Top Down View Games: 1993 (Doom, TMNT III (GB), Ultima Underworld II, Quest for Glory IV and DuckTales 2 are released)
1990|1991|1992|1993|1994|1995|1996|1997|1998|1999
The Legend of Zelda: Link’s Awakening (GB, 1993)
Subgenre: Action Adventure
Perspective: Mostly Top Down View (some Side View segments)
Other: Can dive while swimming, Platforming, Mini-games (fishing)
-More immersive world (multiple towns, meed NPCs during exploration)
-Some innovative gameplay (tower dungeon puzzle, raft ride, flying rooster, mix between overhead and sidescrolling sections)
-Sidequests (item trading sequence)
-Great bosses overall
-Learn new ocarina melodies with different uses (one of them is teleporting to certain lakes - can also teleport via a few warp points on the overworld), these play automatically)
-Save feature
-Lots of hidden items (hearts and seashells - getting all seashells upgrades your sword)
-Good map systems
Playthrough - Video Review - Mini Review
Illusion of Gaia/Gaia Gensoki (SNES, 1993)
Subgenre: ARPG/Killathon (gain a boost in either HP, strength or defense if you defeat all the enemies per dungeon section)
Perspective: TD View
Other: Whack-a-mole mini-game (it kind of sucks though), Hub map system, Minor platforming
-Zelda elements (includes a magic flute, dashing into breakable walls, sandworm boss, a fairy companion (pre-OoT though) and spots where you can jump off cliffs)
-Day/night cycle effects
-You can run from the get-go
-Special attacks and powers (jump attack, telekinetics - pull objects towards you, shapeshifting - three different forms that you can switch between at certain points (Will/default, Freedan, Shadow), melt to move through floors as Shadow, slide through cramped spaces - later used in Sonic Colors, spin attack move - kinda like the move from Turtles in Time)
-Continues the environmental theme from Soul Blazer
-Some relatively dark themes like slave labour and suicide
-Respawn in the same area that you died in
-Some clever puzzles (pyramid, timing puzzles)
-A text box tells you where you are when you enter a new area
-Shows the exact damage done with each attack next to the enemy sprite - Final Fantasy III
Playthrough - Video Review - Mini Review
Ys IV: The Dawn of Ys (PCE CD, 1993)
Subgenre: ARPG
Perspective: TD View
Other: No platforming
-Diagonal player movement (not diagonal sprites though) - enemies can't so basic combat is easier
-Can speed up text on a per message box basis
-Save anywhere outside of boss battles (5 slots with current location names)
-Allied cpu in some scenes which is pretty good at fighting
-Can escape from boss battles (only some this time though, they'll regenerate fully)
-OP monster transformation (barely drains any MP and lets you avoid all regular enemies)
-Warp to previously visited villages with warp magic this time (you get it about halfway though)
-NPC dialogue is updated when revisiting villages after getting warp magic
-Some interesting level design (quicksand segment, ruins of no return fire trap room, swim in monster form, fool romn fort guards by equipping the same level of gear as them, basic ingredient mixing at one point to make an item needed to progress, escherspace dungeon puzzles)
-Regenerate health by standing still in non-dungeon areas (doesn't work in some scenes like the prison escape though)
-Strong and independent female party member
-Revisit locations from Ys 1
-Pretty forgiving checkpoints (spawn before bosses if you die at them)
-Only one chest key needed for all locked chests
-Player avatar auto-corrects its movement when bumping into walls instead of stopping (can screw up your positioning in combat)
-Minor ability gating (mattock for breakable walls, timer ring to avoid some fast and invincible enemies; otherwise key gating)
Playthrough - Video Review - Mini Review
Secret of Mana/Seiken Densetsu 2 (SNES, 1993)
Subgenre: ARPG (Gain new attacks with each weapon by using it repeatedly (FF2), level up your spells by using them)
Perspective: TD View
Other: 3-Player Co-op (non-player controlled allies are CPU controlled and you can setup some basic behavior for them), No platforming (in some spots you use a whip to move across pits)
Playthrough - Video Review - Mini Review
Gauntlet IV (MD)(Quest Mode)
Subgenre: ARPG (manual stat allocation)
Perspective: TD view
Other: Hub area, Shops, 4-player Co-op! (other players can join during the game), Flight via a ring
Playthrough - Video Review - Mini Review
Alcahest (SNES, 1993)
Subgenre: ARPG-ish (exp point leveling only adds lives, gear upgrades and MP-based magic attacks), Chapter/area-based without backtracking to previous areas/levels
Perspective: TD View
Other: Minor platforming via pads, CPU allies (one at a time, controllable special skill)
The Twisted Tales of Spike McFang (SNES, 1993)?
Subgenre: ARPG (exp point leveling)
Perspective: TD view
Other: Some platforming
No ability/tool gating
No puzzles?
Playthrough - Video Review - Mini Review
Dungeon Explorer II (PCE CD, 1993)
Subgenre: ARPG-ish (manual stat allocation via crystals gained from bosses - 4 stats, large crystals also level you up), Gauntlet-like w/ more RPG elements (overworld with towns, NPCs in towns and dungeons, minor puzzles, 2 item/spell inventory (9 of each), mostly destructible enemy spawning points)
Perspective: TD view
Other: Hub map, No jumping, 5-Player Co-op, Optional MP arena (haven't tried it), One on foot race mini-game (agility check), Ported to SNES as Crystal Beans From Dungeon Explorer (different dungeon order and char sprites, some new bosses, 3-player only), Dark fantasy w/ sci-fi elements theme (one playable robot char), Optional black jack mini-game
Playthrough - Video Review - Mini Review
Ys IV: Mask of the Sun (SNES, 1993)
Subgenre: ARPG
Perspective: TD View
Other: No platforming
-Different story
-Stripped down in terms of the presentation (no animated cutscenes with voice acting)
-Much less useful magic/rings than in 3?
-Later remade as Ys: Memories of Calcetta
Playthrough - Video Review
Magicoal (PCE CD, 1993)
Subgenre: ARPG
Perspective: TD view
Other: Platforming, Party of 2 (switch on the fly?)
Playthrough - Video Review - Mini Review
Ruin: Kami no Isan (PCE CD, 1993)
Subgenre: ARPG
Perspective: TD view
Other: Hub map, Party-based
Gameplay - Video Review - Mini Review
Xak III: The Eternal Recurrence (PC-98/FMT, 1993/PCE CD, 1994)
Subgenre: ARPG
Perspective: TD view
Other:
Some block puzzles
Any ability/tool gating?
Playthrough (PCE CD), find PC-98/FMT - Video Review - Mini Review
Xak: The Art of Visual Stage (SNES, 1993)(Remake/remaster, fan translated)
Subgenre: Ys-like ARPG, One horizontal shoot 'em up level
Perspective: TD View
Other: Non-bump combat except for when running into much weaker enemies (positioning is still important), No jumping unlike in the PCE CD version
Gameplay - Video Review - Mini Review
Brandish 2: The Planet Buster (PC-98, 1993/SNES, 1995)
Subgenre: ARPG
Perspective: TD View?
Minor ability/tool gating - hammers for breakable walls
Playthrough (PC-98) - Video Review - Mini Review
Super Chinese World 2: Uchuu Ichibuto Daikai (SNES, 1993)
Subgenre: ARPG/Beat 'em up Hybrid
Perspective: TD/Tilted view
Other: 2-Player Co-op
Playthrough - Video Review - Mini Review
Pirates! Gold (MD/PC, 1993/CD32, 1994)(Remake, Different on PC)
Subgenre: Open World RPG/Pirate sim (sailing, ship battling, sword fighting, trading, courting, tactical battles, crew management, treasure hunting on land; basic character building (can only increase rank which affects which wife you can take and your final score) - can't improve your starting proficiency or others), Rescue mission
Perspective: TD view/SV (duels)
Other: No platforming
Playthrough - Video Review - Mini Review
Jurassic Park (SNES, 1993)
Subgenre: Action Adventure/FPS Hybrid
Perspective: TD View/FP view (indoors) hybrid
Other:
Different from AMI/PC versions
Playthrough - Video Review - Mini Review
Jurassic Park (AMI/PC, 1993)?
Subgenre: Action Adventure
Perspective: TD view
Playthrough (AMI) - Video Review - Mini Review
Neugier: Umi to Kaze no Kodo (SNES, 1993)
Subgenre: Action Adventure/ARPG-lite (separate AP (separate jump and standing attacks as well) and HP leveling), Level/chapter-based
Perspective: TD View
Gameplay - Video Review - Mini Review
Etoile Princesse (X68K, 1993)?
Subgenre: AA/ARPG
Perspective: TD view
Other: Hub map
Playthrough - Video Review - Mini Review
Ultima: Runes of Virtue II (GB, 1993)
Subgenre: ARPG
Perspective: TD view
Playthrough - Video Review - Mini Review
Young Merlin (SNES, 1993)
Subgenre: Action Adventure/Puzzle
Perspective: Bird's Eye view
Wordless - Uses icons inside dialogue bubbles rather than dialogue
Password save
Playthrough - Video Review - Mini Review
Outliers:
Ganbare Goemon 2/Go For It! Goemon (SNES)(Fan Translated)
Subgenre: AA/ARPG-ish (towns w/ shops and a couple of hidden paths, some permanent upgrades), Level-based
Perspective: Tilted View/Side View/FP View (mech boss fights) Hybrid
Other: 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 unlimited continues?) - you do lose over half your money as well as your health bar upgrades when using one though
TechnoClash (MD, 1993)? - Maze Action/Action Adventure, Level-based?; Eagle scout feature,
God of Thunder (PC, 1993)
Subgenre: Action Adventure/Maze Action?, Zelda 1-like
Perspective: Top Down
Holy Striker/Fire Striker (SNES, 1993) - Arkanoid variation w/ AA elements, 2-Player Co-op
Doraemon 1-2 (SNES, 1993)? – RPG or AA/Platformer Hybrid
The Chaos Engine/Soldiers of Fortune (AMI/MD/SNES, 1993/PC, 1994) - Maze Action, TD View, 2-player co-op or 1-player w/ CPU controlled ally
-Level up system in a top down maze shooter/run 'n gun
Blaster Master 2 (MD, 1993) - TD view/SV hybrid Action, Level-based without backtracking
Rokudenashi Blues (NES, 1993) - JRPG/Menu-driven Fighting hybrid, TD/FP view hybrid
Disney's Goof Troop (SNES, 1993) - Maze Action/Puzzle, TD view, 2-player co-op, Level-based and linear
Doraemon: Nobita to Yousei no Kuni (SNES, 1993)? - JRPG/Platformer Hybrid?, TD view/SV hybrid
The Legend of Zelda: Link’s Awakening (GB, 1993)
Subgenre: Action Adventure
Perspective: Mostly Top Down View (some Side View segments)
Other: Can dive while swimming, Platforming, Mini-games (fishing)
-More immersive world (multiple towns, meed NPCs during exploration)
-Some innovative gameplay (tower dungeon puzzle, raft ride, flying rooster, mix between overhead and sidescrolling sections)
-Sidequests (item trading sequence)
-Great bosses overall
-Learn new ocarina melodies with different uses (one of them is teleporting to certain lakes - can also teleport via a few warp points on the overworld), these play automatically)
-Save feature
-Lots of hidden items (hearts and seashells - getting all seashells upgrades your sword)
-Good map systems
Playthrough - Video Review - Mini Review
Illusion of Gaia/Gaia Gensoki (SNES, 1993)
Subgenre: ARPG/Killathon (gain a boost in either HP, strength or defense if you defeat all the enemies per dungeon section)
Perspective: TD View
Other: Whack-a-mole mini-game (it kind of sucks though), Hub map system, Minor platforming
-Zelda elements (includes a magic flute, dashing into breakable walls, sandworm boss, a fairy companion (pre-OoT though) and spots where you can jump off cliffs)
-Day/night cycle effects
-You can run from the get-go
-Special attacks and powers (jump attack, telekinetics - pull objects towards you, shapeshifting - three different forms that you can switch between at certain points (Will/default, Freedan, Shadow), melt to move through floors as Shadow, slide through cramped spaces - later used in Sonic Colors, spin attack move - kinda like the move from Turtles in Time)
-Continues the environmental theme from Soul Blazer
-Some relatively dark themes like slave labour and suicide
-Respawn in the same area that you died in
-Some clever puzzles (pyramid, timing puzzles)
-A text box tells you where you are when you enter a new area
-Shows the exact damage done with each attack next to the enemy sprite - Final Fantasy III
Playthrough - Video Review - Mini Review
Ys IV: The Dawn of Ys (PCE CD, 1993)
Subgenre: ARPG
Perspective: TD View
Other: No platforming
-Diagonal player movement (not diagonal sprites though) - enemies can't so basic combat is easier
-Can speed up text on a per message box basis
-Save anywhere outside of boss battles (5 slots with current location names)
-Allied cpu in some scenes which is pretty good at fighting
-Can escape from boss battles (only some this time though, they'll regenerate fully)
-OP monster transformation (barely drains any MP and lets you avoid all regular enemies)
-Warp to previously visited villages with warp magic this time (you get it about halfway though)
-NPC dialogue is updated when revisiting villages after getting warp magic
-Some interesting level design (quicksand segment, ruins of no return fire trap room, swim in monster form, fool romn fort guards by equipping the same level of gear as them, basic ingredient mixing at one point to make an item needed to progress, escherspace dungeon puzzles)
-Regenerate health by standing still in non-dungeon areas (doesn't work in some scenes like the prison escape though)
-Strong and independent female party member
-Revisit locations from Ys 1
-Pretty forgiving checkpoints (spawn before bosses if you die at them)
-Only one chest key needed for all locked chests
-Player avatar auto-corrects its movement when bumping into walls instead of stopping (can screw up your positioning in combat)
-Minor ability gating (mattock for breakable walls, timer ring to avoid some fast and invincible enemies; otherwise key gating)
Playthrough - Video Review - Mini Review
Secret of Mana/Seiken Densetsu 2 (SNES, 1993)
Subgenre: ARPG (Gain new attacks with each weapon by using it repeatedly (FF2), level up your spells by using them)
Perspective: TD View
Other: 3-Player Co-op (non-player controlled allies are CPU controlled and you can setup some basic behavior for them), No platforming (in some spots you use a whip to move across pits)
- Some cool spells (morph enemy, moon sabre, drain MP/HP)
- Four save slots (set save points)
- If you missed some weapon orbs they will drop in the Mana fortress (except for the swords for some reason)
- Tactical hybrid battle system (pauses when casting spells or browsing the inventory)
- Magic rope lets you exit dungeons (DQ2?)
- Shortcuts are opened after beating dungeons
- You can run from the get go (limited by a stamina meter and you can't steer though)
- You can break away from the beaten path somewhat (but not away from your allies)
- Fast travel/shortcuts via the cannon travel agency (fun use of mode 7)
- Flammie (fly around a mode 7 world map)
- Hidden paths
- Minor puzzles (pre-Mana fortress) - a step back from SD1 though
- Limited inventory (only 4 of each item - limited revive items is the only major annoyance)
- Shows the exact damage done with each attack next to the enemy sprite (as well as when hit by enemies) - Final Fantasy III
- No ability/tool gating besides using the whip at times to cross gaps
Playthrough - Video Review - Mini Review
Gauntlet IV (MD)(Quest Mode)
Subgenre: ARPG (manual stat allocation)
Perspective: TD view
Other: Hub area, Shops, 4-player Co-op! (other players can join during the game), Flight via a ring
- 4 different playable chars (different stats and magic ability)
- Password save
- Some ability gating in quest mode (required: float ring; optional: mirror ring to get to the extra (movement) speed shop in wind tower, mirror ring or fight ring for one of the paths to a switch in earth tower floor 4 (fight ring is in water tower and mirror ring in wind tower but I think you need the float ring from earth tower floor 8 to get to the mirror ring; the rings can be bought but are expensive at 20k each) - I somehow cleared floor 4 of earth tower without either of these in my run, mirror ring+float ring+weapon speed 13 or more for the secret merchant selling ultimate weapons in 1-player - not needed in co-op?)
- Partially non-linear structure (choose between the 4 towers from within a hub area in quest mode and beat these to unlock the 5th and final area)
- Hunger mechanic of sorts (constant health drain unless you use the heal ring found early on in fire tower - limited active inventory slots)
- No maps
Playthrough - Video Review - Mini Review
Alcahest (SNES, 1993)
Subgenre: ARPG-ish (exp point leveling only adds lives, gear upgrades and MP-based magic attacks), Chapter/area-based without backtracking to previous areas/levels
Perspective: TD View
Other: Minor platforming via pads, CPU allies (one at a time, controllable special skill)
- Switch between four different elemental partners
- Password save
- Run from the get go (can change direction while running)
- CPU companions help you out in some parts
- Respawn at latest exit
- Can block most projectiles (block by standing still)
- Key gating besides the hammers that break walls (some detection and protection items)
- Some basic puzzles
The Twisted Tales of Spike McFang (SNES, 1993)?
Subgenre: ARPG (exp point leveling)
Perspective: TD view
Other: Some platforming
No ability/tool gating
No puzzles?
Playthrough - Video Review - Mini Review
Dungeon Explorer II (PCE CD, 1993)
Subgenre: ARPG-ish (manual stat allocation via crystals gained from bosses - 4 stats, large crystals also level you up), Gauntlet-like w/ more RPG elements (overworld with towns, NPCs in towns and dungeons, minor puzzles, 2 item/spell inventory (9 of each), mostly destructible enemy spawning points)
Perspective: TD view
Other: Hub map, No jumping, 5-Player Co-op, Optional MP arena (haven't tried it), One on foot race mini-game (agility check), Ported to SNES as Crystal Beans From Dungeon Explorer (different dungeon order and char sprites, some new bosses, 3-player only), Dark fantasy w/ sci-fi elements theme (one playable robot char), Optional black jack mini-game
- 14 different chars/classes (6 of which are secret ones unlocked by meeting them in-game (they tell you the password to unlock them - these are always the same so you can input them without meeting them first), pick between 8 of them before beginning and these can attain a single class upgrade at one point (+1 INT and stronger attack, projectile and character sprite change) - for the others you can find a hidden special weapon instead)
- Can teleport to visited towns selected on a hub map via certain NPCs in towns by giving them a white potion (Riot (bard class) also gets a teleport spell as his white potion - can't be used during boss fights), Some shortcuts (to near the beginning of dungeons from boss rooms and from near dungeons to the beginning of hostile areas)
- Can speed up dialogue on a per text box basis
- Partially non-linear structure (access two different hostile areas at a time (some are optional and lead to the hidden extra characters) - NPCs guide you towards a linear path, some hard level gating ("only the worthy may pass"), some key/story progression gating (ora's orb in second area, large boulder north of norville, etc.), two entrances to the vampire castle, gets more linear in the tree of life area, optional race against Tink which is basically an agility stat check (you only get a lifeseed though) and minor quest for the invisibility potion - no use for it?, two paths to take on the route to Sef after green golem however they connect almost immediately, optional special weapon side quest for xan/beast-man, optional dwarf forest maze)
- Save anywhere outside of boss fights (only one slot per game though), Password save as well (unlocks the extra chars)
- New game+ of sorts via the password feature (restart with previously gained stats)
- No area maps (basic world map when teleporting, NPCs sometimes refer to places without giving directions to them, various mazes and some teleporter mazes, final dungeon is a large teleporter maze)
- Fast and free resting at the bar in each town
- Respawn on the spot until game over, Lives system - can gamble for extra lives via a Blackjack mini-game in some towns (can hold up to 10 and you start with 5, lose all your potions/spell ammo when dying, placed lives (lifeseeds) are rare)
- Can change character at bars after the first town (the previous one gives away their crystals meaning you can respec your stats as well)
- No ability/tool gating however only certain characters can enter some of the optional areas
- Temporary stat buff spells/potions and a shield - the former last until losing a life
- Two interesting new spells (erase (not sure who gets it) - remove on screen enemy shots, binding (Efrem/wizard and Dorz/dwarf) - freeze enemies)
- Enemies can also push some blocks/rocks
- Sometimes blurs the line between towns and hostile areas (in one town there's an ongoing zombie infestation though it's weird how the other townspeople don't talk about it at all)
- Some environmental storytelling (fallen soldiers in Pyre castle)
- Enemies respawn as you exit the room/sub area they're in
- Can't customize the classes (pick which spells to use for example - each one gets a set white magic (1 - white potion) and black magic (2 - black/skull potion) spell and some aren't that good
- Unskippable cutscenes
- No knockback when hitting or being hit by enemies
- No shops or currency - potion/spell ammo drops are pretty infrequent
- No keys and locked doors in dungeons
- No dodge or block moves (can destroy some enemy projectiles though which is used in a puzzle of sorts), No strafing
- Partial boss gauntlet before the final boss (interestingly you can choose which ones to fight but you don't see beforehand which boss each portal leads to, you also get healed after each one so it's fairly easy)
- Somewhat slow rate of fire which can't be sped up with manual button mashing
- Dropped items disappear if you move away until they’re off screen
- Destructible enemy drops and placed power ups
- Most enemies don't drop anything
- Can't upgrade your amount of shots on screen at once - two only (can turn off ricochet by picking up another mirror)
- No difficulty options
Playthrough - Video Review - Mini Review
Ys IV: Mask of the Sun (SNES, 1993)
Subgenre: ARPG
Perspective: TD View
Other: No platforming
-Different story
-Stripped down in terms of the presentation (no animated cutscenes with voice acting)
-Much less useful magic/rings than in 3?
-Later remade as Ys: Memories of Calcetta
Playthrough - Video Review
Magicoal (PCE CD, 1993)
Subgenre: ARPG
Perspective: TD view
Other: Platforming, Party of 2 (switch on the fly?)
Playthrough - Video Review - Mini Review
Ruin: Kami no Isan (PCE CD, 1993)
Subgenre: ARPG
Perspective: TD view
Other: Hub map, Party-based
Gameplay - Video Review - Mini Review
Xak III: The Eternal Recurrence (PC-98/FMT, 1993/PCE CD, 1994)
Subgenre: ARPG
Perspective: TD view
Other:
Some block puzzles
Any ability/tool gating?
Playthrough (PCE CD), find PC-98/FMT - Video Review - Mini Review
Xak: The Art of Visual Stage (SNES, 1993)(Remake/remaster, fan translated)
Subgenre: Ys-like ARPG, One horizontal shoot 'em up level
Perspective: TD View
Other: Non-bump combat except for when running into much weaker enemies (positioning is still important), No jumping unlike in the PCE CD version
- Save anywhere outside of boss battles and the shoot 'em up level (multiple slots)
- Mostly linear structure (Hard level gating on enemies if you stray from the recommended path as well as for bosses (level 5 for the first boss just to be able to damage it but more is recommended to beat it unless you saved up for the second sword), at one point the player char just says he has a bad feeling about going in a direction (north of where you find Fray) and refuses to go, can go through the poisonous swamp and to the second town early and if you enchant the second sword you can attack the enemies near this town for faster exp - this then lets you progress to the east and into the first dungeon before the first boss though you need to grind to make it anywhere and will miss some gold rewards, divided into 2 chapters and you can't backtrack after reaching the second)
- Can teleport to visited towns scrolls (pretty expensive early on though) however you can't go back to the first two towns after a certain point
- No area or dungeon maps (the first dungeon/castle has a pretty repetitive layout with many locked doors) and no title cards when entering new areas
- Gear enchantments can be bought in towns (minor buffs (some enemies require that your weapon is enchanted to be able to hurt them), very basic though as there are no elemental or status effects to keep in mind)
- HP regen while still (see Ys; doesn't work in dungeons from the cave dungeon onwards though and not even in the overworld in the lava area)
- NPC encounters in hostile areas
- Can speed up dialogue (but not skip it on a per message box basis)
- Smoother movement and scrolling plus tighter camera than in the MSX and X68K games
- Life mantle saves you from death once if you die (like fairies in Zelda)
- Alternate bad endings (team up with certain enemies and the game ends prematurely)
- Can find one stat increase by examining books
- Can escape from most boss battles (they reset)
- Consumable magic sub weapons (scrolls, not that useful overall but the smart bomb-like death spell can be used on certain enemies that are currently immune to your sword attacks or after reaching the level cap, no exp gained when killing enemies with spells)
- Wearing a cape/mantle or gas mask shows on your avatar (other new gear doesn't though)
- Non-silent protagonist
- Level requirements on most gear and rough level/gear gating for being able to attack enemies and withstand enemy attacks
- Semi-automated blocking - enemies bounce off your shielded side however if you stand still they tend to bounce off from any side and even when attacking from behind unless they have a strong enough attack to pierce your defense
- No strafing or dodging and no alternate attacks with the sword until the final boss during which you gain a sword beam - makes combat pretty basic and it's most of what you do in the game
- Off screen enemy respawning (move a couple of screens away)
- Can't access the menu or use equipped consumables during boss fights
- Minor ability/tool gating (key gating really; gas mask for gas-filled rooms in the flame fort (so a protection item), disintegration spells for destroying large boulders in the cave dungeon though it works more like a key, flame mantle to walk through fire gates - same here, rabby pet which reaches under a bed to grab an item for you - same here and only used once)
- Most dialogue choices don't matter but some of them can actually kill you (sometimes have to use a guide)
- Can get stuck at one point if you don't carry a teleport scroll (falling trap on a chest in the tower dungeon)
- One warp portal maze (you do get some directions before entering so it's not all trial & error though)
- No quest log/journal feature
- Some repeated fetch quests
- Can't sell gear
- Gear progression is very linear and you can't find most gear
Gameplay - Video Review - Mini Review
Brandish 2: The Planet Buster (PC-98, 1993/SNES, 1995)
Subgenre: ARPG
Perspective: TD View?
Minor ability/tool gating - hammers for breakable walls
Playthrough (PC-98) - Video Review - Mini Review
Super Chinese World 2: Uchuu Ichibuto Daikai (SNES, 1993)
Subgenre: ARPG/Beat 'em up Hybrid
Perspective: TD/Tilted view
Other: 2-Player Co-op
Playthrough - Video Review - Mini Review
Pirates! Gold (MD/PC, 1993/CD32, 1994)(Remake, Different on PC)
Subgenre: Open World RPG/Pirate sim (sailing, ship battling, sword fighting, trading, courting, tactical battles, crew management, treasure hunting on land; basic character building (can only increase rank which affects which wife you can take and your final score) - can't improve your starting proficiency or others), Rescue mission
Perspective: TD view/SV (duels)
Other: No platforming
- Large world
- Aging mechanic
- Difficulty options
- Save feature
- Map feature
- No puzzles
Playthrough - Video Review - Mini Review
Jurassic Park (SNES, 1993)
Subgenre: Action Adventure/FPS Hybrid
Perspective: TD View/FP view (indoors) hybrid
Other:
Different from AMI/PC versions
Playthrough - Video Review - Mini Review
Jurassic Park (AMI/PC, 1993)?
Subgenre: Action Adventure
Perspective: TD view
Playthrough (AMI) - Video Review - Mini Review
Neugier: Umi to Kaze no Kodo (SNES, 1993)
Subgenre: Action Adventure/ARPG-lite (separate AP (separate jump and standing attacks as well) and HP leveling), Level/chapter-based
Perspective: TD View
Gameplay - Video Review - Mini Review
Etoile Princesse (X68K, 1993)?
Subgenre: AA/ARPG
Perspective: TD view
Other: Hub map
Playthrough - Video Review - Mini Review
Ultima: Runes of Virtue II (GB, 1993)
Subgenre: ARPG
Perspective: TD view
Playthrough - Video Review - Mini Review
Young Merlin (SNES, 1993)
Subgenre: Action Adventure/Puzzle
Perspective: Bird's Eye view
Wordless - Uses icons inside dialogue bubbles rather than dialogue
Password save
Playthrough - Video Review - Mini Review
Outliers:
Ganbare Goemon 2/Go For It! Goemon (SNES)(Fan Translated)
Subgenre: AA/ARPG-ish (towns w/ shops and a couple of hidden paths, some permanent upgrades), Level-based
Perspective: Tilted View/Side View/FP View (mech boss fights) Hybrid
Other: 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 unlimited continues?) - you do lose over half your money as well as your health bar upgrades when using one though
TechnoClash (MD, 1993)? - Maze Action/Action Adventure, Level-based?; Eagle scout feature,
God of Thunder (PC, 1993)
Subgenre: Action Adventure/Maze Action?, Zelda 1-like
Perspective: Top Down
Holy Striker/Fire Striker (SNES, 1993) - Arkanoid variation w/ AA elements, 2-Player Co-op
Doraemon 1-2 (SNES, 1993)? – RPG or AA/Platformer Hybrid
The Chaos Engine/Soldiers of Fortune (AMI/MD/SNES, 1993/PC, 1994) - Maze Action, TD View, 2-player co-op or 1-player w/ CPU controlled ally
-Level up system in a top down maze shooter/run 'n gun
Blaster Master 2 (MD, 1993) - TD view/SV hybrid Action, Level-based without backtracking
Rokudenashi Blues (NES, 1993) - JRPG/Menu-driven Fighting hybrid, TD/FP view hybrid
Disney's Goof Troop (SNES, 1993) - Maze Action/Puzzle, TD view, 2-player co-op, Level-based and linear
Doraemon: Nobita to Yousei no Kuni (SNES, 1993)? - JRPG/Platformer Hybrid?, TD view/SV hybrid