1994 (Little Big Adventure, Beyond Oasis and Shadowrun (MD) are released)
Super Metroid (SNES, 1994)
Movement Mechanics: Wall jumping, Shinesparking (a long horizontal or vertical dash that lets you go through certain walls - requires charging up by running w/ the speed booster item equipped), Semi-flight via the Space Jump ability (Metroid II)
Other: Two escape sequences, Separate intro area
Playthrough - Video Review - Mini-Review
Movement Mechanics: Wall jumping, Shinesparking (a long horizontal or vertical dash that lets you go through certain walls - requires charging up by running w/ the speed booster item equipped), Semi-flight via the Space Jump ability (Metroid II)
Other: Two escape sequences, Separate intro area
- Save feature and evenly placed save points (there are also ammo refill stations)
- Great map system (auto-mapper, mini-map, optional map terminals which reveal a sub area, item locations are hinted at but not shown exactly (shows a dot on the same room tile), some hidden areas not shown?)
- Several opportunities for sequence breaking
- Can toggle most gear upgrades on and off (inventory screen)
- Environmental storytelling (space lab, beginning, baby metroid, creatures that act like they live in the place instead of simply being enemies of Samus including some friendly ones that help her progress)
- "God form" attained near the end
- Multiple endings (albeit with minor differences) depending on completion rate and time taken
- Enemy drop magnet via the charge beam
Playthrough - Video Review - Mini-Review
Demon's Crest/Demon's Blazon Makaimura Monshou-hen (SNES, 1994)
Subgenre: Zelda II-ish Zelda II-ish (no exp point leveling, no overworld encounters or obstacles and less exploration - like having the airship in an FF game, more backtracking to previous areas to progress unless you're going for the bad or normal ending, one town w/ some shops (also connects to a hostile area leading up to a boss))
Perspective: Bird's eye or TP view (overworld exploration)/SV (location exploration) Hybrid
Movement Mechanics: Unlimited flight, Upwards flight, Swimming and slightly faster horizontal swimming, Dash jumping
Other: Sequel to Gargoyle's Quest 2, Mode 7 overworld/hub map (flight-based exploration in bird's eye TP view here), One mini-game (background whack-a-mole), Two hidden mini-game locations
Playthrough - Video Review/Retrospective - Mini-Review
Subgenre: Zelda II-ish Zelda II-ish (no exp point leveling, no overworld encounters or obstacles and less exploration - like having the airship in an FF game, more backtracking to previous areas to progress unless you're going for the bad or normal ending, one town w/ some shops (also connects to a hostile area leading up to a boss))
Perspective: Bird's eye or TP view (overworld exploration)/SV (location exploration) Hybrid
Movement Mechanics: Unlimited flight, Upwards flight, Swimming and slightly faster horizontal swimming, Dash jumping
Other: Sequel to Gargoyle's Quest 2, Mode 7 overworld/hub map (flight-based exploration in bird's eye TP view here), One mini-game (background whack-a-mole), Two hidden mini-game locations
- Partially non-linear structure (can visit three new levels including the town plus one mini-game and one shop location right after the intro level - some of the levels are rather tough and most can't be fully explored yet however, three more levels open up after beating a boss in each of these - including the final level if you want to go for the worst ending; mostly straightforward areas but with some branching paths within them)
- Can replay levels but not bosses, Can't exit even a beaten level from where you entered it - however you can simply kill yourself and a menu pops up letting you retry from the beginning of the current segment or go back to the world map without any money or gained items lost (only used potions are lost) so this can be used instead of one of the teleportation potions
- There's a connecting path between area 3 and 5 but for some reason it's a one-way underwater path from the former and you get the water form in the latter (if you try it from the other side then you just get teleported back to where you entered the connecting room)
- Four different endings (don't get all crests=bad ending, get all crests besides the ultimate gargoyle one=mid-tier, get all items=good ending, all items+use the special password after the third ending to face the true final boss=best ending)
- Transform into different gargoyle forms (similar to Wonder Boy III) and use alternate shots as the default form to reach new areas and optional items (these are re-used from GQ2)
- Warp to world map and warp to beginning of level potions
- Some minor sequence breaking possible (for one talisman, one life orb and two potion bottles), The air form trivializes some levels if you get it early
- "God form" is obtainable but only after beating everything but the tru final boss
- No area maps (mostly straightforward areas though)
- Password save only (fairly long too)
- Healing potions, Resurrection potions (Zelda 3) but they're too weak to be worth using over the healing potions
- Two of the potions you can buy let you teleport (mercury=back to beginning of level, sulfur=back to world map) however the sulfur one is not really needed since you can teleport back to the beginning of the segment or to the world map by dying)
- Off screen enemy respawning+they keep dropping money and health
- Single entry points to levels makes going back and collecting found items more tedious. Also can't go back to a previous segment while in a level without using a potion. Also can't stay in a level after taking out a boss in it - get thrown back into the overworld
- Improvement/alternate take hack (Imp): https://www.romhacking.net/reviews/7976/#review
Playthrough - Video Review/Retrospective - Mini-Review
Monster World IV (MD, 1994)
Subgenre: Zelda-like Platform Adventure
Movement Mechanics: Hover jump via an animal mascot
Other: Town hub w/ a shop, Separate intro area, Overworld and dungeons structure
Playthrough - Video Review - Mini-Review
Dragon View/Super Drakkhen (SNES, 1994)
Subgenre: Zelda II-like ARPG (separate overworld w/ avoidable encounters, exp point leveling, towns)
Perspective: FP view (overworld exploration)/Tilted view (Beat 'em up style; towns and hostile areas/dungeons/encounters) Hybrid
Other: Overworld (mode 7?)
Playthrough - Video Review - Mini-Review
Subgenre: Zelda-like Platform Adventure
Movement Mechanics: Hover jump via an animal mascot
Other: Town hub w/ a shop, Separate intro area, Overworld and dungeons structure
- Almost fully linear structure (can't revisit beaten sub areas, maze dungeons)
- Evenly placed save points
- No area maps besides basic layout maps for the ice dungeon, vague world map
- Creates a good sense of vulnerability in the late game (spoilers: by taking away your sidekick, also creating more of an emotional impact via the game mechanics)
- Teleport back to town (magic carpet rides)
- Some sequence breaking possible by infinite jumping against a wall in town (the game gets a little glitchy though)
Playthrough - Video Review - Mini-Review
Dragon View/Super Drakkhen (SNES, 1994)
Subgenre: Zelda II-like ARPG (separate overworld w/ avoidable encounters, exp point leveling, towns)
Perspective: FP view (overworld exploration)/Tilted view (Beat 'em up style; towns and hostile areas/dungeons/encounters) Hybrid
Other: Overworld (mode 7?)
- Save in towns
- Mostly linear structure
- World map but no town/dungeon area maps (zoomable world map after you find the world map sub area map for an area, visited locations not already marked on a sub area map aren't added to the world map), Start out with a compass
- Some tool gating (bombs and arrows)
- Can warp between visited world map sub areas using the warp stars on the world map (can only warp between two points at a time rather than all visited points though)
Playthrough - Video Review - Mini-Review
Popful Mail (MCD ver., 1994)
Subgenre: Clash at Demonhead/Wonder Boy in Monster World-like (towns and shops, no leveling system, hub map)
Other: Hub map w/ free movement on the paths between locations
Playthrough - Video Review - Mini-Review
Adventure Island IV/Takahashi Meijin no Bouken Jima IV (NES, 1994)
Subgenre: Zelda/Milon's Secret Castle-like (some dungeons)
Other: Hub area, Home building, Some NPCs
Playthrough - Video Review - Mini-Review
Subgenre: Clash at Demonhead/Wonder Boy in Monster World-like (towns and shops, no leveling system, hub map)
Other: Hub map w/ free movement on the paths between locations
- Switch between 3 chars on the fly once you recruit them
- Mostly linear structure (minor backtracking, several mazes)
- No area maps
- Save feature (anywhere except during dialogue, map travel and cutscenes; 3 slots); if a game that was previously saved during a boss fight is loaded, the game resumes just before the battle
- JP ver. is easier (US one has been hacked to restore the difficulty though)
- Some ability/tool gating (high and floaty jump as Gaw, stone shoes to cross spike floors, spiked boots for ice traction, ice shoes to walk on fire but you get them too late?, one bomb but it can only be used in one spot)
- Some minor platforming puzzles
Playthrough - Video Review - Mini-Review
Adventure Island IV/Takahashi Meijin no Bouken Jima IV (NES, 1994)
Subgenre: Zelda/Milon's Secret Castle-like (some dungeons)
Other: Hub area, Home building, Some NPCs
- Switch between 3 chars on the fly
- Mostly linear structure
- Password save
- Vague map system
- Limited teleportation via the egg+get teleported home after bosses+a teleport to home item
Playthrough - Video Review - Mini-Review
Super Adventure Island II (SNES, 1994)
Subgenre: Like Zelda II (except with unavoidable overworld encounters and no exp point leveling) and Wonder Boy in Monster World
Perspective: TD view overworld/SV location exploration
Other: Separate overworld
Playthrough - Video Review - Mini-Review
Subgenre: Like Zelda II (except with unavoidable overworld encounters and no exp point leveling) and Wonder Boy in Monster World
Perspective: TD view overworld/SV location exploration
Other: Separate overworld
- Partially non-linear (from around the second half forward)
- Can save anywhere (only one slot per game though and you start off at the beginning town when loading)
- Basic maps for each dungeon/hostile area (doesn't show chests nor shrines nor block switches though and it's hard to tell which plane you're on)
- Feather magic lets you teleport back to the beginning of a dungeon and wing magic lets you teleport between dungeons as well as the healing spring rooms in them
Playthrough - Video Review - Mini-Review
Popful Mail (SNES, 1994)(Untranslated) - WIP
Subgenre: See the MCD game
Other: Hub map, One new mini-game (kinda like fighting in Zelda 2)
Mostly linear structure?
Switch between 3 chars on the fly
Checkpoints before boss fights
No leveling system (trade points from enemies for gold to buy gear with)
Can't switch to another char if one dies
Save at inns
Playthrough - Video Review - Mini-Review
System Shock (PC, 1994)
Subgenre: 3D Action Adventure/Survival Horror, Systemic Game/Immersive Sim
Perspective: FP view
Movement Mechanics: Jumping and crouching+crawling (can also climb the edge of some platforms), Cyberspace segments (these play kind of like Descent and have their own set of items), P&C-style interface for examining and interacting with objects
Playthrough - Video Review - Mini-Review
Subgenre: See the MCD game
Other: Hub map, One new mini-game (kinda like fighting in Zelda 2)
Mostly linear structure?
Switch between 3 chars on the fly
Checkpoints before boss fights
No leveling system (trade points from enemies for gold to buy gear with)
Can't switch to another char if one dies
Save at inns
Playthrough - Video Review - Mini-Review
System Shock (PC, 1994)
Subgenre: 3D Action Adventure/Survival Horror, Systemic Game/Immersive Sim
Perspective: FP view
Movement Mechanics: Jumping and crouching+crawling (can also climb the edge of some platforms), Cyberspace segments (these play kind of like Descent and have their own set of items), P&C-style interface for examining and interacting with objects
- Partially non-linear structure (a few ability/tool-gated segments (jump jets, enviro-suit (beta grove), some dark areas (need to use a head-mounted lantern or infrared night sight or sight patch), skates? - might be needed on hard where there's a time limit) and some soft gating with tough enemies, sometimes what you do in one level affects something in another and you'll sometimes have to come back to a point of interest later on)
- Collectathon/killathon element (need to lower the security level (Shodan's control of a floor) by destroying all cameras and CPUs in each level - unlocks elevators and various doors; most of these as well as some cyberspace segments are optional but yield very useful equipment)
- Auto-mapper (mini-map in the hud (has a full screen hotkey but no semi-transparent overlay option), can zoom in/out, placeable map markers with typed messages, can toggle camera location markers on it, when upgraded it can show enemies within scanning radius of your sensors which can also be upgraded), Compass, can view other parts of a level via certain screens on walls (you can't zoom out though so it's often hard to tell what you're looking at)
- Sometimes new enemies appear when revisiting a place you've been to previously which makes backtracking more interesting, can solve puzzles on level 2 to stop hopper robot production on that floor
- Save anywhere (8 nameable slots, these don't show your current location nor your status), Restoration bays (reconfigured cyborg conversion stations) - these respawn you after death with all equipment intact when activated and progress up to that point is kept (most HP is restored but no energy, have to be on the same floor as one or it doesn't work), Energy charge stations which have varying efficiency (recharge time and amount of energy stored), A few HP restoration points (surgery beds - only 3 operational ones)
- All items stay where you put them (one point of no return late in the game but you are warned about it, consumable items can be blown up)
- A few teleporters (all but one of these lead to isolated areas rather than being used for fast travel though)
- One alternate bad ending (a short death cutscene on floor 2)
- Wire and circuit puzzles (latter play kind of like minesweeper) - can be skipped with certain items, Some other puzzles
- One sequence break possible (can skip extending the bridge on lvl 8/security by performing a tricky jump - you'll miss the plasma rifle (not really needed) and some dialogue though, can also skip the escape pods segment+mini-boss on floor 5 after activating the self-destruct on the reactor - miss some dialogue)
- Some enemy respawning (not sure exactly how it works but in some areas it's a lot worse than others)
- Storytelling via audio and text logs (additional lore and gameplay hints, some radio communications from survivors and later on from Earth plus the villain)
- Can examine most objects in the game as well as each inventory item, Optional tooltip/"on-line help" pop ups for interactive objects (also shows hidden doors and elevators if close to them)
Playthrough - Video Review - Mini-Review
The Elder Scrolls: Arena (PC, 1994)? - WIP
Subgenre: 3D Open World ARPG (18 classes in 3 main categories, rudimentary dialogue trees, spell crafting, day/night cycle), Collectathon element (8 staff pieces)
Perspective: FP view
Movement Mechanics: Jumping, P&C Hybrid, Strafing
Logbook (journal) feature
Auto-map feature & continental map (can fast travel here), compass
Save feature (anywhere?, 10 slots)
Movement/traversal/exploration spells (create floor, create wall (can trap enemies), destroy wall/floor, invisibility and sanctuary, levitate, light and wanderlight, silence (make enemy unable to cast spells)?) and gear with spell effects attached
Playthrough - Video Review
Subgenre: 3D Open World ARPG (18 classes in 3 main categories, rudimentary dialogue trees, spell crafting, day/night cycle), Collectathon element (8 staff pieces)
Perspective: FP view
Movement Mechanics: Jumping, P&C Hybrid, Strafing
Logbook (journal) feature
Auto-map feature & continental map (can fast travel here), compass
Save feature (anywhere?, 10 slots)
Movement/traversal/exploration spells (create floor, create wall (can trap enemies), destroy wall/floor, invisibility and sanctuary, levitate, light and wanderlight, silence (make enemy unable to cast spells)?) and gear with spell effects attached
Playthrough - Video Review
Outliers:
Generations Lost (MD, 1994)
Subgenre: Puzzle Platformer/Platform Adventure-lite
Movement Mechanics: Swinging for some segments (similar to Spider-Man vs Kingpin for MD & MCD, activates only in-between the floating pyramid-shaped switches), Hookshot to climb and go through some platforms as well as clinging onto some ceilings while hitting switches
Other: Hub map after the first two levels, Prince of Persia/Flashback-inspired controls in some ways (can't grab onto ledges with your arms, touch damage from enemies even when rolling so you can't use it to dodge), Hacking mini-game tied to unlocking some doors (kinda similar to taking over robots in Paradroid), Two entry points to some areas/levels (can exit them where you entered them) - connected locations on the hub map are actually entry points to a single area (similar to Clash at Demonhead)
Playthrough - Review - Mini Review
Dungeons & Dragons: Tower of Doom (ARC, 1994/SAT, 1999) - Beat 'em up w/ RPG elements (shops, basic leveling system, branching paths), Co-op
Very little platforming
Playthrough - Video Review - Mini-Review
Sinaria: Lost in Space (PC, 1994)?
Subgenre: Linear and level-based Action Platformer?, Precursor to Vigilance on Talos V
Rips off Metroid in several ways (doors, areas and enemies, some abilities)
Some movement abilities gained (saturn ball=morph ball from Metroid, swivel=grapple hook from SCIV/Super Metroid, x-ray from Super Metroid)
Frequent save points
Die from falling into lava
No control config
No maps?
Weapon inventory
Wario Land: Super Mario Land 3 (GB) - Proto-PA (more linear than SML2 but there's more exploration in most of the levels themselves and finishing certain levels can affect other levels' layouts), Hub map
No permanent abilities/tools gained
Multiple endings (small differences though)
Ganbare Goemon 3 (SNES) - Platformer/Action Adventyre Hybrid, TDV/SV Hybrid, Linear?, Untranslated
Legend of Xanadu (PCE CD) - JRPG/Action Platformer hybrid, TDV/SV hybrid (town explortion/linear action levels w/ bosses), Linear structure?
Blood Gear (PCE CD, 1994)(Untranslated) - JRPG/ARPG Hybrid, TD/Side View Hybrid, Mech-based
Umihara Kawase (SNES, 1994) - Proto-PA/Puzzle Platformer (similar to Kid Chameleon in structure)
Bungee-based traversal for most of the levels (you shoot out a rubber fishing line, fall off a ledge and bounce back up to climb in various spots; can also hook onto a platform from above, fall off and swing to either side - swinging back and forth doesn't work well though)
No new abilities/tools gained
One hit deaths, many pits (can't swim)
Time limits (a few minutes per level)
Frequently respawning enemies
Cling to and climb ledges
Basic video tutorials in-between levels (these don't show button inputs though)
King's Field (PS1, 1994) - FP Dungeon Crawler RPG, No jumping (KF2-3 don't have it either), Strafing and looking up/down
One movement ability/tool (Feather Boots - let you cross narrow pits) and two for traversal (Phantom Rod - reveals hidden paths, Harp - temporarily raises bridges across some chasms)
Can teleport to Dragon Spring after dying if you have a Dragon Tree Fruit and to the beginning of the current floor with the Green Dragon Rod
Maps (have to find them)
Save feature (save points)
Blackthorne/Blackhawk (SNES etc, 1994) - Puzzle Platformer/PoP-style Action Platformer, Completely linear structure?, Maze levels
Mega Man V (GB) - Action Platformer, Shop, Alternate ending (collect 4 gems by sidetracking), Stage select screens are split into pairs of four
Breakable walls you can dash through after getting the dash ability, blocks that can be thrown after beating Uranus (MM1) and out of reach items that can be grabbed with the magnet hand item (some optional ability gating for the 4 gems that yields an upgrade which decreases ammo/energy consumption by 50%)
Pulseman (MD) - Action Platformer, Choose your own path (three levels at a time on a level select screen)
Can't replay beaten levels
Hidden items
Rokudenashi Blues: Taiketsu! Tokyo Shitennou (SNES, 1994) - AA or ARPG/Fighting Hybrid, SV gameplay (tilted view visuals, can walk into the foreground or background in certain spots)
Ecstatica (PC, 1994)
Subgenre: 3D Survival Horror/Action Adventure
Perspective: TP view w/ static camera angles
Other: Some potion mixing, Can move backwards as well as grab some ledges and climb up (no jumping), High and low attacks, Start w/o a weapon, Gender select, Sneaking and Running modes
Save anywhere (10 slots)
No maps
Some ability/tool gating (Squirrel transformation lets you move through a small area at one point, the "flying" broomstick (hovering) is necessary to get past a trap in the castle basement, nothing else besides needing a specific weapon to beat the boss)
Good and bad endings (can join the demon)
Can kill most NPCs
Frog transformation (trap - lets you explore some areas but not find anything useful)
Voice acted, Can move around during dialogue
Can get caught and trapped by some enemies and then have to escape
Nudity
No control config
Can get stuck at one point if you grab the relic too soon
Generations Lost (MD, 1994)
Subgenre: Puzzle Platformer/Platform Adventure-lite
Movement Mechanics: Swinging for some segments (similar to Spider-Man vs Kingpin for MD & MCD, activates only in-between the floating pyramid-shaped switches), Hookshot to climb and go through some platforms as well as clinging onto some ceilings while hitting switches
Other: Hub map after the first two levels, Prince of Persia/Flashback-inspired controls in some ways (can't grab onto ledges with your arms, touch damage from enemies even when rolling so you can't use it to dodge), Hacking mini-game tied to unlocking some doors (kinda similar to taking over robots in Paradroid), Two entry points to some areas/levels (can exit them where you entered them) - connected locations on the hub map are actually entry points to a single area (similar to Clash at Demonhead)
- Don't gain any permanent abilities over the course of the game (just a temporary swinging tool for some segments, some optional protection and combat items as well as a temporary hookshot range upgrade)
- Some platform adventure/MV elements (hub map after the second level, item inventory, hookshot range can be upgraded and it's needed to progress at times however it's bound to health and lost if too much of it is lost which is kind of annoying, some hidden items)
- Partially non-linear structure (unlock 3 areas after the second level though one of them (equipment storage) is tougher than the other two since there's an unkillable enemy in it and it's also just a single room with a key in it, after these you gain access to four sub areas though one of them (engineering) just triggers a cutscene where you get part of a key and in another (main bridge) you can only enter the first room since you need to a complete key to access more of it)
- Password save (short, given at the beginning of chapters rather than once per area/level)+frequent checkpoints and HP restoration points in each level/area, No healing items
- No area/level maps - not really needed but you might miss some of the hidden items, Can see which sub areas haven't been visited yet and which ones are still unaccessible on the hub map
- Unusual setting and premise (post-"apocalyptic" world where your society has regressed into several warring tribes and worships technology without mastery of it, similar to Phantasy Star III in some ways)
- Difficulty options (easy-hard) and control config (no 6-button support though - released in 1993)
- Some neutral creatures (birds, the cat)
- One decent puzzle (the cat dungeon (have to herd a cat to a switch to open the exit door)) - also the only real puzzle in the game though
- Lives system (lose collecting progress if you die unless you touched a checkpoint afterwards, find more in the levels)
- Off-screen enemy respawning (sometimes you can move a bit further away) - enemies don't drop anything
- Attacking NPCs makes them attack back once
- Can't carry more than one shield power up at a time (picking up another wastes it)
- No breakable walls
- The game doesn't show what happened when pressing a switch if the door that opened isn't on screen
- Have to re-open hacking mini-game locked doors if you die and didn't hit a checkpoint after opening one
- Very short for the kind of game it is
- Can't talk to NPCs at the beginning of levels
- Some bugs (see the mini review)
Playthrough - Review - Mini Review
Dungeons & Dragons: Tower of Doom (ARC, 1994/SAT, 1999) - Beat 'em up w/ RPG elements (shops, basic leveling system, branching paths), Co-op
Very little platforming
Playthrough - Video Review - Mini-Review
Sinaria: Lost in Space (PC, 1994)?
Subgenre: Linear and level-based Action Platformer?, Precursor to Vigilance on Talos V
Rips off Metroid in several ways (doors, areas and enemies, some abilities)
Some movement abilities gained (saturn ball=morph ball from Metroid, swivel=grapple hook from SCIV/Super Metroid, x-ray from Super Metroid)
Frequent save points
Die from falling into lava
No control config
No maps?
Weapon inventory
Wario Land: Super Mario Land 3 (GB) - Proto-PA (more linear than SML2 but there's more exploration in most of the levels themselves and finishing certain levels can affect other levels' layouts), Hub map
No permanent abilities/tools gained
Multiple endings (small differences though)
Ganbare Goemon 3 (SNES) - Platformer/Action Adventyre Hybrid, TDV/SV Hybrid, Linear?, Untranslated
Legend of Xanadu (PCE CD) - JRPG/Action Platformer hybrid, TDV/SV hybrid (town explortion/linear action levels w/ bosses), Linear structure?
Blood Gear (PCE CD, 1994)(Untranslated) - JRPG/ARPG Hybrid, TD/Side View Hybrid, Mech-based
Umihara Kawase (SNES, 1994) - Proto-PA/Puzzle Platformer (similar to Kid Chameleon in structure)
Bungee-based traversal for most of the levels (you shoot out a rubber fishing line, fall off a ledge and bounce back up to climb in various spots; can also hook onto a platform from above, fall off and swing to either side - swinging back and forth doesn't work well though)
No new abilities/tools gained
One hit deaths, many pits (can't swim)
Time limits (a few minutes per level)
Frequently respawning enemies
Cling to and climb ledges
Basic video tutorials in-between levels (these don't show button inputs though)
King's Field (PS1, 1994) - FP Dungeon Crawler RPG, No jumping (KF2-3 don't have it either), Strafing and looking up/down
One movement ability/tool (Feather Boots - let you cross narrow pits) and two for traversal (Phantom Rod - reveals hidden paths, Harp - temporarily raises bridges across some chasms)
Can teleport to Dragon Spring after dying if you have a Dragon Tree Fruit and to the beginning of the current floor with the Green Dragon Rod
Maps (have to find them)
Save feature (save points)
Blackthorne/Blackhawk (SNES etc, 1994) - Puzzle Platformer/PoP-style Action Platformer, Completely linear structure?, Maze levels
Mega Man V (GB) - Action Platformer, Shop, Alternate ending (collect 4 gems by sidetracking), Stage select screens are split into pairs of four
Breakable walls you can dash through after getting the dash ability, blocks that can be thrown after beating Uranus (MM1) and out of reach items that can be grabbed with the magnet hand item (some optional ability gating for the 4 gems that yields an upgrade which decreases ammo/energy consumption by 50%)
Pulseman (MD) - Action Platformer, Choose your own path (three levels at a time on a level select screen)
Can't replay beaten levels
Hidden items
Rokudenashi Blues: Taiketsu! Tokyo Shitennou (SNES, 1994) - AA or ARPG/Fighting Hybrid, SV gameplay (tilted view visuals, can walk into the foreground or background in certain spots)
Ecstatica (PC, 1994)
Subgenre: 3D Survival Horror/Action Adventure
Perspective: TP view w/ static camera angles
Other: Some potion mixing, Can move backwards as well as grab some ledges and climb up (no jumping), High and low attacks, Start w/o a weapon, Gender select, Sneaking and Running modes
Save anywhere (10 slots)
No maps
Some ability/tool gating (Squirrel transformation lets you move through a small area at one point, the "flying" broomstick (hovering) is necessary to get past a trap in the castle basement, nothing else besides needing a specific weapon to beat the boss)
Good and bad endings (can join the demon)
Can kill most NPCs
Frog transformation (trap - lets you explore some areas but not find anything useful)
Voice acted, Can move around during dialogue
Can get caught and trapped by some enemies and then have to escape
Nudity
No control config
Can get stuck at one point if you grab the relic too soon