Sign in
HomeEras8- and 16-bit
1985–1994

8- and 16-bit

Mechanics originating here 24 Games 86 Studios founded 57

Consoles get memory, and memory changes what a game can be about. Metroid's Password Continuation and The Legend of Zelda's Battery-Backed Save File let a game be longer than one sitting, which is what invents the campaign; Metroid's Ability-Gated Interlocked Map makes progression spatial rather than linear. Super Mario Bros. teaches players a physical vocabulary through Momentum-Based Platform Control instead of a binary one. Ultima IV proposes Branching Dialogue Trees and an Explicit Morality Axis in the same release, and Ultima VII gives its characters daily schedules. Street Fighter II's Chained Combo Strings begin as a bug and become a skill ceiling nobody designed. Dune II lands two roots at once — Real-Time Base and Unit Production and Fog of War — neither with a parent in this data. Doom closes the period with four separate entries: Networked Deathmatch, In-Game Automap, Selectable Difficulty, and Open Data Formats and Mod SDK, the last of which turns players into an unpaid apprenticeship pipeline whose graduates ship Counter-Strike and Defense of the Ancients.

Mechanics introduced in this era

Narrative · 1985
Branching Dialogue Trees
Branching dialogue trees present conversation as a set of chosen replies, each one opening or closing later options, t…
Origin: Ultima IV: Quest of the Avatar
Narrative · 1985
Explicit Morality Axis
An explicit morality axis scores the player's behaviour on a visible ethical scale, then uses that number to unlock po…
Origin: Ultima IV: Quest of the Avatar
Space & Locomotion · 1985
Momentum-Based Platform Control
Momentum-based platform control gives an avatar acceleration, skidding and a jump whose height depends on how long the…
Origin: Super Mario Bros.
Space & Locomotion · 1986
Ability-Gated Interlocked Map
An ability-gated interlocked map is one continuous world whose closed routes open only when the player gains a new cap…
Origin: Metroid
Progression & Persistence · 1986
Battery-Backed Save File
Battery-backed saving puts a small amount of powered memory inside the cartridge so a game can record its own state, a…
Origin: The Legend of Zelda
Progression & Persistence · 1986
Password Continuation
Password continuation encodes a player's progress as a string of characters they write down, letting a game remember i…
Origin: Metroid
Economy & Business Model · 1990
Retail Expansion Pack
Retail expansion packs sell extra campaigns, missions or systems for a game already owned, requiring the original to r…
Origin: Wing Commander: The Secret Missions
Space & Locomotion · 1990
Rotating Ground Plane
A rotating ground plane is a single texture-mapped floor that hardware can scale and spin one scanline at a time, lett…
Origin: F-Zero
Strategy & Tactics · 1990
Turn-Based Grid Tactics
Turn-based grid tactics play out on squares, each side moving a roster of individual units in sequence, with those uni…
Origin: Fire Emblem: Shadow Dragon and the Blade of Light
Combat & Conflict · 1990
Weapon Durability Decay
Weapon durability decay makes equipment wear out with use, so tools become consumables on a budget rather than permane…
Origin: Fire Emblem: Shadow Dragon and the Blade of Light
Rhythm & Audio · 1991
Adaptive Dynamic Music
Adaptive dynamic music follows the player, transitioning between arrangements on musical boundaries so a score can cha…
Origin: Monkey Island 2: LeChuck's Revenge
Combat & Conflict · 1991
Chained Combo Strings
Chained combo strings are attack sequences timed so each hit lands while the opponent is still reeling from the last, …
Origin: Street Fighter II: The World Warrior
Strategy & Tactics · 1991
Turn-Based 4X Empire
Turn-based 4X games ask players to explore, expand, exploit and exterminate across a map and a timeline, growing a civ…
Origin: Sid Meier's Civilization
Interface & Meta · 1992
Fog of War
Fog of war hides any part of a map that no friendly unit can currently see, making information a contested resource an…
Origin: Dune II: The Building of a Dynasty
Narrative · 1992
Full-Motion Video
Full-motion video builds a game out of filmed actors stored on optical media, with the player choosing which pre-recor…
Origin: Night Trap
World Systems · 1992
NPC Daily Schedules
NPC daily schedules give characters routines of sleeping, working and eating tied to the world clock, so a town behave…
Origin: Ultima VII: The Black Gate
Space & Locomotion · 1992
Raycast Corridor 3D
Raycast corridor 3D draws a first-person view by casting one ray per screen column into a flat grid of walls, producin…
Origin: Wolfenstein 3D
Strategy & Tactics · 1992
Real-Time Base and Unit Production
Real-time base building has players harvest resources, raise production buildings and field armies under continuous ti…
Origin: Dune II: The Building of a Dynasty
Stealth & Perception · 1992
Systemic Solution Space
Systemic solution spaces build a game from consistent interacting rules rather than authored answers, so problems can …
Origin: Ultima Underworld: The Stygian Abyss
Combat & Conflict · 1993
Cancels and Super Meter
Cancels and a super meter let a player interrupt one move's animation with another and bank a resource earned through …
Origin: Super Street Fighter II Turbo
Interface & Meta · 1993
In-Game Automap
An in-game automap draws the level as the player walks it, converting movement into a persistent overhead diagram of r…
Origin: Doom
Multiplayer & Social · 1993
Networked Deathmatch
Networked deathmatch connects several machines over a local network so players fight each other inside the same simula…
Origin: Doom
Creation & Modding · 1993
Open Data Formats and Mod SDK
Open data formats and modding kits let players replace a game's levels, art and rules without its source code, treatin…
Origin: Doom
Interface & Meta · 1993
Selectable Difficulty
Selectable difficulty asks players, before they begin, how hard the game should be, then adjusts enemy damage, enemy c…
Origin: Doom

Games of the period (86)

Gauntlet 1985Gradius 1985Space Harrier 1985Super Mario Bros. 1985The Bard's Tale 1985The Oregon Trail 1985Ultima IV: Quest of the Avatar 1985Castlevania 1986Dragon Quest 1986Habitat 1986Kid Icarus 1986Metroid 1986Might and Magic: Book One 1986OutRun 1986The Legend of Zelda 1986Contra 1987Double Dragon 1987Final Fantasy 1987Maniac Mansion 1987Mega Man 1987Mike Tyson's Punch-Out!! 1987Phantasy Star 1987R-Type 1987Sid Meier's Pirates! 1987Zelda II: The Adventure of Link 1987Dragon Quest III 1988Mega Man 2 1988Ninja Gaiden 1988Pool of Radiance 1988Super Mario Bros. 2 1988Super Mario Bros. 3 1988Ultima V: Warriors of Destiny 1988Wasteland 1988Final Fight 1989Populous 1989Prince of Persia 1989SimCity 1989Commander Keen in Invasion of the Vorticons 1990F-Zero 1990Fire Emblem: Shadow Dragon and the Blade of Light 1990Super Mario World 1990The Secret of Monkey Island 1990Wing Commander 1990Wing Commander: The Secret Missions 1990Another World 1991Catacomb 3-D 1991Final Fantasy IV 1991Lemmings 1991Monkey Island 2: LeChuck's Revenge 1991Puyo Puyo 1991Sid Meier's Civilization 1991Sonic the Hedgehog 1991Street Fighter II: The World Warrior 1991The Legend of Zelda: A Link to the Past 1991Alone in the Dark 1992Dune II: The Building of a Dynasty 1992Flashback 1992Mortal Kombat 1992Night Trap 1992Shining Force 1992Sonic the Hedgehog 2 1992Star Control II 1992Streets of Rage 2 1992Super Mario Kart 1992Ultima Underworld: The Stygian Abyss 1992Ultima VII: The Black Gate 1992Virtua Racing 1992Wolfenstein 3D 1992Day of the Tentacle 1993Doom 1993Kirby's Adventure 1993Madden NFL '94 1993Master of Orion 1993Myst 1993NBA Jam 1993NHL '94 1993Phantasy Star IV 1993Ridge Racer 1993Samurai Shodown 1993Secret of Mana 1993SimCity 2000 1993Star Fox 1993Star Wars: X-Wing 1993The 7th Guest 1993Ultima Underworld II: Labyrinth of Worlds 1993Virtua Fighter 1993

Studios founded (57)

← Previous eraThe home cartridge Next era →The 3D rupture