Top Down View Games: 1995 (Bioforge, Lufia II, MechWarrior 2, Tails Adventure, Rayman and The Dig are released)
1990|1991|1992|1993|1994|1995|1996|1997|1998|1999
Terranigma (SNES, 1995)
Subgenre: ARPG/Action Adventure, Decent stealth part
Perspective: TD View
Other: Mini-games (whack a mole, race, throwing challenge), Platforming, Swimming
Playthrough - Video Review - Mini Review
Secret of Evermore (SNES, 1995)
Subgenre: ARPG
Perspective: TD view
Other: No jumping, Separate overworld (mode 7, gain an airship in the late game)
Playthrough - Video Review - Mini Review
Magic Knight Rayearth (SAT, 1995)
Subgenre: ARPG/AA (upgrade MP and HP stats manually via found jewel items), A couple of vertical shoot 'em up boss fights
Perspective: TD View
Other: Platforming, Initially automatic movement between areas on a world map (you can control it only after having visited the area you want to go towards by pressing Z in an area - can't be done in dungeons or while swimming)
Playthrough - Video Review - Mini Review
Seiken Densetsu 3 (SNES, 1995)
Subgenre: ARPG
Perspective: TD View
Other: 2-Player Co-op (+1 CPU ally, 3-player co-op with a hack), No platforming, Pick your team before beginning (three different characters out of a roster of six), Separate mode 7 overworld
Playthrough - Video Review - Mini Review
Sylvan Tale (GG, 1995)
Subgenre: ARPG/AA
Perspective: TD view
Other: Minor platforming via the turtle form
Playthrough - Video Review - Mini Review
Ys V: Kefin, The Lost City of Sand (SNES, 1995)
Subgenre: ARPG
Perspective: TD view
Other: Jumping, Craft spells (fluxstone system), Non-bump combat
Playthrough - Video Review - Mini Review
Shining Wisdom (SAT, 1995)
Subgenre: ARPG/AA, Open World?
Perspective: TD view
Other: Some platforming
Tool/ability gating (Stone Shoes break damaged flooring, Slide Boots let you slide through cracks, Spring shoes let you jump to distant places, Bounce Boots et you jump to far places, Magic Hands lets you hit switches from afar, Monkey Suit lets you climb vines, Hercules Gloves let you pick up heavy objects, Mole Claw lets you move through sand, Pegasus Helmet let you fly by mashing B after stepping on a plate to charge it up)
Playthrough
Entomorph (PC, 1995)
Subgenre: ARPG/Action Adventure
Perspective: TD view
Other: Mouse-driven controls, No platforming
-Dialogue trees
-Insect transformations (no new movement abilities though?)
-Five difficulty levels
-Puzzles and side quests
Playthrough
Big Sky Trooper (SNES, 1995)
Subgenre: Action Adventure
Perspective: TD view
Other: Hub map, Very minor platforming (no jumping besides on the rails in one area)
Gameplay
Addams Family Values (SNES/MD, 1995)
Subgenre: Action Adventure
Perspective: TD view
Password save (have to find a certain NPC)
Vague overworld map accessed via Gomez
Minor tool/ability gating (the bowling ball destroys weak walls)
No stat upgrades?
Your attack becomes weaker as you lose HP (see Blaster Master for example)
Playthrough
Rejoice: Aretha Oukoku no Kanata/Rejoice: Beyond the Aretha Kingdom (SNES, 1995)
Subgenre: ARPG
Perspective: TD view
Other: Jumping
Some ability/tool gating (Red Ghost allows you to pick up and throw the red ghosts, Power Ring allows you to pick up mushroom tops, Strawberry makes you tiny)
Gameplay
Crystal Beans: From Dungeon Explorer (SNES, 1995)(Remix/Remake?)
Subgenre: AA/ARPG
Perspective: TD View
Other:
Playthrough
Holy Umbrella: Dondera´s Wild!! (SNES, 1995)
Subgenre: Similar to Popful Mail and Gargoyle's Quest (JRPG Hybrid, stat progression via power ups - str/def/hp)
Perspective: TD view (towns)/SV hybrid (hostile areas)
Other: Hub map
Playthrough - Video Review - Mini Review
Tales of Phantasia (SNES, 1995/PS1/GBA)
Subgenre: JRPG/ARPG (battles) hybrid
Perspective: TD View/SV (battles) hybrid
Other: 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 - Video Review - Mini Review
Legend of Xanadu: Kaze no Densetsu Xanadu II (PCE CD, 1995)(untranslated?)
Subgenre: JRPG/ARPG hybrid
Perspective: TD (exploration)/Side View Hybrid
Other:
Gameplay
Clock Tower (SNES, 1995)
Subgenre: P&C Adventure/Survival Horror hybrid
Perspective: Tilted view
Other: Can use L/R to quickly go left or right without using the pointer, No mouse support
Playthrough - Video Review - Mini Review
Revival Xanadu & Revival Xanadu Easy Version (PC-98)(Remake)
Subgenre: ARPG
Perspective: TD view battles/SV exploration
Gameplay
Revival Xanadu 2 Remix (PC-98)(Remix of Xanadu II)
Subgenre: ARPG
Perspective: TD view battles/SV exploration
Find Playthrough
BS Zelda no Densetsu (SNES Satellaview, 1995)(Zelda 1 remix)
Subgenre: Action Adventure
Perspective: TD view
Playthrough
Super Chinese World 3 (SNES, 1995)
Subgenre: JRPG/Beat 'em up hybrid, See Little Ninja Brothers
Perspective: TD/Tilted view hybrid
Other: 2-player co-op?
Playthrough - Video Review - Mini Review
Ruin Arm (SNES, 1995)
Subgenre: ARPG
Perspective: TD view
Other: 2-player co-op
Gameplay
Outliers:
Lufia II (SNES) - JRPG w/ Zelda-like Rogue-like dungeons
Virocop (AMI)? - Similar to Gauntlet
Ganbare Goemon: Kirakira Douchuu/Ganbare Goemon 4 (SNES)? - TDV/SV Hybrid, Linear?, Untranslated
Terranigma (SNES, 1995)
Subgenre: ARPG/Action Adventure, Decent stealth part
Perspective: TD View
Other: Mini-games (whack a mole, race, throwing challenge), Platforming, Swimming
- Agile main character (can change direction while running and there's no need to hold the button, jump from the get go)
- Weapons have certain features attached to them (such as regeneration)
- In-game tooltips in the menu (L button)
- Some gameplay innovations (expand/develop towns by helping important people with their problems, the weather decides enemy behaviour in Zue)
- Two optional continents to resurrect
- Continues and further develops the restoration theme from Soul Blazer (also references it in one area) - Okami/Twilight Princess
- Good shop interface
- Can get drunk on Sake (Ultima VII?)
- Faster text speed, Good dialogue overall with some decent humour
- Get to cooperate with a few allies in the lab tower dungeon
- Some good puzzles later on
- Area introduction text (Link's Awakening?)
- Dungeon maps (position, basic layout, exits and stairs, opened chests?, floor number)
- Save points
- Some tool/ability gating (giant leaves for swimming, sharp claws for climbing, speed shoes to get through a certain castle, time bomb?, air herb?)
Playthrough - Video Review - Mini Review
Secret of Evermore (SNES, 1995)
Subgenre: ARPG
Perspective: TD view
Other: No jumping, Separate overworld (mode 7, gain an airship in the late game)
- Improved interface/mechanics compared to SoM (allies don't need to be on-screen any more, no more delay when the game is registering attacks, l or r to switch player, faster shop, lower characters in names), you can "talk" to NPCs as the dog and have them say different things, infinite running (if you have a level 3 weapon), you and your dog can both attack at the same time, improved AI overall, charging doesn't make you move slower)
- Save points (multiple slots)
- No area maps (some mazes)
- Pretty fun ingredient gathering for spells with the dog (can let the AI search or search manually)
- Lots of spells and equipment
- Good dialogue overall
- Some dialogue choices have minor consequences
- Some good puzzles (volcano exterior, Colossia, Omnitopia)
- Some tool/ability gating (ring to be able to dash past some hazards, spear to hit some switches) and there's usually a reason to revisit old areas (better implementation of weapon uses like cutting tall grass or destroying barriers)
- You can avoid most enemy spells (either by running away or by casting curative magic at the same time which blocks the attack)
- Different currencies in each area (can be tedious but adds to immersion)
- Energize spell speeds up charging - unfortunately you get it very late
- The Evade problem from SoM is mostly solved by using Speed magic which you get early on
Playthrough - Video Review - Mini Review
Magic Knight Rayearth (SAT, 1995)
Subgenre: ARPG/AA (upgrade MP and HP stats manually via found jewel items), A couple of vertical shoot 'em up boss fights
Perspective: TD View
Other: Platforming, Initially automatic movement between areas on a world map (you can control it only after having visited the area you want to go towards by pressing Z in an area - can't be done in dungeons or while swimming)
- Three different characters (different weapons and spells, different comments on examined objects) that you can switch between on the fly
- Linear structure besides optional exploration for rainbow amulets (trade them in for items)
- Hint system (advice from Ferico)
- Save feature (six save slots), Some healing fountains
- No area/dungeon maps?
- Separate diary entries for each major scene, Can also read the antagonist's henchman's (Innova) diary
- Fast dialogue speed and overall good flow to the script
- Minor puzzle solving
- Can use the teleporter gem to warp out of dungeons (fairly expensive at 3 rainbow amulets of each color), Sometimes a teleporter is created at the end of a finished dungeon
- Some ability/tool gating (get a dash ability halfway into the game or so, the Green Squall spell moves a few objects, Protective Wind spell lets you float across some gaps)
- MP slowly regenerates w/ the magic recovery ring
- Charge attacks (can run while charging)
- Checkpoint before the final boss (point of no return before the second to final boss)
- You can hit enemies from a different height (creates some safe spots though enemies respawn if you move away far enough)
Playthrough - Video Review - Mini Review
Seiken Densetsu 3 (SNES, 1995)
Subgenre: ARPG
Perspective: TD View
Other: 2-Player Co-op (+1 CPU ally, 3-player co-op with a hack), No platforming, Pick your team before beginning (three different characters out of a roster of six), Separate mode 7 overworld
- Basic class changing system (can change twice per char using certain items, different classes have different abilities and stats, can't revert a class change, temporary caps on stats depending on class chosen (so for example around lvl 20 as a Monk Kevin you can't increase your Agility beyond 11 until leveling up more))
- Switch between party characters on the fly in 1-player mode
- More character customization (character building via manual stat allocation upon level up (strength, agility=evade+agility magic, vitality=defense+vitality magic (Kevin only and only one spell), intelligence=magic attack+defense+offensive spell learning requirement, spirit=non-offensive/wisp spell efficiency, luck=critical hit chance+chest trap def), techs)
- Day/night cycle (some interesting uses - getting out of the second town as Duran for example, can rest until midnight or -day at inns (after the first town) or use a special seed item to skip ahead)
- Combo attacks (hold A then release and press B when you see an alternate attack animation - easier with Hawk and Kevin (and Angela?) supposedly since they hit more than once/have a longer animation but I found it near impossible due to the small sprites+party members getting in the way+quick animation+no other indication of when to do it)
- Some world map teleporters (cannon system returns) - can also summon a giant sea turtle (Booskaboo) later on to travel between certain beach spots and even later on a dragon which can be ridden manually (Flammie returns)
- Good replay value (different beginning stories/prologues for characters which interweave later on as well as a few unique moments per char later on, some teams talk more to each other during the game than in SoM)
- Linear structure overall (opens up a bit after recruiting the first four spirits but you'll have to grind to be able to take the alternate path and then it becomes linear again, you're locked out of parts of various areas until later, opens up a lot when hunting the god-beasts)
- One optional hidden boss - FFV?
- Larger inventory and added storage which can be accessed anywhere
- Can push NPCs out of the way and even push enemies (won't be damaged until they attack)
- Week mechanic which affects elemental spell strength (gnome day/sunday=earth for example)
- Some interesting spells (aura wave - boost power bar/special attack stamina to max, rainbow dust - quadra-elemental attack, ff-style summons, enemy summon spells (six different ones) - however they appear and attack once instead of staying and fighting for you, revenge voice (enemy only) - turns into one of your chars)
- Holding A/attack triggers auto-attacking (not very efficient though)
- Can teleport out of dungeons with ropes as in the prequel
- No more stamina bar system (visual queue for when to strike instead - no sub 100% stamina strikes possible during battle so you can't pin enemies down and the queue halts your movement for a moment (though not every time)) - now there's about half a second delay between attacks instead
- Fairly frequent save points (three slots - Golden Axe Warrior) as well as HP/MP restoration points
- Smaller punishment for losing a character during battle (gets resurrected with 1 HP after the current battle)
- Status ailments wear off after clearing a room/area of enemies and so do buffs (kind of tedious to keep casting sabers for example)
- Can plant certain seeds at inns for a random item in its category (kind of annoying system for getting class change items - have to go fight an enemy then save and reload normally to reset the random number that determines what you'll get (it's based on your current exp))
- Missing with a special attack (manually/physically, not if the dice roll makes you miss) won't drain its charge meter here
- Few puzzles compared to SD1 (the corridor of wind has some minor switch puzzles and the ghost ship has a minor code puzzle) and dungeons are very simple overall (no pits or other hazards to avoid/push enemies into)
- Key gating only
Playthrough - Video Review - Mini Review
Sylvan Tale (GG, 1995)
Subgenre: ARPG/AA
Perspective: TD view
Other: Minor platforming via the turtle form
- Zelda/MW-style gameplay (find items or animal forms to proceed to new areas, look for oranges that work like heart pieces)
- Animal transformations with different abilities
- Some interesting puzzles
- Save on the fly
Playthrough - Video Review - Mini Review
Ys V: Kefin, The Lost City of Sand (SNES, 1995)
Subgenre: ARPG
Perspective: TD view
Other: Jumping, Craft spells (fluxstone system), Non-bump combat
- Quicksave
- Diagonal movement
- Shows the exact damage done with each attack next to the enemy sprite (as well as when hit by enemies) - Final Fantasy III
- Combine elements for different spells (charge up attack)
- Avatar color options plus menu and lifebar options
- NPC encounters in dungeons
- Quickly switch between 3 selected spells
- Sometimes interactive dialogue (can ask bartenders about stuff)
- Manual blocking
- A few decent puzzles (switches)
- No real ability/tool gating (there's just a robe that lets you traverse through a sand storm area)
Playthrough - Video Review - Mini Review
Shining Wisdom (SAT, 1995)
Subgenre: ARPG/AA, Open World?
Perspective: TD view
Other: Some platforming
Tool/ability gating (Stone Shoes break damaged flooring, Slide Boots let you slide through cracks, Spring shoes let you jump to distant places, Bounce Boots et you jump to far places, Magic Hands lets you hit switches from afar, Monkey Suit lets you climb vines, Hercules Gloves let you pick up heavy objects, Mole Claw lets you move through sand, Pegasus Helmet let you fly by mashing B after stepping on a plate to charge it up)
Playthrough
Entomorph (PC, 1995)
Subgenre: ARPG/Action Adventure
Perspective: TD view
Other: Mouse-driven controls, No platforming
-Dialogue trees
-Insect transformations (no new movement abilities though?)
-Five difficulty levels
-Puzzles and side quests
Playthrough
Big Sky Trooper (SNES, 1995)
Subgenre: Action Adventure
Perspective: TD view
Other: Hub map, Very minor platforming (no jumping besides on the rails in one area)
Gameplay
Addams Family Values (SNES/MD, 1995)
Subgenre: Action Adventure
Perspective: TD view
Password save (have to find a certain NPC)
Vague overworld map accessed via Gomez
Minor tool/ability gating (the bowling ball destroys weak walls)
No stat upgrades?
Your attack becomes weaker as you lose HP (see Blaster Master for example)
Playthrough
Rejoice: Aretha Oukoku no Kanata/Rejoice: Beyond the Aretha Kingdom (SNES, 1995)
Subgenre: ARPG
Perspective: TD view
Other: Jumping
Some ability/tool gating (Red Ghost allows you to pick up and throw the red ghosts, Power Ring allows you to pick up mushroom tops, Strawberry makes you tiny)
Gameplay
Crystal Beans: From Dungeon Explorer (SNES, 1995)(Remix/Remake?)
Subgenre: AA/ARPG
Perspective: TD View
Other:
Playthrough
Holy Umbrella: Dondera´s Wild!! (SNES, 1995)
Subgenre: Similar to Popful Mail and Gargoyle's Quest (JRPG Hybrid, stat progression via power ups - str/def/hp)
Perspective: TD view (towns)/SV hybrid (hostile areas)
Other: Hub map
- 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
Tales of Phantasia (SNES, 1995/PS1/GBA)
Subgenre: JRPG/ARPG (battles) hybrid
Perspective: TD View/SV (battles) hybrid
Other: 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 - Video Review - Mini Review
Legend of Xanadu: Kaze no Densetsu Xanadu II (PCE CD, 1995)(untranslated?)
Subgenre: JRPG/ARPG hybrid
Perspective: TD (exploration)/Side View Hybrid
Other:
Gameplay
Clock Tower (SNES, 1995)
Subgenre: P&C Adventure/Survival Horror hybrid
Perspective: Tilted view
Other: Can use L/R to quickly go left or right without using the pointer, No mouse support
- Some elements were later used in Resident Evil (mansion setting, unkillable enemy character)
- Can run (double tap the move button) but there's a stamina mechanic and resting is slow
- Fairly unique premise (you're one of a group of orphans moving to a new house, your foster parent goes to get the caretaker and shit goes wrong)
- Uses music/sfx and facial expressions for your avatar effectively to increase tension at certain points (normally there's no BGM playing - starts playing when finding the bad guy and his giant scissors also tend to make a noise when he's in the same room)
- Multiple endings (9 in total)
- Regenerating health (slow though)
- Instant death traps
- Some invisible walls (on the second floor of the main hall you can't move on the z-plane to the right)
- No in-game maps
- No save or password save features (the game is pretty short but very slow paced)
Playthrough - Video Review - Mini Review
Revival Xanadu & Revival Xanadu Easy Version (PC-98)(Remake)
Subgenre: ARPG
Perspective: TD view battles/SV exploration
Gameplay
Revival Xanadu 2 Remix (PC-98)(Remix of Xanadu II)
Subgenre: ARPG
Perspective: TD view battles/SV exploration
Find Playthrough
BS Zelda no Densetsu (SNES Satellaview, 1995)(Zelda 1 remix)
Subgenre: Action Adventure
Perspective: TD view
Playthrough
Super Chinese World 3 (SNES, 1995)
Subgenre: JRPG/Beat 'em up hybrid, See Little Ninja Brothers
Perspective: TD/Tilted view hybrid
Other: 2-player co-op?
Playthrough - Video Review - Mini Review
Ruin Arm (SNES, 1995)
Subgenre: ARPG
Perspective: TD view
Other: 2-player co-op
Gameplay
Outliers:
Lufia II (SNES) - JRPG w/ Zelda-like Rogue-like dungeons
Virocop (AMI)? - Similar to Gauntlet
Ganbare Goemon: Kirakira Douchuu/Ganbare Goemon 4 (SNES)? - TDV/SV Hybrid, Linear?, Untranslated