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Items15

1

Panzer Dragoon Saga (1998)

by game_tinkerer  • 
Panzer Dragoon Saga
Game
8.1/10on IGDB
Released
A dragon’s position matters as much as the attack you choose. Circle an enemy to find a better angle or leave a dangerous part of the radar, then hold position while your action gauge fills. A reissue would give role-playing fans a battle system where waiting and moving are choices in their own right.
More about Panzer Dragoon Saga
2

Burning Rangers (1998)

by game_tinkerer  • 
Burning Rangers
Game
7.0/10on IGDB
Released
In Sonic Team’s rescue game, a voice over the radio helps you find survivors. That changes the way you move through a burning facility. You listen for directions, look for an opening, and try to get someone out. There’s room for more action games built around that kind of urgency.
More about Burning Rangers
3

Shining Force III (1997)

by game_tinkerer  • 
Shining Force III
Game
8.0/10on IGDB
Released
The North American Saturn release follows Synbios, the lead in the first of three Japanese scenarios. A complete release would put his grid battles back in the context of the other two campaigns. Even on its own, the first scenario makes positioning matter through support effects between neighboring allies.
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4

Dark Savior (1996)

by game_tinkerer  • 
Dark Savior
Game
Released
An early dash through a ship sends the story down different paths depending on how quickly you get there. Replay the opening and you may get a different version of what happens next. It’s a good fit for a reissue that makes it easy to return to the start and compare the branches.
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5

Saturn Bomberman (1996)

by game_tinkerer  • 
Saturn Bomberman
Game
8.5/10on IGDB
Released
The wide battle stage supports up to ten players with two multitaps. A bigger group changes the rhythm because space disappears quickly when several people are closing off routes at once. A reissue that keeps that large match intact would have a good reason to bring everyone together.
More about Saturn Bomberman
6

Enemy Zero (1996)

by game_tinkerer  • 
Enemy Zero
Game
Released
The creatures in the ship’s corridors are invisible. Laura’s earpiece changes pitch with their position and pulses faster when they get close. It asks you to learn the sounds the way you would learn the layout of a room. That’s a reason to revisit it with headphones and time to get your bearings.
More about Enemy Zero
7

Astal (1995)

by game_tinkerer  • 
Astal
Game
Released
The second player can take over Astal’s bird and help with attacks. That gives two people different jobs inside a bright side-scrolling platformer and makes it a natural pick for a shared screen. Keep the bird in play and there’s more to learn than the route through the level.
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8

The Legend of Oasis (1996)

by game_tinkerer  • 
The Legend of Oasis
Game
7.2/10on IGDB
Released
A puddle can become useful once you know it can summon Dytto, the water spirit. She can put out fires and help in a fight. That makes the surroundings part of the puzzle before you ever swing a weapon. A reissue could give action-adventure players a chance to rediscover that way of reading a room.
More about The Legend of Oasis
9

Fighters Megamix (1996)

by game_tinkerer  • 
Fighters Megamix
Game
7.0/10on IGDB
Released
Virtua Fighter and Fighting Vipers share a roster, and you can change which style the match uses. A familiar character feels different when the rules around their moves change. Bring this back for the chance to play two approaches to Sega fighting in the same game.
More about Fighters Megamix
10

Deep Fear (1998)

by game_tinkerer  • 
Deep Fear
Game
5.3/10on IGDB
Released
The setting is an underwater facility, and the air supply is part of what you have to keep track of. A room can turn urgent because of how long you can stay in it. The European Saturn release makes a good case for a new edition by giving its setting a rule that changes how you explore.
More about Deep Fear
11

Sakura Wars (2019)

by game_tinkerer  • 
Sakura Wars
Game
7.0/10on IGDB
Released
In the original Japanese Saturn game, you answer some conversations against a timer. Those choices can change how much other characters trust you, and that trust can carry into the battles. An English edition of this version would let more readers see why the conversations and strategy belong in the same game.
More about Sakura Wars
12

Bulk Slash (1997)

by game_tinkerer  • 
Bulk Slash
Game
8.0/10on IGDB
Released
In this Japanese Saturn release, you can turn a walking robot into a plane. Flight lets you cover distance, while the robot gives you another way to approach the same area. A release with translated navigator dialogue would help a new audience get more out of the missions and the people guiding you through them.
More about Bulk Slash
13

Magic Knight Rayearth (1995)

by game_tinkerer  • 
Magic Knight Rayearth
Game
Released
Switch among Hikaru, Umi, and Fuu as the situation changes. Each has her own abilities, and the right switch can open up a fight or get an injured character out of danger. The Working Designs release is worth bringing forward for an action RPG that makes the three leads feel different to play.
More about Magic Knight Rayearth
14

Dragon Force (1996)

by game_tinkerer  • 
Dragon Force
Game
8.7/10on IGDB
Released
Moving generals across the map sets up battles that play out in real time. The composition and formation you bring give you something to think about before the armies meet. Sega later brought the game to PlayStation 2 in Japan. A new English edition would make this particular mix of campaign planning and large battles easier to share.
More about Dragon Force
15

Sega Rally Championship (1994)

by game_tinkerer  • 
Sega Rally Championship
Game
7.3/10on IGDB
Released
Run a stage against your ghost in the Saturn version and a small change in when you turn becomes something you can see on the course. Gravel and tarmac give the same car different problems. The time attack is a reason to reissue this particular home version alongside the arcade game.
More about Sega Rally Championship

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