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Author Topic: Games that seem like they belonged to the next gen?  (Read 6423 times)

cccmar

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Re: Games that seem like they belonged to the next gen?
« Reply #20 on: August 25, 2020, 11:54:36 am »
Very cool post, great job so far! I'd like to mention that Star Cruiser was also a multi-genre game, with adventure game, RPG, FPS and other elements. It's really a game way, way ahead of its time. I prefer the Mega Drive port myself, but the original was something else for back when it came out. There's literally no other game like it on the Mega Drive.

Little Ninja Brothers is an interesting case too, fun series with both turn-based and action battles, but almost all the games within their respective series are the same - they even reuse a lot of the music. There was one more game on the Famicom, that one was never localized. Also, 2 more SFC games and 1 GB game. Good stuff all things considered. :)

One that's often forgotten from 1987/1988 is War of the Dead. It's essentially one of the very first survival horror games, along with La Place no Ma (that one was an RPG though). Not sure if that alone makes them noteworthy enough for your list, but I thought that being the first at something still counts. ;)

PresidentLeever

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Re: Games that seem like they belonged to the next gen?
« Reply #21 on: August 25, 2020, 12:10:55 pm »
Yeah definitely a cool game (SC), I've only played the MD ver. so far myself. The music is excellent too. Why do you prefer that version btw?

Right, Super Chinese 3 I think? I'd like to try the sequels properly sometime.

I've tried War of the Dead and was considering it, but besides some innovations and horror theme I don't think it's that well made or that impressive visually (pretty good for its time but not next gen). I did include part 2 in one of the screenshot galleries. Haven't played La Place no Ma but it looks kinda cool too.
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KingMike

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Re: Games that seem like they belonged to the next gen?
« Reply #22 on: August 25, 2020, 01:45:33 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:

Too bad the prototype SNES port looks like a DOWNGRADE, not to mention as I recall had some cheap enemy spawns.
Had the same music that, while great for an NES soundtrack, would leave you wondering what they could do with the SPC700.
Wonder how far that one was close to release, as it seemed to still be needing some work.

As to the Super Chinese SFC games, weird that Culture Brain used the same title for canceled localizations of TWO of the games. Both SCW2 and Super Chinese Fighter (I think was, or was it SD Hiryuu no Ken?) were announced as "Galactic Defenders" at different points.
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Supergamerguy

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Re: Games that seem like they belonged to the next gen?
« Reply #23 on: August 25, 2020, 02:29:48 pm »
Too bad the prototype SNES port looks like a DOWNGRADE, not to mention as I recall had some cheap enemy spawns.
Had the same music that, while great for an NES soundtrack, would leave you wondering what they could do with the SPC700.
Wonder how far that one was close to release, as it seemed to still be needing some work.

That and the Genesis port looked low quality to me compared to the original, they could have put a lot more effort into making them feel like remastered editions rather than cheap ports.
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PresidentLeever

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Re: Games that seem like they belonged to the next gen?
« Reply #24 on: August 25, 2020, 02:59:43 pm »
The 16-bit port was done by another developer - some obscure company called Ringler Studios (and they used the infamous GEMS sound driver) - but Sunsoft still gave their OK by publishing it. A Sunsoft port would've sounded more like Batman 1 for MD/GEN I bet.
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Re: Games that seem like they belonged to the next gen?
« Reply #25 on: August 25, 2020, 06:17:04 pm »
The 16-bit port was done by another developer - some obscure company called Ringler Studios (and they used the infamous GEMS sound driver) - but Sunsoft still gave their OK by publishing it. A Sunsoft port would've sounded more like Batman 1 for MD/GEN I bet.

Booooo Gems sound driver. #Sunsoft did it better
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PresidentLeever

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Re: Games that seem like they belonged to the next gen?
« Reply #26 on: August 26, 2020, 05:21:43 pm »
Some 1990 games:
Metal Gear 2: Solid Snake (MSX, 1990) - Stealth Action/Action Adventure
-Radar feature in a non-vehicle sim game (turns off temporarily when detected or while in air ducts, shows enemies and some important NPCs; Cyborg Hunter?)
-Enemy soldiers now move between screens (King's Valley)
-Certain terrain makes noise that will get the enemies' attention, you can crawl under tables and some vehicles (also helps to avoid the aforementioned noises)
-Can speed up text on a per paragraph/text box basis
-Checkpoints at the beginning of each area/when exiting or entering a building (Psycho World?)
-Get tips from NPCs via the transceiver (they won't always reply though - a bit jarring in the beginning when you're told to call people and they don't reply)
-Some interesting level design (getting transported to places by using the box disguise, escort segment, the rooms with soldiers hiding among soldier mannequins, moving infrared laser rooms (new variations on them, garbage room in the first building, enemies turning off the lights)
-Pretty good at creating a sense of vulnerability at times
-Some new interesting gear (use the cigarettes to detect infrared lasers, mortar missile (chopper boss), mouse robots to distract enemies with, the enemy can place a tracker in your inventory if you get captured (can be thrown away), night vision goggles, national anthem casette tape (freezes soldiers for ~10 seconds), etc.)
-About twice as long as the prequel

Final Fantasy III (NES, 1990) - JRPG
-Job system
-"Per enemy type" multi-targeting
-Numbers indicating who is striking what target in the next round
-Can unlearn spells
-Summons
-Damage indicator on the actual monster sprites (similar to Zelda II)
-More equipment customization
-More interactive environment
-Temporary party members that follow the party in the overhead view and can be talked to manually
-Underwater exploration
-Pretty major overworld change at one point
-Proper row system
-Shops and stash in the airship

Bomberman (PCE, 1990) - Maze Action/Arena Combat, 5-Player vs., Portable link battle support (TurboExpress)
-Two vs. modes (skull mode includes a negative skull power up)
-Several levels of upgrades (blast size, number of bombs at once, speed - SP only)
-Upgrades carry over to the next level in SP

Moving Adventure Psy-O-Blade (MD, 1990) - Adventure/Visual Novel, Rail Shooter segment, Sci-fi horror theme
-Pretty rich lore/fluff if you examine stuff (for the time and for consoles)
-Save almost anywhere
-Meta humour, Pop culture references (Sierra adventure games?)
-You can't die
-Animated portraits during dialogue (Strider NES, Faria)
-Social justice stuff (black characters in authority positions, computer savvy female char, spoiler: another female char saves the day in the end)

Gargoyle's Quest: Ghosts 'n Goblins (GB, 1990) - JRPG/Action Platformer Hybrid or Platform Adventure (Zelda II-like), Horror/dark fantasy theme
-Play as a demon fighting for rulership of the demon realm
-Some interesting mechanics (stamina-based flight and wall climbing/clinging (Strider, NG), create platforms on spiked walls)
-Large and detailed boss sprites on GB

Race Drivin' (ARC, 1990/AMI/PC/MD, ) - Racing (Cars)
-3D polygonal graphics at a pretty good framerate
-Ramp jumps
-Loops
-Satisfying crashes
-Replays (see also Stunts (PC) from the same year)

Alpha Waves/Continuum (PC/Atari ST, 1990) - 3D Platformer/Maze Platformer, TP view
-First polygonal 3D Platformer? (Simulcra from the same year sort of counts)
-Bouncing physics
-Emotion-themed areas (main difference is in the music)
-2-player vs. split screen (Atari ST and Amiga only)

Wing Commander (PC, 1990) - FP Space Flight/Combat, RPG/Adventure hybrid
-Weaves what you’d expect to be menus into a P&C game environment (save slots, training arcade cabinet, score board (behind the bar) and medal screen (in your locker))
-RPG/Adventure aspects (get new ships and weapons as the game progresses, well-developed characters for the time, manually talk to NPCs between missions, talking team mates during missions, some enemies will communicate with you during battle)
-The game continues when a team mate dies during a mission and has NPCs talking about them afterwards and even plays a funeral cutscene)
-The game also continues if you fail a mission without dying (mission tree system with some storyline variations)
-Give orders to teammates during missions (stay in formation, break formation and attack, attack my target, etc.)
-Auto-pilot (A) triggers a short cutscene in which your ship moves towards the next objective (lets you skip longer distances like a fast travel feature)
-Can have the camera chase your missiles up until impact
-Skip dialogue on a per sentence basis during dialogue and mission briefings
-Good map system (click a location to have a crosshair appear on the in-game radar and main screen)
-Lock-on missiles (need to be behind the enemy though)
-Switch between targets in combat with T
-Weapon inventory (cycle with W (missiles) and G (guns))
-Basic mission rankings
-Some of your teammates are actually pretty useful (unlike in Star Fox)
-Can eject yourself from your ship (to surrender instead of dying)
-Some enemies will escape if you don’t kill them quickly enough
-Sequence breaking - if you know the mission tree well you can cheat its win/loss system and get to the good ending while skipping most of the game (by ejecting during missions)
-Ship damage can randomly take out weapons/break the ejection system/make you slow down a lot/remove parts of the interface (this last one also causes a constant noise to trigger until the mission is over which is very annoying though)

46 Okunen Monogatari: The Shinka Ron (PC-98, 1990) - JRPG (prequel to EVO: Search for Eden), TD view
-Evolution mechanic (start out as a primitive fish and use points gained from defeating enemies to change your stats and eventually transform your creature into something stronger, faster, smarter or tougher; possible creatures are based on real evolutionary trees for the era you're in (there are six: ocean, reptiles, early dinosaurs, late dinosaurs, pre-modern, and spoiler: (dystopian) future) and eventually you can evolve into a human being and "beyond")
-Can evolve "off the evolutionary map" and end the game prematurely
-Outcast theme (once a strange light begins to sicken the others, they blame you - the outsider - and kick you out of the village; similar to Secret of Mana)
-Mortal servant of a deity theme (play a mortal servant of Gaia, the goddess of the Earth)

Graphically impressive games:
https://worldsunraveled.weebly.com/1990s-8-bit-games.html
https://worldsunraveled.weebly.com/1990-16-bit-games.html
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PowerPanda

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Re: Games that seem like they belonged to the next gen?
« Reply #27 on: August 27, 2020, 10:28:19 am »
Final Fantasy III (NES, 1990) - JRPG
-Job system
-"Per enemy type" multi-targeting
-Numbers indicating who is striking what target in the next round
-Can unlearn spells
-Summons
-Damage indicator on the actual monster sprites (similar to Zelda II)
-More equipment customization
-More interactive environment
-Temporary party members that follow the party in the overhead view and can be talked to manually
-Underwater exploration
-Pretty major overworld change at one point
-Proper row system
-Shops and stash in the airship

I don't think I agree with this one. The game is really clunky, and has aged poorly. I'd more classify the Final Fantasy series with FFIV being a SNES game that feels like an NES game.

PresidentLeever

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Re: Games that seem like they belonged to the next gen?
« Reply #28 on: August 27, 2020, 12:05:38 pm »
You're saying FF4 feels like a NES game?

I would agree that it's pretty clunky and dated in various ways, but not far off from the earlier SNES RPGs I've played - I found it about as enjoyable as FF4. It is a bit of a stretch in that I only focused on the good stuff I guess.

Edit:
Some 1991 games:
Metal Storm (NES, 1991) - Action platformer/Puzzle platformer, Early mech action game
-Fleshed out reverse gravity mechanics with creative level design
-Very good animation and some large, detailed bosses. Parallax scrolling

Cocoron (NES, 1991) - Action Platformer/Proto-Platform Adventure
-Interesting character creation system (gain a new one after each boss; combine three parts - body/weapon/head, name each build, builds can be canceled after testing them out (in an empty room though), each part has a few different looking sprites to choose from)
-Choose which order to tackle the levels in (hub map)
-Different paths depending on where you were previously when picking a new level to play (similar to Clash at Demonhead)
-Some good enemy AI

Dragon Crystal (GG, 1990/SMS, 1991) - Early console Rogue-like (along with Fatal Labyrinth)
-New gear shows on your avatar
-Dragon familiar (follows behind the player)
-Deteriorating armor and items to prevent it temporarily (one armor type won't rust)
-Can transform equipped weapons into other weapons
-Some interesting items (item that transforms monsters into other monsters, HP exchange item, berserk item (double dmg but half hp), random teleport)
-Pay to continue mechanic (up to 3 times only, lose all unequipped items, keep levels and status)
-From Rogue?: Hunger mechanic, Dropped items are preserved on the floor, Throw items at enemies or at walls to identify them

Seirei Senshi Spriggan (PCE CD, 1991) - Vertical Shoot 'em up
-Visually impressive with some cool effects and busy action without slowdown and only minor flicker, Good cutscenes with voice acting
-Interesting weapon system (collect coloured orbs in 4 different colours that you can do a triple combo with (each new orb replaces the first one in your inventory) - 3 orbs of the same colour gives you a strong but specialized weapon)
-Two types of smart bomb (waste an orb or pick a flashing one up - the latter option is not always practical and the first one downgrades your weapon though),

ToeJam & Earl (MD, 1991) - Early console Rogue-lite/Collectathon w/ 2-Player Co-op, Platforming via temporary gear, Stealth element
-Dynamic split screen
-Various interesting mechanics and tools (decoy item, can high five each other to average out your life bars in co-op, can pay the opera singer to take out all enemies on screen, move faster on roads, random teleporter item, present randomizer item, unfall/togetherness item for going back if you fall down accidentally or joining with the other player in co-op, can avoid lightning and tornadoes while underwater, can avoid death from a total bummer by timing using a healing present right)
-Randomly generated levels and items
-Funk and hip hop culture theme
-In-game epilogue

Sonic the Hedgehog (MD, 1991) - Hop 'n Bop Platformer
-Very fast and fluid movement with great visuals for the time as well as great music for an earlier MD game that uses the chips more fully (FM, PSG, PCM)
-Ball physics in a platformer
-Loops and curved slopes, rotating bonus level
-Ring system increases accessibility (stay alive as long as you can keep catching them after getting hit unless you fell down a pit or got crushed)
-Alternate paths through levels (each levels tends to have 2 or more "floors" and staying up top is generally harder)
-Expressive character sprite with "attitude" where they were usually cute or goofy beforehand - became a trend
-Environmentalist theme

Master of Monsters (MD/PCE CD, 1991) – TBS, 4-Player vs.
-Five different factions
-Unit evolutions (pokemon-like)
-Animated battles (Fire Emblem)
-Music select (Herzog Zwei?)
-Day/night cycle that affects unit strength (Simon's Quest)
-Some interesting spells (Warp, Again (the affected unit gets one more turn), Reverse (reverses the day/night cycle))
-Good unit variation
-Shows damage calculations before attacking
-Speed options
-Impressive music for the MD

Kingdom Crusade/Legend of Prince Valiant (GB, 1991) - MP Action/RTT, Top Down View
-A sort of evolution or Archon where you capture land and castles by moving onto them with one unit at a time and fighting 1 vs 1 battles when encountering enemy units (capture all castles or defeat all enemy units to win)
-Mini-map on GB
-Some advanced gameplay options (world/map size – also affects army size, handicap - affects how much land each player starts with+units' starting HP+eventually army size if you drag the slider far enough), switch between characters on the fly)
-TD jumping with adjustable jump height and direction (w/ the wings)
-Diagonal movement and attacks
-Stat upgrade items (each unit has seven stats)
-Context sensitive melee attacks (Shinobi?)
-Some interesting spells (tome/open book - reverses enemy movement, staff/circle of life - homing attack, necklace - revive a dead unit of your choice (you also get to redeploy the unit), etc.) and power ups (scroll - see enemy HP, etc.), terrain effects and low+high obstacles (can jump over the lower ones), can regenerate HP by moving up to a friendly castle's entrance, etc.
-Block projectiles by facing the enemy and standing still

Street Fighter II (ARC, 1991/SNES, ) - Fighting, 2-Player vs.
-Set a new standard for Fighting games
-Pretty large and memorable character roster
-Combos and throws (Double Dragon had throws)
-Can make your opponent dizzy by playing well
-World traveling theme

Lemmings (PC/AMI etc., 1991/PC Win, 1995?) - Action Puzzle/RTT, Resource management element (limited jobs)
-Assign jobs/roles to units (decent assortment of roles)
-Semi-control over a tribe/flock of lemmings automatically moving forward (inspired Ico)
-Destructible environment (Scorched Earth)
-Create platforms (Solomon's Key), Dig paths (Dig Dug)
-Nuke button (blows up each lemming individually, taking part of the environment with it)
-Mini-map
-Hotkeys
-EGA & VGA 640x350 resolution widescreen modes (Snarf (1990))
-Fast forward function (Win 95 version)

Conquests of the Longbow: The Legend of Robin Hood (PC, 1991) - Quest Adventure, Hybrid gameplay (Light Gun-style mini-game (archery), Strategy mini-game), Hub map, Partially non-linear
-Adjustable difficulty for action sequences (set it to lowest and they are skipped)
-Pretty good attention to detail history-wise
-Unusual intro (background story told via a bard's song)
-Fairly well developed characters (displays scenes at the end of each day where you get to know the group)
-Ranking system (affected by various optional things like giving money to people or how you deal with strangers when taking their clothes, three alternate endings to find; QfG?)
-Call on your band/party using a horn (somehow this usually doesn't alert the enemy)
-Some fun ways to get killed (there are also post death scenes where the party discusses your idiocy)
-Some somewhat randomized riddles offering extra replay value

The Legend of Zelda: A Link to the Past (SNES, 1991/GBA) - Action Adventure, Top Down View
-Game structure gradually opens up (not to the point of the first game though) - begins with a tutorial that doesn’t feel like one, most of the gating doesn’t feel too forced
-Parallel worlds (light and dark; Silviana FDS) with a few puzzles involving traveling between them
-Teleportation and fast travel (by bird or warp points in the water, later warp tiles), can warp out of dungeons (and even boss fights), save & quit to restart at link's house or the sanctuary)
-Interesting mechanics (bomb jumping, hook shot, block switches in third dungeon, magic effects, create blocks with a magic cane)
-Large selection of equipment
-Some context sensitivity (flippers/lantern light/glove/boots are all equipped automatically)
-Various control improvements and new moves (diagonal movement, strafing with the sword, three kinds of sword attacks including the spin attack, block projectiles with the sword beam, swimming)
-Holds your hand a lot more than the previous games, Making money is pretty fast
-Guards that start attacking Link directly when alerted to his presence (game's a bit inconsistent about what they'll react to though; Metal Gear)
-Running with the boots - 005 (ARC, 1981)
-Respawn on the spot if you have a fairy in your inventory
-No traditional dodge move but you can dodge some things by ramming walls
-Some sequence breaking is possible using bombs and ramming knockback around pits

The best looking 16-bit games: https://worldsunraveled.weebly.com/1991-16-bit-games.html
« Last Edit: August 27, 2020, 03:16:08 pm by PresidentLeever »
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Bregalad

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Re: Games that seem like they belonged to the next gen?
« Reply #29 on: August 27, 2020, 06:01:28 pm »
@PresidentLeever : You're just mentioning your favourite games, regardless whether they seemed thy belonged to the next gen or not... that's not what the OP asked for. You're even mentioning games released barely after a system. Sorry for the arrogance, but I had to mention that.

I also disagree with the OP about SMB3... amazing game but everything fits very clearly NES/FC and nothing feels like the next-gen.

Other than that, I mostly agree with what's been said : Kirby's Adventure, Chrono Cross, Batman-Return of the Joker, Tactics Ogre, etc... they feel like they were made for their respective next gen.

The MD and SNES ports of Retorn of the Joker sucked, which reminds me of another game : Battletoads & Double Dragon. This game too is really pushing the NES to its limit, while the MD and SNES ports feels like average (they're not as bad as ROJ ports though, and were still made in house at Rare). Even though it pushes the NES to its limits and has some amazing graphics with 3D effects, flickering, small sprites and the regular NES sound prevent it from feeling being a 16-bit game IMO.

As for my ideas :
Lagrange Point (FC) : Although this game clearly plays like anyother NES JRPGs, (and has not aged well because of the grinding, very basic story etc...) its unique sound expansion chip makes it sound like a Mega Drive game.

Tales of Phantasia (SNES) / Star Ocean (SNES): Voice-overs, incredibly detailed graphics, animated leaves falling on the water and leaving explanding circular waves, reflects in the water, etc... it feels completely differnt to other SNES JRPGs by Squaresoft and feel like it could be on a more advanced system.

Golden Sun / Golden Sun The Lost Age (GBA) :(I consider them to be a single game on 2 cartridge rather than 2 separate games)
Music (provided you have earphones) and graphics are nothing to be compared at the bunch of GBA games, who were mostly either ports from SNES games or made of poorly scaled textures by guys who stopped to know how to make good 2D graphics. Battles in fake 3D with lots of transparency effects. Enough said, it compares best with DS games than with other GBA games.


Quote
Graphically impressive games:
https://worldsunraveled.weebly.com/1990s-8-bit-games.html
https://worldsunraveled.weebly.com/1990-16-bit-games.html
I agree with the examples shown there for 8-bit games ! Some of the best; although when it comes to graphics "8-bit" doesn't mean much, only the CPU is 8-bit and is hardly responsible for graphics.

Quote
I'm surprised no one's mentioned Kirby's Adventure (NES)!
It had just been mentioned ! And by the way I agree !
« Last Edit: August 27, 2020, 06:25:55 pm by Bregalad »

PresidentLeever

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Re: Games that seem like they belonged to the next gen?
« Reply #30 on: August 27, 2020, 06:28:44 pm »
I agree with the examples shown there for 8-bit games ! Some of the best; although when it comes to graphics "8-bit" doesn't mean much, only the CPU is 8-bit and is hardly responsible for graphics.
It had just been mentioned ! And by the way I agree !

Sure, I'm aware that the categorization is technically different here. I'm basically making an approximation to roughly fit different platforms into the eras they were most relevant in, however MSX2 has an edge over other 8-bit systems, and VGA PC games an edge over 16-bit systems. 

While FF3 does feel more 8-bit as a whole (really I think JRPGs took a while into the 16-bit era to really make use of the hardware besides Tengai Makyou for the PCE CD as it had voice acting and some nice cutscenes, as well as large battle sprites), the things I mentioned should be mostly ahead of its time and some of them not present in FF4.

I stand by SMB3; there are many 16-bit games in its genre that don't have its gameplay depth, world building or polish. If we're only talking audio and visuals then sure, it doesn't quite compare to MD/SNES/PCE games in general but it's not that far off. It's also smoother and controls better than Kirby imo.

Lagrange Point sounds like MSX2 games with OPLL sound and AY-3 accompaniment, but since it's rather well done it does compare well to a bunch of MD games (which often didn't fully utilize its sound chips). It doesn't compare to say, Streets of Rage, Vapor Trail, Master of Monsters or Sonic.

ToP and Star Ocean are good picks!

Edit:
Best looking 1992 games:
https://worldsunraveled.weebly.com/other-1992-8-bit-games.html
https://worldsunraveled.weebly.com/1992-16-bit-games.html
« Last Edit: August 28, 2020, 04:36:26 pm by PresidentLeever »
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diogoeichert

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Re: Games that seem like they belonged to the next gen?
« Reply #31 on: August 28, 2020, 11:53:26 am »
Salamander for the MSX, with its dual-play option, five maximum options instead of just two and multi-direction scrolling in very complex levels, with many elements and huge bosses. Not to mention the intros, transition animations and being able to select levels and / or access the special and final level via inserting the Nemesis 2 cartridge on slot B.
« Last Edit: August 28, 2020, 12:00:26 pm by diogoeichert »

PresidentLeever

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RetroGameFan

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Re: Games that seem like they belonged to the next gen?
« Reply #33 on: August 30, 2020, 11:45:41 am »
@PresidentLeever - Hold on there! You skipped over 1993 and went straight to 1994!

PresidentLeever

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Re: Games that seem like they belonged to the next gen?
« Reply #34 on: August 31, 2020, 04:50:43 am »
^I actually did 1993 before all the others. I guess I never linked to it directly from here though.

https://worldsunraveled.weebly.com/screenshot-comparion-galleries.html


September 02, 2020, 01:22:11 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
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, 01:22:11 pm by PresidentLeever »
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The Man on the Boat

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Re: Games that seem like they belonged to the next gen?
« Reply #35 on: September 04, 2020, 10:34:27 pm »
Advanced Dungeons & Dragons: Treasure of Tarmin / Minotaur, Intellivision (1982)

A second generation game which could almost pass for NES. There really wasn't anything like it at the time.

It is a pseudo - 3D dungeon crawler game in first person, already pretty nuts on such ancient hardware, but it was also way ahead of its time in its gameplay complexity.

You roam a dungeon, armed with a bow, some arrows and food. As you explore, you find new weapons, armor, items of all kinds, and of course, monsters. The inventory and stats system is very advanced for a console RPG of any era, there are dozens of weapons both magical and melee, multiple armor types and classes. The monsters you face also come in a big variety, with different methods of attacks and tiers of power. The game has a final boss, as well as probably the first superbosses in video games ever.

The cool thing is, the dungeons are randomized. Each floor of the dungeon is a 10x10 grid composed of four 5x5 quadrants. There are 16(?) quadrant variations, so you'll never see exactly the same level twice, ever. In addition, all items, weapons, enemies, etc., are also randomly scattered throughout each floor. All these elements increase in power (or danger) as you progress down. You can defeat the final boss and end the game by collecting the titular treasure... or just keep going. And going. 256 levels down, hours and hours of gameplay.

It definitely has the visual and audio aesthetics of a Gen 2 console game, but it plays like it was made way later.

PresidentLeever

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Re: Games that seem like they belonged to the next gen?
« Reply #36 on: September 05, 2020, 10:21:29 am »
Interesting pick, and some info there I hadn't added to my worlds unraveled site so thanks. It's not too far off from something like Dungeon Master.

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Re: Games that seem like they belonged to the next gen?
« Reply #37 on: September 05, 2020, 02:16:09 pm »
Wasn't there some other 8-bit game that was known for its ability to generate a vast array of random dungeons from a single seed?  I seem to recall reading about that, but not much else. (I think it was for the C64 or even Spectrum?)
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Spooniest

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Re: Games that seem like they belonged to the next gen?
« Reply #38 on: September 06, 2020, 10:19:49 pm »
I'm noticing that there isn't much talk of after the 16 bit era.

This might be a separate thread, but games no longer resembled the games from the previous generation. I feel like that was the biggest jump in technology games ever made. 16-bit games were mostly just versions of 8 bit games that had been hits.

With the advent of the PSX, Saturn and N64, games made a very drastic leap forward. What games from the 16 bit era resembled next-gen stuff, besides Doom and probably Madden?
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Re: Games that seem like they belonged to the next gen?
« Reply #39 on: September 07, 2020, 06:16:21 am »
As I've been doing research for the graphics-focused polls on gamefaqs, I've found that there are a quite a few impressive 3D games from around 1988 onwards (I did mention a couple here too) - years before the next console gen really started with the 3DO, Saturn and PS1.

Some of those are:
Winning Run and WR: Suzuka GP
Starblade
Comanche: Maximum Overkill (voxels)
Ultima Underworld
Virtua Racer
Virtua Fighter
Hunter (AMI)
Alone in the Dark
Cybercon 3
Stunts
Stunt Car Racer
STUN Runner
Top Landing
Hard Drivin'
Star Cruiser
Dark Side
Chuck Yeager's Air Combat
Midwinter 2
TFX
Wing Commander 1-2 and Strike Commander
Ridge Racer
Daytona USA

Edit:
https://gamefaqs.gamespot.com/boards/204-classic-gaming/78959331
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« Last Edit: September 10, 2020, 12:57:28 pm by PresidentLeever »
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