PC Engine/TG16 Games That Were Innovative and/or Ahead of Their Time WIP
Note that this lis includes the CD addon games.
1987:
Bikkuriman World/Wonder Boy in Monster Land (ARC/PCE, 1987/SMS, 1988)(sprite-swapped version) - Action Platformer w/ AA/RPG elements, Maze (final level)
-New gear shows on the avatar
-Mini-bosses (Dragon Buster)
-Item trading sequence
-Bar gossip
-Hover boots
-HP drain system (WB1)
-Ammo-based sub weapons (can carry all kinds at once though the game picks the active one for you)
-Check for other differences on PCE?
Victory Run (PCE, 1987) - Racing (2.5D)
-Pretty impressive music
JJ & Jeff/Kato-Chan & Ken-Chan (PCE, 1987) - Platformer, Coop?
-Comedic theme (silly, poop humour)
1987:
Bikkuriman World/Wonder Boy in Monster Land (ARC/PCE, 1987/SMS, 1988)(sprite-swapped version) - Action Platformer w/ AA/RPG elements, Maze (final level)
-New gear shows on the avatar
-Mini-bosses (Dragon Buster)
-Item trading sequence
-Bar gossip
-Hover boots
-HP drain system (WB1)
-Ammo-based sub weapons (can carry all kinds at once though the game picks the active one for you)
-Check for other differences on PCE?
Victory Run (PCE, 1987) - Racing (2.5D)
-Pretty impressive music
JJ & Jeff/Kato-Chan & Ken-Chan (PCE, 1987) - Platformer, Coop?
-Comedic theme (silly, poop humour)
1988:
Yokai Dochuki/Shadowland (ARC, 1987/PCE, 1988) - Action Platformer w/ AA/RPG elements
-JP mythology/religion theme
-AA/RPG elements (fairly open ended levels, gambling and shopping, various upgrades)
-Sidekick animals (they won't attack but instead act as a shield of sorts)
-Weapon upgrades (rate of fire and strength) and movement upgrades (faster movement and longer jumps, faster swimming)
-Some hidden areas
-Ranged charge attack (need to stand still and if you charge for too long your character gets stunned for ~2 seconds, when fully charged it goes through regular enemies)
-Fairly impressive FM (YM2151) music
-Interesting map feature (shows a nice bird's eye view of the entire area but no topographic specifics)
-There's a "food" item that lets you regain 6 HP at death (similar to fairies in Zelda 3)
-Good jump controls
-Five different endings (not a big difference but still - your behaviour in the game determines if you'll end up in heaven or hell or somewhere "in-between", the less points (not shown until the end?) you get in the final level the better and you mustn't collect or kill anything in lvl 5 to go to heaven)
-One sequence break (lvl 4 tree part?)
-Interesting boss fights (summon a flying spirit to fight for you in the first fight),
-Check for differences on PCE
R-Type (ARC, 1987/PCE, 1988) - Horizontal Shoot 'em up, Side view
-Pod mechanic (can use it as a shield or shoot it out to damage enemies and to reach into crevices or bosses' weak spots)
-Gieger-inspired sci fi theme (Aliens movie)
-Large and memorable bosses
-Very good variation
-Charge beam (charges automatically while not shooting)
-Fairly impressive music in this ver.
Alien Crush (PCE, 1988) - Pinball/Action or Shooter Hybrid, Top Down view
Victory Life/Yu Yu Jinsei (PCE, 1988) - Board Game?; Fairly impressive music
Dragon Spirit (ARC, 1987/PCE, 1988) - Pretty impressive music
-Grow in size when upgraded
-Some manual horizontal scrolling
-Fantasy theme
-Ground targets (Xevious)
The Legendary Axe (PCE, 1988) - Action Platformer
-Good AI
-Seiken Densetsu-style charge/stamina system (Astyanax)
-Can upgrade your weapon
-Hidden rooms
-Some large sprites
-Good variation
-Gauntlet/maze type final level (SMB1, later used in Revenge of Shinobi)
Jaseiken Necromancer (PCE, 1988)? - JRPG
Street Fighter/Fighting Street (PCE CD, 1988) - Fighting
-Pretty impressive redbook OST (mostly remixed/rearranged tracks)
Galaga '88 (ARC, 1987/PCE, 1988) - Single Screen/Fixed Shooter (Space Invaders-like) w/ some Vertical Shoot 'em up levels
-Your ship gets longer and wider as it's upgraded (Slap Fight)
-Can upgrade your ship in an unusual way by sacrificing a life to the enemies that capture your ship, then steal it back
Yokai Dochuki/Shadowland (ARC, 1987/PCE, 1988) - Action Platformer w/ AA/RPG elements
-JP mythology/religion theme
-AA/RPG elements (fairly open ended levels, gambling and shopping, various upgrades)
-Sidekick animals (they won't attack but instead act as a shield of sorts)
-Weapon upgrades (rate of fire and strength) and movement upgrades (faster movement and longer jumps, faster swimming)
-Some hidden areas
-Ranged charge attack (need to stand still and if you charge for too long your character gets stunned for ~2 seconds, when fully charged it goes through regular enemies)
-Fairly impressive FM (YM2151) music
-Interesting map feature (shows a nice bird's eye view of the entire area but no topographic specifics)
-There's a "food" item that lets you regain 6 HP at death (similar to fairies in Zelda 3)
-Good jump controls
-Five different endings (not a big difference but still - your behaviour in the game determines if you'll end up in heaven or hell or somewhere "in-between", the less points (not shown until the end?) you get in the final level the better and you mustn't collect or kill anything in lvl 5 to go to heaven)
-One sequence break (lvl 4 tree part?)
-Interesting boss fights (summon a flying spirit to fight for you in the first fight),
-Check for differences on PCE
R-Type (ARC, 1987/PCE, 1988) - Horizontal Shoot 'em up, Side view
-Pod mechanic (can use it as a shield or shoot it out to damage enemies and to reach into crevices or bosses' weak spots)
-Gieger-inspired sci fi theme (Aliens movie)
-Large and memorable bosses
-Very good variation
-Charge beam (charges automatically while not shooting)
-Fairly impressive music in this ver.
Alien Crush (PCE, 1988) - Pinball/Action or Shooter Hybrid, Top Down view
Victory Life/Yu Yu Jinsei (PCE, 1988) - Board Game?; Fairly impressive music
Dragon Spirit (ARC, 1987/PCE, 1988) - Pretty impressive music
-Grow in size when upgraded
-Some manual horizontal scrolling
-Fantasy theme
-Ground targets (Xevious)
The Legendary Axe (PCE, 1988) - Action Platformer
-Good AI
-Seiken Densetsu-style charge/stamina system (Astyanax)
-Can upgrade your weapon
-Hidden rooms
-Some large sprites
-Good variation
-Gauntlet/maze type final level (SMB1, later used in Revenge of Shinobi)
Jaseiken Necromancer (PCE, 1988)? - JRPG
Street Fighter/Fighting Street (PCE CD, 1988) - Fighting
-Pretty impressive redbook OST (mostly remixed/rearranged tracks)
Galaga '88 (ARC, 1987/PCE, 1988) - Single Screen/Fixed Shooter (Space Invaders-like) w/ some Vertical Shoot 'em up levels
-Your ship gets longer and wider as it's upgraded (Slap Fight)
-Can upgrade your ship in an unusual way by sacrificing a life to the enemies that capture your ship, then steal it back
1989:
Daichikun Crisis: Do Natural (PCE, 1989) - RTT/RTS/Farming Sim (Level/map-based - islands, first farming sim unless counting Utopia?)
-Grow and sell crops on an island crawling with monsters from nearby volcanos
-CPU controlled allies (your family)
-Anthropomorphic cow player party
-Have to clear the resulting toxic ash away after defeating enemies (a flying vehicle is used)
-Fast seasonal cycle (a minute represents a month and various crops do better or worse depending on the time of year)
-Pretty minimalist HUD
Ys Book I & II (1987 port/PCE CD, 1989) - ARPGs, TD View
-Nice cutscenes with voice acting
-Well-produced CD music throughout most of the game
-See MSX & PC-88 entries (less level grinding here)
Tengai Makyou: Ziria/Far East of Eden (PCE CD, 1989) - JRPG
-Partial voice acting (cutscenes and important dialogue)
-Animated scenes for important dialogue
-Pretty nice cutscenes
Dungeon Explorer (PCE, 1989) - Maze Action (Gauntlet-like)/ARPG, 5-player co-op;
-Pretty impressive chip music
-Choose between 8 different classes (can also unlock two more characters - one (Princess Aki) by using a password found in-game and one (Hermit) by entering the hermit house as a Bard w/ 50+ HP)
-Can stand still and aim by holding down fire (8-way aiming, later used in Diablo)
-NPCs in towns and dungeons (Wonder Boy in Monster Land?)
-Open up shortcuts to previous areas as you progress
-Teleport spell (bard only; back to the tavern in the first town)
-Some interesting items (ring of resistance - makes enemies less aggressive, holy water - enemies flee)
-Music spell (changes the background music)
-Minor puzzles
-Auto-fire
-Can destroy most enemy projectiles
-Upgradeable movement speed
-Respawn on the spot
-Smart bomb-style magic
-You leave items you have a full stock of for later use/other party members instead of wasting them
Shiryou Sensen: War of the Dead (PCE, 1989) - Survival Horror/JRPG/Action Platformer Hybrid (separate random battle encounters in the overworld - similar to Zelda II from the same year), TD view/Side view Hybrid
-Zombie invasion/horror theme (the backstory is pretty similar to Resident Evil)
-Enemies drop exp orbs and hp/mf/ammo orbs in this ver. - to balance this there are far less recovery items in the top down segments compared to the PC-88 release
-Upgrade weapons manually via the pause menu (PS REM/Psychic Sealed Remedy - seal psychic energy in the weapons; need to collect and use mind force - basically MP but it also affects your defense when stored)
-Survivor rescue mechanic (escort one at a time to safety by leaving the building he/she's in - previously you had to escort them all the way to the church?)
-Can switch weapons during combat (pause)
-Skippable dialogue but you can only skip the entire conversation?
-Some cool weapons (Flamethrower - effective against aquatic creatures, Grenade Launcher, Bazooka)
-Female protagonist (Lila Alphon)
-Radio item
-Resource management (ammo, limited item inventory)
-Need to talk to NPCs over and over to trigger more dialogue and some events
-When you're in the boat you can almost completely eliminate random encounters by hugging the coast
-Lose mind force/MF when injured in battle
-Returning to the church will cancel the effect of PS REM on your weapons so you'll have to re-use it after leaving (you go there to restore HP and MP/MF if needed so it's kinda weird)
-At key moments in the plot you will be notified that your MAX MF has increased - this is also a good time to go back to the church and talk to everyone as the dialogue tends to have updated (manual tip)
-Only the HP of the strongest enemy in an encounter is shown and only that enemy can drop an exp orb?
-Faster movement and simplified interaction controls compared to the MSX version, A few new areas which were not in the MSX ver., The boat is a bit harder to find than on MSX
Blazing Lazers/Gunhed (PCE, 1989) - Vertical Shoot 'em up
-Impressive music
-Mini-bosses
-Adjustable ship speed
-Gun drones
-Some large and detailed bosses
-Homing missiles sub weapon
-Full (-ish, can still lose weapon power if hit from the side) and side shield power ups
-Smart bombs
Neutopia (PCE, 1989) - Action Adventure/Zelda 1-like, Top down view
-Pretty impressive music
-Wing item (teleport back to where you last got a password - Ys), save (four slots) and password features
-You have an all-use compass from the beginning
-Ring item (transform stronger enemies into weaker ones, Rogue?)
-8-way attack using the fire wand
-Block projectiles with your shield
-Pretty good translation
-Higher coin carrying capacity than in Zelda 3 (bomb capacity progresses about the same as in Zelda 1 though)
PC Genjin/Bonk's Adventure (PCE, 1989) - Platformer (Hop 'n Bop/Action)
-Some interesting mechanics (spin your head to float in the air, petrify enemies by stomping the ground with your head after eating meat, eat more meat to become invincible and able to run, juggle some enemies on your head)
-Expressive characters
-Some large sprites
-Respawn on the spot
-Hidden mini-games (collect item to gain a 1-up)
-Life refill between stages depends on your ability to collect smiley faces
-Hidden items (break walls)
Son Son II (PCE, 1989) - Action Platformer/Wonder Boy in Monster Land-like, some looping maze segments
-Item trading sequence (WBiML/MW1)
-Smart bombs
-Good bosses overall
-Some good enemy AI
-Ride clouds (only in boss fights)
-Some attacks can be blocked
-Sub weapon inventory
-A strong enemy appears if you take too long in any one area (like Bubble Bobble though this one can be killed)
Military Madness/Nectaris (PCE, 1989) - TBS w/ some RPG elements (linear structure), 2-player vs. mode (use map names as passwords to whichever one you want to play on)
-Some advanced mechanics for the time (zone of control - makes enemies unable to move more than 1 tile while under it and makes nearby allies do more damage (called support), surround - damage boost by surrounding an enemy completely, terrain effects (hills, mountains, harsh terrain, roads and valleys, bridges) - shown in the GUI, can repair units in factories (each one can hold 12 units - a unit is 1-8 soldiers or vehicles), capture neutral and enemy buildings - Famicom Wars?, transportable units+mines and turrets; support and surround effects are shown in the GUI before a battle animation)
-Pretty nice battle animations
-Basic leveling system (units can gain up to 8 exp points/stars making them fight better though they won't gain any new attacks or abilities and units won't carry over to the next mission/scenario - the latter lessens the sense of progression and continuity)
-Detailed video/demo tutorial
-Flying units
-Shows basic debriefing stats with graphs after each scenario
-The music changes if you're near winning or near losing (later used in Fire Emblem)
-Win either by destroying all enemies or capturing their prison camp/HQ
-Pretty good game length (32 missions)
-Story is a "what if the nazis/axis powers weren't defeated (then everyone went to the moon, they got the advantage and threatened to destroy earth with missiles)" scenario
-Can't manually recruit new units or buy/build upgrades for the ones you have - can only increase your forces during a scenario by capturing factories
-Unlimited unit ammo
-Can't save during a mission
Space Adventure Cobra/Cobra Kuroryuuou no Densetsu (PCE CD, 1989) - Graphic Adventure/Visual Novel
-Sci-fi theme
-Anime license
Shubibinman/Schbibin Man (PCE, 1989) - Action Platformer (similar to Mega Man)
-Impressive music
Bloody Wolf (PCE, 1989) - Top Down view Run 'n Gun
-Pretty impressive music
Battle Ace (PCE SGX, 1989) - Flight Combat Sim (Arcade-style), FP view
-Pretty impressive music
Ganbare! Golf Boys (PCE, 1989) - Sports (Golf)
-Pretty impressive music
Wonder Boy III: Monster Lair (1988 ARC port/PCE CD, 1989/MD, 1990) - Auto-scrolling Run 'n Gun/Horizontal Shoot 'em up Hybrid (fight the bosses in the latter), 2-player Co-op
-Can cling to platform edges and climb up
-Very good visual variation
-Large and detailed bosses
-Timed weapons (Fantasy Zone)
-More levels than in the MD port (still fewer than in the ARC ver. though)
Break In (PCE, 1989) - Fairly impressive music
F-1 Dream (PCE, 1989) - Fairly impressive music
Side Arms Hyper Dyne (PCE, 1989) - Fairly impressive music
Kyukyoku Tiger/Twin Cobra (PCE, 1989) - Fairly impressive music
Cratermaze/Doraemon (PCE, 1989)
Out Live (PCE, 1989)
Shinobi (PCE, 1989) - Action Platformer
Power Golf (PCE, 1989)
Moto Roader (PCE, 1989)
Altered Beast (ARC/MD, 1988/PCE, 1989) - Beat 'em up, side view
-(Mostly) good voices for the time
-Transformations
-Huge bosses
-2-player co-op
Last Alert/Red Alert (PCE CD, 1989) - TD view Run 'n Gun
Mr. Heli (ARC, 1987/PCE, 1989) - Flight-based Run 'n Gun (similar to Fantasy Zone)
-Destructible wall tiles
-Good variation (except for the repeating cave segments)
-Dig out and collect crystals to use as currency in "shops" scattered around the levels (really they're power ups with a price tag on them)
-Some tactics involved in getting the most crystal/money out of a level
-Some hidden items
-Sometimes interactive environment
-Shield power up (Gradius?)
-Upgradeable weapons (homing rockets (when in the air), front laser, bombs (when on the ground))
-One negative power up (the fish - releases all crystals and shatters the big ones; SMB2 JP?)
Fire Pro Wrestling: Combination Tag (1989) - Sports (Wrestling)
-Innovative timing based grapple system
-Larger, more simulation based move set than it's contemporaries
-Large roster for the time
Ordyne (PCE, 1989)?
Ultimate Qix/Volfied (PCE, 1989/MD, 1991) - Action Puzzle
Knight Rider Special (PCE, 1989)?
Final Lap Twin (PCE, 1989)?
Valis II (PCE CD, 1989)?
Makai Hakkenden Shada (PCE, 1989)(fan translated) - Ys-like ARPG (bump combat, leveling, towns w/ shops, fetch quests, magic sub weapons, linear structure (several points of no return)), TD view
-HP regen while still in the overworld
-Password save and quicksave (no proper save feature)
-No ability/tool gating?
Daichikun Crisis: Do Natural (PCE, 1989) - RTT/RTS/Farming Sim (Level/map-based - islands, first farming sim unless counting Utopia?)
-Grow and sell crops on an island crawling with monsters from nearby volcanos
-CPU controlled allies (your family)
-Anthropomorphic cow player party
-Have to clear the resulting toxic ash away after defeating enemies (a flying vehicle is used)
-Fast seasonal cycle (a minute represents a month and various crops do better or worse depending on the time of year)
-Pretty minimalist HUD
Ys Book I & II (1987 port/PCE CD, 1989) - ARPGs, TD View
-Nice cutscenes with voice acting
-Well-produced CD music throughout most of the game
-See MSX & PC-88 entries (less level grinding here)
Tengai Makyou: Ziria/Far East of Eden (PCE CD, 1989) - JRPG
-Partial voice acting (cutscenes and important dialogue)
-Animated scenes for important dialogue
-Pretty nice cutscenes
Dungeon Explorer (PCE, 1989) - Maze Action (Gauntlet-like)/ARPG, 5-player co-op;
-Pretty impressive chip music
-Choose between 8 different classes (can also unlock two more characters - one (Princess Aki) by using a password found in-game and one (Hermit) by entering the hermit house as a Bard w/ 50+ HP)
-Can stand still and aim by holding down fire (8-way aiming, later used in Diablo)
-NPCs in towns and dungeons (Wonder Boy in Monster Land?)
-Open up shortcuts to previous areas as you progress
-Teleport spell (bard only; back to the tavern in the first town)
-Some interesting items (ring of resistance - makes enemies less aggressive, holy water - enemies flee)
-Music spell (changes the background music)
-Minor puzzles
-Auto-fire
-Can destroy most enemy projectiles
-Upgradeable movement speed
-Respawn on the spot
-Smart bomb-style magic
-You leave items you have a full stock of for later use/other party members instead of wasting them
Shiryou Sensen: War of the Dead (PCE, 1989) - Survival Horror/JRPG/Action Platformer Hybrid (separate random battle encounters in the overworld - similar to Zelda II from the same year), TD view/Side view Hybrid
-Zombie invasion/horror theme (the backstory is pretty similar to Resident Evil)
-Enemies drop exp orbs and hp/mf/ammo orbs in this ver. - to balance this there are far less recovery items in the top down segments compared to the PC-88 release
-Upgrade weapons manually via the pause menu (PS REM/Psychic Sealed Remedy - seal psychic energy in the weapons; need to collect and use mind force - basically MP but it also affects your defense when stored)
-Survivor rescue mechanic (escort one at a time to safety by leaving the building he/she's in - previously you had to escort them all the way to the church?)
-Can switch weapons during combat (pause)
-Skippable dialogue but you can only skip the entire conversation?
-Some cool weapons (Flamethrower - effective against aquatic creatures, Grenade Launcher, Bazooka)
-Female protagonist (Lila Alphon)
-Radio item
-Resource management (ammo, limited item inventory)
-Need to talk to NPCs over and over to trigger more dialogue and some events
-When you're in the boat you can almost completely eliminate random encounters by hugging the coast
-Lose mind force/MF when injured in battle
-Returning to the church will cancel the effect of PS REM on your weapons so you'll have to re-use it after leaving (you go there to restore HP and MP/MF if needed so it's kinda weird)
-At key moments in the plot you will be notified that your MAX MF has increased - this is also a good time to go back to the church and talk to everyone as the dialogue tends to have updated (manual tip)
-Only the HP of the strongest enemy in an encounter is shown and only that enemy can drop an exp orb?
-Faster movement and simplified interaction controls compared to the MSX version, A few new areas which were not in the MSX ver., The boat is a bit harder to find than on MSX
Blazing Lazers/Gunhed (PCE, 1989) - Vertical Shoot 'em up
-Impressive music
-Mini-bosses
-Adjustable ship speed
-Gun drones
-Some large and detailed bosses
-Homing missiles sub weapon
-Full (-ish, can still lose weapon power if hit from the side) and side shield power ups
-Smart bombs
Neutopia (PCE, 1989) - Action Adventure/Zelda 1-like, Top down view
-Pretty impressive music
-Wing item (teleport back to where you last got a password - Ys), save (four slots) and password features
-You have an all-use compass from the beginning
-Ring item (transform stronger enemies into weaker ones, Rogue?)
-8-way attack using the fire wand
-Block projectiles with your shield
-Pretty good translation
-Higher coin carrying capacity than in Zelda 3 (bomb capacity progresses about the same as in Zelda 1 though)
PC Genjin/Bonk's Adventure (PCE, 1989) - Platformer (Hop 'n Bop/Action)
-Some interesting mechanics (spin your head to float in the air, petrify enemies by stomping the ground with your head after eating meat, eat more meat to become invincible and able to run, juggle some enemies on your head)
-Expressive characters
-Some large sprites
-Respawn on the spot
-Hidden mini-games (collect item to gain a 1-up)
-Life refill between stages depends on your ability to collect smiley faces
-Hidden items (break walls)
Son Son II (PCE, 1989) - Action Platformer/Wonder Boy in Monster Land-like, some looping maze segments
-Item trading sequence (WBiML/MW1)
-Smart bombs
-Good bosses overall
-Some good enemy AI
-Ride clouds (only in boss fights)
-Some attacks can be blocked
-Sub weapon inventory
-A strong enemy appears if you take too long in any one area (like Bubble Bobble though this one can be killed)
Military Madness/Nectaris (PCE, 1989) - TBS w/ some RPG elements (linear structure), 2-player vs. mode (use map names as passwords to whichever one you want to play on)
-Some advanced mechanics for the time (zone of control - makes enemies unable to move more than 1 tile while under it and makes nearby allies do more damage (called support), surround - damage boost by surrounding an enemy completely, terrain effects (hills, mountains, harsh terrain, roads and valleys, bridges) - shown in the GUI, can repair units in factories (each one can hold 12 units - a unit is 1-8 soldiers or vehicles), capture neutral and enemy buildings - Famicom Wars?, transportable units+mines and turrets; support and surround effects are shown in the GUI before a battle animation)
-Pretty nice battle animations
-Basic leveling system (units can gain up to 8 exp points/stars making them fight better though they won't gain any new attacks or abilities and units won't carry over to the next mission/scenario - the latter lessens the sense of progression and continuity)
-Detailed video/demo tutorial
-Flying units
-Shows basic debriefing stats with graphs after each scenario
-The music changes if you're near winning or near losing (later used in Fire Emblem)
-Win either by destroying all enemies or capturing their prison camp/HQ
-Pretty good game length (32 missions)
-Story is a "what if the nazis/axis powers weren't defeated (then everyone went to the moon, they got the advantage and threatened to destroy earth with missiles)" scenario
-Can't manually recruit new units or buy/build upgrades for the ones you have - can only increase your forces during a scenario by capturing factories
-Unlimited unit ammo
-Can't save during a mission
Space Adventure Cobra/Cobra Kuroryuuou no Densetsu (PCE CD, 1989) - Graphic Adventure/Visual Novel
-Sci-fi theme
-Anime license
Shubibinman/Schbibin Man (PCE, 1989) - Action Platformer (similar to Mega Man)
-Impressive music
Bloody Wolf (PCE, 1989) - Top Down view Run 'n Gun
-Pretty impressive music
Battle Ace (PCE SGX, 1989) - Flight Combat Sim (Arcade-style), FP view
-Pretty impressive music
Ganbare! Golf Boys (PCE, 1989) - Sports (Golf)
-Pretty impressive music
Wonder Boy III: Monster Lair (1988 ARC port/PCE CD, 1989/MD, 1990) - Auto-scrolling Run 'n Gun/Horizontal Shoot 'em up Hybrid (fight the bosses in the latter), 2-player Co-op
-Can cling to platform edges and climb up
-Very good visual variation
-Large and detailed bosses
-Timed weapons (Fantasy Zone)
-More levels than in the MD port (still fewer than in the ARC ver. though)
Break In (PCE, 1989) - Fairly impressive music
F-1 Dream (PCE, 1989) - Fairly impressive music
Side Arms Hyper Dyne (PCE, 1989) - Fairly impressive music
Kyukyoku Tiger/Twin Cobra (PCE, 1989) - Fairly impressive music
Cratermaze/Doraemon (PCE, 1989)
Out Live (PCE, 1989)
Shinobi (PCE, 1989) - Action Platformer
Power Golf (PCE, 1989)
Moto Roader (PCE, 1989)
Altered Beast (ARC/MD, 1988/PCE, 1989) - Beat 'em up, side view
-(Mostly) good voices for the time
-Transformations
-Huge bosses
-2-player co-op
Last Alert/Red Alert (PCE CD, 1989) - TD view Run 'n Gun
Mr. Heli (ARC, 1987/PCE, 1989) - Flight-based Run 'n Gun (similar to Fantasy Zone)
-Destructible wall tiles
-Good variation (except for the repeating cave segments)
-Dig out and collect crystals to use as currency in "shops" scattered around the levels (really they're power ups with a price tag on them)
-Some tactics involved in getting the most crystal/money out of a level
-Some hidden items
-Sometimes interactive environment
-Shield power up (Gradius?)
-Upgradeable weapons (homing rockets (when in the air), front laser, bombs (when on the ground))
-One negative power up (the fish - releases all crystals and shatters the big ones; SMB2 JP?)
Fire Pro Wrestling: Combination Tag (1989) - Sports (Wrestling)
-Innovative timing based grapple system
-Larger, more simulation based move set than it's contemporaries
-Large roster for the time
Ordyne (PCE, 1989)?
Ultimate Qix/Volfied (PCE, 1989/MD, 1991) - Action Puzzle
Knight Rider Special (PCE, 1989)?
Final Lap Twin (PCE, 1989)?
Valis II (PCE CD, 1989)?
Makai Hakkenden Shada (PCE, 1989)(fan translated) - Ys-like ARPG (bump combat, leveling, towns w/ shops, fetch quests, magic sub weapons, linear structure (several points of no return)), TD view
-HP regen while still in the overworld
-Password save and quicksave (no proper save feature)
-No ability/tool gating?
1990:
Dragon's Curse/Adventure Island/Wonder Boy III: The Dragon's Trap (SMS, 1989/PCE, 1990) - Platform Adventure w/ ARPG elements (overworld & dungeons structure, town and shops, somewhat randomized damage output), Side View
-See SMS entry
-Smoother scrolling and somewhat rearranged OST
Ghouls 'n' Ghosts (MD, 1989/PCE SGX, 1990) - Action Platformer
–Great variation
-Huge bosses
-Smart bomb-like charge attack
-Some nice enemy AI
-Unlimited continues
Cosmic Fantasy: Bouken Shounen Yu (PCE CD, 1990) - JRPG
Golden Axe (MD, 1989/PCE CD, 1990) - Beat 'em up, Some platforming, 2-Player Co-op
-Beast mounts
-Running tackles and throws (into pits - Renegade?)
-Upgradeable magic (smart bombs) and their visual effects
-Ranking system
-Large bosses and magic effect sprites
-Medieval fantasy theme (Rastan)
-Some dialogue during gameplay
-Meta ending (ARC ver.)
-Worse graphics than on MD but does add some animated cutscenes
Super Daisenryaku? (MD, 1989/PCE CD, 1990) - TBS
Last Armageddon (PCE CD, 1990)? - JRPG
Dekoboko Densetsu: Hashiru Wagamanma (PCE CD, 1990) - TD Racing w/ platforming
-Toy car racing
-Buy upgrades and weapons between races
-Some voice commentary
Bomberman (PCE, 1990) - Maze Action, 5-Player vs., Portable link battle support (TurboExpress)
-Two vs. modes (skull mode includes a negative skull power up - works like a virus in the sense that if you touch other players while affected by it then the effect spreads to them as well) - Bomber Boy
-Several levels of upgrades (blast size, number of bombs at once, speed - SP only)
-Upgrades carry over to the next level in SP
-Save feature and password save
-Ghouls 'n Ghosts-style level map between worlds
-Scrolling levels in SP
-Move through destructible blocks power up (SP only) - Bomberman NES
-Remote control/detonator - Bomberman NES, Bomber Boy GB
Valis III (PCE CD, 1990/MD, 1991) – Action Platformer
-Three playable characters (switch on the fly)
-Stamina-based attacking (Astyanax, Legendary Axe)
-Female protagonists
-Slide move (can slide over pits)
Splatterhouse (ARC, 1988/PCE, 1990) – Beat 'em up/Action Platformer, Side view
-Pretty impressive music
-Horror/gore theme
-Some large and detailed sprites
Vasteel (PCE CD, 1990) - TBS w/ Real-Time Arena Combat Battles in TD View
The NewZealand Story (1988 port/MD/PCE, 1990) - Action Platformer/Maze Platformer
-Different levels?
-Steal and ride enemy balloons
-Swimming with limited oxygen
-Get swallowed by a boss and fight it from the inside
Final Zone II (PCE CD, 1990) - TD Run 'n Gun
Dragon's Fury/Devil's Crush (PCE, 1990/MD, 1991) – Pinball/Shooter hybrid
-Impressive music
Ninja Spirit (ARC, 1988/PCE, 1990) - Action Platformer
-Clone trail power up
-Intense action
-Large boss sprites
Nekketsu Dodgeball (PCE, 1990)
Klax (1989 port?/MD/PCE, 1990) – 2-player co-op?
Valkyrie no Densetsu (ARC, 1989/PCE, 1990) - Top Down Run 'n Gun/Platformer
Super Star Soldier (PCE, 1990) - Vertical Shoot 'em up
-Good bosses (some with multiple forms)
-Some interesting weapons (twin flamethrowers, homing missiles)
-Mini-bosses
-Score attack mode
-4 hit points (shield pods are rare though)
-Speed adjustment on the fly
-Smart bombs (as power ups, you can also make new ones by grabbing the same weapon again while fully powered up)
-Can block bullets with side pods (which you can change positions of)
-Obstacle courses with destructible walls
-Unlimited continues
Sokoban World (PCE, 1990) – Level select?
Batman (PCE, 1990) – TD Maze Action
After Burner II (1987 port/MD/PCE, 1990)
Darius Plus & Super Darius (PCE & PCE CD, 1990) - Horizontal Shoot 'em up
Märchen Maze (PCE, 1990)?
Space Invaders: Fukkatsu no Hi (PCE, 1990) - ?
Power Drift (ARC, 1988/PCE, 1990)?
Don Doko Don (PCE, 1990)?
Bonze Adventure (ARC, /PCE, 1990) -
Formation Armed F (PCE, 1990)?
Aero Blasters/Air Buster (PCE, 1990/MD, 1991)
Chase HQ (PCE, 1990)?
Sol Bianca (PCE CD, 1990) - ? JRPG
OutRun (1986 port/PCE, 1990/MD, 1991) - Racing (against the clock), 2.5D (into the screen/TP view)
-Alternate paths
-Radio feature
-Hills and tunnels
Image Fight (PCE, 1990)?
Tiger Road (PCE, 1990)?
Dragon's Curse/Adventure Island/Wonder Boy III: The Dragon's Trap (SMS, 1989/PCE, 1990) - Platform Adventure w/ ARPG elements (overworld & dungeons structure, town and shops, somewhat randomized damage output), Side View
-See SMS entry
-Smoother scrolling and somewhat rearranged OST
Ghouls 'n' Ghosts (MD, 1989/PCE SGX, 1990) - Action Platformer
–Great variation
-Huge bosses
-Smart bomb-like charge attack
-Some nice enemy AI
-Unlimited continues
Cosmic Fantasy: Bouken Shounen Yu (PCE CD, 1990) - JRPG
Golden Axe (MD, 1989/PCE CD, 1990) - Beat 'em up, Some platforming, 2-Player Co-op
-Beast mounts
-Running tackles and throws (into pits - Renegade?)
-Upgradeable magic (smart bombs) and their visual effects
-Ranking system
-Large bosses and magic effect sprites
-Medieval fantasy theme (Rastan)
-Some dialogue during gameplay
-Meta ending (ARC ver.)
-Worse graphics than on MD but does add some animated cutscenes
Super Daisenryaku? (MD, 1989/PCE CD, 1990) - TBS
Last Armageddon (PCE CD, 1990)? - JRPG
Dekoboko Densetsu: Hashiru Wagamanma (PCE CD, 1990) - TD Racing w/ platforming
-Toy car racing
-Buy upgrades and weapons between races
-Some voice commentary
Bomberman (PCE, 1990) - Maze Action, 5-Player vs., Portable link battle support (TurboExpress)
-Two vs. modes (skull mode includes a negative skull power up - works like a virus in the sense that if you touch other players while affected by it then the effect spreads to them as well) - Bomber Boy
-Several levels of upgrades (blast size, number of bombs at once, speed - SP only)
-Upgrades carry over to the next level in SP
-Save feature and password save
-Ghouls 'n Ghosts-style level map between worlds
-Scrolling levels in SP
-Move through destructible blocks power up (SP only) - Bomberman NES
-Remote control/detonator - Bomberman NES, Bomber Boy GB
Valis III (PCE CD, 1990/MD, 1991) – Action Platformer
-Three playable characters (switch on the fly)
-Stamina-based attacking (Astyanax, Legendary Axe)
-Female protagonists
-Slide move (can slide over pits)
Splatterhouse (ARC, 1988/PCE, 1990) – Beat 'em up/Action Platformer, Side view
-Pretty impressive music
-Horror/gore theme
-Some large and detailed sprites
Vasteel (PCE CD, 1990) - TBS w/ Real-Time Arena Combat Battles in TD View
The NewZealand Story (1988 port/MD/PCE, 1990) - Action Platformer/Maze Platformer
-Different levels?
-Steal and ride enemy balloons
-Swimming with limited oxygen
-Get swallowed by a boss and fight it from the inside
Final Zone II (PCE CD, 1990) - TD Run 'n Gun
Dragon's Fury/Devil's Crush (PCE, 1990/MD, 1991) – Pinball/Shooter hybrid
-Impressive music
Ninja Spirit (ARC, 1988/PCE, 1990) - Action Platformer
-Clone trail power up
-Intense action
-Large boss sprites
Nekketsu Dodgeball (PCE, 1990)
Klax (1989 port?/MD/PCE, 1990) – 2-player co-op?
Valkyrie no Densetsu (ARC, 1989/PCE, 1990) - Top Down Run 'n Gun/Platformer
Super Star Soldier (PCE, 1990) - Vertical Shoot 'em up
-Good bosses (some with multiple forms)
-Some interesting weapons (twin flamethrowers, homing missiles)
-Mini-bosses
-Score attack mode
-4 hit points (shield pods are rare though)
-Speed adjustment on the fly
-Smart bombs (as power ups, you can also make new ones by grabbing the same weapon again while fully powered up)
-Can block bullets with side pods (which you can change positions of)
-Obstacle courses with destructible walls
-Unlimited continues
Sokoban World (PCE, 1990) – Level select?
Batman (PCE, 1990) – TD Maze Action
After Burner II (1987 port/MD/PCE, 1990)
Darius Plus & Super Darius (PCE & PCE CD, 1990) - Horizontal Shoot 'em up
Märchen Maze (PCE, 1990)?
Space Invaders: Fukkatsu no Hi (PCE, 1990) - ?
Power Drift (ARC, 1988/PCE, 1990)?
Don Doko Don (PCE, 1990)?
Bonze Adventure (ARC, /PCE, 1990) -
Formation Armed F (PCE, 1990)?
Aero Blasters/Air Buster (PCE, 1990/MD, 1991)
Chase HQ (PCE, 1990)?
Sol Bianca (PCE CD, 1990) - ? JRPG
OutRun (1986 port/PCE, 1990/MD, 1991) - Racing (against the clock), 2.5D (into the screen/TP view)
-Alternate paths
-Radio feature
-Hills and tunnels
Image Fight (PCE, 1990)?
Tiger Road (PCE, 1990)?
1991:
Seirei Senshi Spriggan (PCE CD, 1991) - Vertical Shoot 'em up
-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)
-Good variation
-Good bosses overall (some have several forms, most are huge)
-Good cutscenes with voice acting
-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),
-Some cool effects
-Pretty intense at times
-Adjustable speed in-game (three settings; not really needed though),
Silent Debuggers (PCE, 1991) - FPS/FP Dungeon Crawler (move around in corridors which are as wide as you are meaning you can't side step unless there's a path next to you), 2D, Light Gun/Gallery Shooter-style aiming
-Sci-fi horror theme
Populous (1989 PC port/MD/PCE, 1991) - RTS/God Sim
-Terraforming
-Play as a deity
-No direct control over units?
Ys III: Wanderers from Ys (1989 port/MD/PCE, 1991) - ARPG/Platform Adventure
-Can escape from boss fights
-Some new gear shows on your avatar (only the flame sword)
-Partially interactive epilogue
-HP regen (stand still outside dungeons)
-Warp to town (Ys 1)
-Impressive music
-Up- and downstab (Rastan SMS/Zelda II)
-Pretty good dialogue for its time
-Save almost anywhere (three slots)
Master of Monsters (MD, 1991/PCE CD, 1991) – TBS, different in some ways, 4-player vs. mode
-Map select
-Two campaigns
-Five different factions
-Animated battles
-Unit evolutions (pokemon-like)
-Day/night cycle that affects unit strength
-Terrain effects
-Music select
-Some interesting spells
-Good unit variation
-Shows damage calculations when attacking
-Speed options
Exile (PCE CD/MD, 1991) - ARPG/Zelda 2-like w/ a hub map screen, Top Down/Side View hybrid
-Unusual setting (Arabic during the crusades with fictional elements)
-Speed up text on a per sentence basis
-Pretty nice animé cutscenes overall
-Save feature (only in overworld areas, 3 slots named after current location)
-Run button in the overworld
-Dialogue portraits
-Can destroy some projectiles with your sword
-Warp out of dungeons (PSII?)
-Tells a more negative version of the crusades (at first anyway)
-Some darker/adult themes (some which are basically violence porn such as being able to watch a torture or people burned at stakes but not intervene)
Raiden Trad (1990 ARC port/PCE/MD, 1991)
Nekketsu Kouko Dodgeball Bu: Soccer Hen MD/CD Soccer Hen (NES/X68K, 1990/PCE CD, 1991/MD, 1992) – Nintendo World Cup port with some new mechanics
Cobra II: Densetsu no Otoko/The Space Adventure (PCE CD, 1991/MCD, 1995) - Graphic Adventure/Visual Novel
-Sci-fi theme
Cosmic Fantasy 2 (PCE CD, 1991) - ? JRPG
Cadash (1990 port/PCE, 1991/MD, 1992) - ARPG/Platform Adventure, 2-player coop?
-Three playable characters
-Some new gear shows on the player avatar
Columns (MD, 1990/PCE, 1991) - Second match colors puzzle game? (Puzznic the first), 2-player mode
-Diagonal line ups
"clear all of one color" power up
Neutopia II (PCE, 1991) - AA/Zelda 1-like
-Dungeon maps and compass (none in the overworld?)
-WIP
Populous: The Promised Lands (PC, 1989?/PCE CD, 1991) - RTS/God Sim
-8 new lands
-Includes original game
The Manhole (PC, 1988/PCE CD, 1991) - Graphic Adventure, Sandbox, Edutainment-ish (small kids)
-Highly interactive game world
-Move around by clicking similar to Myst
-Voiced characters in later versions
-Minimalist HUD
-“When The Manhole came out, it was new. There had been plenty of adventure games, and even graphic adventures, but a point-and-click graphic ‘world’ hadn’t really been done before and, as sophomoric as The Manhole now seems, it introduced a new way of playing games. A lot of people say that Myst was our big revolutionary game when in fact we were following an evolution started with The Manhole. It was our genesis. Sunsoft saw that it was something different and new and wanted to be involved. But we really didn’t get to know them during the Manhole port. We didn’t meet them until much later.” – Robyn Miller, Cyan Worlds
1943 Kai: The Battle of Midway (PCE, 1991) - Vertical Shoot 'em up, 2-player co-op
-Lifebar (pretty long as well, upgrades in small increments over the course of the game). HP/energy depletes slowly over time but you won't die at 0 until you get hit
-Dodge move (somersault/loop-the-loop - press both buttons, can't do it with side-planes/gun drones equipped, they're limited and how many you have left is indicated by the R's at the top of the screen, can't shoot while dodging)
-Smart bombs - these cost some HP/energy to use
-Pretty impressive music (better than the arcade ver.)
-Gun drone/sideplanes power up (block shots but also die in 2 hits)
-The smart bomb causes a screen-sweeping tidal wave in the battleship segments (in every other level you run into a fleet and swoop down to fight them close up)
-Basic rank system (kill rate percentage shown between each level - determines how much HP is restored and possibly dodge moves as well) - very hard to get 100% kills even early on (heavily dependent on your special weapon for fleet bosses)
-Adds an unlockable original mode (4 extra levels with new bosses (introduces base-style bosses similar to Aleste 1)+visuals (more varied as well)+music which are played after the main game, your weapon range and power is also upgraded once you reach this mode)
-Horizontal and vertical screen modes (vertical (not tate - black bars on the sides) can help with grabbing certain power ups?)
-A pretty nice cutscene is shown before the extra levels begin
-Visible damage on boss planes (they start burning here and there)
-Auto-fire
-Time limited special weapons (Fantasy Zone)
-Hidden point bonus items (generally on battleships)
-Respawn on the spot (gain a special weapon 1 power up with a shortened time limit and regain full health but no other power ups - can generally survive to the next level with some smart bombs though but it gets a lot harder to get a good rank percentage)
-Unlockable arcade mode via a code (didn't try it)
-Weapon select and invincible side planes via codes (didn't try them)
-World War 2 theme (from the US side oddly enough)
-Time limit on fleet bosses (no energy bonus if you don't get 70%+)
-Little to no slowdown and minor flicker
Lady Phantom (PCE CD, 1991) - TBS?
Prince of Persia (1989 PC port/PCE CD, 1991/MD, 1993) - More realistic physics and animation, sword fencing,
Magical Chase (PCE, 1991) - Horizontal Shoot 'em up
-Shops (buy weapons for the witch and drones (some shops only), lifebar upgrades (up to 12 hearts, each heart costs more) and consumable items/spells with money dropped by enemies+rewarded at the end of levels; Forgotten Worlds, Fantasy Zone)
-Health bar and some enemies drop health+can buy health consumables (2 hearts each) - 1943 (1987) has a health bar
-Customizable gun drone formations (MUSHA; can lock the drones/stars themselves in place plus lock the angle they fire at as well, or you can let them move opposite to the direction you last pressed; can't make them move further away from your avatar however)
-Gun drones can also be used as a shield vs regular enemy bullets - R-Type
-Completion stats (money collected, max life, medicines used, etc.)
-Expressive sprites, Some nice visual effects (parallax, faked sprite scaling (third boss), fake polygons), Pretty impressive chiptune music
-Good bosses overall
-Mini-bosses
-Some interesting enemies (the witches that reset your gun drone config, shielded spike ball boss - mimics your gun drone formation but in reverse)
-Pretty good variety
-Can buy an elixir which saves you from death and fully heals you once (Zelda 3, Hydlide?)
-Shows the mini-boss of a level before starting it but not the main boss
-No contact damage from flying into obstacles
-One item/spell removes on-screen enemy shots like a smart bomb except it does no damage - kinda weak as it lasts only for a split second and you have to queue up several of the same item to use it repeatedly+have to double tap to use it so you often have to memorize when to use it)
-Unlimited continues - Castlevania, Wonder Boy
Parasol Stars (PCE, 1991) - Action Platformer, 2-Player Co-op, Time limit (speeds up enemies after a certain point)
-Some innovative mechanics (use an umbrella as a tool, paralyzing/carrying enemies and throwing them, collecting water for a charged shot, gliding in mid-air etc.)
-Plenty of power ups (speed, invincibility, smart bomb, paralyze all, point booster (rod), )
-Can Combo kill and shoot walls for extra points and hidden items
-Cameos (Parodius, Bubble Bobble), two hidden worlds (pink heart in 3-3 - very hard to enter in 1-player, get star miracle to unlock world 9)
Rayxanber II (PCE CD, 1991) - Horizontal Shoot 'em up
Dragon Slayer: Eiyuu Densetsu/The Legend of Heroes (PCE CD, 1991/MD, 1994) - JRPG
Brandish (PCE CD, 1991) - ? ARPG, Top down
-Auto-mapper mini-map (zoomed out, on a separate menu in the SNES ver.)
-Displays damage dealt and taken next to the sprites - Final Fantasy III
-Save anywhere outside of boss fights?, Game auto-saves when entering a new area
-Camera turns as you turn around which can be disorienting, Strafing and backwards walking
1941: Counter Attack (SGX, 1991) - Vertical Shoot 'em up
Legend of Hero Tonma (ARC, 1989/PCE, 1991) - Action Platformer/Run 'n Gun
-Added duck move (can’t move or shoot while ducking though)
-Temporary shield power up (5 extra hits) - Gradius?
-Weapon upgrades
-Pretty big and detailed boss sprites
-Can bounce on enemy heads (fairly controllable height, does minor damage) - SMB3?
-Power up that turns enemies into coins for a short period of time (sort of like a smart bomb)
-Hover jumps (press up, usually not that useful though) - Below the Root (1984)
-Borrows some stuff from Wonder Boy in Monster Land (how coins fall out of chests, some art direction, no shops here and no time limits)
PCE ver.: Improved sound design overall (mainly for the music), You no longer auto-jump down through platforms by pressing down (down+jump instead), Basically plays like a real easy mode version of the arcade game (or even very easy mode)
Genji Tsuushin Agedama (PCE, 1991) - Autoscrolling platformer/run 'n gun & platformer hybrid gameplay (see Atomic Runner)
-Charge attack which changes depending on how long you hold it and what you've picked up
-Pretty good variety of weapons/projectiles (5 strong and 5 weak attacks+1 smart bomb - the two strongest ones are very similar in function though)
-Falling down a pit hurts you and bounces you back up instead of killing you instantly
-Pretty good variation
-Spinning shield power up - Thunder Force 2?
-Temporary invincibility power up which also makes your avatar's sprite stretch vertically
-Slide move (can only be canceled by jumping) - Mega Man 3
-NPCs which refill your life and maybe something else mid-level? - JP text (sometimes these are hidden)
-Temporary gun drones
-Final boss uses your own weapons against you (albeit in slightly altered form) - Similar to Mega Man 1
-Little to no slowdown despite many sprites on screen (except for against one of the bosses)
Somer Assault/Mesopotamia (PCE, 1991) - ? Puzzle Platformer
Valis IV (PCE CD, 1991) - Action Platformer;
Download 2 (PCE CD, 1991) - Horizontal Shoot 'em up
?Pang/Buster Bros./Pomping World (ARC, /PCE CD, 1991) -
Splash Lake (PCE CD, 1991) - Action Puzzle, TD View
Sherlock Holmes: Consulting Detective (Multi, 1991) -
Ranma 1/2: Toraware no Hanayome (PCE CD, 1991) - Graphic Adv?
Hihou Densetsu Chris no Bouken (PCE CD, 1991) - ? Action Platformer
Hellfire S (ARC, 1989/MD, 1990/PCE CD, 1991) - Horizontal Shoot 'em up
Efera & Jiliora: The Emblem From Darkness (PCE CD, 1991) - ? ARPG, TD View
Taiheiki (PCE CD, 1991) - ? TBS?
Zan: Youen no Jidai (PCE CD, 1991) - ? TBS?
Final Soldier (PCE, 1991) - Vertical Shoot 'em up
-Some ship customization: Choose up to 4 (from out of 12) weapons for your inventory before beginning
WIP
Seirei Senshi Spriggan (PCE CD, 1991) - Vertical Shoot 'em up
-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)
-Good variation
-Good bosses overall (some have several forms, most are huge)
-Good cutscenes with voice acting
-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),
-Some cool effects
-Pretty intense at times
-Adjustable speed in-game (three settings; not really needed though),
Silent Debuggers (PCE, 1991) - FPS/FP Dungeon Crawler (move around in corridors which are as wide as you are meaning you can't side step unless there's a path next to you), 2D, Light Gun/Gallery Shooter-style aiming
-Sci-fi horror theme
Populous (1989 PC port/MD/PCE, 1991) - RTS/God Sim
-Terraforming
-Play as a deity
-No direct control over units?
Ys III: Wanderers from Ys (1989 port/MD/PCE, 1991) - ARPG/Platform Adventure
-Can escape from boss fights
-Some new gear shows on your avatar (only the flame sword)
-Partially interactive epilogue
-HP regen (stand still outside dungeons)
-Warp to town (Ys 1)
-Impressive music
-Up- and downstab (Rastan SMS/Zelda II)
-Pretty good dialogue for its time
-Save almost anywhere (three slots)
Master of Monsters (MD, 1991/PCE CD, 1991) – TBS, different in some ways, 4-player vs. mode
-Map select
-Two campaigns
-Five different factions
-Animated battles
-Unit evolutions (pokemon-like)
-Day/night cycle that affects unit strength
-Terrain effects
-Music select
-Some interesting spells
-Good unit variation
-Shows damage calculations when attacking
-Speed options
Exile (PCE CD/MD, 1991) - ARPG/Zelda 2-like w/ a hub map screen, Top Down/Side View hybrid
-Unusual setting (Arabic during the crusades with fictional elements)
-Speed up text on a per sentence basis
-Pretty nice animé cutscenes overall
-Save feature (only in overworld areas, 3 slots named after current location)
-Run button in the overworld
-Dialogue portraits
-Can destroy some projectiles with your sword
-Warp out of dungeons (PSII?)
-Tells a more negative version of the crusades (at first anyway)
-Some darker/adult themes (some which are basically violence porn such as being able to watch a torture or people burned at stakes but not intervene)
Raiden Trad (1990 ARC port/PCE/MD, 1991)
Nekketsu Kouko Dodgeball Bu: Soccer Hen MD/CD Soccer Hen (NES/X68K, 1990/PCE CD, 1991/MD, 1992) – Nintendo World Cup port with some new mechanics
Cobra II: Densetsu no Otoko/The Space Adventure (PCE CD, 1991/MCD, 1995) - Graphic Adventure/Visual Novel
-Sci-fi theme
Cosmic Fantasy 2 (PCE CD, 1991) - ? JRPG
Cadash (1990 port/PCE, 1991/MD, 1992) - ARPG/Platform Adventure, 2-player coop?
-Three playable characters
-Some new gear shows on the player avatar
Columns (MD, 1990/PCE, 1991) - Second match colors puzzle game? (Puzznic the first), 2-player mode
-Diagonal line ups
"clear all of one color" power up
Neutopia II (PCE, 1991) - AA/Zelda 1-like
-Dungeon maps and compass (none in the overworld?)
-WIP
Populous: The Promised Lands (PC, 1989?/PCE CD, 1991) - RTS/God Sim
-8 new lands
-Includes original game
The Manhole (PC, 1988/PCE CD, 1991) - Graphic Adventure, Sandbox, Edutainment-ish (small kids)
-Highly interactive game world
-Move around by clicking similar to Myst
-Voiced characters in later versions
-Minimalist HUD
-“When The Manhole came out, it was new. There had been plenty of adventure games, and even graphic adventures, but a point-and-click graphic ‘world’ hadn’t really been done before and, as sophomoric as The Manhole now seems, it introduced a new way of playing games. A lot of people say that Myst was our big revolutionary game when in fact we were following an evolution started with The Manhole. It was our genesis. Sunsoft saw that it was something different and new and wanted to be involved. But we really didn’t get to know them during the Manhole port. We didn’t meet them until much later.” – Robyn Miller, Cyan Worlds
1943 Kai: The Battle of Midway (PCE, 1991) - Vertical Shoot 'em up, 2-player co-op
-Lifebar (pretty long as well, upgrades in small increments over the course of the game). HP/energy depletes slowly over time but you won't die at 0 until you get hit
-Dodge move (somersault/loop-the-loop - press both buttons, can't do it with side-planes/gun drones equipped, they're limited and how many you have left is indicated by the R's at the top of the screen, can't shoot while dodging)
-Smart bombs - these cost some HP/energy to use
-Pretty impressive music (better than the arcade ver.)
-Gun drone/sideplanes power up (block shots but also die in 2 hits)
-The smart bomb causes a screen-sweeping tidal wave in the battleship segments (in every other level you run into a fleet and swoop down to fight them close up)
-Basic rank system (kill rate percentage shown between each level - determines how much HP is restored and possibly dodge moves as well) - very hard to get 100% kills even early on (heavily dependent on your special weapon for fleet bosses)
-Adds an unlockable original mode (4 extra levels with new bosses (introduces base-style bosses similar to Aleste 1)+visuals (more varied as well)+music which are played after the main game, your weapon range and power is also upgraded once you reach this mode)
-Horizontal and vertical screen modes (vertical (not tate - black bars on the sides) can help with grabbing certain power ups?)
-A pretty nice cutscene is shown before the extra levels begin
-Visible damage on boss planes (they start burning here and there)
-Auto-fire
-Time limited special weapons (Fantasy Zone)
-Hidden point bonus items (generally on battleships)
-Respawn on the spot (gain a special weapon 1 power up with a shortened time limit and regain full health but no other power ups - can generally survive to the next level with some smart bombs though but it gets a lot harder to get a good rank percentage)
-Unlockable arcade mode via a code (didn't try it)
-Weapon select and invincible side planes via codes (didn't try them)
-World War 2 theme (from the US side oddly enough)
-Time limit on fleet bosses (no energy bonus if you don't get 70%+)
-Little to no slowdown and minor flicker
Lady Phantom (PCE CD, 1991) - TBS?
Prince of Persia (1989 PC port/PCE CD, 1991/MD, 1993) - More realistic physics and animation, sword fencing,
Magical Chase (PCE, 1991) - Horizontal Shoot 'em up
-Shops (buy weapons for the witch and drones (some shops only), lifebar upgrades (up to 12 hearts, each heart costs more) and consumable items/spells with money dropped by enemies+rewarded at the end of levels; Forgotten Worlds, Fantasy Zone)
-Health bar and some enemies drop health+can buy health consumables (2 hearts each) - 1943 (1987) has a health bar
-Customizable gun drone formations (MUSHA; can lock the drones/stars themselves in place plus lock the angle they fire at as well, or you can let them move opposite to the direction you last pressed; can't make them move further away from your avatar however)
-Gun drones can also be used as a shield vs regular enemy bullets - R-Type
-Completion stats (money collected, max life, medicines used, etc.)
-Expressive sprites, Some nice visual effects (parallax, faked sprite scaling (third boss), fake polygons), Pretty impressive chiptune music
-Good bosses overall
-Mini-bosses
-Some interesting enemies (the witches that reset your gun drone config, shielded spike ball boss - mimics your gun drone formation but in reverse)
-Pretty good variety
-Can buy an elixir which saves you from death and fully heals you once (Zelda 3, Hydlide?)
-Shows the mini-boss of a level before starting it but not the main boss
-No contact damage from flying into obstacles
-One item/spell removes on-screen enemy shots like a smart bomb except it does no damage - kinda weak as it lasts only for a split second and you have to queue up several of the same item to use it repeatedly+have to double tap to use it so you often have to memorize when to use it)
-Unlimited continues - Castlevania, Wonder Boy
Parasol Stars (PCE, 1991) - Action Platformer, 2-Player Co-op, Time limit (speeds up enemies after a certain point)
-Some innovative mechanics (use an umbrella as a tool, paralyzing/carrying enemies and throwing them, collecting water for a charged shot, gliding in mid-air etc.)
-Plenty of power ups (speed, invincibility, smart bomb, paralyze all, point booster (rod), )
-Can Combo kill and shoot walls for extra points and hidden items
-Cameos (Parodius, Bubble Bobble), two hidden worlds (pink heart in 3-3 - very hard to enter in 1-player, get star miracle to unlock world 9)
Rayxanber II (PCE CD, 1991) - Horizontal Shoot 'em up
Dragon Slayer: Eiyuu Densetsu/The Legend of Heroes (PCE CD, 1991/MD, 1994) - JRPG
Brandish (PCE CD, 1991) - ? ARPG, Top down
-Auto-mapper mini-map (zoomed out, on a separate menu in the SNES ver.)
-Displays damage dealt and taken next to the sprites - Final Fantasy III
-Save anywhere outside of boss fights?, Game auto-saves when entering a new area
-Camera turns as you turn around which can be disorienting, Strafing and backwards walking
1941: Counter Attack (SGX, 1991) - Vertical Shoot 'em up
Legend of Hero Tonma (ARC, 1989/PCE, 1991) - Action Platformer/Run 'n Gun
-Added duck move (can’t move or shoot while ducking though)
-Temporary shield power up (5 extra hits) - Gradius?
-Weapon upgrades
-Pretty big and detailed boss sprites
-Can bounce on enemy heads (fairly controllable height, does minor damage) - SMB3?
-Power up that turns enemies into coins for a short period of time (sort of like a smart bomb)
-Hover jumps (press up, usually not that useful though) - Below the Root (1984)
-Borrows some stuff from Wonder Boy in Monster Land (how coins fall out of chests, some art direction, no shops here and no time limits)
PCE ver.: Improved sound design overall (mainly for the music), You no longer auto-jump down through platforms by pressing down (down+jump instead), Basically plays like a real easy mode version of the arcade game (or even very easy mode)
Genji Tsuushin Agedama (PCE, 1991) - Autoscrolling platformer/run 'n gun & platformer hybrid gameplay (see Atomic Runner)
-Charge attack which changes depending on how long you hold it and what you've picked up
-Pretty good variety of weapons/projectiles (5 strong and 5 weak attacks+1 smart bomb - the two strongest ones are very similar in function though)
-Falling down a pit hurts you and bounces you back up instead of killing you instantly
-Pretty good variation
-Spinning shield power up - Thunder Force 2?
-Temporary invincibility power up which also makes your avatar's sprite stretch vertically
-Slide move (can only be canceled by jumping) - Mega Man 3
-NPCs which refill your life and maybe something else mid-level? - JP text (sometimes these are hidden)
-Temporary gun drones
-Final boss uses your own weapons against you (albeit in slightly altered form) - Similar to Mega Man 1
-Little to no slowdown despite many sprites on screen (except for against one of the bosses)
Somer Assault/Mesopotamia (PCE, 1991) - ? Puzzle Platformer
Valis IV (PCE CD, 1991) - Action Platformer;
Download 2 (PCE CD, 1991) - Horizontal Shoot 'em up
?Pang/Buster Bros./Pomping World (ARC, /PCE CD, 1991) -
Splash Lake (PCE CD, 1991) - Action Puzzle, TD View
Sherlock Holmes: Consulting Detective (Multi, 1991) -
Ranma 1/2: Toraware no Hanayome (PCE CD, 1991) - Graphic Adv?
Hihou Densetsu Chris no Bouken (PCE CD, 1991) - ? Action Platformer
Hellfire S (ARC, 1989/MD, 1990/PCE CD, 1991) - Horizontal Shoot 'em up
Efera & Jiliora: The Emblem From Darkness (PCE CD, 1991) - ? ARPG, TD View
Taiheiki (PCE CD, 1991) - ? TBS?
Zan: Youen no Jidai (PCE CD, 1991) - ? TBS?
Final Soldier (PCE, 1991) - Vertical Shoot 'em up
-Some ship customization: Choose up to 4 (from out of 12) weapons for your inventory before beginning
WIP
1992:
Gekibo: Gekisha Boy (PCE, 1992) - Photographer/Paparazzi Sim/Auto-Scrolling Action Platformer
-Great visual variation
-Comical tone
-Aiming speed upgrades
-Each level has a special objective which yields more points (stated in a short briefing) - you sometimes don’t need to photograph it to reach the point requirement though
-Mini-game style boss at the end (unfortunately since you get infinite film here you can just spam the button to be able to see where he'll pop up in advance)
-Resource management (film)
-Features stereotypical caricatures of white and black people and sexualization in some levels (one man and several women)
-Some celebrity and art cameos
Snatcher (MSX/PC-88, 1988/PCE CD, 1992) - Graphic Adventure/Visual Novel
-See MSX/PC-88
-Impressive music
Lemmings (1991 PC/AMI port/MD/PCE CD, 1992) - RTS/Puzzle Hybrid
-See PC
-Destructible environment on a detailed level
-Some innovative mechanics
-Speed up feature? (windows ver.)
Gain Ground SX (1988 ARC port/MD, 1991/PCE CD, 1992) - RTT/Top Down Run 'n Gun/Shooter Hybrid, Rescue mission, 2-player co-op
-Tons of different playable characters (pick before each level and after dying or reaching the goal with one)
-Permadeath
-Larger sprites than on MD & SMS
Xak I & II (1989-1990 ports/PCE CD, 1992) - Ys-like ARPGs (bump combat, towns with shops), TD View, Adds jumping?
Xak I:
-Save feature (anywhere outside of boss fights?)
-Regen gear (a cloak)
-Teleport to town scroll
-Minor ability gating (break rocks with one spell, gear that lets you move through hazardous liquids but which can be skipped?)
-A bit different on SNES (manual attacks for example)
-No map?
Xak II:
-Save anywhere (outside of boss battles?)
-HP regen when still via an accessory item (outside of boss battles?)
-Minor ability/tool gating (scuba gear, shrink to go through a small passage at one point; destroy wall spell isn't used in II)
-Teleport spell for returning to the last visited town
-No maps?
Bomberman '93 (PCE, 1992) - Maze Action, Killathon (SP mode), 5-player vs. battle mode (also supports link battle on TurboExpress, can select how many players to have (2-5), any player slot can be switched for a CPU player)
-8 different battle mode levels (new level gimmicks - no bomb-tiles, conveyor belt, spinning gate, reviving block, warp holes (random in battle mode); some levels re-use a gimmick and/or use a different combo of two gimmicks)
-Pretty nice intro and ending cutscenes
-Boss briefing before each world (similar to ESWAT)
-Pretty impressive music
-Very good finale: face a rival bombermen gang on bikes before the final boss and the boss itself has three phases
-Remote control (Bomberman ARC-style) and walk through own bombs power up (Bomberman NES?), Bomb kick power up, Bomb line power up (place a line of bombs ahead of you after placing a bomb - how many depends on how many extra bombs you have), +1 HP power up (story mode only, doesn't stack?), Stopwatch power up (freezes enemies, story mode only), Bomb vest power up (temporary invincibility from blasts, story mode only, ) - Bomberman NES?
-Pretty long (9 worlds with 8 levels each)
-Some creative enemy design (enemies that destroy your bombs without triggering them, mine laying enemies, etc.)
-Scaling effect in one cutscene
-More forgiving and nuanced negative skull power up (temporary effect, does one of four things: makes your blasts tiny, makes you super fast, makes you unable to drop bombs, reverses your controls) - affected players will infect other players by touching them
Gate of Thunder (PCE CD, 1992) - Horizontal Shoot 'Em Up
-Good variation (especially the enemy variation with very few repeats)
-Manual speed adjustment (three levels; Thunder Force II?)
-Good bosses and mini-bosses overall (though most of them take very few hits with the third weapon)
-Respawn on the spot (unfortunately this makes the game very hard later on because you don't get a power up after death and you lose all weapon upgrades + your options) - Thunder Force II?
-Some cool effects (parallax, sprite scaling), nice intro
-Fairly long levels for the genre
-Grabbing a shield allows you to take a few hits before death
Tengai Makyou II: Manji Maru (PCE CD, 1992) - JRPG
Soldier Blade (PCE, 1992) - Vertical Shoot 'Em Up
-Impressive music and sfx
-Great bosses overall
-Mini-bosses
-Use an option/gun drone as bullet shield
-Extra modes ()
-Good weapons system (similar to Spriggan but without combos, stock of 3 works as (different) special attacks and collecting more triggers smart bombs, three levels for each of the three weapons)
-Some cool effects and set pieces
-Manually adjustable ship speed
-Respawn on the spot (and a chance to get back one powerup)
-Fairly long levels for the genre (5-7 minutes)
Spriggan Mark 2: Re-Terraform Project (PCE CD, 1992) - Horizontal Shoot 'em up
-Interesting mechanics (ammo based weapons system, choose your gear between missions after stage 3 (up to 5 weapons per suit)
-You can turn around (and it's useful)
-Regenerating health bar (Target Earth)
-Good bosses overall
-Great in-game cinematics (there's always something going on in the background), Nice cutscenes (and lots of them)
-Good variation (lots of different enemies)
-Use CPU allies as cover
-Unlimited continues (normal mode) - Castlevania?
-Ammo based system with no reward for accuracy (no ranking system at all?) and no way to replenish ammo (only happens occasionally during gameplay)
Wizardry V: Heart of the Maelstrom (1988 PC port/PCE CD, 1992)?
Bonanza Bros (MD, 1991/PCE CD, 1992) - Stealth/Maze Platformer, 2-player semi-competitive
-Play as a criminal
-Map system
Lodoss Tou Senki/Record of Lodoss War (PCE CD, 1992) - JRPG/SRPG?; Pretty impressive music overall
Sorcerian (1987 port/PCE CD, 1992) - ARPG
Detana!! TwinBee (ARC, 1991/PCE, 1992) - Pretty impressive music
Dragon Slayer: The Legend of Heroes II (PCE CD, 1992) - JRPG
Exile II (PCE CD, 1992) - ARPG (linear structure and you can't go back to earlier areas at certain points in the story plus very straightforward and short dungeons and hostile areas overall, no ability gating, dungeons lack puzzles, travel between locations via action segments instead of the map screen here, no inns but you regain HP & MP from entering towns so grinding in-between towns is easy), Top down town exploration/Side view hostile areas & dungeons, One escape sequence (sea cave) - very easy and short though
-Switch between 4 characters on the fly (different attacks and speed+strength, shared experience but also HP, different gear)
-No dungeon maps (barely needed though)
-Speed up text on a per sentence basis (not quite as fast as before though)
-Unusual setting (Arabic during the crusades with fictional elements) - Exile 1
-Pretty nice animé cutscenes overall (worse art style though - bug eyed Sadler)
-Save feature (only in overworld areas (towns), 3 slots named after current location)
-Can see boss HP - Ys?
-Run button in the overworld
-Dialogue portraits
-Can destroy some projectiles with your sword/own projectile
-Title cards when entering new areas
-Can breath and move normally under water
-Can damage some enemies by moving into them
-Some gore (Splatterhouse)
Forgotten Worlds (MD, 1989/PCE CD, 1992) - Horiztonal Shoot 'em up, 1-player only here?
-360 degree aiming
-Shops
-Some big bosses
-One black protagonist
Shape Shifter (PCE CD, 1992) - Platform Adventure/MV (linear? can enter at least one area earlier but it's too tough to survive, two towns and one shop, lives system (can’t gain more, checkpoints where you entered the rooms you died in)), Side view
Transformations (Panther can jump further, one can fly, shark, more?)
-Eclipse cycle (seems to only affect the HP refills)
-Save feature (first town only)
-No maps
Truxton/Tatsujin (MD, 1989/PCE, 1992) – Vertical Shoot 'em up
-Some huge bosses
-Connected levels/one long level
-Smart bombs
-Mini-bosses
-Impressive music
Air Zonk (PCE, 1992) - Horizontal Shoot 'Em Up
-Impressive music overall
-Interesting art direction (reminiscent of ren & stimpy/90s cartoon network)
-Mini-bosses
-Respawn on the spot
-Buddy system ()
-Great bosses
-Power ups work like hit points (MUSHA?)
Shadow of the Beast (AMI, 1989/PCE CD, 1992) - Maze Platformer/Side view beat 'em up hybrid, Side view
-Somewhat open ended structure (while there appears to be alternate paths to go you'll just be killed if you take the unintended one)
-Impressive graphics (large sprites, good animation overall, parallax scrolling) and impressive music
-Basic cutscenes
Star Parodier (PCE CD, 1992) - Vertical Shoot 'em up
-3 different ships (bomberman, star soldier ship, pc engine console; different weapon arsenals)
-Pretty well produced music w/ some synth/chiptune elements (some boss tracks are also pure chiptunes)
-Manual speed adjustment (3 levels) - Thunder Force II
-Upgradeable shield (take up to 4 extra hits; getting hit when the shield is below level 4 means you also lose 1 weapon level though, powering up a weapon past its first level also gives you some shield back)
-Gun drones (bomberman ship) - gradius/astro warrior-style trail and you can have up to 3 follow you
-Mini-bosses (sometimes two per level)
-Good variety
-Good bosses overall (one of the bosses (lvl 2) is kinda reminiscent of the transforming bosses in Gunstar Heroes and Contra: HC, ) and very good final boss (4 phases though the first two are easy with enough upgrades/the blue bomberman weapon)
-Nice firepower when fully upgraded (blue and yellow weapons and/or bomberman with 3 gun drones)
-Good intro (kinda long though) and ending, Great visual variety within levels overall, Expressive sprites and some are quite large, Some nice visual effects (sprite scaling, parallax)
-Smart bombs of sorts (they don't remove/protect from stronger boss attacks though and they don't cover the whole screen - the pc engine ship's AoE is pretty small) - Defender
-The heart power ups let you respawn on the spot if collected (you lose your weapon upgrades so it can be bad but you do regain 3 smart bombs and in the last couple of levels they are rare, the game doesn't hand out new power ups after dying either - seems there's a slow stream of them during boss fights but they can also be negative)
-One negative power up (orb with JP text on it - downgrades your weapon one level) and one random weapon power up
-Can change ships after using a continue
-Unlimited continues? - CV1, Wonder Boy
-Can destroy some enemy bullets - 1943 NES smart bomb
Valis: The Fantasm Soldier (MD, 1991/PCE CD, 1992) - Impressive music?
Gradius II (1988 ARC port/PCE CD, 1992) - Horizontal Shoot 'em up
Nexzr (PCE CD, 1992) - Vertical Shoot 'em up, TD view
-Main bosses sometimes attack during the level - Shinobi
-Faster bullets and bosses shoot more of them in hard mode
-Gun drones that home in on enemies (similar to one formation-style in MUSHA)
-Some cool/interesting level design (enemy armada warping in in lvl 1, expanding force fields in lvl 6, level 5's battleship turret+hangar segment)
-Some good bosses (lvl 4, lvl 5 first phase, most have at least two phases, final boss although it's not that hard)
-Some nice visual effects (the large ships warping in in lvl 1, scaling effect)
-Mini-bosses - Dragon Buster
-Borrows the high speed segment from Life Force and the side shots that travel along walls from Gradius
-There's a homing laser sub weapon (Raid on Bungeling Bay and After Burner II had homing projectiles) however it's kinda weak and sometimes doesn't aim properly
-Unlimited continues - Castlevania
New Adventure Island (PCE, 1992) - Action Platformer
Parodius Da!: Shinwa kara Owarai e (1990 ARC port/PCE, 1992) - Horizontal Shoot 'Em Up; Pretty impressive music
NHK Taiga Drama Taiheiki (MD, 1991/PCE, 1992) - TBS;
Rayxanber III (PCE CD, 1992) - Horizontal Shoot 'em up
Zero Wing (MD, 1991/PCE CD, 1992) - Horizontal Shoot 'em up
Cyber Dodge (PCE, 1992) - Dodgeball; Pretty impressive music
Cho Aniki (PCE CD, 1992) - Horizontal Shoot 'em up, 2-player coop
-Adjust speed manually
-Some huge bosses
-Use gun drones to block or home in on enemies (some of them home in automatically?)
-Only one main weapon though you can power it up many times (Darius style)
Jantei Monogatari 2: Uchu Tantei Diban Kanketsu Hen (PCE CD, 1992) - Mahjong?; Impressive music
Ninja Gaiden/Ninja Ryuukenden (1988 NES port/PCE, 1992) - Action Platformer
Chuuka Taisen/Cloud Master (PCE, 1992) - Horizontal Shoot 'em up
Gekibo: Gekisha Boy (PCE, 1992) - Photographer/Paparazzi Sim/Auto-Scrolling Action Platformer
-Great visual variation
-Comical tone
-Aiming speed upgrades
-Each level has a special objective which yields more points (stated in a short briefing) - you sometimes don’t need to photograph it to reach the point requirement though
-Mini-game style boss at the end (unfortunately since you get infinite film here you can just spam the button to be able to see where he'll pop up in advance)
-Resource management (film)
-Features stereotypical caricatures of white and black people and sexualization in some levels (one man and several women)
-Some celebrity and art cameos
Snatcher (MSX/PC-88, 1988/PCE CD, 1992) - Graphic Adventure/Visual Novel
-See MSX/PC-88
-Impressive music
Lemmings (1991 PC/AMI port/MD/PCE CD, 1992) - RTS/Puzzle Hybrid
-See PC
-Destructible environment on a detailed level
-Some innovative mechanics
-Speed up feature? (windows ver.)
Gain Ground SX (1988 ARC port/MD, 1991/PCE CD, 1992) - RTT/Top Down Run 'n Gun/Shooter Hybrid, Rescue mission, 2-player co-op
-Tons of different playable characters (pick before each level and after dying or reaching the goal with one)
-Permadeath
-Larger sprites than on MD & SMS
Xak I & II (1989-1990 ports/PCE CD, 1992) - Ys-like ARPGs (bump combat, towns with shops), TD View, Adds jumping?
Xak I:
-Save feature (anywhere outside of boss fights?)
-Regen gear (a cloak)
-Teleport to town scroll
-Minor ability gating (break rocks with one spell, gear that lets you move through hazardous liquids but which can be skipped?)
-A bit different on SNES (manual attacks for example)
-No map?
Xak II:
-Save anywhere (outside of boss battles?)
-HP regen when still via an accessory item (outside of boss battles?)
-Minor ability/tool gating (scuba gear, shrink to go through a small passage at one point; destroy wall spell isn't used in II)
-Teleport spell for returning to the last visited town
-No maps?
Bomberman '93 (PCE, 1992) - Maze Action, Killathon (SP mode), 5-player vs. battle mode (also supports link battle on TurboExpress, can select how many players to have (2-5), any player slot can be switched for a CPU player)
-8 different battle mode levels (new level gimmicks - no bomb-tiles, conveyor belt, spinning gate, reviving block, warp holes (random in battle mode); some levels re-use a gimmick and/or use a different combo of two gimmicks)
-Pretty nice intro and ending cutscenes
-Boss briefing before each world (similar to ESWAT)
-Pretty impressive music
-Very good finale: face a rival bombermen gang on bikes before the final boss and the boss itself has three phases
-Remote control (Bomberman ARC-style) and walk through own bombs power up (Bomberman NES?), Bomb kick power up, Bomb line power up (place a line of bombs ahead of you after placing a bomb - how many depends on how many extra bombs you have), +1 HP power up (story mode only, doesn't stack?), Stopwatch power up (freezes enemies, story mode only), Bomb vest power up (temporary invincibility from blasts, story mode only, ) - Bomberman NES?
-Pretty long (9 worlds with 8 levels each)
-Some creative enemy design (enemies that destroy your bombs without triggering them, mine laying enemies, etc.)
-Scaling effect in one cutscene
-More forgiving and nuanced negative skull power up (temporary effect, does one of four things: makes your blasts tiny, makes you super fast, makes you unable to drop bombs, reverses your controls) - affected players will infect other players by touching them
Gate of Thunder (PCE CD, 1992) - Horizontal Shoot 'Em Up
-Good variation (especially the enemy variation with very few repeats)
-Manual speed adjustment (three levels; Thunder Force II?)
-Good bosses and mini-bosses overall (though most of them take very few hits with the third weapon)
-Respawn on the spot (unfortunately this makes the game very hard later on because you don't get a power up after death and you lose all weapon upgrades + your options) - Thunder Force II?
-Some cool effects (parallax, sprite scaling), nice intro
-Fairly long levels for the genre
-Grabbing a shield allows you to take a few hits before death
Tengai Makyou II: Manji Maru (PCE CD, 1992) - JRPG
Soldier Blade (PCE, 1992) - Vertical Shoot 'Em Up
-Impressive music and sfx
-Great bosses overall
-Mini-bosses
-Use an option/gun drone as bullet shield
-Extra modes ()
-Good weapons system (similar to Spriggan but without combos, stock of 3 works as (different) special attacks and collecting more triggers smart bombs, three levels for each of the three weapons)
-Some cool effects and set pieces
-Manually adjustable ship speed
-Respawn on the spot (and a chance to get back one powerup)
-Fairly long levels for the genre (5-7 minutes)
Spriggan Mark 2: Re-Terraform Project (PCE CD, 1992) - Horizontal Shoot 'em up
-Interesting mechanics (ammo based weapons system, choose your gear between missions after stage 3 (up to 5 weapons per suit)
-You can turn around (and it's useful)
-Regenerating health bar (Target Earth)
-Good bosses overall
-Great in-game cinematics (there's always something going on in the background), Nice cutscenes (and lots of them)
-Good variation (lots of different enemies)
-Use CPU allies as cover
-Unlimited continues (normal mode) - Castlevania?
-Ammo based system with no reward for accuracy (no ranking system at all?) and no way to replenish ammo (only happens occasionally during gameplay)
Wizardry V: Heart of the Maelstrom (1988 PC port/PCE CD, 1992)?
Bonanza Bros (MD, 1991/PCE CD, 1992) - Stealth/Maze Platformer, 2-player semi-competitive
-Play as a criminal
-Map system
Lodoss Tou Senki/Record of Lodoss War (PCE CD, 1992) - JRPG/SRPG?; Pretty impressive music overall
Sorcerian (1987 port/PCE CD, 1992) - ARPG
Detana!! TwinBee (ARC, 1991/PCE, 1992) - Pretty impressive music
Dragon Slayer: The Legend of Heroes II (PCE CD, 1992) - JRPG
Exile II (PCE CD, 1992) - ARPG (linear structure and you can't go back to earlier areas at certain points in the story plus very straightforward and short dungeons and hostile areas overall, no ability gating, dungeons lack puzzles, travel between locations via action segments instead of the map screen here, no inns but you regain HP & MP from entering towns so grinding in-between towns is easy), Top down town exploration/Side view hostile areas & dungeons, One escape sequence (sea cave) - very easy and short though
-Switch between 4 characters on the fly (different attacks and speed+strength, shared experience but also HP, different gear)
-No dungeon maps (barely needed though)
-Speed up text on a per sentence basis (not quite as fast as before though)
-Unusual setting (Arabic during the crusades with fictional elements) - Exile 1
-Pretty nice animé cutscenes overall (worse art style though - bug eyed Sadler)
-Save feature (only in overworld areas (towns), 3 slots named after current location)
-Can see boss HP - Ys?
-Run button in the overworld
-Dialogue portraits
-Can destroy some projectiles with your sword/own projectile
-Title cards when entering new areas
-Can breath and move normally under water
-Can damage some enemies by moving into them
-Some gore (Splatterhouse)
Forgotten Worlds (MD, 1989/PCE CD, 1992) - Horiztonal Shoot 'em up, 1-player only here?
-360 degree aiming
-Shops
-Some big bosses
-One black protagonist
Shape Shifter (PCE CD, 1992) - Platform Adventure/MV (linear? can enter at least one area earlier but it's too tough to survive, two towns and one shop, lives system (can’t gain more, checkpoints where you entered the rooms you died in)), Side view
Transformations (Panther can jump further, one can fly, shark, more?)
-Eclipse cycle (seems to only affect the HP refills)
-Save feature (first town only)
-No maps
Truxton/Tatsujin (MD, 1989/PCE, 1992) – Vertical Shoot 'em up
-Some huge bosses
-Connected levels/one long level
-Smart bombs
-Mini-bosses
-Impressive music
Air Zonk (PCE, 1992) - Horizontal Shoot 'Em Up
-Impressive music overall
-Interesting art direction (reminiscent of ren & stimpy/90s cartoon network)
-Mini-bosses
-Respawn on the spot
-Buddy system ()
-Great bosses
-Power ups work like hit points (MUSHA?)
Shadow of the Beast (AMI, 1989/PCE CD, 1992) - Maze Platformer/Side view beat 'em up hybrid, Side view
-Somewhat open ended structure (while there appears to be alternate paths to go you'll just be killed if you take the unintended one)
-Impressive graphics (large sprites, good animation overall, parallax scrolling) and impressive music
-Basic cutscenes
Star Parodier (PCE CD, 1992) - Vertical Shoot 'em up
-3 different ships (bomberman, star soldier ship, pc engine console; different weapon arsenals)
-Pretty well produced music w/ some synth/chiptune elements (some boss tracks are also pure chiptunes)
-Manual speed adjustment (3 levels) - Thunder Force II
-Upgradeable shield (take up to 4 extra hits; getting hit when the shield is below level 4 means you also lose 1 weapon level though, powering up a weapon past its first level also gives you some shield back)
-Gun drones (bomberman ship) - gradius/astro warrior-style trail and you can have up to 3 follow you
-Mini-bosses (sometimes two per level)
-Good variety
-Good bosses overall (one of the bosses (lvl 2) is kinda reminiscent of the transforming bosses in Gunstar Heroes and Contra: HC, ) and very good final boss (4 phases though the first two are easy with enough upgrades/the blue bomberman weapon)
-Nice firepower when fully upgraded (blue and yellow weapons and/or bomberman with 3 gun drones)
-Good intro (kinda long though) and ending, Great visual variety within levels overall, Expressive sprites and some are quite large, Some nice visual effects (sprite scaling, parallax)
-Smart bombs of sorts (they don't remove/protect from stronger boss attacks though and they don't cover the whole screen - the pc engine ship's AoE is pretty small) - Defender
-The heart power ups let you respawn on the spot if collected (you lose your weapon upgrades so it can be bad but you do regain 3 smart bombs and in the last couple of levels they are rare, the game doesn't hand out new power ups after dying either - seems there's a slow stream of them during boss fights but they can also be negative)
-One negative power up (orb with JP text on it - downgrades your weapon one level) and one random weapon power up
-Can change ships after using a continue
-Unlimited continues? - CV1, Wonder Boy
-Can destroy some enemy bullets - 1943 NES smart bomb
Valis: The Fantasm Soldier (MD, 1991/PCE CD, 1992) - Impressive music?
Gradius II (1988 ARC port/PCE CD, 1992) - Horizontal Shoot 'em up
Nexzr (PCE CD, 1992) - Vertical Shoot 'em up, TD view
-Main bosses sometimes attack during the level - Shinobi
-Faster bullets and bosses shoot more of them in hard mode
-Gun drones that home in on enemies (similar to one formation-style in MUSHA)
-Some cool/interesting level design (enemy armada warping in in lvl 1, expanding force fields in lvl 6, level 5's battleship turret+hangar segment)
-Some good bosses (lvl 4, lvl 5 first phase, most have at least two phases, final boss although it's not that hard)
-Some nice visual effects (the large ships warping in in lvl 1, scaling effect)
-Mini-bosses - Dragon Buster
-Borrows the high speed segment from Life Force and the side shots that travel along walls from Gradius
-There's a homing laser sub weapon (Raid on Bungeling Bay and After Burner II had homing projectiles) however it's kinda weak and sometimes doesn't aim properly
-Unlimited continues - Castlevania
New Adventure Island (PCE, 1992) - Action Platformer
Parodius Da!: Shinwa kara Owarai e (1990 ARC port/PCE, 1992) - Horizontal Shoot 'Em Up; Pretty impressive music
NHK Taiga Drama Taiheiki (MD, 1991/PCE, 1992) - TBS;
Rayxanber III (PCE CD, 1992) - Horizontal Shoot 'em up
Zero Wing (MD, 1991/PCE CD, 1992) - Horizontal Shoot 'em up
Cyber Dodge (PCE, 1992) - Dodgeball; Pretty impressive music
Cho Aniki (PCE CD, 1992) - Horizontal Shoot 'em up, 2-player coop
-Adjust speed manually
-Some huge bosses
-Use gun drones to block or home in on enemies (some of them home in automatically?)
-Only one main weapon though you can power it up many times (Darius style)
Jantei Monogatari 2: Uchu Tantei Diban Kanketsu Hen (PCE CD, 1992) - Mahjong?; Impressive music
Ninja Gaiden/Ninja Ryuukenden (1988 NES port/PCE, 1992) - Action Platformer
Chuuka Taisen/Cloud Master (PCE, 1992) - Horizontal Shoot 'em up
1993:
Castlevania: Rondo of Blood (PCE CD, 1993) - Action Platformer/Proto-Action Adventure, One chase sequence (Chase HQ, Battletoads, Sonic 1), No time limit
-Multiple paths and one alternate ending (save everyone)
-Great variety
-Two different playable characters (different move sets and specials - rescue Maria to play as her (unlockable char))
-Very good bosses overall
-Minor adventure elements (some branching paths, locked doors, level hub map)
-Dodge moves
-Save feature (saves your progress after each stage)
-You can easily switch items if you picked up an unwanted one (except in spots where the previous item falls into a pit)
-Impressive cinematic effects
-Pretty good cutscenes
-Hidden rooms and paths through levels
-Some huge and detailed sprites
-Some advanced physics (ball and chain in stage 4)
-One can prevent knockback from some attacks by standing on the ground
-Change jump direction in mid-air
-Some impressive enemy AI
-Male nudity
-Unlimited continues - CV1
-Rapid fire whip?
Ys IV: The Dawn of Ys (PCE CD, 1993) - ARPG, TD View
-Very nice cutscenes and dialogue scenes with a late 80s/early 90s animé style
-Diagonal player movement (not diagonal sprites though) - enemies can't so basic combat is easier
-Voiced cutscenes (decent-good even if exaggerated)
-Can speed up text on a per message box basis
-Save anywhere outside of boss battles (5 slots with current location names) - Ys 1?
-Allied CPU in some scenes which is pretty good at fighting (Seiken Densetsu/FF Adventure, Monster World III/WBiMW)
-Very good bosses overall
-Can escape from boss battles (Ys 1-2, only some this time though and they'll regenerate fully)
-Nice weather effects at the big tree
-OP monster transformation (barely drains any MP and lets you avoid all regular enemies) - Altered Beast
-Warp to previously visited villages with warp magic this time (you get it about halfway through)
-NPC dialogue is updated when revisiting villages after getting warp magic
-Some interesting level design (quicksand segment, ruins of no return fire trap room, swim in monster form, fool romn fort guards by equipping the same level of gear as them, basic ingredient mixing at one point to make an item needed to progress, escherspace dungeon puzzles)
-Regenerate health by standing still in non-dungeon areas (doesn't work in some scenes like the prison escape though) - Ys 1?
-Strong and independent female party member
-Revisit locations from Ys 1 - Dragon Quest 3?
-Pretty forgiving checkpoints (spawn before bosses if you die at them)
-Only one chest key needed for all locked chests
Dungeon Explorer II (PCE CD, 1993) - ARPG-ish (manual stat allocation via crystals gained from bosses (4 stats) and large crystals also level you up, no shops or currency, no keys and locked doors in dungeons) Gauntlet-like w/ more RPG elements (overworld with towns, NPCs in towns and dungeons, minor puzzles, 2 item/spell inventory (9 of each), mostly destructible enemy spawning points, hub map, no jumping, no ability/tool gating however only certain characters can enter some of the optional areas), 5-Player Co-op, TD view, Optional MP arena (haven't tried it), One on foot race mini-game (agility check), Optional black jack mini-game
-14 different chars/classes (6 of which are secret ones unlocked by meeting them in-game (they tell you the password to unlock them - these are always the same so you can input them without meeting them first), pick between 8 of them before beginning and these can attain a single class upgrade at one point (+1 INT and stronger attack, projectile and character sprite change) - for the others you can find a hidden special weapon instead)
-Can teleport to visited towns selected on a hub map via certain NPCs in towns by giving them a white potion (Riot (bard class) also gets a teleport spell as his white potion - can't be used during boss fights), Some shortcuts (to near the beginning of dungeons from boss rooms and from near dungeons to the beginning of hostile areas)
-Can speed up dialogue on a per text box basis
-Partially non-linear structure (access two different hostile areas at a time (some are optional and lead to the hidden extra characters) - NPCs guide you towards a linear path, some hard level gating ("only the worthy may pass"), some key/story progression gating (ora's orb in second area, large boulder north of norville, etc.), two entrances to the vampire castle, gets more linear in the tree of life area, optional race against Tink which is basically an agility stat check (you only get a lifeseed though) and minor quest for the invisibility potion - no use for it?, two paths to take on the route to Sef after green golem however they connect almost immediately, optional special weapon side quest for xan/beast-man, optional dwarf forest maze)
-Save anywhere outside of boss fights (only one slot per game though) - Ys, Password save as well (unlocks the extra chars)
-New game+ of sorts via the password feature (restart with previously gained stats)
-Fast and free resting at the bar in each town
-Respawn on the spot until game over, Lives system - can gamble for extra lives via a Blackjack mini-game in some towns (can hold up to 10 and you start with 5, lose all your potions/spell ammo when dying, placed lives (lifeseeds) are rare)
-Can change character at bars after the first town (the previous one gives away their crystals meaning you can respec your stats as well)
-Two interesting new spells (erase (not sure who gets it) - remove on screen enemy shots, binding (Efrem/wizard and Dorz/dwarf) - freeze enemies)
-Enemies can also push some blocks/rocks
-Sometimes blurs the line between towns and hostile areas (in one town there's an ongoing zombie infestation though it's weird how the other townspeople don't talk about it at all) - Ys 2?
-Some environmental storytelling (fallen soldiers in Pyre castle)
-Can't customize the classes (pick which spells to use for example - each one gets a set white magic (1 - white potion) and black magic (2 - black/skull potion) spell and some aren't that good
-Can destroy some enemy projectiles which is used in a puzzle of sorts
-Destructible enemy drops and placed power ups - Gauntlet
-No area maps (basic world map when teleporting, NPCs sometimes refer to places without giving directions to them, various mazes and some teleporter mazes, final dungeon is a large teleporter maze)
-Ported to SNES as Crystal Beans From Dungeon Explorer (different dungeon order and char sprites, some new bosses, 3-player only)
Dynastic Hero/Wonder Boy in Monster World/Monster World III (MD, 1991/PCE CD, 1993) – Platform Adventure/ARPG-ish (no exp point leveling, towns and shops, mostly linear structure (you can only skip the oasis boots) but more maze-like dungeons than in the prequel), Side view
-Ocarina (basic music gameplay though without regard for rhythm and ear for music)
-Inventory with two active item/spell slots
-Alternate main weapon (spear)
-Temporary CPU-controlled familiars/side kicks
-Teleport to the previously visited inn
-Shield blocks projectiles (but not melee)
-Save at inns
-Very little backtracking
-Speed up text on a per paragraph basis
-Fast underwater swimming w/ the trident and certain boots
-Boots for a better grip on ice surfaces - Zeliard?
-Pygmy transformation for going into small spaces
-No area maps
Tengai Makyou: Fuun Kabuki Den (PCE CD, 1993) - JRPG
Beyond Shadowgate (PCE CD, 1993) - P&C Adventure/Action
Warsong/Langrisser (MD, 1991/PCE CD, 1993) – SRPG
-Squad leader influence mechanic
-Recruit units and organize your army between scenarios
-Permadeath
-Animated battles
-Terrain effects - Master of Monsters?
-Speed options (kinda slow even on max though)
-Deployment options
-Impressive music
Street Fighter II': Special Champion Edition (1992 ARC port/MD/PCE/X68K, 1993) – Fighting, 2-player vs.
-Speed settings
-Large character roster
-Large sprites
-Good animation
-Many combo moves
Bomberman '94/Mega Bomberman (PCE, 1993/MD, 1994) – 4-player vs. (or 2 vs. 2, or co-op vs. cpu?)
-Animal mounts
Lords of Thunder (PCE CD, 1993/MCD, ) - Horizontal Shoot 'em up/Flight-based Hack 'n Slash
-You control a flying warrior instead of a ship which besides shooting can also attack in melee (sword slash)
-Choose your own path between levels (throughout the entire game!)
-Shop for equipment (armor, weapon power, elemental power, smart bombs, lives and credits)
-Good variety
-Four different elemental suits to choose from before stages (have to then stick with one for the whole stage though)
-Pretty impressive CD redbook music (even better on MCD)
-Good bosses overall
-Narrated cutscenes with some limited animation - Ys
-Easier on MCD (like an easy mode compared to most shoot 'em ups)
Might and Magic III: Isles of Terra (PC, 1991/PCE CD, 1993) - WRPG
Super Air Zonk (PCE CD, 1993) - Horizontal Shoot 'em up
Cotton: Fantastic Night Dreams (ARC, 1991/X68K/PCE CD, 1993) - Horizontal Shoot 'em up (Cute 'em up)
Gensou Tairiku Auleria (PCE CD, 1993) - Ys III-like ARPG (exp point leveling, multiple towns, any ability gating?)
-Three different chars that you can switch between after finding them
-As you go up in levels, weaker enemies stop appearing (makes backtracking smoother; A similar thing was later used in Earthbound/Mother 2)
-Save feature
-No maps?
Flash Hiders (PCE CD, 1993) - Fighting
Ruin: Kami no Isan (PCE CD, 1993) - ARPG (hub map, party-based), TD view
Shin Megami Tensei (SNES, 1992/PCE CD, 1993) - JRPG, Dungeon Crawler
Faceball (SNES, 1992/PCE CD, 1993) - FPS
Faussete Amour (PCE CD, 1993) - Platformer
Bonk 3: Bonk's Big Adventure (PCE, 1993) - Platformer
Rainbow Islands (ARC, 1987/PCE CD, 1993) – Rainbow mechanic (create platforms)
Laplace no Ma (1987 port/PCE CD, 1993) - ? RPG
River City Ransom/Downtown Nekketsu Monogatari (NES, 1989/PCE CD, 1993) - Beat 'em up/Action Adventure
-See NES
Romance of the Three Kingdoms III? (MD/SNES, 1992/PCE CD, 1993) - TBS?
Fushigi no Umi Nadia: The Secret of Blue Water (PCE CD, 1993) - Graphic Adventure
Double Dragon II: The Revenge (ARC, 1988/PCE CD, 1993) - Different in some ways
Nobunaga's Ambition/Nobunaga no Yabou: Zenkokuban (MD/PCE CD, 1993) - TBS?
Godzilla (PCE CD, 1993) - Fighting
Magicoal (PCE CD, 1993) - ARPG w/ Platforming, TD view
-Party of 2 (switch on the fly?)
Zero 4 Champ II (PCE CD, 1993) - Racing
J.League Greatest Eleven (PCE, 1993) - Sports
Yuu Yuu Hakusho Yamishoubu!! Ankoku Bujutsukai (PCE CD, 1993) - Light Gun-Style Shooter/FPS
Darius II/Sagaia/Super Darius II (MD, 1990/PCE CD, 1993) - Many different paths through the game, many levels of upgrades,
Louga (PCE CD, 1993) - Strategy
SimEarth: The Living Planet (1990 port/PCE CD, 1993) -
A.III: A-Ressha de Ikou III (1992 port/PCE CD, 1993) - Business Sim
Battle Lode Runner (PCE, 1993) - Action Puzzle/Trap 'em up Platformer
San Goku Shi III (1992 port/PCE CD, 1993) - TBS?
Mystic Formula (PCE CD, 1993) - TD Run 'n Gun; Mech suit transformation
1552 Tenka Tairan (PCE CD, 1993) - Strategy?
Aurora Quest: Otaku no Seiza in Another World (PCE CD, 1993) - RPG
Aoki Ookami to Shiroki Mejika: Genchou Hishi (PCE CD, 1993) - Strategy?
Psychic Detective Series Vol. 4: Orgel (PCE CD, 1993) -
Mamono Hunter Youko: Tooki Yobigoe (PCE CD, 1993) - Graphic Adventure
Galaxy Keiji Gayvan (PCE CD, 1993) - Beat 'em up
Metamor Jupiter (PCE CD, 1993) - Vertical Shoot 'em up
Eiyuu San Goku Shi (PCE CD, 1993) - TBS?
Tenshi no Uta II: Datenshi no Sentaku (PCE CD, 1993) - RPG
Sylphia (PCE CD, 1993) - Vertical Shoot 'em up
Nobunaga no Yabou: Bushou Fuuunroku (1991 port/PCE CD, 1993) - TBS?
Sword Master (PCE CD, 1993) - Strategy
Sherlock Holmes Consulting Detective Volume 2 (PCE CD, 1993) - Graphic Adv
Nemurenu Yoru no Chiisana Ohanashi (PCE CD, 1993) - Graphic Adv
Metal Angel (PCE CD, 1993) - ? Strategy
Summer Carnival '93: Nexzr Special (PCE CD, 1993) - Vertical Shoot 'em up
Himitsu no Hanazono (PCE CD, 1993) - Adventure?
Digital Comic - Patlabor: Chapter of Griffon (PCE CD, 1993) - Graphic Adv/Visual Novel?
Yami no Ketsuzoku: Harakanaru Kioku (PCE CD, 1993) - Graphic Adv
Wizardry I + II (PC, 1980/1982/PCE CD, 1993) - Dungeon Crawler RPG
Top o Nerae ! Gun Buster Vol.2 (PCE CD, 1993) - Graphic Adv
Startling Odyssey (PCE CD, 1993) - RPG
Iga Ninden Gaou (PCE CD, 1993) - Action Platformer
Horror Story (PCE CD, 1993) - Action Platformer
Sotsugyou: Graduation (PCE CD, 1993) - Graphic Adv
Tadaima Yuusha Boshuuchuu (PCE CD, 1993) - Board Game
1994: WIP
Legend of Xanadu (PCE CD, 1994) - TD ARPG/Action Platformer Hybrid
-Impressive side view graphics
-Can play only the platformer parts via a code
Popful Mail (PC-98 1993 port/PCE CD, 1994) - ARPG, Side View; Different to MD and SNES versions
Fray CD: Xak Gaiden (PCE CD, 1994)(Fray in Magical Adventure remake) - TD Action Platformer w/ AA elements
Xak III: The Eternal Recurrence (PC-98/FMT, 1993/PCE CD, 1994) - ARPG, TD view
Neo Nectaris (PCE CD, 1994) - TBS
Mad Stalker: Full Metal Force (PCE CD, 1994) - Side View Beat 'em up/Mech Action
Panic Bomber (PCE CD, 1994) - Match 3 Puzzle/Action
Princess Minvera (PCE CD, 1994) - ? JRPG
Vasteel 2 (PCE CD, 1994) - TBS?
Bakushou Yoshimoto no Shinkigeki (PCE CD, 1994) - Action Platformer; Comical tone
Monster Maker (PCE CD, 1994) - ? JRPG
World Heroes 2 (ARC, 1993/PCE CD, 1994) - Fighting
Megami Paradise (PCE CD, 1994) - ? JRPG; Women only setting
Emerald Dragon (PCE CD, 1994) - ? JRPG
Record of Lodoss War II/Lodoss Tou Senki II (PCE CD, 1994) - SRPG?
Götzendiener (PCE CD, 1994) - ? Action Adventure, Isometric
Fatal Fury Special (ARC, 1993/PCE CD, 1994) - Fighting
Cosmic Fantasy 4 Chapters 1 & 2 (PCE CD, 1994) - ? JRPG
Tokimeki Memorial (PCE CD, 1994) - ? Life Sim
Arunamu no Kiba (PCE CD, 1994) - ? JRPG
Blood Gear (PCE CD, 1994) - ARPG, TD/Side View Hybrid; Mech-based
Dragon Ball Z: Idainaru Goku Densetsu (PCE CD, 1994) - ? Fighting; Story mode?
Hyper Wars (PCE CD, 1994) - TBS?; Unit creation
Kaze Kiri (PCE CD, 1994) - Action Platformer
Fatal Fury 2 (ARC, 1992/MD/PCE CD, 1994) – Fighting
Chiki Chiki Boys (MD, 1992/PCE CD, 1994) – Action Platformer, 2-Player Co-op
-Shops?
-Sometimes impressive music
-Some large sprites
Art of Fighting (ARC, 1992/PCE CD, 1994) - Fighting
Sol Moonarge (PCE CD, 1994) - ? JRPG
Basted (PCE CD, 1994) - ? JRPG/ARPG hybrid (see Esper Dream), Top Down view
Star Breaker (PCE CD, 1994) - ? JRPG
The Atlas: Renaissance Voyager (PCE CD, 1994) - ? Adventure/Strategy
Kakutou Hao Densetsu Algunos (PCE CD, 1994) - Fighting
Startling Odyssey II (PCE CD, 1994) - ? JRPG
Deden no Den (PCE CD, 1994) - Maze Action/Bomberman '94 Promo
Advanced V.G. (PCE CD, 1994) - Fighting
Brandish (1991 port/PCE CD, 1994) - ? ARPG?
Strider (1989 ARC port/MD, 1990/PCE CD, 1994) – Action Platformer
-Wall and ceiling climbing
-Robot sidekicks
-Upgradeable lifebar
-Some huge bosses
-Great variation
-Attack off of walls
-Worse in-game graphics than in the MD port
Tenchi o Kurau/Dynasty Wars (1989 ARC port/PCE CD, 1994) - Beat 'em up
Alshark (PCE CD, 1994) - ? JRPG
Travellers! (PCE CD, 1994) - ? JRPG
Wizardry III.IV (PC, 1983/1987/PCE CD, 1994) - ? FP RPG
?Puyo Puyo (MD etc., 1992/PC Engine CD, 1994) - Match 3 Puzzle; Impressive music,
Formation Soccer on J League (PCE, 1994) - ? Sports
J-League Tremendous Soccer '94 (PCE CD, 1994) - ? Sports
Power Gold 2 (PCE CD, 1994) - Sports
Dragon Half (PCE CD, 1994) - ? Board Game
Auto Crusher Palladium?
Dragon Knight III?
Ghost Sweeper Mikami?
Hatsukoi Monogatari?
3x3 Eyes?
Cal III?
Tanjou Debut?
Dennou Tenshi: Digital Angel?
Bishoujo Senshi Sailor Moon?
Yawara! 2?
Cardangels?
1995:
Legend of Xanadu: Kaze no Densetsu Xanadu II (PCE CD, 1995) - ARPG, TD/Side View Hybrid
Kabuki Ittou Ryoudan (PCE CD, 1995) - Fighting; Pretty impressive graphics
Ai Cho Aniki (PCE CD, 1995) - Horizontal Shoot 'em up; homoerotic parody theme, impressive graphics
Anesan/Ane-San (PCE CD, 1995) - Beat 'em up; All-female cast?
Linda Cube/LINDA³ (PCE CD, 1995) - JRPG
Princess Maker 1 (1991 MSX port/PCE CD, 1995) - Strategy/Life Sim
Princess Maker 2 (1993 port/PCE CD, 1995) - Strategy/Life Sim
Seiya Monogatari: AnEarth Fantasy Stories (PCE CD, 1995) - JRPG; Pretty impressive graphics
Ginga Fukei Densetsu Sapphire (PCE CD, 1995) - Vertical Shoot 'em up; Technically impressive
Dragon Knight & Graffiti (PCE CD, 1995) - FP RPG; Pretty impressive graphics
Asuka 120% Maxima: Burning Fest. Maxima (PCE CD, 1995) - Fighting
Kuusou Kagaku Sekai Gulliver Boy (PCE CD, 1995) - JRPG; Fairly impressive graphics
Doukyuusei (PCE CD, 1995) - Adventure/Life Sim
Formation Soccer '95: Della Serie A (PCE CD, 1995) - Sports, TD View
Louga II (PCE CD, 1995) - TBS?
Jong Shin/Janshin Densetsu: Quest of Jongmaster (PCE CD, 1995) - Mahjong RPG
Solid Force (PCE CD, 1995) - TBS?; Sci-fi theme
Metal Angel 2 (PCE CD, 1995) - Life Sim/Arena Fighting/Cinematic Fighting Hybrid; Sci-fi theme
Wrestling Universe: Fire Pro Joshi (Women) - Doumu Chou Taisen (PCE CD, 1995) - ? Sports (Wrestling)
Nekketsu Legend Baseballer (PCE CD, 1995) - ? Baseball RPG
Private Eye Dol (PCE CD, 1995) - ? RPG/Digital Comic?
Renny Blaster (PCE CD, 1995) - ? Side View Beat 'em up/Action Platformer;
Wrestle Angels: Double Impact (PCE CD, 1995) - Cinematic/RPG-style Wrestling
Space Invaders: The Original Game (PCE CD, 1995) - Original + MP modes;
The TV Show (PCE CD, 1995) - Maze Action/Bomberman-like?, Single Screen?
AV Tanjou (PCE CD, 1995) - ? Erotic Life Sim
Mahjong Sword: Princess Quest Gaiden (PCE CD, 1995) - Mahjong/Fighting?
Ginga Ojousama Densetsu Yuna 2: Eien no Princess/Galaxy Fraulein Yuna II (PCE CD, 1995) - ? Digital Comic?
Shin Onryu Senki (PCE CD, 1995) - ? Digital Comic?
Tenchi Muyou! Ryououki (PCE CD, 1995) - ? Digital Comic?
1996 WIP:
Puyo Puyo 2/Puyo Puyo CD Tsu (ARC/MD, 1994/SAT/SNES, 1995/PCE CD, 1996) – New game modes, impressive music overall,
Bazaru de Gozaru No Game Degozaru (PCE CD, 1996) - Puzzle Platformer
Madou Monogatari I: Honoo no Sotsuenko (1993 port?/PCE CD, 1996) - FP RPG; Different?
Virgin Dream (PCE CD, 1996) - Life Sim/Strategy?
Go! Go! Birdie Chance (PCE CD, 1996) - Golf Sim
Steam-Heart's (PCE CD, 1996) - Vertical Shoot 'em up, Erotic?
De-Ja (PCE CD, 1996) - Graphic Adventure
1997:
Tekipaki Working Love (PCE CD, 1997) - Graphic Adventure
Castlevania: Rondo of Blood (PCE CD, 1993) - Action Platformer/Proto-Action Adventure, One chase sequence (Chase HQ, Battletoads, Sonic 1), No time limit
-Multiple paths and one alternate ending (save everyone)
-Great variety
-Two different playable characters (different move sets and specials - rescue Maria to play as her (unlockable char))
-Very good bosses overall
-Minor adventure elements (some branching paths, locked doors, level hub map)
-Dodge moves
-Save feature (saves your progress after each stage)
-You can easily switch items if you picked up an unwanted one (except in spots where the previous item falls into a pit)
-Impressive cinematic effects
-Pretty good cutscenes
-Hidden rooms and paths through levels
-Some huge and detailed sprites
-Some advanced physics (ball and chain in stage 4)
-One can prevent knockback from some attacks by standing on the ground
-Change jump direction in mid-air
-Some impressive enemy AI
-Male nudity
-Unlimited continues - CV1
-Rapid fire whip?
Ys IV: The Dawn of Ys (PCE CD, 1993) - ARPG, TD View
-Very nice cutscenes and dialogue scenes with a late 80s/early 90s animé style
-Diagonal player movement (not diagonal sprites though) - enemies can't so basic combat is easier
-Voiced cutscenes (decent-good even if exaggerated)
-Can speed up text on a per message box basis
-Save anywhere outside of boss battles (5 slots with current location names) - Ys 1?
-Allied CPU in some scenes which is pretty good at fighting (Seiken Densetsu/FF Adventure, Monster World III/WBiMW)
-Very good bosses overall
-Can escape from boss battles (Ys 1-2, only some this time though and they'll regenerate fully)
-Nice weather effects at the big tree
-OP monster transformation (barely drains any MP and lets you avoid all regular enemies) - Altered Beast
-Warp to previously visited villages with warp magic this time (you get it about halfway through)
-NPC dialogue is updated when revisiting villages after getting warp magic
-Some interesting level design (quicksand segment, ruins of no return fire trap room, swim in monster form, fool romn fort guards by equipping the same level of gear as them, basic ingredient mixing at one point to make an item needed to progress, escherspace dungeon puzzles)
-Regenerate health by standing still in non-dungeon areas (doesn't work in some scenes like the prison escape though) - Ys 1?
-Strong and independent female party member
-Revisit locations from Ys 1 - Dragon Quest 3?
-Pretty forgiving checkpoints (spawn before bosses if you die at them)
-Only one chest key needed for all locked chests
Dungeon Explorer II (PCE CD, 1993) - ARPG-ish (manual stat allocation via crystals gained from bosses (4 stats) and large crystals also level you up, no shops or currency, no keys and locked doors in dungeons) Gauntlet-like w/ more RPG elements (overworld with towns, NPCs in towns and dungeons, minor puzzles, 2 item/spell inventory (9 of each), mostly destructible enemy spawning points, hub map, no jumping, no ability/tool gating however only certain characters can enter some of the optional areas), 5-Player Co-op, TD view, Optional MP arena (haven't tried it), One on foot race mini-game (agility check), Optional black jack mini-game
-14 different chars/classes (6 of which are secret ones unlocked by meeting them in-game (they tell you the password to unlock them - these are always the same so you can input them without meeting them first), pick between 8 of them before beginning and these can attain a single class upgrade at one point (+1 INT and stronger attack, projectile and character sprite change) - for the others you can find a hidden special weapon instead)
-Can teleport to visited towns selected on a hub map via certain NPCs in towns by giving them a white potion (Riot (bard class) also gets a teleport spell as his white potion - can't be used during boss fights), Some shortcuts (to near the beginning of dungeons from boss rooms and from near dungeons to the beginning of hostile areas)
-Can speed up dialogue on a per text box basis
-Partially non-linear structure (access two different hostile areas at a time (some are optional and lead to the hidden extra characters) - NPCs guide you towards a linear path, some hard level gating ("only the worthy may pass"), some key/story progression gating (ora's orb in second area, large boulder north of norville, etc.), two entrances to the vampire castle, gets more linear in the tree of life area, optional race against Tink which is basically an agility stat check (you only get a lifeseed though) and minor quest for the invisibility potion - no use for it?, two paths to take on the route to Sef after green golem however they connect almost immediately, optional special weapon side quest for xan/beast-man, optional dwarf forest maze)
-Save anywhere outside of boss fights (only one slot per game though) - Ys, Password save as well (unlocks the extra chars)
-New game+ of sorts via the password feature (restart with previously gained stats)
-Fast and free resting at the bar in each town
-Respawn on the spot until game over, Lives system - can gamble for extra lives via a Blackjack mini-game in some towns (can hold up to 10 and you start with 5, lose all your potions/spell ammo when dying, placed lives (lifeseeds) are rare)
-Can change character at bars after the first town (the previous one gives away their crystals meaning you can respec your stats as well)
-Two interesting new spells (erase (not sure who gets it) - remove on screen enemy shots, binding (Efrem/wizard and Dorz/dwarf) - freeze enemies)
-Enemies can also push some blocks/rocks
-Sometimes blurs the line between towns and hostile areas (in one town there's an ongoing zombie infestation though it's weird how the other townspeople don't talk about it at all) - Ys 2?
-Some environmental storytelling (fallen soldiers in Pyre castle)
-Can't customize the classes (pick which spells to use for example - each one gets a set white magic (1 - white potion) and black magic (2 - black/skull potion) spell and some aren't that good
-Can destroy some enemy projectiles which is used in a puzzle of sorts
-Destructible enemy drops and placed power ups - Gauntlet
-No area maps (basic world map when teleporting, NPCs sometimes refer to places without giving directions to them, various mazes and some teleporter mazes, final dungeon is a large teleporter maze)
-Ported to SNES as Crystal Beans From Dungeon Explorer (different dungeon order and char sprites, some new bosses, 3-player only)
Dynastic Hero/Wonder Boy in Monster World/Monster World III (MD, 1991/PCE CD, 1993) – Platform Adventure/ARPG-ish (no exp point leveling, towns and shops, mostly linear structure (you can only skip the oasis boots) but more maze-like dungeons than in the prequel), Side view
-Ocarina (basic music gameplay though without regard for rhythm and ear for music)
-Inventory with two active item/spell slots
-Alternate main weapon (spear)
-Temporary CPU-controlled familiars/side kicks
-Teleport to the previously visited inn
-Shield blocks projectiles (but not melee)
-Save at inns
-Very little backtracking
-Speed up text on a per paragraph basis
-Fast underwater swimming w/ the trident and certain boots
-Boots for a better grip on ice surfaces - Zeliard?
-Pygmy transformation for going into small spaces
-No area maps
Tengai Makyou: Fuun Kabuki Den (PCE CD, 1993) - JRPG
Beyond Shadowgate (PCE CD, 1993) - P&C Adventure/Action
Warsong/Langrisser (MD, 1991/PCE CD, 1993) – SRPG
-Squad leader influence mechanic
-Recruit units and organize your army between scenarios
-Permadeath
-Animated battles
-Terrain effects - Master of Monsters?
-Speed options (kinda slow even on max though)
-Deployment options
-Impressive music
Street Fighter II': Special Champion Edition (1992 ARC port/MD/PCE/X68K, 1993) – Fighting, 2-player vs.
-Speed settings
-Large character roster
-Large sprites
-Good animation
-Many combo moves
Bomberman '94/Mega Bomberman (PCE, 1993/MD, 1994) – 4-player vs. (or 2 vs. 2, or co-op vs. cpu?)
-Animal mounts
Lords of Thunder (PCE CD, 1993/MCD, ) - Horizontal Shoot 'em up/Flight-based Hack 'n Slash
-You control a flying warrior instead of a ship which besides shooting can also attack in melee (sword slash)
-Choose your own path between levels (throughout the entire game!)
-Shop for equipment (armor, weapon power, elemental power, smart bombs, lives and credits)
-Good variety
-Four different elemental suits to choose from before stages (have to then stick with one for the whole stage though)
-Pretty impressive CD redbook music (even better on MCD)
-Good bosses overall
-Narrated cutscenes with some limited animation - Ys
-Easier on MCD (like an easy mode compared to most shoot 'em ups)
Might and Magic III: Isles of Terra (PC, 1991/PCE CD, 1993) - WRPG
Super Air Zonk (PCE CD, 1993) - Horizontal Shoot 'em up
Cotton: Fantastic Night Dreams (ARC, 1991/X68K/PCE CD, 1993) - Horizontal Shoot 'em up (Cute 'em up)
Gensou Tairiku Auleria (PCE CD, 1993) - Ys III-like ARPG (exp point leveling, multiple towns, any ability gating?)
-Three different chars that you can switch between after finding them
-As you go up in levels, weaker enemies stop appearing (makes backtracking smoother; A similar thing was later used in Earthbound/Mother 2)
-Save feature
-No maps?
Flash Hiders (PCE CD, 1993) - Fighting
Ruin: Kami no Isan (PCE CD, 1993) - ARPG (hub map, party-based), TD view
Shin Megami Tensei (SNES, 1992/PCE CD, 1993) - JRPG, Dungeon Crawler
Faceball (SNES, 1992/PCE CD, 1993) - FPS
Faussete Amour (PCE CD, 1993) - Platformer
Bonk 3: Bonk's Big Adventure (PCE, 1993) - Platformer
Rainbow Islands (ARC, 1987/PCE CD, 1993) – Rainbow mechanic (create platforms)
Laplace no Ma (1987 port/PCE CD, 1993) - ? RPG
River City Ransom/Downtown Nekketsu Monogatari (NES, 1989/PCE CD, 1993) - Beat 'em up/Action Adventure
-See NES
Romance of the Three Kingdoms III? (MD/SNES, 1992/PCE CD, 1993) - TBS?
Fushigi no Umi Nadia: The Secret of Blue Water (PCE CD, 1993) - Graphic Adventure
Double Dragon II: The Revenge (ARC, 1988/PCE CD, 1993) - Different in some ways
Nobunaga's Ambition/Nobunaga no Yabou: Zenkokuban (MD/PCE CD, 1993) - TBS?
Godzilla (PCE CD, 1993) - Fighting
Magicoal (PCE CD, 1993) - ARPG w/ Platforming, TD view
-Party of 2 (switch on the fly?)
Zero 4 Champ II (PCE CD, 1993) - Racing
J.League Greatest Eleven (PCE, 1993) - Sports
Yuu Yuu Hakusho Yamishoubu!! Ankoku Bujutsukai (PCE CD, 1993) - Light Gun-Style Shooter/FPS
Darius II/Sagaia/Super Darius II (MD, 1990/PCE CD, 1993) - Many different paths through the game, many levels of upgrades,
Louga (PCE CD, 1993) - Strategy
SimEarth: The Living Planet (1990 port/PCE CD, 1993) -
A.III: A-Ressha de Ikou III (1992 port/PCE CD, 1993) - Business Sim
Battle Lode Runner (PCE, 1993) - Action Puzzle/Trap 'em up Platformer
San Goku Shi III (1992 port/PCE CD, 1993) - TBS?
Mystic Formula (PCE CD, 1993) - TD Run 'n Gun; Mech suit transformation
1552 Tenka Tairan (PCE CD, 1993) - Strategy?
Aurora Quest: Otaku no Seiza in Another World (PCE CD, 1993) - RPG
Aoki Ookami to Shiroki Mejika: Genchou Hishi (PCE CD, 1993) - Strategy?
Psychic Detective Series Vol. 4: Orgel (PCE CD, 1993) -
Mamono Hunter Youko: Tooki Yobigoe (PCE CD, 1993) - Graphic Adventure
Galaxy Keiji Gayvan (PCE CD, 1993) - Beat 'em up
Metamor Jupiter (PCE CD, 1993) - Vertical Shoot 'em up
Eiyuu San Goku Shi (PCE CD, 1993) - TBS?
Tenshi no Uta II: Datenshi no Sentaku (PCE CD, 1993) - RPG
Sylphia (PCE CD, 1993) - Vertical Shoot 'em up
Nobunaga no Yabou: Bushou Fuuunroku (1991 port/PCE CD, 1993) - TBS?
Sword Master (PCE CD, 1993) - Strategy
Sherlock Holmes Consulting Detective Volume 2 (PCE CD, 1993) - Graphic Adv
Nemurenu Yoru no Chiisana Ohanashi (PCE CD, 1993) - Graphic Adv
Metal Angel (PCE CD, 1993) - ? Strategy
Summer Carnival '93: Nexzr Special (PCE CD, 1993) - Vertical Shoot 'em up
Himitsu no Hanazono (PCE CD, 1993) - Adventure?
Digital Comic - Patlabor: Chapter of Griffon (PCE CD, 1993) - Graphic Adv/Visual Novel?
Yami no Ketsuzoku: Harakanaru Kioku (PCE CD, 1993) - Graphic Adv
Wizardry I + II (PC, 1980/1982/PCE CD, 1993) - Dungeon Crawler RPG
Top o Nerae ! Gun Buster Vol.2 (PCE CD, 1993) - Graphic Adv
Startling Odyssey (PCE CD, 1993) - RPG
Iga Ninden Gaou (PCE CD, 1993) - Action Platformer
Horror Story (PCE CD, 1993) - Action Platformer
Sotsugyou: Graduation (PCE CD, 1993) - Graphic Adv
Tadaima Yuusha Boshuuchuu (PCE CD, 1993) - Board Game
1994: WIP
Legend of Xanadu (PCE CD, 1994) - TD ARPG/Action Platformer Hybrid
-Impressive side view graphics
-Can play only the platformer parts via a code
Popful Mail (PC-98 1993 port/PCE CD, 1994) - ARPG, Side View; Different to MD and SNES versions
Fray CD: Xak Gaiden (PCE CD, 1994)(Fray in Magical Adventure remake) - TD Action Platformer w/ AA elements
Xak III: The Eternal Recurrence (PC-98/FMT, 1993/PCE CD, 1994) - ARPG, TD view
Neo Nectaris (PCE CD, 1994) - TBS
Mad Stalker: Full Metal Force (PCE CD, 1994) - Side View Beat 'em up/Mech Action
Panic Bomber (PCE CD, 1994) - Match 3 Puzzle/Action
Princess Minvera (PCE CD, 1994) - ? JRPG
Vasteel 2 (PCE CD, 1994) - TBS?
Bakushou Yoshimoto no Shinkigeki (PCE CD, 1994) - Action Platformer; Comical tone
Monster Maker (PCE CD, 1994) - ? JRPG
World Heroes 2 (ARC, 1993/PCE CD, 1994) - Fighting
Megami Paradise (PCE CD, 1994) - ? JRPG; Women only setting
Emerald Dragon (PCE CD, 1994) - ? JRPG
Record of Lodoss War II/Lodoss Tou Senki II (PCE CD, 1994) - SRPG?
Götzendiener (PCE CD, 1994) - ? Action Adventure, Isometric
Fatal Fury Special (ARC, 1993/PCE CD, 1994) - Fighting
Cosmic Fantasy 4 Chapters 1 & 2 (PCE CD, 1994) - ? JRPG
Tokimeki Memorial (PCE CD, 1994) - ? Life Sim
Arunamu no Kiba (PCE CD, 1994) - ? JRPG
Blood Gear (PCE CD, 1994) - ARPG, TD/Side View Hybrid; Mech-based
Dragon Ball Z: Idainaru Goku Densetsu (PCE CD, 1994) - ? Fighting; Story mode?
Hyper Wars (PCE CD, 1994) - TBS?; Unit creation
Kaze Kiri (PCE CD, 1994) - Action Platformer
Fatal Fury 2 (ARC, 1992/MD/PCE CD, 1994) – Fighting
Chiki Chiki Boys (MD, 1992/PCE CD, 1994) – Action Platformer, 2-Player Co-op
-Shops?
-Sometimes impressive music
-Some large sprites
Art of Fighting (ARC, 1992/PCE CD, 1994) - Fighting
Sol Moonarge (PCE CD, 1994) - ? JRPG
Basted (PCE CD, 1994) - ? JRPG/ARPG hybrid (see Esper Dream), Top Down view
Star Breaker (PCE CD, 1994) - ? JRPG
The Atlas: Renaissance Voyager (PCE CD, 1994) - ? Adventure/Strategy
Kakutou Hao Densetsu Algunos (PCE CD, 1994) - Fighting
Startling Odyssey II (PCE CD, 1994) - ? JRPG
Deden no Den (PCE CD, 1994) - Maze Action/Bomberman '94 Promo
Advanced V.G. (PCE CD, 1994) - Fighting
Brandish (1991 port/PCE CD, 1994) - ? ARPG?
Strider (1989 ARC port/MD, 1990/PCE CD, 1994) – Action Platformer
-Wall and ceiling climbing
-Robot sidekicks
-Upgradeable lifebar
-Some huge bosses
-Great variation
-Attack off of walls
-Worse in-game graphics than in the MD port
Tenchi o Kurau/Dynasty Wars (1989 ARC port/PCE CD, 1994) - Beat 'em up
Alshark (PCE CD, 1994) - ? JRPG
Travellers! (PCE CD, 1994) - ? JRPG
Wizardry III.IV (PC, 1983/1987/PCE CD, 1994) - ? FP RPG
?Puyo Puyo (MD etc., 1992/PC Engine CD, 1994) - Match 3 Puzzle; Impressive music,
Formation Soccer on J League (PCE, 1994) - ? Sports
J-League Tremendous Soccer '94 (PCE CD, 1994) - ? Sports
Power Gold 2 (PCE CD, 1994) - Sports
Dragon Half (PCE CD, 1994) - ? Board Game
Auto Crusher Palladium?
Dragon Knight III?
Ghost Sweeper Mikami?
Hatsukoi Monogatari?
3x3 Eyes?
Cal III?
Tanjou Debut?
Dennou Tenshi: Digital Angel?
Bishoujo Senshi Sailor Moon?
Yawara! 2?
Cardangels?
1995:
Legend of Xanadu: Kaze no Densetsu Xanadu II (PCE CD, 1995) - ARPG, TD/Side View Hybrid
Kabuki Ittou Ryoudan (PCE CD, 1995) - Fighting; Pretty impressive graphics
Ai Cho Aniki (PCE CD, 1995) - Horizontal Shoot 'em up; homoerotic parody theme, impressive graphics
Anesan/Ane-San (PCE CD, 1995) - Beat 'em up; All-female cast?
Linda Cube/LINDA³ (PCE CD, 1995) - JRPG
Princess Maker 1 (1991 MSX port/PCE CD, 1995) - Strategy/Life Sim
Princess Maker 2 (1993 port/PCE CD, 1995) - Strategy/Life Sim
Seiya Monogatari: AnEarth Fantasy Stories (PCE CD, 1995) - JRPG; Pretty impressive graphics
Ginga Fukei Densetsu Sapphire (PCE CD, 1995) - Vertical Shoot 'em up; Technically impressive
Dragon Knight & Graffiti (PCE CD, 1995) - FP RPG; Pretty impressive graphics
Asuka 120% Maxima: Burning Fest. Maxima (PCE CD, 1995) - Fighting
Kuusou Kagaku Sekai Gulliver Boy (PCE CD, 1995) - JRPG; Fairly impressive graphics
Doukyuusei (PCE CD, 1995) - Adventure/Life Sim
Formation Soccer '95: Della Serie A (PCE CD, 1995) - Sports, TD View
Louga II (PCE CD, 1995) - TBS?
Jong Shin/Janshin Densetsu: Quest of Jongmaster (PCE CD, 1995) - Mahjong RPG
Solid Force (PCE CD, 1995) - TBS?; Sci-fi theme
Metal Angel 2 (PCE CD, 1995) - Life Sim/Arena Fighting/Cinematic Fighting Hybrid; Sci-fi theme
Wrestling Universe: Fire Pro Joshi (Women) - Doumu Chou Taisen (PCE CD, 1995) - ? Sports (Wrestling)
Nekketsu Legend Baseballer (PCE CD, 1995) - ? Baseball RPG
Private Eye Dol (PCE CD, 1995) - ? RPG/Digital Comic?
Renny Blaster (PCE CD, 1995) - ? Side View Beat 'em up/Action Platformer;
Wrestle Angels: Double Impact (PCE CD, 1995) - Cinematic/RPG-style Wrestling
Space Invaders: The Original Game (PCE CD, 1995) - Original + MP modes;
The TV Show (PCE CD, 1995) - Maze Action/Bomberman-like?, Single Screen?
AV Tanjou (PCE CD, 1995) - ? Erotic Life Sim
Mahjong Sword: Princess Quest Gaiden (PCE CD, 1995) - Mahjong/Fighting?
Ginga Ojousama Densetsu Yuna 2: Eien no Princess/Galaxy Fraulein Yuna II (PCE CD, 1995) - ? Digital Comic?
Shin Onryu Senki (PCE CD, 1995) - ? Digital Comic?
Tenchi Muyou! Ryououki (PCE CD, 1995) - ? Digital Comic?
1996 WIP:
Puyo Puyo 2/Puyo Puyo CD Tsu (ARC/MD, 1994/SAT/SNES, 1995/PCE CD, 1996) – New game modes, impressive music overall,
Bazaru de Gozaru No Game Degozaru (PCE CD, 1996) - Puzzle Platformer
Madou Monogatari I: Honoo no Sotsuenko (1993 port?/PCE CD, 1996) - FP RPG; Different?
Virgin Dream (PCE CD, 1996) - Life Sim/Strategy?
Go! Go! Birdie Chance (PCE CD, 1996) - Golf Sim
Steam-Heart's (PCE CD, 1996) - Vertical Shoot 'em up, Erotic?
De-Ja (PCE CD, 1996) - Graphic Adventure
1997:
Tekipaki Working Love (PCE CD, 1997) - Graphic Adventure