EGA 640x350 resolution widescreen mode on DOS Basic weather effects depending on the season 999+ different standard maps as well as a few scenarios to play Some advanced mechanics to explore (zone stacking, most efficient zone/road placement and optimizing growth via gifts and taxes, dealing with pollution and crime) Good interface for its time (shortcut button for the sidebar menu, quick-scroll, stats on most important things) SimCity (PC/AMI, 1989/SNES, 1991) - City-Building/Management Sim Some other graphically impressive games: Interactive dialogue with key characters - choose the subject to ask about Interesting how the first dungeon actually connects to the first town via someone's basement You can shoot villagers with fire magic (harmless but sometimes results in new dialogue)
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Diary feature (it's not a full fledged journal/log feature though) Some ability/tool gating (mattock for breaking a couple of walls, stone shoes to not slide down icy slopes, magic fireballs melt ice blocks, the monster transformation, other more key-like tools) Some innovative mechanics (transform into a demon to talk to enemies, gradually learn enemy stats by killing more of them (need to drink the bestiary potion first - later versions only?), bargain for a better iron ore price) Gradual day/night cycle with effects on gameplay -Build a party of four (hiring system - can leave or replace members and re-recruit them later, six classes)
Escape sequence after the final boss (Xain'd Sleena, Metroid) Some gore and the game features Adolf Hitler as the enemy leader
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Quick exit code lets you exit any sidescrolling area Pick what gear to use before landing in an area (later used in Assault Suits Leynos) Neutral areas where you get attacked for opening fire and can talk to NPCs for tips as well as find items Spy on enemy communications and communicate with allies in communications rooms SMB3-like hub map with patrolling enemies and branching paths Four item inventory (your pockets are actually stasis fields meaning an object is completely suspended in time and space (a live grenade won't explode for example))īionic Commando (NES, 1988) - Platform Adventure, Side View & Top Down View Hybrid (map encounters only) Can grab some creatures to stop them from hurting you Advanced enemy AI for the time (reacts to nearby noises, has line-of-sight vision, remembers where the player was last seen?, etc) Advanced physics (gravity, inertia, mass, explosions, shockwaves, elemental (water/earth/wind/fire) effects) and puzzles designed around them Life-preserving teleport system (when very near death your avatar is automatically teleported to a location that you've previously designated) Villains must be stopped with cunning rather than forceĮxile (Electron/BBC Micro, 1988/AMI/C64, 1991)(Superior Software/Audiogenic) - Platform Adventure/Action Adventure (thrust-based flight) More advanced combat (diagonal aiming, equip individual hands) and more varied loot -More object interaction (like pushing chairs in front of doors to block off access or taking torches off the walls) Old party members and locales+NPCs carry over from the previous game with some growth/changes The shadowlords have various effects on NPCs if present in the town you're currently in Puts a new spin on the virtue system of the previous game by having them enforced harshly on the world's inhabitants by a corrupt despot and makes the player a fugitive
Deeper storytelling and more complex plot Ultima V: Warriors of Destiny (PCs, 1988) - WRPG/Sandbox or OW RPG (FP dungeon exploration, TD world exploration and TBS combat) Level select screen (Xain'd Sleena, Mega Man) Lock onto and shoot several targets at once, Homing missiles Very smooth sprite scaling with large and detailed sprites Galaxy Force II (ARC, 1988/SAT/3DS, ) - Rail Shooter, Spaceship-based