1993 (Doom, Illusion of Gaia, Ys IV and Secret of Mana are released)
Teenage Mutant Ninja Turtles III: Radical Rescue/TMNT 3: Radical Rescue (GB, 1993)
Movement Mechanics: Glide jump, Wall climb
Playthrough - Video Review - Mini Review
Milon's Secret Castle (Game Boy, 1993)
Other: Hub area, Hidden bonus levels, Shops
Playthrough - Video Review - Mini Review
Wonderland Dizzy (NES, 1993 but unreleased until 2015) - WIP
Subgenre: Puzzle Platformer
Other: Flip screen/Multi-screen
Switch between dizzy and daisy on the fly
Some traversal tools/abilities (broomstick - flight, trampoline - high jump where it's placed, whip for swinging at one point which you pass through a few times)
Fetch quest focused
No save or password save (very forgiving checkpoints though)
No map?
Re-uses some screens from Magicland Dizzy
Playthrough - Video Review
Gensou Tairiku Auleria (PCE CD, 1993)(Untranslated) - WIP
Subgenre: Ys 3-like ARPG? (exp point leveling, multiple towns)
Other: Three different chars that you can switch between after finding them
As you go up in levels, weaker enemies stop appearing (makes backtracking smoother)
Save feature
No maps?
Ability gating?
Gameplay - Review
Movement Mechanics: Glide jump, Wall climb
- Mostly linear structure until you've rescued Raphael
- Rescue other chars with abilities that let you explore further
- Password save (pretty short)
- Decent map system (shows the full world layout and most important items+unrescued turtles+bosses as dots on the map from the get go, doesn't show the health upgrades which can lead you to miss them thinking they would've been marked)
- No fast travel (3 shortcuts)
Playthrough - Video Review - Mini Review
Milon's Secret Castle (Game Boy, 1993)
Other: Hub area, Hidden bonus levels, Shops
- GB ver. differences: Password save and standard continues from the get go, cheaper items, new artwork stills for the ending, smaller rooms, slightly fewer coins to collect (the cheaper items heavily balances this out in the player's favor), easier bosses
- No area maps (the NES manual shows a basic exterior map and names the first few rooms)
- Buy items and healing in shops with money collected in the levels (can also get clues for free though they tend to suck)
- Partially non-linear structure (can choose between 2+ (4 on the second and 7 on the third floor) levels/sub areas at a time in the overworld/outside the castle)
- Can replay beaten levels
- Weather mechanic with an effect on gameplay outside the castle (lightning storms)
- Few exploration/movement oriented upgrades (one transformation (mini form) via the potion and the gloves placed in some areas (temporary - go back to normal after exiting the current level/sub area), fire protection vest (protects for a few seconds at a time), the two pairs of jump shoes - only the first pair is really needed to progress, the lamp to see in the well, the blimp - hover jump, paint - to see the invisible platforms in the shrines, the feather (use the elevator platform) isn't needed)
- Frequently respawning enemies (they tend to be easy though)
- Life bar upgrades (honeycomb item), Upgradeable shot power and range (lvl 3 also keeps going after destroying something), Temporary rate of fire upgrade (umbrella item) - lose one upgrade when hit enough?, Temporary shield power up
- Some decent platforming puzzles
- Quick "exit sub area" item (balloon) - however you can't put it in your inventory for later use and you can only find one in the well
Playthrough - Video Review - Mini Review
Wonderland Dizzy (NES, 1993 but unreleased until 2015) - WIP
Subgenre: Puzzle Platformer
Other: Flip screen/Multi-screen
Switch between dizzy and daisy on the fly
Some traversal tools/abilities (broomstick - flight, trampoline - high jump where it's placed, whip for swinging at one point which you pass through a few times)
Fetch quest focused
No save or password save (very forgiving checkpoints though)
No map?
Re-uses some screens from Magicland Dizzy
Playthrough - Video Review
Gensou Tairiku Auleria (PCE CD, 1993)(Untranslated) - WIP
Subgenre: Ys 3-like ARPG? (exp point leveling, multiple towns)
Other: Three different chars that you can switch between after finding them
As you go up in levels, weaker enemies stop appearing (makes backtracking smoother)
Save feature
No maps?
Ability gating?
Gameplay - Review
DuckTales 2 (NES/GB, 1993)
Subgenre: Quackshot-like
Other: Hub map, Shop (in-between levels; lives and continues, a safe that lets you keep your money after dying, HP upgrades, healing items)
Playthrough - Video Review (GB) - Mini Review
Ultima Underworld II (PC, 1993) - WIP
Subgenre: RPG/ARPG (character creation, dialogue trees, 8 classes, virtue system, basic item crafting, repairing), Almost full 3D? (Look mode)
Perspective: FP view
Movement Mechanics: Jumping (and swimming), Strafing/Sliding, Flight, P&C Hybrid
Save feature (anywhere?, 4 slots?)
Map system w/ auto-mapper, Compass
Movement/traversal/exploration spells (telekinesis, slow fall, light and daylight, stealth, conceal, night vision, speed, fly, invisibility, reveal, levitate, freeze time, roaming sight, remove trap) and skills (appraise and identify, search for hidden doors and traps, stealth, track (animal tracks), disarm trap) and items (torch, hallucination potion, invisibility potion, speed potion, freeze time potion)
Teleporter beacon (moonstone)
Playthrough - Video Review
Citadel 2 (BBC Micro) - WIP, More of the same?
Subgenre: Dizzy-like/Puzzle Platformer w/ inventory puzzles
No save or password save
No map?
Gameplay - Find Review
Subgenre: Quackshot-like
Other: Hub map, Shop (in-between levels; lives and continues, a safe that lets you keep your money after dying, HP upgrades, healing items)
- Optional item quest unlocks proper final level and an alternate ending (there's also a third ending)
- Permanent upgrades (find Gyro in each level) which are used to reach map pieces and you'll likely backtrack to a previous level after getting a new one to reach some of them (Iron Adapter breaks iron blocks with a pogo jump (Niagara), Hammer Adapter breaks iron blocks by swinging your cane (Bermuda), Power Adapter lets you move the strange-looking 2-block red barriers (Mu))
- Can buy additional HP (can also be found)
- No save or password save
- No level maps
- Minor platforming puzzles
- Partially different level design on GB and one of the treasures tells you how many unopened chests there are left in the level you're on
- No fast travel
- Lives system
Playthrough - Video Review (GB) - Mini Review
Ultima Underworld II (PC, 1993) - WIP
Subgenre: RPG/ARPG (character creation, dialogue trees, 8 classes, virtue system, basic item crafting, repairing), Almost full 3D? (Look mode)
Perspective: FP view
Movement Mechanics: Jumping (and swimming), Strafing/Sliding, Flight, P&C Hybrid
Save feature (anywhere?, 4 slots?)
Map system w/ auto-mapper, Compass
Movement/traversal/exploration spells (telekinesis, slow fall, light and daylight, stealth, conceal, night vision, speed, fly, invisibility, reveal, levitate, freeze time, roaming sight, remove trap) and skills (appraise and identify, search for hidden doors and traps, stealth, track (animal tracks), disarm trap) and items (torch, hallucination potion, invisibility potion, speed potion, freeze time potion)
Teleporter beacon (moonstone)
Playthrough - Video Review
Citadel 2 (BBC Micro) - WIP, More of the same?
Subgenre: Dizzy-like/Puzzle Platformer w/ inventory puzzles
No save or password save
No map?
Gameplay - Find Review
Outliers:
The Amazing Spider-Man vs. The Kingpin (MCD ver.) - Hub map
Playthrough - Video Review - Mini Review
Alien 3 (SNES) - Proto-PA, Non-linear mission-based structure (rescue, repair, s&d), Hub area (some air duct shortcuts between sub areas)
Playthrough - Video Review/Comparison - Mini Review
Shadowcaster (PC, 1993) - FPS/Maze Shooter w/ RPG elements (leveling up, item inventory, doesn't make you backtrack to previous areas/levels)
Transformations which are needed for traversing some parts and solving certain puzzles (developed a bit further in the CD version)
Floating and jumping (and swimming)
Save anywhere
Map system w/ auto-mapper, Compass
Playthrough w/ commentary - Video Review
SOS/Septentrion (SNES) - Maze Platformer/Catastrophe Sim, Escape/optional rescue (escort) mission
Good sense of vulnerability and impending doom (the ship becomes more wrecked as time passes)
Four different playable chars (they play the same but a few things make the experience different: different intro story, different start locations, somewhat different paths through the game (sometimes different methods are needed to save certain survivors) and different relatives to save))
No permanent abilities or tools gained (besides keys and maps)
Layered world (see Goonies 2)
Three different endings (better if you manage to save your char's relatives, best if you also save the other 7 survivors)
PoP-style controls but with some mid-air control
Unlimited lives but you'll lose 5 minutes (you have about an hour to escape)
Die from falling about a screen's length or more
No save feature (short game though)
The Legend of Zelda: Link’s Awakening (GB) - Mostly TD view, Platforming (find the item in dungeon 1)
Mostly linear without glitches (can do some dungeons out of order)
Save feature
Good map systems
Pirates! Gold (MD/AMI/Atari ST) - Pirate Sim, Remake of Pirates!, mostly TD view and there's no platforming
Ganbare Goemon 2/Go For It! Goemon (SNES)(Fan Translated) - Tilted View/Side View/FP View (mech boss fights) Hybrid, AA/ARPG-ish (towns w/ shops and a couple of hidden paths, some permanent upgrades), Hub map w/ some branching paths, 2-player co-op (can join in at any point during gameplay)
-Mostly linear structure (can do the levels in any order in the castle towers town?, some branching paths on the hub map)
Save feature (one slot per game)
Can't exit hostile areas/levels where you entered them (can exit beaten levels and visited towns after buying the pass)
3 different playable chars w/ some minor differences - no new abilities gained nor do they start with any that are used for progression or exploration
Level timers
Off screen enemy respawning (generally not a problem though)
Checkpoints still work after using a continue (and you have unlimit continues?) - you do lose over half your money as well as your health bar upgrades when using one though
Krucjata/Crusade (Atari 8-bit, 1993) - Maze Platformer/Quest Adventure?
Miecze Valdgira II/Valdgir's Swords II (AMI/Atari XL, 1993)?
Mega Man X series (SNES/PS1/SAT) - Proto-PA, choose your own path through the first 8 levels (level select screen), certain actions in one level can affect another, permanent but optional upgrades, hidden items
Password save up until X4
Quest For Glory IV: Shadows of Darkness (PC, 1993) - ? Quest Adventure/ARPG hybrid, Mixed perspective (side view combat w/ jumping)
Castlevania: Rondo of Blood (PCE CD) - Proto-PA (branching paths, one alternate ending (save everyone), can rescue a female char and play as her after dying or beating the game), level select screen, save between levels, hidden rooms and paths
Jurassic Park (SMS/GG, 1993) - Proto-PA, level select style hub map, some maze levels
Link: The Faces of Evil (CD-i, 1993)? - Hub map, Save feature, Partially non-linear?
Zelda: The Wand of Gamelon (CD-i, 1993)?
James Pond 3: Operation Starfish (Multi, 1993) - Collectathon/Search & Destroy mission, Hub map (see SMW)
Hired Guns (AMI) - FP view, Squad-based (4 chars), Co-op!
Save feature
No area maps? (vague world map)
No jumping
Lands of Lore (PC) - FP view, Dungeon Crawler RPG/ARPG
Map system w/ auto-mapper (find the Magic Atlas item)
Save feature
No jumping
Mega Man IV (GB)(a mix of MM4 & MM5 NES) - Shop, Replay beaten levels?, Collect 4 letters to get Beat the bird (optional sidekick), Stage select screens are split into pairs of four
Mega Man 6 (NES, 1993) - Level select screen, Replay beaten levels, Some alternate paths through the levels, Shows important items that you’ve grabbed (or is it missed?) on the level selection screen, Can’t skip over larger segments using a flight ability (usually a good thing but then again the pacing of the game is slower than before)
Rusty (PC-98) - Maze Platformer/Castlevania-like Action Platformer, Linear structure
Xargon: The Mystery of the Blue Builders (PC, 1993) - Maze Platformer/Collectathon w/ AA elements (shops, hub map w/ branching paths and locked gates, journal entries)
Save feature
Temporary traversal tool and transformation power ups (jump boots, bee form)
Blaster Master 2 (MD, 1993) - Level-based without backtracking (maze-like levels overall)
Lives system
Some ability/tool gating (breakable blocks w/ a weapon upgrade, drill for metal blocks, fuel-based flight, normal movement underwater (dive), protective gear, )
No save or password save
No map
The Amazing Spider-Man vs. The Kingpin (MCD ver.) - Hub map
- Start off with all permanent upgrades/moves and you don't use them to reach new areas
- Password save (short)
- Time limit (24 hours and the in-game timer is much faster than in real life)
- No area maps
Playthrough - Video Review - Mini Review
Alien 3 (SNES) - Proto-PA, Non-linear mission-based structure (rescue, repair, s&d), Hub area (some air duct shortcuts between sub areas)
- Limited password system (need to finish 8 missions to get your first)
- Good map system (can only be accessed via the terminals though, in-game you can use a radar but not while attacking)
- No new abilities/tools gained (just different fuel types for the flamethrower)
- Repairing works like examining objects in Impossible Mission (hold the button at the object until it's finished)
- 8-way aiming
- Extra lives system
Playthrough - Video Review/Comparison - Mini Review
Shadowcaster (PC, 1993) - FPS/Maze Shooter w/ RPG elements (leveling up, item inventory, doesn't make you backtrack to previous areas/levels)
Transformations which are needed for traversing some parts and solving certain puzzles (developed a bit further in the CD version)
Floating and jumping (and swimming)
Save anywhere
Map system w/ auto-mapper, Compass
Playthrough w/ commentary - Video Review
SOS/Septentrion (SNES) - Maze Platformer/Catastrophe Sim, Escape/optional rescue (escort) mission
Good sense of vulnerability and impending doom (the ship becomes more wrecked as time passes)
Four different playable chars (they play the same but a few things make the experience different: different intro story, different start locations, somewhat different paths through the game (sometimes different methods are needed to save certain survivors) and different relatives to save))
No permanent abilities or tools gained (besides keys and maps)
Layered world (see Goonies 2)
Three different endings (better if you manage to save your char's relatives, best if you also save the other 7 survivors)
PoP-style controls but with some mid-air control
Unlimited lives but you'll lose 5 minutes (you have about an hour to escape)
Die from falling about a screen's length or more
No save feature (short game though)
The Legend of Zelda: Link’s Awakening (GB) - Mostly TD view, Platforming (find the item in dungeon 1)
Mostly linear without glitches (can do some dungeons out of order)
Save feature
Good map systems
Pirates! Gold (MD/AMI/Atari ST) - Pirate Sim, Remake of Pirates!, mostly TD view and there's no platforming
Ganbare Goemon 2/Go For It! Goemon (SNES)(Fan Translated) - Tilted View/Side View/FP View (mech boss fights) Hybrid, AA/ARPG-ish (towns w/ shops and a couple of hidden paths, some permanent upgrades), Hub map w/ some branching paths, 2-player co-op (can join in at any point during gameplay)
-Mostly linear structure (can do the levels in any order in the castle towers town?, some branching paths on the hub map)
Save feature (one slot per game)
Can't exit hostile areas/levels where you entered them (can exit beaten levels and visited towns after buying the pass)
3 different playable chars w/ some minor differences - no new abilities gained nor do they start with any that are used for progression or exploration
Level timers
Off screen enemy respawning (generally not a problem though)
Checkpoints still work after using a continue (and you have unlimit continues?) - you do lose over half your money as well as your health bar upgrades when using one though
Krucjata/Crusade (Atari 8-bit, 1993) - Maze Platformer/Quest Adventure?
Miecze Valdgira II/Valdgir's Swords II (AMI/Atari XL, 1993)?
Mega Man X series (SNES/PS1/SAT) - Proto-PA, choose your own path through the first 8 levels (level select screen), certain actions in one level can affect another, permanent but optional upgrades, hidden items
Password save up until X4
Quest For Glory IV: Shadows of Darkness (PC, 1993) - ? Quest Adventure/ARPG hybrid, Mixed perspective (side view combat w/ jumping)
Castlevania: Rondo of Blood (PCE CD) - Proto-PA (branching paths, one alternate ending (save everyone), can rescue a female char and play as her after dying or beating the game), level select screen, save between levels, hidden rooms and paths
Jurassic Park (SMS/GG, 1993) - Proto-PA, level select style hub map, some maze levels
Link: The Faces of Evil (CD-i, 1993)? - Hub map, Save feature, Partially non-linear?
Zelda: The Wand of Gamelon (CD-i, 1993)?
James Pond 3: Operation Starfish (Multi, 1993) - Collectathon/Search & Destroy mission, Hub map (see SMW)
Hired Guns (AMI) - FP view, Squad-based (4 chars), Co-op!
Save feature
No area maps? (vague world map)
No jumping
Lands of Lore (PC) - FP view, Dungeon Crawler RPG/ARPG
Map system w/ auto-mapper (find the Magic Atlas item)
Save feature
No jumping
Mega Man IV (GB)(a mix of MM4 & MM5 NES) - Shop, Replay beaten levels?, Collect 4 letters to get Beat the bird (optional sidekick), Stage select screens are split into pairs of four
Mega Man 6 (NES, 1993) - Level select screen, Replay beaten levels, Some alternate paths through the levels, Shows important items that you’ve grabbed (or is it missed?) on the level selection screen, Can’t skip over larger segments using a flight ability (usually a good thing but then again the pacing of the game is slower than before)
Rusty (PC-98) - Maze Platformer/Castlevania-like Action Platformer, Linear structure
Xargon: The Mystery of the Blue Builders (PC, 1993) - Maze Platformer/Collectathon w/ AA elements (shops, hub map w/ branching paths and locked gates, journal entries)
Save feature
Temporary traversal tool and transformation power ups (jump boots, bee form)
Blaster Master 2 (MD, 1993) - Level-based without backtracking (maze-like levels overall)
Lives system
Some ability/tool gating (breakable blocks w/ a weapon upgrade, drill for metal blocks, fuel-based flight, normal movement underwater (dive), protective gear, )
No save or password save
No map