PLATFORM ADVENTURE
Chakan (MD, 1992)
Subgenre: Mega Man/Shinobi-like Action Platformer/Platform Adventure Hybrid (some abilty gating, item inventory, some hidden items)
Movement abilities: Grappling hook for clinging to certain hooks in some levels, Super jump via a potion power up
Other: Hub area with portals leading to more standard action levels although several of these are more maze-like,
-Partially non-linear structure (it's recommended to do the top right (fire) level first though followed by the bottom right (air) one - the top left one (earth) seems to be the hardest to start with, areas are split into several smaller sub levels which you progress through by re-entering their portals - in Fire 2 you need a the grappling hook to progress to the end of it (gained in Water 1), in Water 2 you need super jump then the grappling hook to progress; after beating the main boss of each area the same portals lead to four new levels each)
-Some ability/tool gating (grappling hook to cling to certain hooks in some levels, scythe to destroy web walls in the Earth area, axe to destroy wooden doors in the Air area, hammer to destroy certain walls and floors in the Water and Fire areas)
-Spells via potion mixing/alchemy (slow down enemies and their projectiles (blue+green), elemental swords (most also shoot projectiles), super jump (blue+transparent), smart bomb (green+red), temporary invincibility (two kinds - one (top left spell) makes you invisible besides the swords but it has the same function), healing, time increase (flips the hourglass), teleport back to the hub area (you also get teleported back to where you used it when re-entering the level so it's like a proto-Town Portal from Diablo)). Mix two potions at a time to use spells (can carry up to 4 of each)
-Double jump by default (Revenge of Shinobi)
-Some alternate paths through levels (in Fire 2 you can use either the grappling hook and move through a false wall or both it and the hammer)
-Ride a flying bug in the late-game Air levels (the hammer becomes more useful here, too easy to fall off though)
-Health refill after each level
-Can't revisit beaten sub levels
-Unlimited lives+found potions are kept after dying and respawning in the level you found them in, so you can keep farming for potions if you want. Some larger enemies drop potions but they (the enemies) don't seem to respawn
-Super jumps and elemental swords last until exiting or beating a sub level
-The roll move doesn't grant invincibility time or hurt enemies - can still be used to dodge some hazards and attacks though or for faster (but unwieldy) movement. It's also possible to perform a jump from mid-air after rolling off of a platform but it's very hard to time consistently
-Can't block but can destroy some projectiles
-Frequently respawning smaller enemies in some segments
-Many death pits