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Generations Lost (MD, 1994)

Generations Lost (MD, 1994)

Subgenre: Puzzle Platformer/Platform Adventure-lite


Movement Mechanics: Swinging for some segments (similar to Spider-Man vs Kingpin for MD & MCD, activates only in-between the floating pyramid-shaped switches), Hookshot to climb and go through some platforms as well as clinging onto some ceilings while hitting switches - default tool


Other: Hub map after the first two levels, Prince of Persia/Flashback-inspired controls in some ways (can't grab onto ledges with your arms, touch damage from enemies even when rolling so you can't use it to dodge), Hacking mini-game tied to unlocking some doors (kinda similar to taking over robots in Paradroid), Two entry points to some areas/levels (can exit them where you entered them) - connected locations on the hub map are actually entry points to a single area (similar to Clash at Demonhead)

  • Don't gain any permanent abilities over the course of the game (just a temporary swinging tool for some segments, some optional protection and combat items as well as a temporary hookshot range upgrade)

  • Some platform adventure/MV elements (hub map after the second level, item inventory, hookshot range can be upgraded and it's needed to progress at times however it's bound to health and lost if too much of it is lost which is kind of annoying, some hidden items)

  • Partially non-linear structure (unlock 3 areas after the second level though one of them (equipment storage) is tougher than the other two since there's an unkillable enemy in it and it's also just a single room with a key in it, after these you gain access to four sub areas though one of them (engineering) just triggers a cutscene where you get part of a key and in another (main bridge) you can only enter the first room since you need to a complete key to access more of it)

  • Password save (short, given at the beginning of chapters rather than once per area/level)+frequent checkpoints and HP restoration points in each level/area, No healing items

  • No area/level maps - not really needed but you might miss some of the hidden items, Can see which sub areas haven't been visited yet and which ones are still unaccessible on the hub map

  • Unusual setting and premise (post-"apocalyptic" world where your society has regressed into several warring tribes and worships technology without mastery of it, similar to Phantasy Star III in some ways)

  • Difficulty options (easy-hard) and control config (no 6-button support though - released in 1993)

  • Some neutral creatures (birds, the cat)

  • One decent puzzle (the cat dungeon (have to herd a cat to a switch to open the exit door)) - also the only real puzzle in the game though

  • Lives system (lose collecting progress if you die unless you touched a checkpoint afterwards, find more in the levels)

  • Off-screen enemy respawning (sometimes you can move a bit further away) - enemies don't drop anything

  • Attacking NPCs makes them attack back once

  • Can't carry more than one shield power up at a time (picking up another wastes it)

  • No breakable walls

  • The game doesn't show what happened when pressing a switch if the door that opened isn't on screen

  • Have to re-open hacking mini-game locked doors if you die and didn't hit a checkpoint after opening one

  • Very short for the kind of game it is

  • Can't talk to NPCs at the beginning of levels

  • Some bugs (see the mini review)

Playthrough - Review - Mini Review



Influenced by: Flashback, possibly Spider-Man vs. Kingpin, Clash at Demonhead, Blackthorne, Phantasy Star III


Influenced: 

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