PLATFORM ADVENTURE
Strider (NES, 1989)
Subgenre: AA w/ some ARPG elements (basic leveling system of sorts - learn a new spell+gain some HP & MP after finishing a sub goal, NPCs), Similar to Ys III and Bionic Commando
Movement Mechanics: Slide move (default, generally can't use it as a combat dodge, can use it as an attack later on), High jump spell (temporary effect), Walk on certain walls and ceiling w/ the magnet boots, Wall jump (default ability)
Other: Hub map (airship home base), Can return to your ship via a level's entrance
Linear structure unless you use a glitch to sequence break
Backtracking to previous levels to explore everything that can be found
Password save (not too long)
No lives and no checkpoints - you do get unlimited continues however (if you choose game start at the main menu after dying you continue before the last level you were on), Can refill your HP and MP by going back to your ship
Recover data files in the levels which are analyzed back at your ship - messages from NPCs providing info and side quests,
Gain a warp to ship spell after about 4 levels (kind of expensive to use though and at that point you're generally auto-teleported at the end of levels anyway), Some shortcuts (pneumatic tube elevators; later used in Sonic) but you sometimes have to backtrack through a whole level back to your ship - later on you'll be able to warp back to the ship though
Sub weapon/spell inventory
Gain a ranged charge attack - Zelda (at one point used to knock the weapon out of a boss's hands)
Get ambushed at your base at one point
One sequence break by using a damage boost glitch (past the lvl 5 door in australia)
Off screen enemy respawning (they can drop health but it's sometimes rare+see below) and sometimes constant respawning if you don't move forward, Can despawn some enemies by moving away from them (doesn't happen with dropped items)
Some death pits (annoying how you don't die immediately but also can't get back up)
Enemy drops disappear in about 4 seconds
Some resource management (sub weapons/spells cost energy/MP and are kind of expensive)
Some notable cons:
Some control/interface issues (very poor wall jump controls, no invincibility time, no area maps, sometimes glitchy physics around platforms, etc)
Trial & error (matic boss, the ranged charge attack (plasma cipher attack) isn't explained in-game, leaps of faith - can't look up/down, some data files are found by randomly jumping in certain spots - no clues, some pointless one-way paths, etc)
Some tedious aspects (backtracking to your ship early on - no new enemies or hazards when backtracking in a level, inconsistent enemy drop system, etc)
Some unavoidable hits
Confusing progression at times
Playthrough - Video Review - Mini Review
Influenced by: Probably Bionic Commando, possibly Wai Wai World, SMB3, Mega Man series, Clash at Demonhead
Influenced: Possibly Gargoyle's Quest, Metroid II (spider ball), Rad Gravity, DuckTales 1-2