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Author Topic: Games that seem like they belonged to the next gen?  (Read 6424 times)

PresidentLeever

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Games that seem like they belonged to the next gen?
« on: August 19, 2020, 09:29:09 am »
As in 8-bit games seeming like 16-bit games, 5th gen games seeming like 6th gen games, and so on. Not just at the time but in retrospect as well.

Pics and vids are encouraged though you can also focus on mechanics, controls, world building, audio, story or whatever you want.

This can be games released as early or as late in a system's lifespan as you want.


I'll do an obvious one to get it out of the way:
Super Mario Bros. 3 (NES, 1988) - Playthrough: https://www.youtube.com/watch?v=c2LTcQwmOV4
-Controls that were unmatched even by most 16-bit games
-Smooth multi-directional scrolling
-Interesting hub map with branching paths, non-hostile locations, wandering monsters, destructible obstacles and temporary secret locations. It advanced its genre's complexity to near zelda levels while keeping it level-based and mostly straightforward
-Variety that would've been impressive for the next gen with water levels that also had on land parts (and vice versa), the giant world, ice and fire levels, underground and indoors levels, maze castle levels, mini-bosses, the various and creative suits as well as a persistent item inventory
-Slopes that you can slide down
-Blocks thrown by enemies also affect other enemies
-From previous games: unlimited continues, music changes within levels, power ups that carried over between levels, pick up and throw blocks, level skip ability (with better control over it here)
-Includes Mario Bros. on the cart

Mentioned games at other forums:
https://hg101.proboards.com/thread/14795/games-belonged-next-gen
https://gamefaqs.gamespot.com/boards/204-classic-gaming/78916948
https://www.gog.com/forum/general/games_that_seem_like_they_belonged_to_the_next_gen
https://www.reddit.com/r/retrogaming/comments/ibbyi9/games_that_seem_like_they_belonged_to_the_next_gen/

Edit:
I'm doing a poll series focused on graphics over at the gamefaqs classic gaming board for those who are interested, starting with 1987. I'll post the next one later tonight, not sure how long it'll go but probably to the end of the 5th console gen.

https://gamefaqs.gamespot.com/boards/204-classic-gaming/78946615
« Last Edit: September 02, 2020, 01:22:29 pm by PresidentLeever »
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PowerPanda

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Re: Games that seem like they belonged to the next gen?
« Reply #1 on: August 19, 2020, 05:13:29 pm »
*Donkey Kong Country 1-3. If you were to place a screenshot of DKC1 next to an early SNES game, people who didn't know better would think they were on a different system. It looked so good that it's cited as one of the reasons the 32X flopped.

*Chrono Cross. Back when this game was released, it was so beautiful that rumors floated around about it having a secret PS2 mode; play it on a PS2, and the graphics would be anti-aliased. We now know that no such thing occurred, but when you stacked it up next to Dark Cloud, it was hard to believe they were on different generations of hardware. The gameplay followed suit, with it brilliantly deconstructing the JRPG battle system in a way that's still unique to this day.

*Tactics Ogre - Let Us Cling Together. This SNES game created a subgenre that wasn't really even recognized until the next console generation. That's probably why this game was ported to the Saturn 1 year later and the PSX 2 years later.

*Sonic 3D Blast - Just go view some of John Burton's videos on Youtube. The man worked black magic to get this game running on the Genesis. It shouldn't have been possible.
« Last Edit: August 20, 2020, 11:17:42 am by PowerPanda »

Klint-psk

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Re: Games that seem like they belonged to the next gen?
« Reply #2 on: August 19, 2020, 05:51:41 pm »
Kirby's Adventure, definitely. If you just give it a wider color palette you can make it pass for an early SNES game. But not only graphically, the controls are also incredible.

Supergamerguy

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Re: Games that seem like they belonged to the next gen?
« Reply #3 on: August 19, 2020, 05:54:38 pm »
Batman Return of the Joker is a visually stunning game on the NES that looks better than a lot of 16bit games, with huge detailed sprites. And it's a pretty fun game too. :thumbsup:
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Tzu DS

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Re: Games that seem like they belonged to the next gen?
« Reply #4 on: August 19, 2020, 06:03:35 pm »
Conker's Bad Fur Day almost certainly looks the part of an early NGC title. Likewise, the Xbox remake looks like it should be on 360.

RetroGameFan

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Re: Games that seem like they belonged to the next gen?
« Reply #5 on: August 19, 2020, 07:42:07 pm »
I'm surprised no one's mentioned Kirby's Adventure (NES)! Did you guys forget about that one? It has amazing graphics for its time and a sound engine that makes it feel almost like an SNES game!

Supergamerguy

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Re: Games that seem like they belonged to the next gen?
« Reply #6 on: August 19, 2020, 09:43:50 pm »
I'm surprised no one's mentioned Kirby's Adventure (NES)! Did you guys forget about that one? It has amazing graphics for its time and a sound engine that makes it feel almost like an SNES game!

My second favorite Kirby game to date! Only Super Star was better IMO. And yes, everything about that game is ahead of time. :laugh:
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Supper

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Re: Games that seem like they belonged to the next gen?
« Reply #7 on: August 19, 2020, 11:24:34 pm »
When I was working on the translation patch for the original Metal Max a couple years back, I was really blown away by how forward-thinking the game was. Its whole system is incredibly modern for a 1991 NES RPG. I haven't played it since the patch came out, but just off the top of my head:

  • The entire game design is pretty much what we'd now call "open world" -- once you get past the intro, you're basically given free rein to go wherever you like, with very few events strictly required to proceed. You can even "retire" at any time to receive an ending (though obviously it takes a bit more work to get the good ending).
  • In the second town, you get access to an item which allows infinite fast travel to anywhere you've already been. This always particularly impressed me, since virtually every game of this era was determined to make you hike through half the game (or the whole thing) before deigning to let you skip backtracking through trash mobs. And even then, it's usually attached to finite-use items or spells.
  • If your party gets wiped, you're revived in your hometown with no consequences beyond having to go back to wherever you were before. No losing half your money or getting kicked back to your last save from 2 hours ago.
  • You can acquire eight tanks, drive them all into a town full of NPCs, and stack them all up on a single tile, with the game handling it perfectly gracefully. (Well, it'll chug and flicker like hell, but hey, the hardware's got its limits.) It's easy to take things like this for granted, but some programmer spent a lot of time making sure that this wacky edge case you'd never see unless you were trying to worked the way it should. Did Final Fantasy ever let you park eight airships on top of each other? I think not.
  • So many cute touches and little extras that most 16-bit RPGs would be jealous: jukeboxes that let you listen to the soundtrack, vending machines with random bonus prizes, a frog racing minigame, bird droppings building up on your tanks if you abandon them outdoors for too long... It's even got useless moneysink decorations for your room like an MMO!

Considering it got ported to the SNES a few years later with only minor changes, it's pretty clear the game was way ahead of its time. It's one of the few RPGs of the era that I can unequivocally recommend, with no reservations about old-school gameplay. Seriously, just go play it, and the remake, and that Metal Max 3 translation that just came out, and if someone ever manages to actually finish a Metal Max 2 translation, go play that too. It's one of the most undeservedly underrespected series I've ever seen.

PresidentLeever

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Re: Games that seem like they belonged to the next gen?
« Reply #8 on: August 20, 2020, 06:03:54 am »
^Nice post, I might have to check that one out!

Only thing I disagree with is having no consequences for death, I don't think that's progress necessarily. But it's still pretty unique for the time, and for years to come.


August 20, 2020, 06:05:10 am - (Auto Merged - Double Posts are not allowed before 7 days.)
*Sonic 3D Blast - Just go view some of John Cartwright's videos on Youtube. The man worked black magic to get this game running on the Genesis. It shouldn't have been possible.

I'm curious what you find impressive about this one, besides the intro and smooth scrolling I guess? Some animation is also good.
« Last Edit: August 20, 2020, 06:24:23 am by PresidentLeever »
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PowerPanda

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Re: Games that seem like they belonged to the next gen?
« Reply #9 on: August 20, 2020, 12:15:50 pm »
I'm curious what you find impressive about this one, besides the intro and smooth scrolling I guess? Some animation is also good.

Full motion video on a Genesis cart was pretty amazing, but this is the video that blew me away. https://www.youtube.com/watch?v=A_jFNiIdKUQ

PresidentLeever

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Re: Games that seem like they belonged to the next gen?
« Reply #10 on: August 20, 2020, 01:13:14 pm »
I see, interesting. I suppose the bonus levels were also cool, imitating that effect from Axelay.
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SleepyFist

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Re: Games that seem like they belonged to the next gen?
« Reply #11 on: August 21, 2020, 05:56:40 pm »
Gregory Horror Show: Soul Collector for the PS2 looks like an indie PS3 game, the lighting and atmospheric effects are sometimes so overcooked they could put the likes of Resident Evil or Silent Hill to shame.




Chronosplit

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Re: Games that seem like they belonged to the next gen?
« Reply #12 on: August 21, 2020, 09:20:16 pm »
I remember once seeing Treasure Hunter G being mentioned as having pre-renders that are on par if not better looking than on the PS1.  Believe it or not the backgrounds do seem to compare well to Torneko: The Last Hope.

PresidentLeever

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Re: Games that seem like they belonged to the next gen?
« Reply #13 on: August 22, 2020, 08:19:06 am »
Some 1987 games:
The Magic of Scheherazade (NES, 1987) - JRPG (some TB battles, FP view)/Action Adventure (TD with some sidescrolling segments) Hybrid w/ jumping
-Solar eclipse mechanic (affects certain spells and items plus your chance at winning in casinos, happens fairly seldomly)
-Time travel theme with some effect on gameplay (can plant a Rupia Seed in a magic field during an Alalart eclipse in the past and have it grow into a Rupia Tree (rupia=money) in the future, different backgrounds and enemies in different times)
-Switch between 3 classes during the course of the game for a small price
-Basic dungeon maps (Zelda 1)
-Fast dialogue text
-Can map various actions to A or B yourself (similar to Link's Awakening but a bit less flexible)
-NPCs react when attacked and are then pissed until you leave and return to the current screen (can't be hurt though)
-Can loan money (at interest) in shops
-Can haggle in some shops (these shopkeepers get pissed and kick you out plus take 10 coins if you do it twice in a row though and many later ones get pissed if you even try)
-Can buy more than one of a consumable item at once (not all of them though)
-Various interesting spells (teleport back to visited towns and out of palace dungeons using flying carpets, corbock & shrink & caraba - makes enemies small and harmless and squashable, ramipas - fewer encounters (DQ?), monecom - max of each consumable when cast during a Alalart solar eclipse, raincom and spricom - causes grass to grow in deserts and spring to come during winter respectively (ends HP drain occuring when in deserts and winter areas and heals you in deserts) when cast during an eclipse, moscom - summons a mosque (class change for free), moniburn - encapsulate all enemies inside of a small rocket which blasts into the air and explodes in a shower of fireworks, silliet - reflect spells cast on the user (gun mecha party member only))
-"Attack all" weapons and spells
-Basic diplomacy in the JRPG fights (propose peace command - you'll generally have to pay for enemies to accept)
Formation/combo attack mechanic in turn-based battles (this pairs two specific party members and allows for special spells, some enemies can do it too)
-Some interactive tutorials (courses)
-Can hire mercenary troops to fight for you during turn-based battles
-Some party banter between areas
-Can escape from boss battles
-Some meaningful dialogue choices (convincing certain NPCs to help you via yes/no questions)
-Some decent puzzles (the future tree with a son - remember a password and what it said and didn't say, curing Rainy's fear, Coronya's real identity)
-The game automatically levels you up sufficiently after each boss battle
-Respawn on the screen you were on and then in the last town after game over - don't lose stats or skills
-Get tips from an anthropomorphic cat (Coronya) during the game - pretty obvious tips though
-You and your party auto-use restoratives when needed (can use a healing spell manually but it's not particularly efficient - you do get a better one but only near the end of the game)
-Mostly linear structure but some freedom in when to tackle what within each area
-You still get item drops which you have a full inventory of from enemies but if you do then new hp/mp restoratives that you pick up are used up right away
-A grim reaper can appear if you spend too long in an area (hard to kill and appears quickly on every screen; Bubble Bobble)

Metal Gear (MSX2/NES, 1987) - Stealth Action/Action Adventure, TD view
Version differences: http://blog.hardcoregaming101.net/2009/08/metal-gear-msx-and-nes-comparison.html
-Radio communication feature (can get tips from NPCs)
-Interesting gear (binoculars (view adjacent screens - respawns enemies on NES), enemy uniform, tracker item (can be placed on you by the enemy if you get captured), silencer, etc.)
-Boss introductions
-Find destructible walls by listening for differing sounds when hitting them
-Creates a sense of vulnerability at times (the dogs, losing your gear before the first boss)
-Checkpoints at the beginning of each area and when exiting or entering a building
-Some interesting level design (flying enemy triggering an electric floor trap, moving infrared beam alarm room, off screen tank fire in the desert)
-Basic level up/rank system (lets you carry more equipment and ammo but also sometimes determines if an NPC will answer you on the radio, 4 levels and increases with every 5th rescued prisoner, killing prisoners lowers rank)
-Escape sequence (Metroid)

​Sid Meier's Pirates! (PCs, 1987/AIIGS, 1988/AMI, 1990/NES, 1991) - Pirating Sim, Action Adventure/Strategy Hybrid, TD view/SV/FP view (bars) hybrid
-Open ended structure
-Multiple endings
-Good variation (hybrid gameplay; sea battles and sailing mechanics, fencing duels)
-Can take over towns
-Can get married
-Aging and hunger
-Multiple ships and some ship customization
-Can change allegiances (spanish, french, english, dutch)
-Can switch difficulty level during the game
-Treasure map pieces puzzles (no in-game world map until the Gold version though the Amiga and NES versions came with a physical WM, instead you have to use a sun sight item to determine your coordinates)
-8 save slots on NES (save in town)
-Basic character building (can increase rank which affects which wife you can take and your final score+the ending)

Colony (C64 etc. 1987) - Action Adventure/Strategy/Farming Sim hybrid, Tilted view (see Double Dragon)
-Base defense gameplay (can use turrets to shoot enemies (or shoot them directly) and repair broken fences, have to distribute supplies to shops which are dropped at a landing bay if the base has power)
-Shops (harvest mushrooms and solar energy for money/power - also have to protect them from enemies)
-Can gain a CPU ally (have to buy and insert a battery)
-Basic mini-map
-Can buy and place traps
-Base upgrades
-​Stamina/power mechanic for your droid avatar (can recharge it at a certain building)
-​Too much power will blow up the base (there's a warning in the GUI)

Ys: Vanished Omen/Ancient Ys Vanished (FM-7/X1/MSX etc., 1987/SMS, 1988) - ARPG, Top down view
-Basic dialogue trees
-Can bargain with one of the clerks
-Teleport back to town (wing)
-Health regen outside dungeons if standing still (Hydlide)
-Save anywhere except during dialogue or boss battles on console
-Somewhat non-linear structure

Hydlide III/Super Hydlide (Multi, 1987/MD, 1990) - ARPG (char creation, 4 classes, spen exp to level up or learn spells in town), TD view
While having basic combat and balancing issues, as well as lacking maps it's also complex in various ways.
-Basic morality system
-Fatigue and resting mechanics, Hunger mechanic, Weight mechanic
-Day/night cycle, Time skip spell
-​Move spell lets you teleport to any visited town that you've slept in
-New gear shows on your avatar (also in Faxanadu)
-Banks w/ interest mechanic

Driller/Space Station Oblivion (Spectrum/C64/CPC, 1987/AMI/ST/PC, 1988) - 3D FPS/Maze Shooter (Vehicle-based, no jumping but can raise and lower the vehicle's body as well as look up/down), FP view w/ P&C aiming
-Polygonal with a decent framerate on ST
-Hover vehicle lets you fly over pits
-​Basic switch and code puzzles (can also empty a pool of water at one point)
-Compass and named areas but no maps (you're supposed to use the hover vehicle for recon)
-Four teleporters

Dungeon Master (PCs, 1987) - First Person Dungeon Crawler RPG, P&C controls (grid-based movement, click and drag objects from the world into your inventory)
Set the standard for FP (A)RPGs which didn't change that much besides positional attacks (?) until 1992.
-One of the first RPGs with activity/use-based progression (character building/leveling; Xanadu: Dragon Slayer II)
-Strafing
-Plot twist ending and alternate bad ending
-Enemies tend to flee when their HP is low
-Can manually wake up at will from resting
-Unique spell system? (string together glyphs/runes representing one syllable each)
-Hunger

Habitat (PC/C64, 1986 (Beta, full game in 1987)/FMT, 1990?) - First graphical MMORPG/Post-MUD game
-Full graphics
-Some music
-GUI (P&C controls, text parser, chat feature)
-Big sprites and decent animation
-Can rob and kill other players

Knightmare II: Maze of Galious (MSX, 1987) - Platform Adventure/ARPG/Action Adventure, Side View
-Switch between two different characters on the fly
-Some good enemy AI (blue knights, shooting ghosts, yellow enemies in world 8)
-Good enemy variation
-Large world (9 sub areas+1 hub area)
-Pretty large arsenal of sub weapons and various tools/items
-Large consumables inventory (keys and arrows)
-Various interesting items/tools (mines, rolling fire (fireball moving around a platform similar to in SMB2), oar - walk on water, magnifying glass - examine gravestones, vase - boosts exp gain, carpet - turns the lava in world 8 to stone and removes fireballs, halo - lets you teleport from any world/sub area back to the beginning/hub area (last password room - F1 then Enter), feather - teleports you to an opened world portal/door (press the corresponding number key), bell - rings when nearing a world/sub area (Penguin Adventure & Dragon Quest?))
-Fairy rooms (Zelda)

-Speed upgrade item (boots - Monster World/WBiML or Golvellius?)
-Sub area maps (need to find them)
-Can revive the other character at death's shrine (room L11, fairly expensive, reload to be able to do it again)
-Pretty large bosses
-Optional handicap items that help with the boss fight in each world
-Consumables (key, coins, arrows) respawn when loading a password save

Legacy of the Wizard/Dragon Slayer IV: Drasle Family (NES/MSX, 1987) - Sidescrolling Platform Adventure/ARPG-ish Hybrid (no leveling system)​
-Five different playable characters with unique abilities including a monster
-Stash/vault at your house and at inns
-Large world for the time and aguably the next gen for this genre
-Warps (can use the paintings to teleport after getting crowns from bosses; Starquake, Brain Breaker)​
-Use certain enemies as platforms

Zelda II: The Adventure of Link (FDS/NES) - ARPG
-Manual stat allocation on level up and you can also save the exp points for later - different attributes (HP, Attack Power, MP) have different costs to level them up
-High and low melee blocking and attacks (similar to Trojan)
-JRPG-style overworld with "semi-avoidable" enemy encounters (can avoid them in open areas) - Also done in Esper Dream
-Temporary flight via a transformation spell
-Partially non-linear w/ some sequence breaking opportunities (dungeon order, skip candle, early hammer, skip keys w/ fairy by flying through keyholes in locked doors, more?; Metroid)
-Multiple towns (no shops)
 - Ys
-Some good enemy AI

King Kong 2: Yomigaeru Densetsu (MSX, 1986 or 1987) - Zelda-ish ARPG (leveling), Top Down View
-Three different endings (use less continues and spend less time for a better one)
-The game shows enemies' stats as you face them (up to two kinds per screen)
-Mini-bosses
-Spin attack (via the whirl spell, very strong)
-Water sandals (walk on water; Zelda II and Golvellius)
-Can walk away from any dialogue (down)
-Can use some objects as weapons (big boulder - very situational though as it only damages one enemy type in the first area)
-Partially non-linear

Zillion (SMS, 1987) - Early Platform Adventure/Metroidvania
-Computer hacking/interaction (map display (layout, explored rooms, position and final room), disable traps, teleport (to surface elevator or nearest elevator), suicide!, base explosion and cancel explosion, hidden messages (mentioned in the manual); Impossible Mission but more advanced here)
-Three playable characters that you can switch between on the fly (need to rescue two of them, same abilities but differing starting stats)
-Basic stealth (alarm traps triggered by infrared rays; Metal Gear?)
-Escape sequence (Xain'd Sleena, Metroid)
-Crawling

​Fantasy Zone II (SMS, 1987) - Visually nearly on par with Super FZ with more variation within levels, and some other early 16-bit games. Also features an upgradeable lifebar and hidden items and shops.

There's also Sorcerian, Zeliard and Woody Poco.
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STARWIN

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Re: Games that seem like they belonged to the next gen?
« Reply #14 on: August 23, 2020, 10:22:38 am »
Elite from 1984 for being a 3D space flying/combat/trading game in a fairly large world.

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Re: Games that seem like they belonged to the next gen?
« Reply #15 on: August 23, 2020, 06:33:09 pm »
Great thread! Here are my two picks:

8-bit:
Rescue on Fractalus/Behind Jaggi Lines (Atari 8-bit computers)
  • full 3d environement via fractal rendering
  • immersive world despite simple gameplay
  • dramatic touch when waiting for rescuee
  • cinematic feel
  • all of Jay Miner's hardware tend to be cutting edge
https://youtu.be/4kNxy6UIX_k

16-bit:
Geograph Seal (Sharp X68000)
  • spiritual predecessor of Jumping Flash! series
  • full 3d, software rendered
  • decent, steady framerate
  • richer look & feel than other 3d home video games of this era
https://youtu.be/qca_bXtxIe4

PresidentLeever

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Re: Games that seem like they belonged to the next gen?
« Reply #16 on: August 24, 2020, 12:15:40 pm »
Nice! I'd forgotten about Geograph Seal.

Some 1988 games:
Galaxy Force II (ARC, 1988/SAT/3DS, ) - Rail Shooter, Spaceship-based
-Very smooth sprite scaling with large and detailed sprites
-Cave segments with branching paths
-Lock onto and shoot several targets at once, Homing missiles
-Level select screen (Xain'd Sleena, Mega Man)
-Fuel mechanic (River Raid?)
-Pretty impressive music

Ultima V: Warriors of Destiny (PCs, 1988) - WRPG/Sandbox or OW RPG (FP dungeon exploration, TD world exploration and TBS combat)
-Deeper storytelling and more complex plot
-Puts a new spin on the virtue system of the previous game by having them enforced harshly on the world's inhabitants by a corrupt despot and makes the player a fugitive
-The shadowlords have various effects on NPCs if present in the town you're currently in
-Day/night cycle and NPC schedules
-Old party members and locales+NPCs carry over from the previous game with some growth/changes
-Combat is almost always optional
​-More object interaction (like pushing chairs in front of doors to block off access or taking torches off the walls)
-Look command
-Stealth element
-More advanced combat (diagonal aiming, equip individual hands) and more varied loot
-Villains must be stopped with cunning rather than force

Exile (Electron/BBC Micro, 1988/AMI/C64, 1991)(Superior Software/Audiogenic) - Platform Adventure/Action Adventure (thrust-based flight)
-Life-preserving teleport system (when very near death your avatar is automatically teleported to a location that you've previously designated)
-Very open-ended structure
-Advanced physics (gravity, inertia, mass, explosions, shockwaves, elemental (water/earth/wind/fire) effects) and puzzles designed around them
-Advanced enemy AI for the time (reacts to nearby noises, has line-of-sight vision, remembers where the player was last seen?, etc)
-Can grab some creatures to stop them from hurting you
-Four item inventory (your pockets are actually stasis fields meaning an object is completely suspended in time and space (a live grenade won't explode for example))

Bionic Commando (NES, 1988) - Platform Adventure, Side View & Top Down View Hybrid (map encounters only)
-Impressive graphics
-SMB3-like hub map with patrolling enemies and branching paths
-Hookshot mechanic (replaces jumping)
-Spy on enemy communications and communicate with allies in communications rooms
-Neutral areas where you get attacked for opening fire and can talk to NPCs for tips as well as find items
-Temporary spinning orbs shield power up
-Pick what gear to use before landing in an area (later used in Assault Suits Leynos)
-Quick exit code lets you exit any sidescrolling area
-Some gore and the game features Adolf Hitler as the enemy leader
-Escape sequence after the final boss (Xain'd Sleena, Metroid)

Dragon Quest III (NES, 1988) - JRPG
​-Build a party of four (hiring system - can leave or replace members and re-recruit them later, six classes)
-Warp to any visited town (Ys?)
-Vault feature
-Pretty open ended/non-linear structure
-Gradual day/night cycle with effects on gameplay
-Giant bird ride
-Monster fight betting
-More meaningful dialogue choices
-Rudimentary battle formations (order)
-Invisiblility spell

Ys II: Ancient Ys Vanished – The Final Chapter (PC-88/PC-98/FM-7/X1/MSX, 1988/PCE CD, 1989/NES, 1990/PC DOS, 1994) - ARPG, TD View
-Impressive graphics: https://worldsunraveled.weebly.com/1980s-8-bit-games.html
-Some innovative mechanics (transform into a demon to talk to enemies, gradually learn enemy stats by killing more of them (need to drink the bestiary potion first - later versions only?), bargain for a better iron ore price)
-Some ability/tool gating (mattock for breaking a couple of walls, stone shoes to not slide down icy slopes, magic fireballs melt ice blocks, the monster transformation, other more key-like tools)
-Healing points in dungeons
-Diary feature (it's not a full fledged journal/log feature though)
-You can shoot villagers with fire magic (harmless but sometimes results in new dialogue)
-Interesting how the first dungeon actually connects to the first town via someone's basement
-Interactive dialogue with key characters - choose the subject to ask about
-You can exit most boss battles at will

Some other graphically impressive games: https://worldsunraveled.weebly.com/other-1988-8-bit-games.html
​IO: Into Oblivion (C64)
Mega Man 2 (NES)
Armalyte (C64)
Altered Beast (MD)
R-Type (PCE)
Carrier Command (AMI)
DuckTales: QfG (AMI)
The Colony (MAC)
Virus (AMI)
Star Cruiser (X1/PC-88, 1988)
Dark Side (AMI/ST/C64 etc., 1988)
Contra (NES)
Double Dragon (NES & SMS)
Golvellius (SMS) and Shin Maou Golvellius (MSX)
Gradius 2 (NES)
Kenseiden (SMS)
King's Quest 4 (PC)
Last Ninja 2 (C64)
Larry 2 (PCs)
Nemesis 3 (MSX)
Ninja Gaiden (NES)
Power Strike/Aleste (MSX & SMS)
Rocket Ranger (AMI)
Space Harrier 3D (SMS)
Super Dodge Ball (NES)
Bayou Billy (NES)
Wonder Boy in Monster Land (SMS)
« Last Edit: August 24, 2020, 01:05:31 pm by PresidentLeever »
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

ultimaweapon

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Re: Games that seem like they belonged to the next gen?
« Reply #17 on: August 24, 2020, 01:31:56 pm »
Here's a very challenging yet underrated game for the NES.

Cobra Triangle

Graphically, it certainly could have been on the SNES.
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pianohombre

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Re: Games that seem like they belonged to the next gen?
« Reply #18 on: August 25, 2020, 01:29:08 am »
I was playing DmC today for the PS3 and it seems like a PS4 game. Also, Skyrim and GTA5 were released late in the life of the ps3 so could easily pass.
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PresidentLeever

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Re: Games that seem like they belonged to the next gen?
« Reply #19 on: August 25, 2020, 10:09:52 am »
Some 1989 games:
Strider (ARC, 1989/MD, 1990) - Action Platformer
-Gun drone and hawk robot mascots
-Wall climbing and ceiling climbing
-Somersaults
-Weapon and HP upgrades
-Very good variation
-Cutscenes with voice acting (Dragon's Lair?, Ninja Gaiden had cutscenes without VA)
-Attack off of walls
-Some large and detailed sprites
-One mountable boss (flying snake)

SimCity (PC/AMI, 1989/SNES, 1991) - City-Building/Management Sim
-Second game of its kind?
-Good interface for its time (shortcut button for the sidebar menu, quick-scroll, stats on most important things)
-Some advanced mechanics to explore (zone stacking, most efficient zone/road placement and optimizing growth via gifts and taxes, dealing with pollution and crime)
-999+ different standard maps as well as a few scenarios to play
-Basic weather effects depending on the season
-Trigger disasters at will
-EGA 640x350 resolution widescreen mode on DOS

Quest For Glory I: So You Want To Be A Hero (PC, 1989)/VGA ver., 1992) - Quest Adventure/RPG hybrid, Real-time combat (heavily stat based)
-Character creation with stat distribution (6 abilities/attributes, 7 skills), three classes (fighter, magic user, thief - can break into houses an steal certain items) and you can create hybrids of all three to an extent, shops, loot enemy corpses)
-Option to export your character to the next game (Wizardry)
-Different ways to solve problems depending on which class you picked (proto-Immersive Sim)
-Day/night cycle (can check time of day at any point) with effects on gameplay
-Non-random enemy encounters (monsters can also follow you until you're a couple of screens away)
-Can examine pretty much anything in the game world
-Movement speed options
-Running and sneaking moves
-Sleep at will (can choose for how long, can be killed when outside if you try to sleep all night)
-Activity based stat building/progression (FF2?, Dungeon Master)
-Pretty open ended structure
-Dialogue trees and P&C interface replaces the text parser in the VGA ver.
-Good sense of humour overall (witty, sarcastic, silly, references, slapstick)
-Many ways to die (Space Quest)
-Can skip dialogue on a per text box/paragraph basis
-Tooltips in-game (question mark)
-Some good puzzles (quiz which changes a bit every time you reload or replay, kobold's cave, yorick's labyrinth)
-Mini-game (mage's maze)
-Pretty expressive sprites, Character portraits during dialogue, Pretty impressive MT-32 music
-Can block+dodge and use two types of attacks in combat (swing and stab) - can also throw rocks and daggers at enemies (rocks can be picked up pretty much anywhere in the wild) or cast spells at them outside of combat
-Slightly different ending depending on which side quests you finished

Prince of Persia (PC, 1989) - Action platformer/Puzzle platformer
-Inspired the cinematic platformer subgenre which in turn inspired games like Tomb Raider and Ico
-More realistic physics than usual
-Cling onto and climb platform edges
-Fencing duels (parry, parry-then slash/counter attack, move backwards)
-Avoiding combat is sometimes preferred
-Nice animation (rotoscoping), Good use of the Roland MT-32 module for the time
-Upgradeable lifebar (large red potions)
-Temporary hover jump/slow fall ability via the green potions (these are used when picked up)
-Upside down room puzzle (one of the later green potions has this effect) and a doppelganger/mirror image puzzle

It Came from the Desert (AMI, 1989) - Graphic Adventure w/ FP Light-Gun and Top Down Run 'n Gun-style action sequences, TD escape sequences with basic stealth at the hospital, Hub map
-Proto-Survival Horror (Time limit (need to collect evidence and present it to the mayor), Interactive nightmares)
-Sound signalling before a giant ant appears
-Dialogue trees
-Need to keep track of NPC schedules
-Make calls from and sleep at home (can choose for how many hours to rest)
-Mostly ambient OST

Aleste 2 (MSX, 1989) - Vertical Shoot 'em up
-Respawn on the spot (with the default special weapon and lowest levels - not enough later on) and adjustable ship speed (Thunder Force 2)
-Pretty large weapons arsenal (6 special weapons) with 5 (!) levels of upgrades for each, many levels of upgrades for the main gun
-8 pretty long stages
​-Nice cutscenes, A couple of voice samples (scratchy though)
-Temporary shield power up which can be stolen by bosses
-Mini-bosses
-Choose starting special weapon before beginning
-Good bosses overall (some with multiple phases)

River City Ransom (NES, 1989) - Beat 'em up/ARPG Hybrid, 2-player co-op
-Enemy comments during gameplay that don't interrupt the action
-RPG elements: Gain new moves by leveling up using food/books/music CDs​ (10 different stats)​, 2 item inventory, open ended structure for the genre, shops
-Good arsenal of moves for the time (pick up and throw enemies or use them to punch others (lol), block move (punch/kick incoming attacks at the right time), punch boxes to make them slide, throw weapons, jump kick, run)
-Change difficulty on the fly
-Help menu in-game
-Password save anywhere
-Unlimited lives (lose half your money and start in the previous mall area when dying)
-Expressive sprites
​-Sauna bathing (increases will power+stamina and restores health)
-2-player specific moves (you can jump on top of your partner and stand on his head, your partner can throw you (no damage) while you're on top of him enabling you to fly through the air performing multiple attacks, there are a number of power ups in the game that enable 'tag team' attacks)

Little Ninja Brothers (NES, 1989) - JRPG (TB boss battles, exploration)/Beat 'em up Hybrid, TD view, 2-player co-op
-The other player can join or leave in-game
-Can avoid random encounters (flee before battle mechanic - dice roll based)
-Dynamic difficulty balancing if playing on Easy in the localized version ("​Artificial Intelligence (AI) will determine and adjust the difficulties of the situation depending on the player's skills. This mode is recommended if a whole family plays the game.")

Wonder Boy III: The Dragon's Trap (SMS, 1989) - Platform Adventure/Metroidvania
​-First area ties into the prequel (used later in Castlevania: SotN)
-Transformations (swimming, wall/ceiling walking and flying, down- (Dragon Buster) and upstab/swing - Zelda II/Rastan)
-Characters with gear affinities
-Hidden gear combos (transform anywhere)
-Create blocks (Solomon's Key)
-Block projectiles
-Fairly impressive music overall (FM & PSG)
-Can transform anywhere w/ a secret gear combo
-On GG the charm stones are used to teleport back to town
-Loading a password save resets consumable items in chests which makes it easier to grind for charm stones for example
-Some sequence breaking possibilities (can do Lion Man's area before the pirate ship, more with the tasmanian sword which is gained in that area)

Ys Book I & II (1987 port/PCE CD, 1989) - ARPGs, TD View
​-Nice cutscenes with voice acting, Well-produced CD redbook music throughout most of the game

Herzog Zwei (MD, 1989) – Early RTS/RTT, 2-player vs. mode w/ split-screen (can also pick split-screen in SP mode)
-Mini-map (switch between seeing the map with bases and enemy commander or a zoomed in view showing nearby units relative to the commander)
-Transforming mech avatar (plane/ground trooper) - this unit transports and orders other units plus it can resupply+repair itself by hovering over any controlled base
-Pretty impressive music and enemy commander AI
-Capture bases to gain resources faster and to win (later used in Dawn of War)
-Each captured base acts as the main base for the purpose of picking up finished units with the commander
-Decide unit command/behavior before building it (can be edited for a built unit by picking it up)
-Max 50 units per side
-Can repair units
-Base attacked and homing missiles warning symbols in the HUD
-Air, ground and water units
-Build turrets which can be transported to where you want them at any point
-Some queued commands orders (destroy nearest enemy then go take over/guard the nearest neutral base, hunt down attacking enemies then return to position, etc.), -Choose your path (level select screen)
-Low and high ground
-Patrol move (unit moves in a circle) and attack enemy main base move (makes the unit ignore enemies)
-16-way fire (can't stop at 30 degree angles though and can't strafe)

The Final Fantasy Legend/Makai Toushi SaGa (GB, 1989) - JRPG
-Decent character customization (sex (determines some skills), race (human, mutant/Esper, eight kinds of monsters (four starting ones, four recruitables))
-Some interesting mechanics (manually recruit your entire party (up to four characters), lives/hearts - restoring a character at 0 HP costs one life and if they all run out they need to be revived or replaced (only the main character has to stay), purchaseable stat boosts (humans), near random ability growth and reductions (mutants/espers), pokemon-like growth through eating (monsters), level up esper/mutant stats/skills by using them in battle - see FF2, order has some effect on mutant stat gains?, non-random encounter monsters (in dungeons) which don't attack the player - however they're mixed with random ones and you can't get past the non-randoms in narrow paths as they respawn right after the battle, dungeon escalators and fake doors/ponds, equip several weapons at once (to switch between during battle - more tactical flexibility),
-Fairly open ended beginning (kick members out of the party already in the first town, 2-3 different dungeons to visit)
-Some good puzzles (old man riddles - randomly chosen between three different ones in the WS original ver.)
-Still fairly challenging when fully powered up unless you make a human and mutants only party
-God is the final boss
-Vehicles (airplane, bike) - FF1/PS1/Ultima?
-One hidden store
-Rendezvous with story-relevant NPCs one last time before the final battle
-Some good humour (bizarre (king wants to marry a slime), silly (priest partially submerged in water in south town), etc.)
-Speed up dialogue and text speed options, Fast menus/transitions/inns
-Raster effect on some killed bosses
-Main char/leader doesn't always do the talking in story scenes
-Save anywhere outside of battles (only one slot though)
-A little bit of party banter
-"Per enemy type" multi-targeting?


Graphically impressive 1989 games (8-bit): https://worldsunraveled.weebly.com/1980s-8-bit-games.html
16-bit:
A-10 tank killer-dos
Alex kidd in the enchanted castle-genesis
Archipelagos-amiga
Blazing Lazers Gunhed pce
Bonk's adventure-turbografx-16
Dark side-atari-st
Die hard - dos
Dungeon Explorer pce
Dungeon master: chaos strikes back expansion-set-1-atari-st
Forgotten worlds md
Future Wars (AMI)
Ghouls 'n ghosts-genesis
Prince of persia-dos
Revenge of Shinobi md
Shadow of the_beast ami
Son-son ii-turbografx-16
Thunder force 2 genesis
Total eclipse_ami
Wonder boy 3: monster lair-turbografx-cd
« Last Edit: August 25, 2020, 12:04:01 pm by PresidentLeever »
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.