Top Down View Games: 1991 (Monster World III, Another World, Metroid II, Hunter, Cybercon III, Quackshot and Ufouria are released)
1990|1991|1992|1993|1994|1995|1996|1997|1998|1999
The Legend of Zelda: A Link to the Past (SNES, 1991/GBA)
Subgenre: Action Adventure
Perspective: Top Down View
Other: Overworld & dungeons split (at some points enemies can attack in town), Swimming
Playthrough - Video Review - Mini Review
Final Fantasy Adventure/Mystic Quest/Seiken Densetsu (GB, 1991)
Subgenre: Action Adventure/ARPG (Choose which of four stats to grow on level up (power/wisdom/stamina/will, before SD2 and didn't return until SD3))
Perspective: TD view
Other: Overworld & dungeons split
Playthrough - Video Review - Mini Review
Xak Precious Package: The Tower of Gazzel/Xak: The Tower of Gazzel/"Xak 2.5" (MSX/PC-88/PC-98, 1991/PC Win, 2018)
Subgenre: ARPG/Dungeon Crawler
Perspective: Top Down view
Other: Some platforming, CPU allies (one at a time, these follow you around like in a JRPG and are used to solve some minor puzzles)
Save anywhere outside of boss battles?
No maps
Can teleport back to the beginning
No ability/tool gating besides a scroll that removes a rock at one point?
Bosses (MSX) - Mini Review
Conan: The Cimmerian (PC, 1991)?
Subgenre: ARPG/Quest Adventure Hybrid, Stealth element (stealing)
Perspective: Top down area exploration, Side View gameplay in buildings and battles
Other: Hub map/area select (new locations appear as you find out about them)
Save anywhere?
Area maps which can be used while in their area if found (they don't show all points of interest though)
Interactive dialogue
Examine command (you also receive some info automatically when entering a new area)
Can bribe some NPCs
Gameplay
ToeJam & Earl (MD, 1991)
Subgenre: Rogue-lite/Collectathon w/ basic leveling (upgrades your life bar and you gain a 1-up at certain intervals), Some stealth
Perspective: TD view
Other: 2-Player Co-op (two different playable chars - Toejam is faster and smaller while Earl is bigger and can take more hits+occasionally drops his pants), Platforming via temporary gear, Randomly generated levels in random world mode (only the presents in fixed world mode?), Trading (mailboxes are present shops, one NPC sells present identification, another sells healing), Limited flight via the Icarus Wings item, Swimming (generally optional)
Playthrough - Video Review - Mini Review
Golden Axe Warrior (SMS, 1991)
Subgenre: Zelda 1-like Action Adventure
Perspective: Top Down view
Other: No platforming
Playthrough - Video Review - Mini Review
Neutopia II (PCE, 1991)
Subgenre: Zelda 1-like Action Adventure
Perspective: TD view
Other: Overworld & dungeons split, No jumping
Password save (long)
Dungeon maps and compass (none in the overworld?)
Playthrough - Video Review - Mini Review
Brandish (PC-98/FMT, 1991/PCE CD/SNES, 1994/PSP, 2015 (Remake))
Subgenre: ARPG
Perspective: TD view
Other: Camera turns as you turn around which can be disorienting, Strafing and backwards walking
-Auto-mapper mini-map (zoomed out, on a separate menu in the SNES ver.)
-Displays damage dealt and taken next to the sprites - Final Fantasy III
-Save anywhere outside of boss fights?, Game auto-saves when entering a new area
-Some ability/tool gating (steel balls to check for traps and sledgehammer to break certain walls). Optional invisibility potion and stop/enemy freeze magic
-Warp magic (visited areas)
Playthrough w/ commentary (PC-98) - Video Review - Mini Review
AIZA [New Generation] (PC-98, 1991)
Subgenre: ARPG
Perspective: TD View
Gameplay - Video Review - Mini Review
Robin Hood: Prince of Thieves (NES, 1991)
Subgenre: Action Adventure/RTT/Fighting Hybrid
Perspective: Mixed perspectives
-Can jump during duels or while on horseback
-No ability/tool gating?
Playthrough - Video Review - Mini Review
Efera & Jiliora: The Emblem From Darkness (PCE CD, 1991)?
Subgenre: ARPG
Perspective: TD View
Playthrough
Super Ninja Boy/Super Chinese World (SNES, 1991)
Subgenre: ARPG/Beat 'em up Hybrid
Perspective: TD/Tilted View hybrid
Other: 2-player co-op?
-Little Ninja Brothers sequel
Playthrough - Video Review - Mini Review
Rent-a-Hero (MD, 1991)
Subgenre: JRPG/Beat 'em up Hybrid (kinda like Zelda II/Gargoyle's Quest or Tales of Phantasia)
Perspective: TD view exploration, Side View battles in real-time (random and set encounters)
Other: Comedic tone, Modern urban setting
Playthrough - Video Review - Mini Review
Ax Battler: A Legend of Golden Axe (GG, 1991)
Subgenre: Zelda II-like w/ random encounters and no leveling system
Perspective: TD/Side View hybrid
Other: Zoomed out overworld
Playthrough - Video Review - Mini Review
Ninja Taro/Sengoku Ninja-Kun (GB, 1991)
Subgenre: Action Adventure
Perspective: TD view
-Some ability/tool gating (water spider to walk on water, ladder to cross climb in some parts - Zelda 1?)
Gameplay
Ultima: Runes of Virtue (GB, 1991)
Subgenre: ARPG
Perspective: TD view
-Some ability/tool gating (hammer and wand of fireballs to remove some obstacles, magic rope - makes a bridge across one space of water, magic boots (single use) - let you move through walls)
Gameplay
Cowboy Kid (NES, 1991)?
Subgenre: Action Adventure, Area-based?
Perspective: Tilted View/TD View/Side View hybrid (see Goemon)
-Non-linear structure (choose between six areas on a wanted posters screen)
-Minor ability/tool gating (ladder - lets you get above ground from underground)
Playthrough - Video Review - Mini Review
Exile (PCE CD/MD)(Telenet/Riot)(Remake of XZR II)
Subgenre: Zelda II-ish ARPG
Perspective: TD view town exploration/SV dungeon exploration
Other: Hub map instead of an overworld
Playthrough (PCE CD) - Video Review - Mini Review
Star Wars (US/EU)(NES, 1991/SMS, 1993?)
Subgenre: Action Adventure
Perspective: Top down overworld and side view dungeons/areas)/FP Shoot 'em up or Space combat Sim
Other: Vehicle-based overworld exploration
-Hybrid gameplay
-Three different playable characters with different attributes
-Limited map feature (R2-D2 can display a death star hallway map)
-Can talk to C-3PO for general tips
Playthrough (SMS) - Video Review - Mini Review (SMS)
Radia Senki: Reimeihen (Chronicle of the Radia War)/Tower of Radia (NES, 1991)
Subgenre: ARPG (random encounters, multiple towns w/ shops)
Perspective: TD view
Other: CPU allies (up to 4) which can be given a few group or individual orders, Hub map of sorts is unlocked in the mid-game (only used for seabound fast travel between three towns), Stamina bar/cooldown timer for spell casting, Automatic stat gains on level up, Can't use spells or attack items in real-time (same as in Secret of Mana), Learn techniques/spells automatically by using scrolls found throughout the game on your chars (set classes for chars, for some reason the player char gains no techs) - can control who learns their next spell and when
Playthrough - Video Review - Mini Review
The Lone Ranger (NES, 1991)
Subgenre: Action Adventure (NPCs (some give quests) and shops in town, weapon/item inventory, buy equipment with money received from killed enemies)
Perspective: TD view/SV/FP view hybrid (TD view town exploration and encounters (some mazes/dungeons as well)+side view action segments+FP view maze areas w/ random encounters (some on rails horseback segments as well))
Other: Separate overworld (one hub area per chapter/main boss+can generally backtrack to previous areas, narrow paths you can travel and which have non-random encounters on them - can't really avoid most of them though), One auto-scrolling side view segment on horseback, Some FP view maze segments with random light gun encounters including some single screen mini-games (the training mini-games are tough to get a full score on as you need 100% accuracy and to reload when you empty your magazine but it's not that hard to do well enough to get your money back), No jumping in TD view segments, Gambling mini-game (third area)
Playthrough - Video Review - Mini Review
Rune Worth 2: Jikuu no Shinsen (PC-98)?
Subgenre: ARPG
Perspective: TD view
Gameplay
Rune Worth 3: Shinseiki Kourin (PC-98)?
Subgenre: ARPG
Perspective: TD view
Find Gameplay
Star Trek: 25th Anniversary (NES, 1991)
Subgenre: Action Adventure/Space Combat Sim
Perspective: TD view/FP view hybrid
Playthrough
Grand Master (NES, 1991)
Subgenre: ARPG, Level-based (5 large levels)
Perspective: TD view
Other: Can do the 5 levels in any order
Playthrough
Karakuri Kengoden Musashi Lord: Karakuri Jin Hashiru! (NES, 1991)
Subgenre: ARPG
Perspective: TD view
Playthrough
Famicom Jump II: Saikyou no 7-nin (NES, 1991)?
Subgenre: ARPG/RPG, Turn-based fights?
Perspective: TD view
-Minor ability/tool gating (the cloud lets you fly around on the overworld map, Hoipoi Capsule to summon a buggy on land or a ship on water, Robo Pittan - freezes some guard robots)
-Teleport Machine items warp you outside of the current cave/dungeon
Gameplay
Ninja Boy 2 (GB, 1991)
Subgenre: JRPG/Beat 'em up Hybrid
Perspective: TD view/Tilted view hybrid
-Minor ability/tool gating (bombs to blow up locked doors, two vehicles for overworld travel and reduced random encounters)
-Magidoor lets you teleport to the entrance of a dungeon and Magiport lets you teleport to the spaceport in the overworld
-Some interesting spells and items ()
Gameplay
Fall (PC-98, 1991)(Erotic)
Subgenre: Ys-like ARPG
Perspective: TD view
Find Gameplay
Moonstone (AMI/PC, 1991)
Subgenre: Hack 'n Slash (combat)/Strategy Hybrid w/ RPG elements (gain exp/skill points by conquering lairs - gain more points by killing dragons and guardians, manual stat distribution; leveling up a stat costs more the fewer human players are in a game (1 point per level in a 3 or 4 player game, 2 in a 2-player game, 3 in SP))
Perspective: Tilted view
Other: Hub map (can go anywhere?, menu-based neutral locations), 4-player vs w/ PvP combat (can steal the other players' money and weapons by defeating them)., Towns w/ shops and gambling
Randomized enemy lair placement
Lives system (restore them by going back to your home village)
Save feature?
Playthrough - Video Review - Mini Review
Who Framed Roger Rabbit (GB, 1991)
Subgenre: Action Adventure/Stealth, Linear (chapter-based) but you stay in the same area?
Perspective: TD view
-Short
-Password save
Playthrough
Super Chinese 3 (NES, 1991)
Subgenre: ARPG/Beat ‘em up hybrid
Perspective: TD view/Tilted view hybrid
Other: See Little Ninja Brothers
-Minor ability/tool gating (bombs - for blowing up doors?, vehicles for overworld traversal including one for digging through walls)
Gameplay
Outliers:
Kingdom Crusade/Legend of Prince Valiant (GB, 1991) - MP Action/RTT w/ AA/ARPG elements, Top Down View, TD jumping with adjustable jump height and direction (w/ the wings), Capture all castles or defeat all enemy units to win
-Capture land and castles by moving onto them with one unit at a time and fighting 1 vs 1 battles when encountering enemy units
-Mini-map
-Some advanced gameplay options (world/map size – also affects army size, handicap - affects how much land each player starts with+units' starting HP+eventually army size if you drag the slider far enough), switch between characters on the fly)
-Diagonal movement and attacks
-Stat upgrade items (each unit has seven stats)
-Context sensitive melee attacks
-Block projectiles by facing the enemy and standing still
-Spell inventory
-Some interesting spells (tome/open book - reverses enemy movement, staff/circle of life - homing attack, necklace - revive a dead unit of your choice (you also get to redeploy the unit), etc.) and power ups (scroll - see enemy HP, etc.), terrain effects and low+high obstacles (can jump over the lower ones), can regenerate HP by moving up to a friendly castle's entrance, etc.
Legend of the Mystical Ninja/Ganbare Goemon: YKE (SNES, 1991) - Action Platformer/TD Action Adventure Hybrid, 2-Player Co-op
-You can carry the other player on your back making 2-player platforming less frustrating
-Some innovative platforming (makes use of rotation and scaling, the bridge to the Yuruki(?) castle with air filled floating platforms)
-Feudal japan setting w/ mythological elements (NES games)
-Save feature (as well as overly long passwords)
-Can block some shots
-Some hidden paths with power ups
Catacomb II (PC, 1991) - Maze Action/Action Adventure, TD View, Level-based
Several warps that can take you either back or forward a few or several levels, with some of them being dead ends and some of them providing clues on how to advance
You can arrive at particular levels more than once
Partially non-linear structure
Fushigi no Umi no Nadia/Nadia: The Secret of Blue Water (MD, 1991)(fan translated) - Adventure/JRPG (party-based), TD view, No combat
The Legend of Zelda: A Link to the Past (SNES, 1991/GBA)
Subgenre: Action Adventure
Perspective: Top Down View
Other: Overworld & dungeons split (at some points enemies can attack in town), Swimming
- The game's structure gradually opens up (not to the point of the first game though) - begins with a tutorial that doesn’t feel like one, the "gating" doesn’t feel too forced
- Holds your hand a lot more than the previous games
- Parallel worlds theme (light and dark; Silviana FDS) - Sometimes used for minor spatial awareness puzzles
- Teleportation and fast travel (by bird or warp points in the water, later warp tiles), can warp out of dungeons (and even boss fights), save & quit to restart at link's house or the sanctuary)
- Good dungeon maps (kinda vague overworld maps)
- Large selection of equipment
- Great dungeons overall (puzzles/exploration/variety)
- Interesting mechanics (bomb jumping, blocks in third dungeon, hook shot, magic effects, create blocks with a magic cane)
- Various control improvements and new moves (diagonal movement, strafing with the sword, three kinds of sword attacks including the spin attack, block projectiles with the sword beam)
- Guards that start attacking Link directly when alerted to his presence (game's a bit inconsistent about what they'll react to though)
- Some context sensitivity (flippers/lantern light/glove/boots are all equipped automatically)
- Some sequence breaking is possible using bombs and ramming knockback around pits
- Running with the boots (can't turn while running but there's a later hack that adds this)
- Respawn on the spot if you have a fairy in your inventory
- No traditional dodge move but you can dodge some things by ramming walls
Playthrough - Video Review - Mini Review
Final Fantasy Adventure/Mystic Quest/Seiken Densetsu (GB, 1991)
Subgenre: Action Adventure/ARPG (Choose which of four stats to grow on level up (power/wisdom/stamina/will, before SD2 and didn't return until SD3))
Perspective: TD view
Other: Overworld & dungeons split
- Semi-interactive intro (gladiator fight)
- Two different attacks with the main weapon - stab (push forward) or swing (Willow (NES))
- Stamina/charge meter which is better balanced than in SoM/SD2 (less of a gap between its lowest and highest point) and provides an alternate attack move when full
- Basic world map feature (similar to Zelda 1 except it shows towns) and decent dungeon map feature (Zelda 3's is better),
- CPU controlled allies (one at a time, first one/girl can be asked to heal your wounds, watts can be asked for shopping, chocobo can give a ride during which you can't be hit and later on you can travel on water, amanda can heal petrify, marcie can restore your MP), the CPU ally can't be attacked
- Alternate main weapons which also let you traverse past some obstacle (axes - no alternate standard attack but cuts through trees, sickle - spin attack and cuts through some plants, chain whip - long range and can be used similarly to the hookshot in zelda to cross some pits and water) - Zelda series
- Can map consumables or spells to the b button for quick use -
- Teleport out of dungeons after beating the boss -
- Some creative dungeon puzzles (ice tiles that move you in one direction - Lolo?, freeze and place enemies on switches to open some doors, hit walls for a sound clue letting you know if they're breakable - always the middle of a wall like in Zelda 1) and one decent quest puzzle (finding the medusa cave entrance - however the bag of fangs part is just trial & error)
- Death of two party members via sacrifice (you barely got to know either though and the scene with lester after amanda's death is pretty rushed) - PSII
- Uses outdoor areas within dungeons (Zelda 2)
- Pretty cool final boss fight (reunite with the girl for the third and final form)
- Can push weaker enemies after leveling up more
- Save anywhere (if you save during a boss fight it restarts when loading though), 2 slots which show current stats but not location
- Learn some spells from allies while resting
- Can exit most boss battles (they'll reset) - Ys
- Move faster and become invincible while riding the chocobo
- Can hit but not damage NPCs?
- Can sequence break past some dialogue with the cyborg chocobo if you want (more?)
Playthrough - Video Review - Mini Review
Xak Precious Package: The Tower of Gazzel/Xak: The Tower of Gazzel/"Xak 2.5" (MSX/PC-88/PC-98, 1991/PC Win, 2018)
Subgenre: ARPG/Dungeon Crawler
Perspective: Top Down view
Other: Some platforming, CPU allies (one at a time, these follow you around like in a JRPG and are used to solve some minor puzzles)
Save anywhere outside of boss battles?
No maps
Can teleport back to the beginning
No ability/tool gating besides a scroll that removes a rock at one point?
Bosses (MSX) - Mini Review
Conan: The Cimmerian (PC, 1991)?
Subgenre: ARPG/Quest Adventure Hybrid, Stealth element (stealing)
Perspective: Top down area exploration, Side View gameplay in buildings and battles
Other: Hub map/area select (new locations appear as you find out about them)
Save anywhere?
Area maps which can be used while in their area if found (they don't show all points of interest though)
Interactive dialogue
Examine command (you also receive some info automatically when entering a new area)
Can bribe some NPCs
Gameplay
ToeJam & Earl (MD, 1991)
Subgenre: Rogue-lite/Collectathon w/ basic leveling (upgrades your life bar and you gain a 1-up at certain intervals), Some stealth
Perspective: TD view
Other: 2-Player Co-op (two different playable chars - Toejam is faster and smaller while Earl is bigger and can take more hits+occasionally drops his pants), Platforming via temporary gear, Randomly generated levels in random world mode (only the presents in fixed world mode?), Trading (mailboxes are present shops, one NPC sells present identification, another sells healing), Limited flight via the Icarus Wings item, Swimming (generally optional)
- Mostly linear but can backtrack to any previous level by falling down a pit, One hidden level
- Decent map feature (auto-map, shows layout+found elevators and ship pieces, telephone item reveals a few random tiles)
- No save or password save, Lives system
- Dynamic split screen
- Various interesting mechanics and tools (decoy item, can high five each other to average out your life bars in co-op, can pay the opera singer to take out all enemies on screen, move faster on roads, random teleporter item, present randomizer item, unfall/togetherness item for going back if you fall down accidentally or joining with the other player in co-op, can avoid lightning and tornadoes while underwater, can avoid death from a total bummer by timing using a healing present right)
- In-game epilogue
- All present effects besides lives and healing are temporary
Playthrough - Video Review - Mini Review
Golden Axe Warrior (SMS, 1991)
Subgenre: Zelda 1-like Action Adventure
Perspective: Top Down view
Other: No platforming
- Open ended structure
- Basic map system and upgradeable lifebar (Zelda 1)
- More fleshed out setting with actual villages and better dialogue than in Zelda 1 (dialogue is still pretty bland compared to Golvellius though)
- Save feature with three slots (save at inns)
- Upgradeable shield (blocks projectiles)
- Teleport back to the last inn you saved at (magic feather)
- Checkpoints at dungeon entrances and the last inn you saved at
- Discovered staircases stay visible (however lit dungeon rooms don't stay lit)
- Shortcuts let you quickly traverse long distances in the overworld (Zelda 1)
- Fast movement in a top down action adventure
Playthrough - Video Review - Mini Review
Neutopia II (PCE, 1991)
Subgenre: Zelda 1-like Action Adventure
Perspective: TD view
Other: Overworld & dungeons split, No jumping
Password save (long)
Dungeon maps and compass (none in the overworld?)
Playthrough - Video Review - Mini Review
Brandish (PC-98/FMT, 1991/PCE CD/SNES, 1994/PSP, 2015 (Remake))
Subgenre: ARPG
Perspective: TD view
Other: Camera turns as you turn around which can be disorienting, Strafing and backwards walking
-Auto-mapper mini-map (zoomed out, on a separate menu in the SNES ver.)
-Displays damage dealt and taken next to the sprites - Final Fantasy III
-Save anywhere outside of boss fights?, Game auto-saves when entering a new area
-Some ability/tool gating (steel balls to check for traps and sledgehammer to break certain walls). Optional invisibility potion and stop/enemy freeze magic
-Warp magic (visited areas)
Playthrough w/ commentary (PC-98) - Video Review - Mini Review
AIZA [New Generation] (PC-98, 1991)
Subgenre: ARPG
Perspective: TD View
Gameplay - Video Review - Mini Review
Robin Hood: Prince of Thieves (NES, 1991)
Subgenre: Action Adventure/RTT/Fighting Hybrid
Perspective: Mixed perspectives
-Can jump during duels or while on horseback
-No ability/tool gating?
Playthrough - Video Review - Mini Review
Efera & Jiliora: The Emblem From Darkness (PCE CD, 1991)?
Subgenre: ARPG
Perspective: TD View
Playthrough
Super Ninja Boy/Super Chinese World (SNES, 1991)
Subgenre: ARPG/Beat 'em up Hybrid
Perspective: TD/Tilted View hybrid
Other: 2-player co-op?
-Little Ninja Brothers sequel
Playthrough - Video Review - Mini Review
Rent-a-Hero (MD, 1991)
Subgenre: JRPG/Beat 'em up Hybrid (kinda like Zelda II/Gargoyle's Quest or Tales of Phantasia)
Perspective: TD view exploration, Side View battles in real-time (random and set encounters)
Other: Comedic tone, Modern urban setting
- Very linear structure
- Save anywhere outside of battles after completing a few jobs (RH bracelet, three unnamable slots with little info)
- Fast travel via train
- Different NPC reactions depending on if you're in or out of the suit
- Some decent puzzles
- Fuel (battery) and rental fee mechanics, Very limited inventory and some quest items take up space+items are non-stackable
- Bank feature (having an account makes the rental fee be handled automatically until your savings run out)
- No journal/quest log feature
- Some mature themes
- Fake game over near the end
- In-game outro
- No ability gating besides disguises and gaining new combat moves?
Playthrough - Video Review - Mini Review
Ax Battler: A Legend of Golden Axe (GG, 1991)
Subgenre: Zelda II-like w/ random encounters and no leveling system
Perspective: TD/Side View hybrid
Other: Zoomed out overworld
- Password save (average length)
- No maps
- Two gained skills used for traversal (high jump and tackle)
- Linear structure?
- No fast travel besides a shortcut warp at the pyramid
Playthrough - Video Review - Mini Review
Ninja Taro/Sengoku Ninja-Kun (GB, 1991)
Subgenre: Action Adventure
Perspective: TD view
-Some ability/tool gating (water spider to walk on water, ladder to cross climb in some parts - Zelda 1?)
Gameplay
Ultima: Runes of Virtue (GB, 1991)
Subgenre: ARPG
Perspective: TD view
-Some ability/tool gating (hammer and wand of fireballs to remove some obstacles, magic rope - makes a bridge across one space of water, magic boots (single use) - let you move through walls)
Gameplay
Cowboy Kid (NES, 1991)?
Subgenre: Action Adventure, Area-based?
Perspective: Tilted View/TD View/Side View hybrid (see Goemon)
-Non-linear structure (choose between six areas on a wanted posters screen)
-Minor ability/tool gating (ladder - lets you get above ground from underground)
Playthrough - Video Review - Mini Review
Exile (PCE CD/MD)(Telenet/Riot)(Remake of XZR II)
Subgenre: Zelda II-ish ARPG
Perspective: TD view town exploration/SV dungeon exploration
Other: Hub map instead of an overworld
- Linear structure w/ maze dungeons (can't go back to earlier areas at certain points in the story)
- Save feature (only in overworld areas, 3 slots named after current location)
- No dungeon maps
- Somewhat better on PCE CD/Turbografx CD
- Can warp out of dungeons
- No ability gating (soft level gating)
- Unusual setting (Arabic during the crusades with fictional elements), some darker/adult themes (some which are basically violence porn such as being able to watch a torture or people burned at stakes but not intervene)
- Speed up text on a per sentence basis
- Run button in the overworld
Playthrough (PCE CD) - Video Review - Mini Review
Star Wars (US/EU)(NES, 1991/SMS, 1993?)
Subgenre: Action Adventure
Perspective: Top down overworld and side view dungeons/areas)/FP Shoot 'em up or Space combat Sim
Other: Vehicle-based overworld exploration
-Hybrid gameplay
-Three different playable characters with different attributes
-Limited map feature (R2-D2 can display a death star hallway map)
-Can talk to C-3PO for general tips
Playthrough (SMS) - Video Review - Mini Review (SMS)
Radia Senki: Reimeihen (Chronicle of the Radia War)/Tower of Radia (NES, 1991)
Subgenre: ARPG (random encounters, multiple towns w/ shops)
Perspective: TD view
Other: CPU allies (up to 4) which can be given a few group or individual orders, Hub map of sorts is unlocked in the mid-game (only used for seabound fast travel between three towns), Stamina bar/cooldown timer for spell casting, Automatic stat gains on level up, Can't use spells or attack items in real-time (same as in Secret of Mana), Learn techniques/spells automatically by using scrolls found throughout the game on your chars (set classes for chars, for some reason the player char gains no techs) - can control who learns their next spell and when
- Linear structure (one minor optional area w/ pretty harsh level gating that you can visit earlier (rema desert - northwestern area near grasslands))
- Can manually talk amongst the party for hints/directions (dialogue portraits during these) - later used in PSIV
- Teleport out of dungeons item and spell (travel bell, escape spell; can't teleport to visited towns though), Some fast travel via ship from the mid-game onwards (between guandias, elfas and fubart)
- The game sometimes blurs the line between town and hostile area and has story events happen while exploring dungeons
- Frequent save points at beds (3 slots - shows current level only, free and fast resting)
- No area maps (area names are shown in the GUI)
- No ability/tool gating
- Various cutscenes
- Can speed up dialogue (however if you hold the button it keeps going to the next sentence/paragraph)
- Some interesting spells (Swapra: Target party member switches places with Darus, Panmum: Stuns all enemies, Escape: Escape from the dungeon (same as Travel Bell), ) and status inflicting items (basically single use spells; tusk=poison one enemy, DonGameFt=slow, sleep jar, silence herb, surprise=stun) in that it can hit from anywhere
- Minor party banter
Playthrough - Video Review - Mini Review
The Lone Ranger (NES, 1991)
Subgenre: Action Adventure (NPCs (some give quests) and shops in town, weapon/item inventory, buy equipment with money received from killed enemies)
Perspective: TD view/SV/FP view hybrid (TD view town exploration and encounters (some mazes/dungeons as well)+side view action segments+FP view maze areas w/ random encounters (some on rails horseback segments as well))
Other: Separate overworld (one hub area per chapter/main boss+can generally backtrack to previous areas, narrow paths you can travel and which have non-random encounters on them - can't really avoid most of them though), One auto-scrolling side view segment on horseback, Some FP view maze segments with random light gun encounters including some single screen mini-games (the training mini-games are tough to get a full score on as you need 100% accuracy and to reload when you empty your magazine but it's not that hard to do well enough to get your money back), No jumping in TD view segments, Gambling mini-game (third area)
- No ability/tool gating (you gain a horse after the first area but it doesn't change how you travel and the horseback FP view segments might as well have been on a train or something in terms of gameplay since you don't control the horse, dynamite isn’t used to break obstacles)
- Can exit side view levels where you entered them, Can escape from boss rooms
- Linear overarching structure (can visit a few towns at once in each area but there seems to be only one correct path that lets you progress to the next one in most of them (area 3 might be an exception at the part where you seek out three bosses), )
- Password save only (not that long) and you can only save in-between areas, Can buy healing in towns
- Get info on where to go next from your native american sidekick
- Blurs the line between friendly and hostile areas with some enemies in towns
- Two different ammo types that you can switch between on the fly (silver bullets do more damage and pass through enemies)
- Can get attacked from either cardinal direction in the FP view segments (later used in Panzer Dragoon; press A while the cursor is in the direction that is flashing red in the HUD)
- Fast travel by train in some areas (costs some money, in the first area it's kinda pointless though)
- Can speed up or skip dialogue
- Diagonal movement and attacks
- Shoot in 7 directions in side view segments (Contra)
- Memorable chapter/area 4 - get captured via a scripted event and then impersonated in chapter/area 4 (makes it so you can't buy anything for a period of time however you can backtrack to area 3 via the train and buy stuff there). Also get to visit a town of crooks (brownsville) and everyone there thinks you're the impersonator
- Can stand still while aiming in TD view but no strafing or dodging
- Resource management (ammo is fairly expensive early on, can use a password to start with max money and ammo, can grind for money)
- Reloading mechanic in all segments - one of the first examples outside of light gun games?
- Can shoot NPCs (you lose 4 HP as a penalty, can't punch them however)
- Off screen enemy respawning if you move a couple of screens away
- Overworld enemy encounters in an area disappear if you beat the side view level in that area (can still grind on town enemies)
- During overworld battle encounters you just need to get to the other side - not kill anyone
- No puzzles
- No health bar or movement speed upgrades
- No checkpoints - since you can only save in-between areas and an area/chapter can get pretty long this can make the game pretty frustrating (could've added them or let you carry a couple of healing items)
- Some control/interface issues (no run move in TD view segments and there's some dead space, can't buy in bulk, somewhat loose scrolling when moving south in TD view segments, no jump height control, can't shoot straight down even if jumping, etc.)
- Need to grind a bit before the final side view level (long level and you meet two bosses in succession at the end)
- Some difficulty spikes and dips (some safe spots vs bosses and can stun lock some)
- Some other FP view maze issues (overly frequent random encounters, no maps - thankfully you don't need to backtrack out of them after finding what you came for, and you do also have a compass), however there aren't that many of them in the game
- No HP refill after beating a boss
- The two additional guns you can buy (medium barrel in area 3 and long barrel in area 4) don't add anything besides more range to your attacks and those are the only new weapons you can get after the initial two bullet types and dynamite.
- Some trial & error (some cheap enemy and hazard placements later on, quest progression in the third area, in area 4 you shouldn't buy anything in brownsville before liberating it from the outlaws - you'll pay 2x for the long barrel, etc)
- Some tedious parts (some pointless ghost town areas in area 3, falling down and having to get back up in the mine area levels)
Playthrough - Video Review - Mini Review
Rune Worth 2: Jikuu no Shinsen (PC-98)?
Subgenre: ARPG
Perspective: TD view
Gameplay
Rune Worth 3: Shinseiki Kourin (PC-98)?
Subgenre: ARPG
Perspective: TD view
Find Gameplay
Star Trek: 25th Anniversary (NES, 1991)
Subgenre: Action Adventure/Space Combat Sim
Perspective: TD view/FP view hybrid
Playthrough
Grand Master (NES, 1991)
Subgenre: ARPG, Level-based (5 large levels)
Perspective: TD view
Other: Can do the 5 levels in any order
Playthrough
Karakuri Kengoden Musashi Lord: Karakuri Jin Hashiru! (NES, 1991)
Subgenre: ARPG
Perspective: TD view
Playthrough
Famicom Jump II: Saikyou no 7-nin (NES, 1991)?
Subgenre: ARPG/RPG, Turn-based fights?
Perspective: TD view
-Minor ability/tool gating (the cloud lets you fly around on the overworld map, Hoipoi Capsule to summon a buggy on land or a ship on water, Robo Pittan - freezes some guard robots)
-Teleport Machine items warp you outside of the current cave/dungeon
Gameplay
Ninja Boy 2 (GB, 1991)
Subgenre: JRPG/Beat 'em up Hybrid
Perspective: TD view/Tilted view hybrid
-Minor ability/tool gating (bombs to blow up locked doors, two vehicles for overworld travel and reduced random encounters)
-Magidoor lets you teleport to the entrance of a dungeon and Magiport lets you teleport to the spaceport in the overworld
-Some interesting spells and items ()
Gameplay
Fall (PC-98, 1991)(Erotic)
Subgenre: Ys-like ARPG
Perspective: TD view
Find Gameplay
Moonstone (AMI/PC, 1991)
Subgenre: Hack 'n Slash (combat)/Strategy Hybrid w/ RPG elements (gain exp/skill points by conquering lairs - gain more points by killing dragons and guardians, manual stat distribution; leveling up a stat costs more the fewer human players are in a game (1 point per level in a 3 or 4 player game, 2 in a 2-player game, 3 in SP))
Perspective: Tilted view
Other: Hub map (can go anywhere?, menu-based neutral locations), 4-player vs w/ PvP combat (can steal the other players' money and weapons by defeating them)., Towns w/ shops and gambling
Randomized enemy lair placement
Lives system (restore them by going back to your home village)
Save feature?
Playthrough - Video Review - Mini Review
Who Framed Roger Rabbit (GB, 1991)
Subgenre: Action Adventure/Stealth, Linear (chapter-based) but you stay in the same area?
Perspective: TD view
-Short
-Password save
Playthrough
Super Chinese 3 (NES, 1991)
Subgenre: ARPG/Beat ‘em up hybrid
Perspective: TD view/Tilted view hybrid
Other: See Little Ninja Brothers
-Minor ability/tool gating (bombs - for blowing up doors?, vehicles for overworld traversal including one for digging through walls)
Gameplay
Outliers:
Kingdom Crusade/Legend of Prince Valiant (GB, 1991) - MP Action/RTT w/ AA/ARPG elements, Top Down View, TD jumping with adjustable jump height and direction (w/ the wings), Capture all castles or defeat all enemy units to win
-Capture land and castles by moving onto them with one unit at a time and fighting 1 vs 1 battles when encountering enemy units
-Mini-map
-Some advanced gameplay options (world/map size – also affects army size, handicap - affects how much land each player starts with+units' starting HP+eventually army size if you drag the slider far enough), switch between characters on the fly)
-Diagonal movement and attacks
-Stat upgrade items (each unit has seven stats)
-Context sensitive melee attacks
-Block projectiles by facing the enemy and standing still
-Spell inventory
-Some interesting spells (tome/open book - reverses enemy movement, staff/circle of life - homing attack, necklace - revive a dead unit of your choice (you also get to redeploy the unit), etc.) and power ups (scroll - see enemy HP, etc.), terrain effects and low+high obstacles (can jump over the lower ones), can regenerate HP by moving up to a friendly castle's entrance, etc.
Legend of the Mystical Ninja/Ganbare Goemon: YKE (SNES, 1991) - Action Platformer/TD Action Adventure Hybrid, 2-Player Co-op
-You can carry the other player on your back making 2-player platforming less frustrating
-Some innovative platforming (makes use of rotation and scaling, the bridge to the Yuruki(?) castle with air filled floating platforms)
-Feudal japan setting w/ mythological elements (NES games)
-Save feature (as well as overly long passwords)
-Can block some shots
-Some hidden paths with power ups
Catacomb II (PC, 1991) - Maze Action/Action Adventure, TD View, Level-based
Several warps that can take you either back or forward a few or several levels, with some of them being dead ends and some of them providing clues on how to advance
You can arrive at particular levels more than once
Partially non-linear structure
Fushigi no Umi no Nadia/Nadia: The Secret of Blue Water (MD, 1991)(fan translated) - Adventure/JRPG (party-based), TD view, No combat