three difficulty levels
- Some tool/ability gating (teleporter beacon - can also be used for some fast travel? (Journey to the Centre of the Earth), use thrown stones to either distract certain enemies or trigger defensive turrets (Castle Quest BBC Micro))
Playthrough - Video Review/Retrospective - Mini Review
G.I. Joe: The Atlantis Factor (NES, 1992)
Subgenre: Bionic Commando-like Action Adventure/Platform Adventure-lite
Other: Hub map with branching paths (similar to Bionic Commando but without moving encounters), Levels are timed (4 mins which seems more than enough for more linear levels, however the 7 mins for the maze levels is barely enough - if you miss one bomb spot/hostage and have to backtrack you'll likely run out)
- Basic char building and some have different stats and skills (Wet Suit can dive underwater in some levels without taking damage, Road Block can crawl through narrow paths, Storm Shadow and Snake Eyes can jump higher)
- Mix of linear and maze levels, Can't revisit beaten levels
- Password save
- No area maps
- No fast travel
Playthrough - Video Review - Mini Review
Dr. Franken (GB, 1992)
Subgenre: Maze Platformer/Proto-Platform Adventure, Collectathon (you never use any of the items as tools besides the keys and there are no new moves or other permanent upgrades to gain)
Playthrough - Video Review - Mini Review
Subgenre: Maze Platformer/Proto-Platform Adventure, Collectathon (you never use any of the items as tools besides the keys and there are no new moves or other permanent upgrades to gain)
- Layered world (similar to Goonies 2 and WB3)
- Basic map system
- Password save
- HP restoration machine in one single room
Playthrough - Video Review - Mini Review
Wizards & Warriors III: Kuros - Visions of Power (NES, 1992)
Subgenre: Action Adventure (town hub w/ shops and inns*, quest giving NPCs), Minor collectathon element (4 gems to reach the final boss)
Movement Mechanics: Levitation, High jump
Other: Hub area (the town), *These are really shops but you can also buy gossip in them, Plenty of vertical platforming, NPCs can be pushed off of ledges, Alternate bad ending
Playthrough - Video Review - Mini Review
Subgenre: Action Adventure (town hub w/ shops and inns*, quest giving NPCs), Minor collectathon element (4 gems to reach the final boss)
Movement Mechanics: Levitation, High jump
Other: Hub area (the town), *These are really shops but you can also buy gossip in them, Plenty of vertical platforming, NPCs can be pushed off of ledges, Alternate bad ending
- Switch between acquired chars/classes on the fly (thief, wizard, the default knight) - Need to join guilds by finding and returning statues (so fetch quests) then passing tests as the knight, which are either short auto-scrolling platformer challenges with teleporter traps, a vertical segment or a more standard platforming challenge (all three have a boss at the end and you get thrown out if you fall into a pit during them). Each class can “level up” two times through this method, except the knight which can do it three times
- Each form/class gains a new ability or upgrade for each test passed: The lvl 1 thief moves faster than Kuros and can pass by a sleeping guard unnoticed, the lvl 2 one can break red windows and open some semi-hidden paths in the caves, and the lvl 3 one can open chests and any door (including some that can only be opened by it) with a magic key plus it’s the fastest form. The lvl 1 wizard is slower but jumps higher and can shoot diagonally to take out beehives in your way, the lvl 2 one has a magic shield to get past force fields/waterfalls, and the lvl 3 one can levitate+jumps the highest. The knight just gains stronger and longer ranged weapons however some of them have to be used for certain enemies and bosses
- Partially non-linear (seems you have to get the thief before the wizard, can get some statues in any order)
- No save and no password save, Not even continues!
- HP is fully restored at the beginning of the test levels and slightly after them
- No map system
- Rudimentary faction system - the wizard gets attacked by townspeople in town and the thief can’t use inns. There are also princesses who will only marry a certain class each (this nets you a gem and a hint about what to do next)
- Can trade two other items for hints from certain NPCs
- Some shortcuts but no teleporters back to town besides one warp to the beginning at one point
- Minor sequence breaking possibilities (the thief can make some jumps that you’d normally use levitation for either by running or by standing on NPCs’ heads)
- Some combat is similar to Zelda II’s except you have no shield here and can’t dash or roll dodge either (one of the bosses can back dash)
- Spongy enemies
- Oddly empty areas overall
- No spells, gear or sub weapons are gained unlike in the prequels (instead some of the old abilities and weapons are tied to the classes and their levels)
- Can’t switch between levels within a class/form (the knight does revert to the sword for the test levels however)
- Some hidden areas teleport you elsewhere when exiting them
- Most bosses are repeated several times with better stats and faster movement
- Minor fall damage
- Can only hold 4 quest items at once, meaning you can’t upgrade your classes if you for example go get the gems from the princesses before fully upgrading (until you trade those items in)
Playthrough - Video Review - Mini Review
Ghoul School (NES, 1992) - WIP
Movement Mechanics: Suction cup shoes for walking on the ceiling
Playthrough - Video Review
Land of Illusion Starring Mickey Mouse (SMS/GG, 1993) - 1992?
Subgenre: Quackshot-like Platformer (Need certain permanent upgrades to traverse some levels and to find optional life bar upgrades)
Other: Hub map
Playthrough - Video Review - Mini Review
Movement Mechanics: Suction cup shoes for walking on the ceiling
- No save or password save (lives system)
- No map
- Named rooms/areas (the numbers can be confusing though)
- No fast travel
- Mostly linear?
Playthrough - Video Review
Land of Illusion Starring Mickey Mouse (SMS/GG, 1993) - 1992?
Subgenre: Quackshot-like Platformer (Need certain permanent upgrades to traverse some levels and to find optional life bar upgrades)
Other: Hub map
- Beating some levels changes the layout of previously beaten levels
- Levels are persistent in terms of chests and items collected
- Can exit most new levels on their first screen (and later on any beaten level with the flute)
- No save or password save
- No level maps
- Not all levels can be replayed
Playthrough - Video Review - Mini Review
Ultima Underworld (PC, 1992) - WIP
Subgenre: RPG (dialogue trees, can kill NPCs, side quests, basic crafting - fishing pole+popcorn+torch), Almost full 3D, Collectathon element (8 talismans, 3 tripartite key parts)
Perspective: FP view
Movement Mechanics: Jumping and Swimming (surface only?)
Save feature
Various exploration/traversal spells+tools+skills (torch/light/night vision, long jump, fly, levitate, walk on water, stealth, slow fall?, speed?, daylight?, invisibility?, telekinesis?, reveal?, freeze time?, roaming sight, tremor?, search skill?, sneak skill?)
Map system w/ auto-mapper feature (also came with maps of the early areas), compass
Teleporter beacon (Gate Travel spell - travel to a moonstone which can be placed anywhere)
-Made up language (lizardman language) which can be learned and used by the player to free an imprisoned NPC
Playthrough - Video Review
Xardion/Chou Kou Gasshin Xardion (SNES) - WIP
Subgenre: Action Platformer w/ RPG elements (leveling system)
Other: Hub map
Playthrough - Video Review - Review
Stanley: The Search for Dr. Livingston (NES, 1992)
Movement Mechanics: Wall climbing via grapnel and rope item, hover jumps, upwards flight in a few spots (temporary ability)
Other: Hub map - different in that each tile represents one area, Multiple towns and NPCs (some w/ fetch quests, no shops), Unusual premise (play as an old man who's a journalist looking for a lost adventurer and to "chronicle his exploits" as well as find a lost temple) and setting (1800s Congo)
Playthrough - Video Review - Mini Review
Shape Shifter (PCE CD, 1992)
Movement Mechanics: One form can fly
Other: Two towns and one shop
Mini Review
Boing! (SAM Coupé, 1992)? - WIP
Subgenre: Dizzy-like Puzzle Platformer/Collectathon
Other: No combat
Limited inventory (3 items only)
No save or password save
No map?
No fast travel?
The Addams Family (NES/SMS/GG, 1992)(Different to the 16-bit game)
Subgenre: Milon's Secret Castle-like without shops, Rescue Mission, Hop 'n Bop gameplay
Other: Hub area (outside the mansion/the garden)
Playthrough (SMS)
The Addams Family (GB, 1992)(Different to other versions)
Subgenre: Rescue mission, Action platformer gameplay
Other: Hub area w/ mostly straightforward sub areas leading to bosses
Playthrough
Seymour goes to Hollywood (PCs, 1992)?
Subgenre: Dizzy-like Puzzle Platformer
GG Shinobi II (GG, 1992)
Subgenre: Action Platformer w/ AA elements, Minor collectathon element (you need to find a hidden key in each to get to the final one here)
Movement Mechanics: Double jump+spread attack (green), climb on ceilings+bombs (pink), walk on water+large boomerang shuriken (yellow), grapple hook (blue)
See GG Shinobi (GG, 1991)
In this game you can teleport back to the beginning of levels and replay beaten levels so it's a bit more geared towards exploration and 100% completion (you also use the character specific abilities a bit more in the regular levels)
Somewhat different spells/techniques here: red=teleport to beginning of level, pink=freeze?/light up/lower water, yellow=shield, blue=tornado transformation, green=smart bomb
Subgenre: RPG (dialogue trees, can kill NPCs, side quests, basic crafting - fishing pole+popcorn+torch), Almost full 3D, Collectathon element (8 talismans, 3 tripartite key parts)
Perspective: FP view
Movement Mechanics: Jumping and Swimming (surface only?)
Save feature
Various exploration/traversal spells+tools+skills (torch/light/night vision, long jump, fly, levitate, walk on water, stealth, slow fall?, speed?, daylight?, invisibility?, telekinesis?, reveal?, freeze time?, roaming sight, tremor?, search skill?, sneak skill?)
Map system w/ auto-mapper feature (also came with maps of the early areas), compass
Teleporter beacon (Gate Travel spell - travel to a moonstone which can be placed anywhere)
-Made up language (lizardman language) which can be learned and used by the player to free an imprisoned NPC
Playthrough - Video Review
Xardion/Chou Kou Gasshin Xardion (SNES) - WIP
Subgenre: Action Platformer w/ RPG elements (leveling system)
Other: Hub map
- Four different chars that you can switch between on the fly (these join over the course of the game, some have unique abilities that let you explore new areas)
- Save feature
- No area maps
Playthrough - Video Review - Review
Stanley: The Search for Dr. Livingston (NES, 1992)
Movement Mechanics: Wall climbing via grapnel and rope item, hover jumps, upwards flight in a few spots (temporary ability)
Other: Hub map - different in that each tile represents one area, Multiple towns and NPCs (some w/ fetch quests, no shops), Unusual premise (play as an old man who's a journalist looking for a lost adventurer and to "chronicle his exploits" as well as find a lost temple) and setting (1800s Congo)
- Only one persistent movement ability gained (grapnel and rope item early on)
- Partially non-linear structure (can explore sub regions on the map freely (going south from the starting town is quite tough but there's no point in visiting the beach tiles anyway), linear progression between the 8 sub regions on the map?)
- Password save (fairly short, updates when reaching a new area)
- Unlimited continues? (3 lives per credit though you can hold up to 5 by finding placed ones over the course of the game - can find 11 in total), Frequent checkpoints (at the end of the previously passed through area/level) besides in the final temple where there are none
- Can fast travel through areas you've passed on the hub map (only passing through is required - can avoid all enemies however if you place the cursor on an unexplored map tile then you automatically go there)
- No area maps (generally not a problem but there are two mazes), Some points of interest are marked on the hub map as you find them, Bridge map item also updates the hub map
- Die from falling over half of the screen's length or more - can use the default hover jump to avoid this
- Some placed health items (enemies also tend to drop health) - the placed extra lives also fully heal you
- Can generally exit an area to the hub map from where you entered it
- AP and DP upgrades, Upgradeable default attack (golden fist) - adds a strong projectile attack to punches
- Blurs the line between town and hostile area (some enemies in town houses and on the outskirts of town)
- Decent hints from NPCs and you can find written hints in some item containers while exploring - can't review these though
- No touch damage from most enemies (not the case with tigers and some late-game ones)
- Some sequence breaking opportunities (one minor one via what appears to be a hit detection bug (can jump backwards through the green guards at the first wall gate - this one's kinda pointless though since you have to go back and kill them with gemstones later), can skip getting a couple of temple keys if you go back to the third town since the NPC there will hand out more seals)
- One good puzzle (moai heads temple entrance screen) and one decent one (don't break blocks at one point or you won't be able to climb a wall) - the game is mostly lacking in puzzles however
- 11 weapons in total (6 different ammo-based ones)
- Non-silent protagonist
- Off-screen enemy respawning (sometimes good, sometimes not)
- Outdoor areas are generally very short and most temples and caves are as well
- Can't check your carried quest items such as the gourd in any menu
- When jumping down to a screen below the one you're on you spawn some ways into the screen instead of at the top edge of it
- Hit detection issues
- Spongy enemies early on+small ammo capacity
- Pits sometimes lead to a room below and sometimes kill you - can happen even if the pit above a room didn't kill you and there's a roping leading down a pit, Some other trial & error issues
- Sometimes weird room connections (if you jump upwards in the screen below the first one in the first area north of town then you end up on the ground in the above screen and can't jump back down again)
- The shield can't be used against enemy shots (used like a weapon against a certain enemy)
- The game is inconsistent about entry points to areas when dying and puts you at the end of the previous area instead of the beginning of it. Sometimes when revisiting an area you also start at the "exit" side of it and have to replay a nearby area to reset it - not sure exactly how it works
- Some areas/levels are identical
- Finding an item or the path forward within an area is never really challenging besides in the moai head temple and the final temple
Playthrough - Video Review - Mini Review
Shape Shifter (PCE CD, 1992)
Movement Mechanics: One form can fly
Other: Two towns and one shop
- Eclipse cycle (seems to only affect the HP refills)
- Linear? (can enter the area to the east of the first cave but it's too tough to survive)
- Transformations (Panther can jump further, one can fly, shark, more?)
- No maps
- Save feature (first town only)
- Lives system (can’t gain more, checkpoints where you entered the rooms you died in)
Mini Review
Boing! (SAM Coupé, 1992)? - WIP
Subgenre: Dizzy-like Puzzle Platformer/Collectathon
Other: No combat
Limited inventory (3 items only)
No save or password save
No map?
No fast travel?
The Addams Family (NES/SMS/GG, 1992)(Different to the 16-bit game)
Subgenre: Milon's Secret Castle-like without shops, Rescue Mission, Hop 'n Bop gameplay
Other: Hub area (outside the mansion/the garden)
- Some ability gating with permanent tools (umbrella, snorkel, shrinking potion)
- Non-linear structure after finishing the crypt?
- No save or password save (there is an infinite lives code though)
- No maps
- SMS/GG version: Better gfx and controls/hit detection, worse sound
- No fast travel?
Playthrough (SMS)
The Addams Family (GB, 1992)(Different to other versions)
Subgenre: Rescue mission, Action platformer gameplay
Other: Hub area w/ mostly straightforward sub areas leading to bosses
- Some tools and transformations used for progression (Temporary: Sea monster transformation potion for better swimming - required?, Bat transformation potion for flight - optional, ice cubes - platforms which float across liquid segments; Permanent (energy/ammo-based): building blocks - same as ice cubes but can also be used as platforms to avoid spikes) - don't need to backtrack and use them in previous areas though?
- No save or password save (can farm for health in some spots and the game is pretty short)
- No maps
- Hidden warp to the last level/area? (haven't tested it)
Playthrough
Seymour goes to Hollywood (PCs, 1992)?
Subgenre: Dizzy-like Puzzle Platformer
GG Shinobi II (GG, 1992)
Subgenre: Action Platformer w/ AA elements, Minor collectathon element (you need to find a hidden key in each to get to the final one here)
Movement Mechanics: Double jump+spread attack (green), climb on ceilings+bombs (pink), walk on water+large boomerang shuriken (yellow), grapple hook (blue)
See GG Shinobi (GG, 1991)
In this game you can teleport back to the beginning of levels and replay beaten levels so it's a bit more geared towards exploration and 100% completion (you also use the character specific abilities a bit more in the regular levels)
Somewhat different spells/techniques here: red=teleport to beginning of level, pink=freeze?/light up/lower water, yellow=shield, blue=tornado transformation, green=smart bomb
Outliers:
Super Mario Land 2 (GB) - Hub map, Partially non-linear (can choose to do each sub area in any order though the path within them is linear, some alternate exits to hidden levels)
No permanent upgrades (but they are persistent if you manage to not get hit) gained that are needed to progress
Save feature
No level maps
Playthrough - Video Review/Retrospective
The Addams Family (SNES/MD/AMI, 1992) - Hub area and linear sub areas (some of them connected to each other)
No permanent tools/abilities and they're not needed to progress but the time limited flight hat lets you reach new areas to get optional goodies
Password save (short)
No maps
Playthrough - Video Review
Exile II (PCE CD) - ARPG, Top down town exploration/Side view hostile areas & dungeons
Linear structure plus very straightforward and short dungeons and hostile areas overall
No ability gating
Save feature (in towns, 3 slots)
Switch between 4 characters on the fly (shared experience but also HP)
No dungeon maps (barely needed though)
Playthrough - Mini Review
Kaeru no Tame ni Kane wa Naru/For the Frog the Bell Tolls (GB) - TD Hybrid, Linear structure (you do backtrack to previous areas to explore further into them later on though)
Automatic battles
Save anywhere (two slots)
Good map systems (like link's awakening except without the "fog of war" on the world map)
Playthrough - Video Review - Mini Review
Alone in the Dark (Multi) - Survival Horror, 2.5D (3D models, pre-rendered backgrounds and static camera angles), TP View, Stances system based on verbs (similar to Little Big Adventure: Fight, Open/Search, Close, Push, Jump (added when you reach the underground cave in the late game)), Selectable gender/sex (different intro only?)
Oil lamp item which can be used to see in dark areas (barely, very limited FoV) as well as against a certain enemy
Resource management
Save feature (multiple slots, anywhere?)
Audio logs in the form of letters with voice acted text
Can get stuck by ruining items needed for later
Upgradeable lifebar
No maps
Wizkid (Multi)? - Action/Quest Adventure/Puzzle Hybrid, Linear structure?
Shops
Some surreal elements (pooping in the toilets makes the volcanoes outside erupt)
Hans Kloss (Atari XL/C64, 1992)?
Artefakt przodków/Ancestors' Artifact (Atari XL, 1992)?
Magia Krysztalu/Magic of the Crystal (Atari XL, 1992)?
Uczen czarnoksieznika/Wizard's Apprentice (Atari 8-bit, 1992)?
Kid Chameleon (MD) - Proto-PA (many alternate exits but no hub area or map, no permanent upgrades, can't backtrack to a previous level)
Ecco the Dolphin 1-2 (MD) - Linear & Level-based, Similar atmosphere to Metroid, Platforming Puzzles, Transformations, Password Save
Mega Man 5 (NES, 1992) - Level select screen, Replay beaten levels?, Collect 8 letters to get Beat the bird (optional sidekick), You can fly past many segments using what looks like an ear picker (this game’s rush jet)
Rolo To The Rescue (MD) - Rescue mission, Hub map (SMW-like with some alternate paths)
Switch between 4 different chars (can rescue and have up to 3 chars follow you at a time in each level - these have different abilities that let you reach new parts of a level (Rabbits jump higher, Squirrels climb walls, Beavers can enter water and bring back rafts to let the others pass, etc.); If Rolo gets too far away the animal you've rescued and left around will disappear)
Saved chars disappear between levels
Open up bonus areas on the hub map by finding hidden map pieces in the levels
Can replay beaten levels
No save or password save
No level maps
One alternate ending (100% rescued)
Chakan (MD, 1992) - Mega Man-like Action Platformer
"Chakan allows you to decide the order in which you tackle each of its elemental-themed worlds, and the stages hold both potions and weapons that have to be collected to progress. Somewhat like a Mega Man title, some stages that have obstacles that can only be surmounted by using a specific tool, so while it's not totally linear, it's not quite as freeform as it first appears. You also gain access to spells that provide a wide range of effects - some give you improved jumping abilities, while others can protect or heal - but these all require specific combinations of different color potions to activate, and as you might imagine, the better spells require the harder-to-find potions."
E.V.O.: Search for Eden (SNES, 1992) - ARPG/Platformer/Life Sim Hybrid (exp point leveling, creature evolution), Level/chapter-based, Platforming and Swimming (start out as a fish and you can evolve "back" into a sea creature at several points)
Evolution mechanic (choose how to grow your creature's different body parts over the course of the game)
Multiple endings (can choose to join the ruling inhabitants of each era/level)
Save feature
Elfland (PC, 1992) - Action Adventure w/ NPCs and some shops
Fetch quests
No ability gating (key/quest items only, some armor and weapon upgrades)
One neutral creature in the turtle that you can stand on
Save anywhere (multiple nameable slots)
Can only stun enemies and creatures
No map?
Placed healing items
Difficulty spike near the end
Sword of Honour (AMI, 1992) - Action Adventure, Similar to International Karate/Usagi Yojimbo/Colorado
Item inventory
NPCs w/ side quests, Can choose to fight or pay/help bandits and NPCs
No movement ability/tool gating (items are used like keys)
No platforming
Roll dodge and backwards hop moves
Short
Lives system and some instant death traps
Super Mario Land 2 (GB) - Hub map, Partially non-linear (can choose to do each sub area in any order though the path within them is linear, some alternate exits to hidden levels)
No permanent upgrades (but they are persistent if you manage to not get hit) gained that are needed to progress
Save feature
No level maps
Playthrough - Video Review/Retrospective
The Addams Family (SNES/MD/AMI, 1992) - Hub area and linear sub areas (some of them connected to each other)
No permanent tools/abilities and they're not needed to progress but the time limited flight hat lets you reach new areas to get optional goodies
Password save (short)
No maps
Playthrough - Video Review
Exile II (PCE CD) - ARPG, Top down town exploration/Side view hostile areas & dungeons
Linear structure plus very straightforward and short dungeons and hostile areas overall
No ability gating
Save feature (in towns, 3 slots)
Switch between 4 characters on the fly (shared experience but also HP)
No dungeon maps (barely needed though)
Playthrough - Mini Review
Kaeru no Tame ni Kane wa Naru/For the Frog the Bell Tolls (GB) - TD Hybrid, Linear structure (you do backtrack to previous areas to explore further into them later on though)
Automatic battles
Save anywhere (two slots)
Good map systems (like link's awakening except without the "fog of war" on the world map)
Playthrough - Video Review - Mini Review
Alone in the Dark (Multi) - Survival Horror, 2.5D (3D models, pre-rendered backgrounds and static camera angles), TP View, Stances system based on verbs (similar to Little Big Adventure: Fight, Open/Search, Close, Push, Jump (added when you reach the underground cave in the late game)), Selectable gender/sex (different intro only?)
Oil lamp item which can be used to see in dark areas (barely, very limited FoV) as well as against a certain enemy
Resource management
Save feature (multiple slots, anywhere?)
Audio logs in the form of letters with voice acted text
Can get stuck by ruining items needed for later
Upgradeable lifebar
No maps
Wizkid (Multi)? - Action/Quest Adventure/Puzzle Hybrid, Linear structure?
Shops
Some surreal elements (pooping in the toilets makes the volcanoes outside erupt)
Hans Kloss (Atari XL/C64, 1992)?
Artefakt przodków/Ancestors' Artifact (Atari XL, 1992)?
Magia Krysztalu/Magic of the Crystal (Atari XL, 1992)?
Uczen czarnoksieznika/Wizard's Apprentice (Atari 8-bit, 1992)?
Kid Chameleon (MD) - Proto-PA (many alternate exits but no hub area or map, no permanent upgrades, can't backtrack to a previous level)
Ecco the Dolphin 1-2 (MD) - Linear & Level-based, Similar atmosphere to Metroid, Platforming Puzzles, Transformations, Password Save
Mega Man 5 (NES, 1992) - Level select screen, Replay beaten levels?, Collect 8 letters to get Beat the bird (optional sidekick), You can fly past many segments using what looks like an ear picker (this game’s rush jet)
Rolo To The Rescue (MD) - Rescue mission, Hub map (SMW-like with some alternate paths)
Switch between 4 different chars (can rescue and have up to 3 chars follow you at a time in each level - these have different abilities that let you reach new parts of a level (Rabbits jump higher, Squirrels climb walls, Beavers can enter water and bring back rafts to let the others pass, etc.); If Rolo gets too far away the animal you've rescued and left around will disappear)
Saved chars disappear between levels
Open up bonus areas on the hub map by finding hidden map pieces in the levels
Can replay beaten levels
No save or password save
No level maps
One alternate ending (100% rescued)
Chakan (MD, 1992) - Mega Man-like Action Platformer
"Chakan allows you to decide the order in which you tackle each of its elemental-themed worlds, and the stages hold both potions and weapons that have to be collected to progress. Somewhat like a Mega Man title, some stages that have obstacles that can only be surmounted by using a specific tool, so while it's not totally linear, it's not quite as freeform as it first appears. You also gain access to spells that provide a wide range of effects - some give you improved jumping abilities, while others can protect or heal - but these all require specific combinations of different color potions to activate, and as you might imagine, the better spells require the harder-to-find potions."
E.V.O.: Search for Eden (SNES, 1992) - ARPG/Platformer/Life Sim Hybrid (exp point leveling, creature evolution), Level/chapter-based, Platforming and Swimming (start out as a fish and you can evolve "back" into a sea creature at several points)
Evolution mechanic (choose how to grow your creature's different body parts over the course of the game)
Multiple endings (can choose to join the ruling inhabitants of each era/level)
Save feature
Elfland (PC, 1992) - Action Adventure w/ NPCs and some shops
Fetch quests
No ability gating (key/quest items only, some armor and weapon upgrades)
One neutral creature in the turtle that you can stand on
Save anywhere (multiple nameable slots)
Can only stun enemies and creatures
No map?
Placed healing items
Difficulty spike near the end
Sword of Honour (AMI, 1992) - Action Adventure, Similar to International Karate/Usagi Yojimbo/Colorado
Item inventory
NPCs w/ side quests, Can choose to fight or pay/help bandits and NPCs
No movement ability/tool gating (items are used like keys)
No platforming
Roll dodge and backwards hop moves
Short
Lives system and some instant death traps