1995 (Terranigma, Seiken Densetsu 3, Secret of Evermore and The Dig are released)
Phantom 2040 (SNES/MD, 1995)
Subgenre: Clash at Demonhead/Strider-like, Mission-based
Movement mechanics: Swinging and wall jumping via the grappling hook (default), Jump kick also serves as a hover jump of sorts (default), Slide kick (default)
Other: Hub map (partially interconnected sub areas), One NPC, No shop, Can grab regular robot humanoid enemies to use them as cover, No contact damage from most regular enemies, Temporary walker at one point (used briefly to destroy some walls)
Playthrough - Video Review (SNES) - Mini Review & Comparison
Tails Adventures/Tails Adventure (GG, 1995)
Subgenre: Similar to Quackshot
Other: Hub map with a "home base" menu screen, Submarine-based water levels (customizable sub)
Playthrough - Video Review - Mini Review
Subgenre: Clash at Demonhead/Strider-like, Mission-based
Movement mechanics: Swinging and wall jumping via the grappling hook (default), Jump kick also serves as a hover jump of sorts (default), Slide kick (default)
Other: Hub map (partially interconnected sub areas), One NPC, No shop, Can grab regular robot humanoid enemies to use them as cover, No contact damage from most regular enemies, Temporary walker at one point (used briefly to destroy some walls)
- Various minor differences between the versions (a bit more story exposition on MD)
- Password save (shorter on MD)
- Lives system
- No area maps
- Multiple endings
- No fast travel
- Gain some weapons for destroying certain walls+removing fires as well as invisibility and invincibility (costs some energy when used and lasts about 15 seconds each time, the latter is used to bypass some hazards) - don't gain new movement abilities
- In-game encyclopedia (characters and locations)
Playthrough - Video Review (SNES) - Mini Review & Comparison
Tails Adventures/Tails Adventure (GG, 1995)
Subgenre: Similar to Quackshot
Other: Hub map with a "home base" menu screen, Submarine-based water levels (customizable sub)
- Mostly linear structure (can't really go to lake crystal early on and the downward lake rocky path to coco island is very tough, you can go to caron forest before green island and besides that you can grab certain items in the order you want)
- Quick travel to most previously visited areas, Can teleport back to base with a missable item found late in the game
- Password save (average length)
- No area maps
- Can exit any level by going left in the beginning of it (can't exit a beaten level from anywhere in it though)
Playthrough - Video Review - Mini Review
Odyssey (AMI, 1995)
Subgenre: Puzzle Platformer, Similar to Ecco and Demon's Crest/Popful Mail
Movement Mechanics: Flight via the bird and bat forms, Wall/ceiling climbing via the spider and turtle forms, Long/high jump via the grasshopper form
Other: Hub Map (three areas are open right away and the rest are basically locked out via abilities), One NPC to trade with on one island
Playthrough - Mini Review
Holy Umbrella: Dondera´s Wild!! (SNES, 1995)
Subgenre: Similar to Popful Mail and Gargoyle's Quest (JRPG Hybrid)
Perspective: TD view (towns)/SV hybrid (hostile areas)
Other: Hub map (no encounters here)
Playthrough - Video Review - Mini Review
Bioforge (PC, 1995)? - WIP
3D-ish Action Adventure/Quest Adventure hybrid (pre-rendered backgrounds with static camera angles like in RE1 or AitD)
Perspective: TP view
Movement Mechanics: Low grav segments, Platforming via levitation (alien cube item), Sidestep (very slow)
No other ability gating than the alien cube?
Move slower and with a limp when damaged
Individual limbs control
Gameplay-driven narrative (journals)
Rayman (JAG/SAT/PS1/PC, 1995)
Subgenre: Similar to DuckTales 2 and Quackshot, Collectathon, Rescue mission (need 100% to get to the end! - can use a GG code to remove this on PS1 though)
Other: Hub map, No shop
Playthrough - Video Review - Mini Review
Subgenre: Puzzle Platformer, Similar to Ecco and Demon's Crest/Popful Mail
Movement Mechanics: Flight via the bird and bat forms, Wall/ceiling climbing via the spider and turtle forms, Long/high jump via the grasshopper form
Other: Hub Map (three areas are open right away and the rest are basically locked out via abilities), One NPC to trade with on one island
- Gain animal transformations which let you perform new moves and reach new places
- Partially non-linear structure (choose between 7 sub areas on a hub map - can move between these at any point as long as you can reach the place you entered a sub area at however it's optimal to do the three outer ones (marked with symbols as you enter them) first to gain the first three transformations and on 4 of the islands you can't get anywhere without having more than the bird transformation, have to increase the "influence"/area of effect of a transformation by finding a large crystal in the area where you found the transformation crystal - this lets you transform on adjacent islands as well; the southern island area (rock monster ability) is completely linear)
- Collectathon+escort/lure segment on the southeastern island (have to collect 35 coins to buy the orb here which involves luring a bunch of creatures down the right paths) - have to also build two bridges using collected planks here
- Can get stuck in a couple spots but can also press Esc to suicide
- Save feature (can only save on the hub map screen, 10 slots per disk) and frequent checkpoints (the crystal globes that light up when touched)
- No map feature
- Puzzle focus (green-man/clay humanoid form can whistle to other green-men to make them move/jump towards him, sometimes you switch between two forms quickly to reach new places, enemies can also trigger traps and doors via switches, can hit arrows to make them trigger switches, rock momentum from dashing into walls or rolling far enough is used to increase its power to break certain blocks - some of these are similar to Wario Land 2 in design, sometimes have to trigger a chain reaction of switches then transform into a different form to reach a temporarily open door)
- Regenerating health (slow, however moving and attacking doesn't affect it here)
- Extra lives system (pretty easy to rack up lives by finding crossed sword symbols)
- Some death pits
- Can't carry healing items with you for later use and they are placed items only+kind of rare (apples)
Playthrough - Mini Review
Holy Umbrella: Dondera´s Wild!! (SNES, 1995)
Subgenre: Similar to Popful Mail and Gargoyle's Quest (JRPG Hybrid)
Perspective: TD view (towns)/SV hybrid (hostile areas)
Other: Hub map (no encounters here)
- Switch between recruited chars on the fly and upgrade your char
- Very linear structure (you do at least backtrack to an older town at two points to travel to a new location and the finale happens near the first town)
- No need to go use new tools in older areas to reach any upgrades
- Save feature (one slot)
- No level maps
- Can teleport to the hub map with the jewel item (even during boss fights) - not from within towns though
Playthrough - Video Review - Mini Review
Bioforge (PC, 1995)? - WIP
3D-ish Action Adventure/Quest Adventure hybrid (pre-rendered backgrounds with static camera angles like in RE1 or AitD)
Perspective: TP view
Movement Mechanics: Low grav segments, Platforming via levitation (alien cube item), Sidestep (very slow)
No other ability gating than the alien cube?
Move slower and with a limp when damaged
Individual limbs control
Gameplay-driven narrative (journals)
Rayman (JAG/SAT/PS1/PC, 1995)
Subgenre: Similar to DuckTales 2 and Quackshot, Collectathon, Rescue mission (need 100% to get to the end! - can use a GG code to remove this on PS1 though)
Other: Hub map, No shop
- Ability gating - Gain new moves which are used to collect stuff and save NPCs in previous levels (no exploration element to gaining these, you just proceed through and beat the levels they're in)
- Some branching paths through levels and on the hub map (mostly straightforward levels though, no alternate exits?)
- You can generally exit a level/area on its first screen (can only enter beaten levels at their entrances though)
- Upgradeable lifebar
- Save feature (only one slot per game though), Lives system
- No level maps
- Many death pits
Playthrough - Video Review - Mini Review
Outliers:
Kishin Douji Zenki (GG) - Hub map, Collectathon (5+ orbs and 2-3 seeds), Some alternate exits
Switch between 2 chars (between levels) with some different abilities that let them explore different segments
Can exit any level at its entrance
You don't gain any new abilities past the first level (your boss fight health bar is upgraded though)
Minor puzzles (the girl can achieve some elemental effects with spells)
Can replay most beaten levels (not bosses though)
Playthrough - Video Review - Mini Review
Hexen: Beyond Heretic (PC, 1995) - FP Doom-like FPS/Action Adventure hybrid (five hub areas (areas connected to several other areas), doing something in one level can have an effect in another level - not always communicated well though, three char classes, item inventory), 3 Player network co-op (added much later in the "Hamachi & Zandronum" mod version), 3D platformer/Jumping (and strafing)
Save anywhere?
Map system w/ auto-mapper feature
Torches for dark areas and spotting certain enemies
Teleport to beginning of level item (Chaos Device)
Temporary speed, flight and invincibility power ups
Playthrough - Video Review
Hyper Iria (SNES, 1995) - Mission-based non-linear structure with hub menu (S&D, rescue, bomb defusal, one escape sequence; choose 3 weapons and 3 items to take with you before each one), Some horizontal shoot 'em up segments (very short, easy and basic)
Can't replay levels nor exit unbeaten levels
Maze levels, Some alternate paths through some levels/areas
Can buy two movement upgrades but they're optional for progression
Shops between levels (money is rewarded based on your performance in a mission)
Password save
No maps (Radar system+AI assistant instead)
Some resource management
Short (5 missions)
Playthrough - Video Review - Mini Review
Magical Pop'n (SNES, 1995) - Maze Platformer, Level-based and you don't backtrack
Gain new abilities/spells which are used for traversal (grapple hook, roll move which lets you climb walls, etc)
Hidden items and alternate paths
HP upgrades
Some minor puzzles
Some points of no return and blind jumps (can't look up/down)
Respawning enemies
No save feature
No maps
Playthrough - Mini Review
CyberMage: Darklight Awakening (PC, 1995) - 3D-ish FPS/AA (2D pre-rendered characters; NPCs which give objectives, HP and MP upgrades, item inventory), Level-based (the city level is a hub for various levels in the first third of the game, reach another hub area halfway through), Some vehicles, Swimming and strafing, Shops (vending machines) and a hospital in the city where you can buy health packs, No jumping
Linear? (some backtracking to the hub areas, can’t revisit non-hub levels?)
Mini-map and map features
Save anywhere
Learn spells by being hit by them when enemies use them
Voice acted NPCs
Minor ability gating (floating via the Jump Jet vehicle and temporary Icon Wings)
Difficulty options
Control config
Tales of Phantasia (SNES/PS1/GBA) - TD View JRPG w/ sidescrolling battles, AI controlled allies with some customization (4 person party)
Mini-map in the overworld
Lower encounter rate on PS1 & GBA
Much lower gold gain on PS1 & GBA (was kind of broken on SNES)
Can run from the get go on PS1 & GBA
Slowdown and overly bright colors on GBA
Playthrough (SNES) - Video Review
Legend of Xanadu: Kaze no Densetsu Xanadu II (PCE CD) - TD View JRPG/SV Action Platformer hybrid, Linear?
Playthrough - Review
Star Wars: Dark Forces (PC, 1995) - FPS, Maze levels w/ a puzzle focus
Jumping (and crouching)
Save between levels (checkpoints within levels, lives system)
Map feature
Vertical looking and manual vertical aiming
Bermuda Syndrome (PC)? - Linear structure w/ maze levels?, Escort segments
PoP-style controls
Beavis and Butt-head (MD)? - Quest Adventure/Platformer hybrid, Tilted view
Donkey Kong Country 2 (SNES) - Semi-Platform Adventure, Hub map, No persistent abilities or tools gained
MechWarrior 2: 31st Century Combat (PC) - 3D Mech Sim/Action Adventure, FP view (also rearview and missile camera), Jump jets, Lock-on aiming, Salvage mode (similar to EarthSiege?; more in-depth in the Win version), MP vs. battle via NetMech
Commander mode (be in charge of a mercenary company, pick contracts, hire a squad that you can order around - Wing Commander-like)
WC-style mission structure
Two different clans with their own campaign (different mechs, rules, weapons)
Revival Xanadu & Revival Xanadu Easy Version (PC-98) - ARPG, Remake
Revival Xanadu 2 Remix (PC-98) - ARPG, Remix of Xanadu II
Star Trek: Deep Space 9 - Crossroads Of Time (MD/SNES) - Linear and level-based structure but mostly maze levels?, Some Hori Shooter segments
PoP-like controls
Mini-map (doesn't show the layouts though but the occasional computer maps do)
Teleporters
Transform into a rodent at one point
Ganbare Goemon: Kirakira Douchuu/Ganbare Goemon 4 (SNES)? - TDV/SV Hybrid, Linear?, Untranslated
Legend of Illusion Starring Mickey Mouse (SMS/GG) - Hub map (non-interactive besides one branching path between two levels)
Health item inventory but non-persistent items
No new abilities/tools gained
Can't exit levels at their entrances or with a flute nor replay levels
Cyber Force (AMI)?
Asterix and the Power of the Gods (MD, 1995) - Semi-Platform Adventure (hub map w/ some non-linearity early on, replayable levels, quest item-driven progression, can exit some levels where you entered them but not others), no save and no maps (mostly maze levels)
Kishin Douji Zenki (GG) - Hub map, Collectathon (5+ orbs and 2-3 seeds), Some alternate exits
Switch between 2 chars (between levels) with some different abilities that let them explore different segments
Can exit any level at its entrance
You don't gain any new abilities past the first level (your boss fight health bar is upgraded though)
Minor puzzles (the girl can achieve some elemental effects with spells)
Can replay most beaten levels (not bosses though)
Playthrough - Video Review - Mini Review
Hexen: Beyond Heretic (PC, 1995) - FP Doom-like FPS/Action Adventure hybrid (five hub areas (areas connected to several other areas), doing something in one level can have an effect in another level - not always communicated well though, three char classes, item inventory), 3 Player network co-op (added much later in the "Hamachi & Zandronum" mod version), 3D platformer/Jumping (and strafing)
Save anywhere?
Map system w/ auto-mapper feature
Torches for dark areas and spotting certain enemies
Teleport to beginning of level item (Chaos Device)
Temporary speed, flight and invincibility power ups
Playthrough - Video Review
Hyper Iria (SNES, 1995) - Mission-based non-linear structure with hub menu (S&D, rescue, bomb defusal, one escape sequence; choose 3 weapons and 3 items to take with you before each one), Some horizontal shoot 'em up segments (very short, easy and basic)
Can't replay levels nor exit unbeaten levels
Maze levels, Some alternate paths through some levels/areas
Can buy two movement upgrades but they're optional for progression
Shops between levels (money is rewarded based on your performance in a mission)
Password save
No maps (Radar system+AI assistant instead)
Some resource management
Short (5 missions)
Playthrough - Video Review - Mini Review
Magical Pop'n (SNES, 1995) - Maze Platformer, Level-based and you don't backtrack
Gain new abilities/spells which are used for traversal (grapple hook, roll move which lets you climb walls, etc)
Hidden items and alternate paths
HP upgrades
Some minor puzzles
Some points of no return and blind jumps (can't look up/down)
Respawning enemies
No save feature
No maps
Playthrough - Mini Review
CyberMage: Darklight Awakening (PC, 1995) - 3D-ish FPS/AA (2D pre-rendered characters; NPCs which give objectives, HP and MP upgrades, item inventory), Level-based (the city level is a hub for various levels in the first third of the game, reach another hub area halfway through), Some vehicles, Swimming and strafing, Shops (vending machines) and a hospital in the city where you can buy health packs, No jumping
Linear? (some backtracking to the hub areas, can’t revisit non-hub levels?)
Mini-map and map features
Save anywhere
Learn spells by being hit by them when enemies use them
Voice acted NPCs
Minor ability gating (floating via the Jump Jet vehicle and temporary Icon Wings)
Difficulty options
Control config
Tales of Phantasia (SNES/PS1/GBA) - TD View JRPG w/ sidescrolling battles, AI controlled allies with some customization (4 person party)
Mini-map in the overworld
Lower encounter rate on PS1 & GBA
Much lower gold gain on PS1 & GBA (was kind of broken on SNES)
Can run from the get go on PS1 & GBA
Slowdown and overly bright colors on GBA
Playthrough (SNES) - Video Review
Legend of Xanadu: Kaze no Densetsu Xanadu II (PCE CD) - TD View JRPG/SV Action Platformer hybrid, Linear?
Playthrough - Review
Star Wars: Dark Forces (PC, 1995) - FPS, Maze levels w/ a puzzle focus
Jumping (and crouching)
Save between levels (checkpoints within levels, lives system)
Map feature
Vertical looking and manual vertical aiming
Bermuda Syndrome (PC)? - Linear structure w/ maze levels?, Escort segments
PoP-style controls
Beavis and Butt-head (MD)? - Quest Adventure/Platformer hybrid, Tilted view
Donkey Kong Country 2 (SNES) - Semi-Platform Adventure, Hub map, No persistent abilities or tools gained
MechWarrior 2: 31st Century Combat (PC) - 3D Mech Sim/Action Adventure, FP view (also rearview and missile camera), Jump jets, Lock-on aiming, Salvage mode (similar to EarthSiege?; more in-depth in the Win version), MP vs. battle via NetMech
Commander mode (be in charge of a mercenary company, pick contracts, hire a squad that you can order around - Wing Commander-like)
WC-style mission structure
Two different clans with their own campaign (different mechs, rules, weapons)
Revival Xanadu & Revival Xanadu Easy Version (PC-98) - ARPG, Remake
Revival Xanadu 2 Remix (PC-98) - ARPG, Remix of Xanadu II
Star Trek: Deep Space 9 - Crossroads Of Time (MD/SNES) - Linear and level-based structure but mostly maze levels?, Some Hori Shooter segments
PoP-like controls
Mini-map (doesn't show the layouts though but the occasional computer maps do)
Teleporters
Transform into a rodent at one point
Ganbare Goemon: Kirakira Douchuu/Ganbare Goemon 4 (SNES)? - TDV/SV Hybrid, Linear?, Untranslated
Legend of Illusion Starring Mickey Mouse (SMS/GG) - Hub map (non-interactive besides one branching path between two levels)
Health item inventory but non-persistent items
No new abilities/tools gained
Can't exit levels at their entrances or with a flute nor replay levels
Cyber Force (AMI)?
Asterix and the Power of the Gods (MD, 1995) - Semi-Platform Adventure (hub map w/ some non-linearity early on, replayable levels, quest item-driven progression, can exit some levels where you entered them but not others), no save and no maps (mostly maze levels)