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** The third game had the option of changing the camera view to an overhead state so you could play it similar to the previous titles in the series. This was notably missing from Vice City onward.


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* The original ''KingdomHearts'' had platformer elements that had would force Sora to do a lot more exploring and jumping to discover all the hidden items. This was pretty much dropped from all future installments.
* It's amazing how different the first ''MassEffect'' game is from the sequels. The characters had a much larger roster of combat and defensive abilities, the combat was quite different as the weapons didn't actually use ammo and had an "overheating" meter that would keep Shepard from temporarily using the weapon for a few seconds if it filled up, and not only did Shepard have a standard RPG-equipment system, but it also applied to all members of the party.
* The first ''SlyCooper'' game is also different from future installments. Barring a few brief moments where you control the team's van Sly is the only real playable character in the game, and the level design is quite different: in the original, you had to progress to the hub of the level's villain which had the remaining stages. You then needed to pass through each one and collect keys in to gain access to the boss, unlike the following games which had more Sandbox/Grand Theft Auto feeling where you'd complete a certain number of missions before the next area was available.
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*** Battle Network 1 and 2 were also much slower. In 1, the custom screen does not show the chip's code below the icon, you have to hover over it. Furthermore, instead of throwing away chips to add, the add command just added 5 more chips on the next screen, but instead of that being it, there are actually 15 slots instead of 10 or 8 like the later games have, meaning you have half your folder available in just two turns.
** And this is not taking into account the actual first games in the Battle Network series, that were japan only for the Wonder Swan color. They had the custom screen and battle chips and even program advances, but were sidescrollers like the classic megaman, but unlike that were linear, with no stage select, only alternate routes.
** MegaManX had the first two games, where you could NOT play as Zero ,the intentional EnsembleDarkhorse who is not only the most popular character out of the entire mega man series, but who was also supposed to be the main character. For the first game specifically, the head armor is used to break certain blocks with your head mario style, dashing is not an initial part of X' repertoir, but rather his Leg armor upgrade, which unlike all the other armors in the series, is mandatory and unavoidable. The Buster upgrade on it's own was simply a 4th level charge shot and not getting it let's you take Zero's buster when he inevitably dies later in the game. Also, the boss rematches, like the Megaman 1 example above, aren't in teleporter rooms but interspersed throughout the levels.
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** The entire series has made a big GenreShift from claustrophobic, escape-oriented survival horror to an adrenaline-fueled action series where the protagonists, while still under extreme duress, have more control over the situation; to wit, the first game has a S.W.A.T - based team trapped in a horror-filled mansion, while ''ResidentEvil5'' is set in Africa with two soldiers freely going gung-ho on infested civilians. With it, a lot of the "survival" aspects have been lost, but even during the early years of the franchise, the second game deviates heavily from the first by giving Claire and Leon far more than enough gun ammo to make it through the game. In the first game, ammo was highly limited, and running out of a particular ammo made certain boss fights near impossible to beat.
** Another difference that gaps the first few games from later ones is that the undead creatures and monsters are far more resilient and aggressive than they were later on. It can take four to five bullets from a hand gun to take down a zombie in the first three games.
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* ''VideoGame/CrashBandicoot'' is also very different in it's first iteration. Levels are played in a strict order rather than selecting which one from a warp room. Levels don't have any Crystals, and getting gems has to be done by getting all the boxes without dying. Saving can also only be done by getting a gem or getting to a bonus round.
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* ''VideoGame/RatchetAndClank'' is very different to its sequels. Weapons don't upgrade (bar buying them with Gold Bolts), your health increase is bought only, not from leveling it up, and it starts at four health and only goes up to eight. The game initially has an air meter when you're underwater and no fast swimming (though both of these disappear when you get the appropriate gadgets, and the sequels keep them). Weirdest perhaps of all, the only way to strafe makes it impossible to jump, while the latter games are practically unwinnable without some strafe flips. Also Ratchet has a noticeably different voice actor.
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** The Khajiit were originally described as humans with cat ancestry and portrayed as humans with slight catlike features and facepaint made to resemble cats. Only later did they become actual CatFolk.
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The ai of Tekken 2 DIFFICULT?! The ai was idiotic and insanely easy to beat even for someone new to 3d fighting games


** However, by the time of ''Tekken 2'', things had changed, and so the series started to become what it is today in its sequel, with all the usual modes such as Time Attack, Team Battle, Survival and Practise added. The Japanese version also features a Theatre Mode. All of these would become standard for the series. However, the characters were still quite crudely rendered, the AI of opponents somewhat too difficult (they tend to block far more than any other ''Tekken'' game), and some of the music, boss characters, and stages were a holdover from ''Tekken''. Kazuya, [[BaitTheDog now the]] BigBad of the game, is able to sidestep, albeit not as much as characters later can. You can also use cheats like big head mode, wire frame mode, and sky mode (where kicks launch your opponent much higher than normal), things which were never included in later games. By ''Tekken 3'', commonly regarded as the best in the main series (''[[DreamMatchGame Tekken Tag]]'' is considered the best overall), all of the flaws had been addressed and it set the stage for the series as we know it today.

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** However, by the time of ''Tekken 2'', things had changed, and so the series started to become what it is today in its sequel, with all the usual modes such as Time Attack, Team Battle, Survival and Practise added. The Japanese version also features a Theatre Mode. All of these would become standard for the series. However, the characters were still quite crudely rendered, the AI of opponents somewhat too difficult (they tend to block far more than any other ''Tekken'' game), and some of the music, boss characters, and stages were a holdover from ''Tekken''. Kazuya, [[BaitTheDog now the]] BigBad of the game, is able to sidestep, albeit not as much as characters later can. You can also use cheats like big head mode, wire frame mode, and sky mode (where kicks launch your opponent much higher than normal), things which were never included in later games. By ''Tekken 3'', commonly regarded as the best in the main series (''[[DreamMatchGame Tekken Tag]]'' is considered the best overall), all of the flaws had been addressed and it set the stage for the series as we know it today.
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** The [[VideoGame/MetalGear1987 first game]] for the [=MSX2=] and NES had no crawling, no radar, and a simple straightforward plot. Guards could only see in straight lines and the stages were screen-based (think the original ''Zelda''), allowing the players to escape detection by moving to the next screen (at least in the NES version, which lacked the higher alert phase). It also featured a level-up system that increases your maximum health and item capacity for every five hostages you rescued (and demotes you if you killed one) and multiple cardkeys were needed to open different doors.
** Although it was a non-canon sequel made by a different team, ''VideoGame/SnakesRevenge'' played pretty much like the first game, only with the addition of side-scrolling segments.
** ''VideoGame/MetalGear2SolidSnake'' is much closer to ''VideoGame/MetalGearSolid'' than the other previous installments, although still limited by the same technical constraints as the first. It also had some of the oddest items and puzzles in the series, such as hideable buckets, poisonous hamsters, and egg hatching.
** Up until ''VideoGame/MetalGearSolid2'', the bodies of dead soldiers would simply disappear once they hit the ground. Killing an enemy grunt in front of one of his buddies doesn't cause as much of a reaction as it does in later games. This is also the reason why the tranquilizer gun was introduced in ''[=MGS2=]'', as there wasn't much need for one in previous games.
* ''DynastyWarriors'' is often mistaken as part of the trope outside Japan. In North America, Dynasty Warriors 1 is from a different series than Dynasty Warriors 2 and later. It's not an actual example of the trope because, while sharing a similar setting and even in Japan similar naming, they are still separate series.

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** The [[VideoGame/MetalGear1987 first game]] for the [=MSX2=] and NES had no crawling, no radar, a transceiver that was completely room oriented and a simple straightforward plot. Guards could only see in straight lines and the stages were screen-based (think the original ''Zelda''), allowing the players to escape detection by moving to the next screen (at least in the NES version, which lacked the higher alert phase). It also featured a level-up system that increases your maximum health and item capacity for every five hostages you rescued (and demotes you if you killed one) and multiple cardkeys were needed to open different doors.
** Although it was a non-canon sequel made by a different team, ''VideoGame/SnakesRevenge'' ''[[{{VideoGame/SnakesRevenge}} Snake's Revenge]]'' played pretty much like the first game, only with the addition of side-scrolling segments.
** While ''VideoGame/MetalGear2SolidSnake'' is much closer to ''VideoGame/MetalGearSolid'' than the other previous installments, although it is still limited by the same technical constraints as the first.original ''Metal Gear''. It also had some of the oddest items and puzzles in the series, such as hideable buckets, poisonous hamsters, and egg hatching.
** Up until ''VideoGame/MetalGearSolid2'', ''[[{{VideoGame/MetalGearSolid2SonsOfLiberty}} Metal Gear Solid 2: Sons of Liberty]]'', the bodies of dead soldiers would simply disappear once they hit the ground. Killing an enemy grunt in front of one of his buddies doesn't cause as much of a reaction as it does in later games. This is also the reason why the tranquilizer gun was introduced in ''[=MGS2=]'', ''Metal Gear Solid 2'', as there wasn't much need for one in previous games.
* ''DynastyWarriors'' is often mistaken as part of the trope outside Japan. In North America, Dynasty Warriors 1 the original ''Dynasty Warriors'' is from a different series than Dynasty ''Dynasty Warriors 2 2'' and later. It's not an actual example of the trope because, while sharing a similar setting and even in Japan similar naming, they are still separate series.



* ''{{Kirby}}'': The first game doesn't let you absorb the powers of enemies, which was introduced in the second and became the series' trademark, at least until ''VideoGame/KirbysEpicYarn'' removed it again, which is yet somewhat a DolledUpInstallment of a game starring Prince Fluff. However, Kirby Mass Attack for DS has the trademark inhaling move removed as well, focusing more on a Lemming-gameplay style.

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* ''{{Kirby}}'': The first game doesn't let you absorb the powers of enemies, which was introduced in the second and became the series' trademark, at least until ''VideoGame/KirbysEpicYarn'' removed it again, which is yet somewhat a DolledUpInstallment of a game starring Prince Fluff. However, Kirby ''Kirby Mass Attack Attack'' for the DS has the trademark inhaling move removed as well, focusing more on a Lemming-gameplay style.



** This arguably happened within the original series; while the engine was mostly the same, in ''Spyro the Dragon'' (1998) there were no sidequests to collect the {{Plot Coupon}}s, no Hunter, and the story felt like an ExcusePlot in comparison to the deeper ''Ripto's Rage'' and ''Year of the Dragon''. Oh, and Spyro [[SuperDrowningSkills can't swim]], not even on the surface.\\

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** This arguably happened within the original series; while the engine was mostly the same, in ''Spyro the Dragon'' (1998) there were no sidequests to collect the {{Plot Coupon}}s, no Hunter, and the story felt like an ExcusePlot in comparison to the deeper ''Ripto's Rage'' Rage!'' and ''Year of the Dragon''. Oh, and Spyro [[SuperDrowningSkills can't swim]], not even on the surface.\\
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** ''PaperMarioStickerStar'' seems to be reverting back to this, or even further with an excuse plot.

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Tweaking the \'\'Mario Kart\'\' example - Mirror Cup did exist in the original.


* ''SuperMarioKart'', the first ''VideoGame/MarioKart'' game, had five races per cup instead of four like in the later games. It also featured Donkey Kong Jr. as one of the playable characters; DonkeyKong himself wouldn't appear in the series until ''MarioKart64''. Super Mario Kart also introduced the feather item that allowed players to jump super high and over walls. The item hasn't appeared since then. The game also had the coin system linked to your speed and the mechanic wasn't used again until Super Circuit and Mario Kart 7. The first game even had the item boxes NOT regenerate after someone takes it, making it possible for the player to run out of items, but it would have to be done on purpose. Super Mario Kart also had the 150cc difficulty locked whereas it is freely open to players in the later games and the game also lacks mirror mode.

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* ''SuperMarioKart'', the first ''VideoGame/MarioKart'' game, had five races per cup instead of four like in the later games. It also featured Donkey Kong Jr. as one of the playable characters; DonkeyKong himself wouldn't appear in the series until ''MarioKart64''. Super Mario Kart also introduced the feather item that allowed players to jump super high and over walls. The item hasn't appeared since then. The game also had the coin system linked to your speed and the mechanic wasn't used again until Super Circuit and Mario Kart 7. The first game even had the item boxes NOT regenerate after someone takes it, making it possible for the player to run out of items, but it would have to be done on purpose. Super Mario Kart also had the 150cc difficulty locked whereas it is freely open to players in the later games and the game also lacks mirror mode.games.



** The Spiny Shell is so infamous in the Mario Kart community that it feels just weird that it didn't appear in the first Mario Kart game at all. It would make its debut in the 2nd game.

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** The Spiny Shell is so infamous in the Mario Kart community that it feels just weird that it didn't appear in the first Mario Kart game at all. It would make its debut in the 2nd game. Moreover, the Spiny Shell acted much differently - it coasted along the track instead of over it (so it was capable of taking out other racers on its way to the first-place driver), and it could be blocked (on the rare chance that first place had a Spiny Shell trailing behind it as well).


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** Other item behavior has also changed. The first game did not allow the player to trail an item behind them like a shield - the only way to block an item coming at you was to drop it behind the player with the right timing. Also, items sent behind you were always dropped - no firing shells backwards like in later games. The second game allowed fake item boxes to act as a shield when trailed behind, which was dropped in subsequent games.

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*** The lifebar disappeared because of the new armor Master Chief recieved at the start of Halo 2. It returned in Reach because it took place before 2 (and as a result, before the armor's production) and in ODST because it focused on an ODST, not a SPARTAN. As Master Cheif was still wearing this armor at the end of Halo 3, it's likely the lifebar will disappear again in Halo 4.
* The Spin Dash has become a staple of the ''SonicTheHedgehog'' series since its introduction in the Genesis ''{{Sonic 2}}''. Games developed or released before ''Sonic 2'' either lack this move or, like ''SonicCD'', feature an unusual variation on it. The absence of the Spin Dash is noticeable enough that a few bundled rereleases of the original ''VideoGame/SonicTheHedgehog'' have an option to enable it.
** ''Sonic3AndKnuckles'' had the Master Emerald being kept in an ''underground'' shrine.

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*** The lifebar disappeared because of the new armor Master Chief recieved at the start of Halo 2. It returned in Reach because it took place before 2 (and as a result, before the armor's production) and in ODST because it focused on an ODST, not a SPARTAN. As Master Cheif Chief was still wearing this armor at the end of Halo 3, it's likely the lifebar will disappear again in Halo 4.
* The Spin Dash has become a staple of the ''SonicTheHedgehog'' ''Franchise/SonicTheHedgehog'' series since its introduction in the Genesis ''{{Sonic 2}}''.''VideoGame/SonicTheHedgehog2''. Games developed or released before ''Sonic 2'' either lack this move or, like ''SonicCD'', feature an unusual variation on it. The absence of the Spin Dash is noticeable enough that a few bundled rereleases of the original ''VideoGame/SonicTheHedgehog'' have an option to enable it.
** ''Sonic3AndKnuckles'' ''VideoGame/Sonic3AndKnuckles'' had the Master Emerald being kept in an ''underground'' shrine.



* The contrast between the first ''SuperSmashBros'' and its sequels is astounding. While ''Melee'' and ''Brawl'' are notable for detailed environments and characters, as well as epic orchestral music, the original had {{Floating Continent}}s in front of a simple background, many more [[SpritePolygonMix sprites for items, Pokémon, and some attacks]], darker, low-key original songs and was promoted with cartoony, comic book style illustrations of the characters.

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* The contrast between the first ''SuperSmashBros'' ''VideoGame/SuperSmashBros'' and its sequels is astounding. While ''Melee'' and ''Brawl'' are notable for detailed environments and characters, as well as epic orchestral music, the original had {{Floating Continent}}s in front of a simple background, many more [[SpritePolygonMix sprites for items, Pokémon, and some attacks]], darker, low-key original songs and was promoted with cartoony, comic book style illustrations of the characters.



** The original ''SuperSmashBros'' also lacked a lot of moves and abilities that were introduced later, like air-dodging, and a side-B special move for example.

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** The original ''SuperSmashBros'' ''VideoGame/SuperSmashBros'' also lacked a lot of moves and abilities that were introduced later, like air-dodging, and a side-B special move for example.



* The original ''PhoenixWrightAceAttorney'' used a penalty system with a fixed number of allowed "strikes" instead of the lifebar system of all later games. The tone of the game was slightly less comical.

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* The original ''PhoenixWrightAceAttorney'' ''VisualNovel/PhoenixWrightAceAttorney'' used a penalty system with a fixed number of allowed "strikes" instead of the lifebar system of all later games. The tone of the game was slightly less comical.



* The [[ResidentEvil1 original]] ''ResidentEvil'' featured live-action scenes for its opening and ending sequences, whereas every subsequent installment in the series (including the [=GameCube=] version) were entirely computer generated.

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* The [[ResidentEvil1 [[VideoGame/ResidentEvil1 original]] ''ResidentEvil'' ''VideoGame/ResidentEvil'' featured live-action scenes for its opening and ending sequences, whereas every subsequent installment in the series (including the [=GameCube=] version) were entirely computer generated.



* The first ''{{Diablo}}'' was markedly different from its sequel and the upcoming ''Diablo 3''. Aside from the expected differences in scope, lore, balance and gameplay features, the first game was much more survival oriented and featured several instances of ''{{Nethack}}''-style permanent character damage. Shrine effects were irreversible and not all were positive, and there was a monster that would permanently reduce your maximum life. When you died in multiplayer mode, all your gear would end up ''on the ground'' and would be lost forever if you were unable to recover it. This would be unthinkable in the sequels which revolve around MinMaxing character builds and ItemFarming.

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* The first ''{{Diablo}}'' ''VideoGame/{{Diablo}}'' was markedly different from its sequel and the upcoming ''Diablo 3''.''VideoGame/DiabloIII''. Aside from the expected differences in scope, lore, balance and gameplay features, the first game was much more survival oriented and featured several instances of ''{{Nethack}}''-style permanent character damage. Shrine effects were irreversible and not all were positive, and there was a monster that would permanently reduce your maximum life. When you died in multiplayer mode, all your gear would end up ''on the ground'' and would be lost forever if you were unable to recover it. This would be unthinkable in the sequels which revolve around MinMaxing character builds and ItemFarming.



* When you compare the first ''AnimalCrossing'' games to the future ones you'll notice several differences. Eavesdropping on your neighbors conversations was implemented in ''Dobutsu No Mori e+'', players couldn't use emotions until ''Wild World'', Blathers couldn't identify fossils before, and Watering Cans didn't exist. Celeste, Brewster, and Harriet made their first appearances in ''Wild World'', you wouldn't get a friends picture, the villagers were less interactive. You can only get NES games in the original games, acres are less fluid in the original compared to its sequels, and several buildings were either scrapped or replaced.
* The original ''VideoGame/{{Gauntlet}}'' ArcadeGame, while it did say such things as "[[WizardNeedsFoodBadly Elf needs food badly]]," didn't say "Elf shot the food"; instead, it had a generic line for when food is destroyed: "Remember, don't shoot food." ''Gauntlet II'' (at least for the NES) and later do mention who shot the food.

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* When you compare the first ''AnimalCrossing'' ''VideoGame/AnimalCrossing'' games to the future ones you'll notice several differences. Eavesdropping on your neighbors conversations was implemented in ''Dobutsu No Mori e+'', players couldn't use emotions until ''Wild World'', Blathers couldn't identify fossils before, and Watering Cans didn't exist. Celeste, Brewster, and Harriet made their first appearances in ''Wild World'', you wouldn't get a friends friend's picture, the villagers were less interactive. You can only get NES games in the original games, acres are less fluid in the original compared to its sequels, and several buildings were either scrapped or replaced.
* The original ''VideoGame/{{Gauntlet}}'' ArcadeGame, while it did say such things as "[[WizardNeedsFoodBadly Elf needs food badly]]," didn't say "Elf shot the food"; instead, it had a generic line for when food is destroyed: "Remember, don't shoot food." ''Gauntlet II'' (at least for the NES) and later do mention who shot the food.food.
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* When you compare the first ''AnimalCrossing'' games to the future ones you'll notice several differences. Ease-dropping on your neighbors conversations was implemented in ''Dobutsu No Mori e+'', players couldn't use emotions until ''Wild World'', Blathers couldn't identify fossils before, and Watering Cans didn't exist. Celeste, Brewster, and Harriet made their first appearances in ''Wild World'', you wouldn't get a friends picture, the villagers were less interactive. You can only get NES games in the original games, acres are less fluid in the original compared to its sequels, and several buildings were either scrapped or replaced.

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* When you compare the first ''AnimalCrossing'' games to the future ones you'll notice several differences. Ease-dropping Eavesdropping on your neighbors conversations was implemented in ''Dobutsu No Mori e+'', players couldn't use emotions until ''Wild World'', Blathers couldn't identify fossils before, and Watering Cans didn't exist. Celeste, Brewster, and Harriet made their first appearances in ''Wild World'', you wouldn't get a friends picture, the villagers were less interactive. You can only get NES games in the original games, acres are less fluid in the original compared to its sequels, and several buildings were either scrapped or replaced.
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Namespace fix!


** This trope also applies in terms of aesthetics and plot. The Triforce for one originally had only two parts, with the Triforce of Courage and the appearance as flat, golden Sierpinski triangles not featured until ''Zelda II''; in fact, the artwork and the cartoon actually portrayed it as glowing, gem-like tetrahedrons. While the standard look for the Triforce was codified in ''VideoGame/TheLegendOfZeldaALinkToThePast'', it was portrayed as actually speaking to Link. Link and Zelda's hair were brown, the expanded Hyrule in ''VideoGame/ZeldaIITheAdventureOfLink'' (which had DeathMountain on the southern part of the WorldMap instead of the usual northern location and had eastern and western regions separated by water) is never heard of in any other game, and races that became iconic aspects of the series in later games (i.e. Gorons, friendly Zoras, the Sheikah) are completely absent in early games. And then, of course, the early games had zero hints to the eventual timeline issues that would develop in large part thanks to ''OcarinaOfTime'', which would not be settled until Nintendo ''finally'' released an official timeline on the game's 25th anniversary.

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** This trope also applies in terms of aesthetics and plot. The Triforce for one originally had only two parts, with the Triforce of Courage and the appearance as flat, golden Sierpinski triangles not featured until ''Zelda II''; in fact, the artwork and the cartoon actually portrayed it as glowing, gem-like tetrahedrons. While the standard look for the Triforce was codified in ''VideoGame/TheLegendOfZeldaALinkToThePast'', it was portrayed as actually speaking to Link. Link and Zelda's hair were brown, the expanded Hyrule in ''VideoGame/ZeldaIITheAdventureOfLink'' (which had DeathMountain on the southern part of the WorldMap instead of the usual northern location and had eastern and western regions separated by water) is never heard of in any other game, and races that became iconic aspects of the series in later games (i.e. Gorons, friendly Zoras, the Sheikah) are completely absent in early games. And then, of course, the early games had zero hints to the eventual timeline issues that would develop in large part thanks to ''OcarinaOfTime'', ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', which would not be settled until Nintendo ''finally'' released an official timeline on the game's 25th anniversary.



* The first ''{{Touhou}}'' game for the {{PC98}} was a strange sort of Breakout/Arkanoid game with gravity and lots of bullet dodging; from the second game onward the series was firmly in the ShootEmUp genre, but the BulletHell formula prevalent in the Windows series was not established until the fourth {{PC98}} game (out of five), and the makings of the "spell card" system that would dominate the Windows Touhou games wasn't present until the fifth game. The overall tone and character designs are still fairly different.

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* The first ''{{Touhou}}'' game for the {{PC98}} PC98 was a strange sort of Breakout/Arkanoid game with gravity and lots of bullet dodging; from the second game onward the series was firmly in the ShootEmUp genre, but the BulletHell formula prevalent in the Windows series was not established until the fourth {{PC98}} PC98 game (out of five), and the makings of the "spell card" system that would dominate the Windows Touhou games wasn't present until the fifth game. The overall tone and character designs are still fairly different.



* In the very first ''VideoGame/StreetFighter'' released in 1987, [[RyuAndKen Ryu and Ken]] are the only playable characters (with Ryu wearing red slippers for some reason); their special moves, quite [[GameBreaker overpowered]] in this game, are almost impossible to pull off consistently; other techniques such as combos, dizzies, and grappling moves are all non-existent; and every opponent has the same winning and losing quote (all spoken with the same crudely digitized voice clip). The game did feature the same six-button configuration used by ''VideoGame/StreetFighterII'' and its sequels, but it was actually added to the game as an afterthought, created as a cheaper alternative to arcade operators who couldn't afford the original cabinet which used two hydraulic punching pads that determined the strength of the player's punches and kicks based on hard they were pushed down. Additionally, Ryu and Ken's special move yells were dubbed for the overseas versions of the game, resulting in them yelling "Psycho Fire" and "Dragon Punch" instead of "Hadoken" and "Shoryuken".

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* In the very first ''VideoGame/StreetFighter'' released in 1987, [[RyuAndKen Ryu and Ken]] RyuAndKen are the only playable characters (with Ryu wearing red slippers for some reason); their special moves, quite [[GameBreaker overpowered]] in this game, are almost impossible to pull off consistently; other techniques such as combos, dizzies, and grappling moves are all non-existent; and every opponent has the same winning and losing quote (all spoken with the same crudely digitized voice clip). The game did feature the same six-button configuration used by ''VideoGame/StreetFighterII'' and its sequels, but it was actually added to the game as an afterthought, created as a cheaper alternative to arcade operators who couldn't afford the original cabinet which used two hydraulic punching pads that determined the strength of the player's punches and kicks based on hard they were pushed down. Additionally, Ryu and Ken's special move yells were dubbed for the overseas versions of the game, resulting in them yelling "Psycho Fire" and "Dragon Punch" instead of "Hadoken" and "Shoryuken".



** And let's not forget, the first generation games have [[{{OlympusMons}} legendary Pokémon]] completely detached from the game's plot and there solely as extras. The second generation was the first to actually incorporate them into the story, and even then they weren't the main focus. From the third generation on, legendary Pokémon became the driving force behind the antagonists' motives. This can even be seen in the number of them introduced each generation, with the first having five, and the latest two having ''thirteen.'' '''''Each.'''''

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** And let's not forget, the first generation games have [[{{OlympusMons}} [[OlympusMons legendary Pokémon]] completely detached from the game's plot and there solely as extras. The second generation was the first to actually incorporate them into the story, and even then they weren't the main focus. From the third generation on, legendary Pokémon became the driving force behind the antagonists' motives. This can even be seen in the number of them introduced each generation, with the first having five, and the latest two having ''thirteen.'' '''''Each.'''''



* ''VideoGame/RhythmHeaven'' for the GBA is pretty different than its two sequels. For starters, the mini-games are arranged in eight columns of six instead of ten columns of five, and the [[FinalExamBoss Final Exam Remix]] is Remix 6 instead of Remix 10. Also, the music for the sequels' mini-games are tailor-made for them while some of the GBA mini-games just have accompanying BGM with the same tempo. Not to mention the {{Unexpected Gameplay Change}} that Quiz brought, while the other games never radically change the rules. The Remixes of the GBA version also doesn't change the artistic theme of the mini-games and one stage actually remixes previous remixes, two things that the sequels don't dabble in.

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* ''VideoGame/RhythmHeaven'' for the GBA is pretty different than its two sequels. For starters, the mini-games are arranged in eight columns of six instead of ten columns of five, and the [[FinalExamBoss Final Exam Remix]] is Remix 6 instead of Remix 10. Also, the music for the sequels' mini-games are tailor-made for them while some of the GBA mini-games just have accompanying BGM with the same tempo. Not to mention the {{Unexpected Gameplay Change}} UnexpectedGameplayChange that Quiz brought, while the other games never radically change the rules. The Remixes of the GBA version also doesn't change the artistic theme of the mini-games and one stage actually remixes previous remixes, two things that the sequels don't dabble in.
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** Kirby was also white on the box art instead of his trademark pink.

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* ''SuperMarioKart'', the first ''VideoGame/MarioKart'' game, had five races per cup instead of four like in the later games. It also featured Donkey Kong Jr. as one of the playable characters; DonkeyKong himself wouldn't appear in the series until ''MarioKart64''. Super Mario Kart also introduced the feather item that allowed players to jump super high and over walls. The item hasn't appeared since then. The game also had the coin system linked to your speed and the mechanic wasn't used again until Super Circuit and Mario Kart 7. The first game even had the item boxes NOT regenerate after someone takes it, making it possible for the player to run out of items, but it would have to be done on purpose.

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* ''SuperMarioKart'', the first ''VideoGame/MarioKart'' game, had five races per cup instead of four like in the later games. It also featured Donkey Kong Jr. as one of the playable characters; DonkeyKong himself wouldn't appear in the series until ''MarioKart64''. Super Mario Kart also introduced the feather item that allowed players to jump super high and over walls. The item hasn't appeared since then. The game also had the coin system linked to your speed and the mechanic wasn't used again until Super Circuit and Mario Kart 7. The first game even had the item boxes NOT regenerate after someone takes it, making it possible for the player to run out of items, but it would have to be done on purpose. Super Mario Kart also had the 150cc difficulty locked whereas it is freely open to players in the later games and the game also lacks mirror mode.
** The first game also had 5 laps per race while the rest of the games play with only 3 laps. This was due to the tracks in Super Mario Kart being quite short while the tracks and their retro counterparts in later games were lengthened a bit to accommodate the new racing mechanics. Time Trials in Super Mario Kart had no item use at all compared to the later games where they allowed the use of Triple Mushrooms in Time Trials.
** The Spiny Shell is so infamous in the Mario Kart community that it feels just weird that it didn't appear in the first Mario Kart game at all. It would make its debut in the 2nd game.
** Super Mario Kart was also the only game in the series where the AI has their own items (some of the characters use the normal items you would get like a green shell) and had [[TheComputerIsACheatingBastard infinite uses of them]]. It wasn't until Mario Kart 64 that the AI was regulated to only using items the player could use and could only use items if they snagged an item box.
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YMMV sinkhole.


* The [[FireEmblemAkaneia first]] ''FireEmblem'' games had odd quirks, such as Weapon Rank being a regular stat that went up with levels (Instead of depending of weapon usage), healers gaining no experience from healing and instead from ''getting hit'' (It's as counter-productive as it sounds, but abusable), magic and resistance (Magic defend) not going up with levels (So magic did fixed damage, pretty much), and many well-known trademarks of the series such as the Weapon Triangle or Suppport System hadn't been included by then. Oh, and classes' names were in Japanese instead of GratuitousEnglish. The UpdatedRerelease for the DS modernized most of those things, but without changing the core game, [[YourMileageMayVary which for some felt awkward]].

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* The [[FireEmblemAkaneia first]] ''FireEmblem'' games had odd quirks, such as Weapon Rank being a regular stat that went up with levels (Instead of depending of weapon usage), healers gaining no experience from healing and instead from ''getting hit'' (It's as counter-productive as it sounds, but abusable), magic and resistance (Magic defend) not going up with levels (So magic did fixed damage, pretty much), and many well-known trademarks of the series such as the Weapon Triangle or Suppport System hadn't been included by then. Oh, and classes' names were in Japanese instead of GratuitousEnglish. The UpdatedRerelease for the DS modernized most of those things, but without changing the core game, [[YourMileageMayVary which for some felt awkward]].awkward.
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* ''TexMurphy'': The first game (Mean Streets) in the series had flight sim and run & gun sequences in addition to the adventure gameplay. All of its sequels (including its remake) are FMV point & click adventures.

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* ''TexMurphy'': ''VideoGame/TexMurphy'': The first game (Mean Streets) in the series had flight sim and run & gun sequences in addition to the adventure gameplay. All of its sequels (including its remake) are FMV point & click adventures.
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* ''VideoGame/MetalGear'':

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* ''VideoGame/MetalGear'': ''VideoGame/MetalGear'':



* ''SuperMarioBros'':

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* ''SuperMarioBros'': ''SuperMarioBros'':



* ''GrandTheftAuto'': The original game, and the London Expansion pack. All the excitement of a fully realized living city in glorious, er, two dimensional blocky graphics that look like something on an Amiga. In ''1997''.

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* ''GrandTheftAuto'': The original game, and the London Expansion pack. All the excitement of a fully realized living city in glorious, er, two dimensional blocky graphics that look like something on an Amiga. In ''1997''.



* The [[HaloCombatEvolved first]] ''{{Halo}}'' had a lifebar separate from the regenerating shield, indestructible human vehicles, less-avian-looking Jackals, [[FakeUltimateMook Hunters who went down with one pistol shot]], and other minor quirks not kept in the sequels.

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* The [[HaloCombatEvolved first]] ''{{Halo}}'' had a lifebar separate from the regenerating shield, indestructible human vehicles, less-avian-looking Jackals, [[FakeUltimateMook Hunters who went down with one pistol shot]], and other minor quirks not kept in the sequels.



* The contrast between the first ''SuperSmashBros'' and its sequels is astounding. While ''Melee'' and ''Brawl'' are notable for detailed environments and characters, as well as epic orchestral music, the original had {{Floating Continent}}s in front of a simple background, many more [[SpritePolygonMix sprites for items, Pokémon, and some attacks]], darker, low-key original songs and was promoted with cartoony, comic book style illustrations of the characters.

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* The contrast between the first ''SuperSmashBros'' and its sequels is astounding. While ''Melee'' and ''Brawl'' are notable for detailed environments and characters, as well as epic orchestral music, the original had {{Floating Continent}}s in front of a simple background, many more [[SpritePolygonMix sprites for items, Pokémon, and some attacks]], darker, low-key original songs and was promoted with cartoony, comic book style illustrations of the characters.



* The first and [[{{Persona 2}} second]] ''VideoGame/{{Persona}}'' games have almost no resemblance whatsoever to the far more well known [[{{Persona 3}} third]] and [[{{Persona 4}} fourth]] games. Besides certain very broad ideas (teenagers fight monsters) and a certain character (Igor), they might as well be two different series. The art style is different, and even the game play isn't very similar, with the first two being far more combat-focused revolving around the sophisticated "speak to demons while fighting them" system, while the third and fourth games are hybrid dating/life simulators-JRPG's. With a tarot card theme that didn't really exist before.

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* The first and [[{{Persona 2}} second]] ''VideoGame/{{Persona}}'' games have almost no resemblance whatsoever to the far more well known [[{{Persona 3}} third]] and [[{{Persona 4}} fourth]] games. Besides certain very broad ideas (teenagers fight monsters) and a certain character (Igor), they might as well be two different series. The art style is different, and even the game play isn't very similar, with the first two being far more combat-focused revolving around the sophisticated "speak to demons while fighting them" system, while the third and fourth games are hybrid dating/life simulators-JRPG's. With a tarot card theme that didn't really exist before.



** In the English localizations, the first two games featured copious use of YeOldeButcheredeEnglishe.

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** In the English localizations, the first two games featured copious use of YeOldeButcheredeEnglishe.



** The menus were also quite clunky early on. In all of the NES ''DQ'' games, you had to go into your menu to do something as simple as talk to someone or open a door. it wasn't until ''DragonQuestV'' that much of this became more streamlined with an "action" button that had multiple features like in most other {{Role Playing Game}}s.

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** The menus were also quite clunky early on. In all of the NES ''DQ'' games, you had to go into your menu to do something as simple as talk to someone or open a door. it wasn't until ''DragonQuestV'' ''VideoGame/DragonQuestV'' that much of this became more streamlined with an "action" button that had multiple features like in most other {{Role Playing Game}}s.



* The {{Ultima}} series had some bizarre quirks throughout.

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* The {{Ultima}} series had some bizarre quirks throughout.



** ''Pokémon Blue'' doesn't have that many changes from the Japanese ''Red'' and ''Green''; most are simply aesthetic and the occasional glitch-fixing. ''Crystal'' began the trend of the revised version of the generation's main games having plot differences from the original, but even then it's near identical. ''Emerald'' is where the changes really began to happen.

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** ''Pokémon Blue'' doesn't have that many changes from the Japanese ''Red'' and ''Green''; most are simply aesthetic and the occasional glitch-fixing. ''Crystal'' began the trend of the revised version of the generation's main games having plot differences from the original, but even then it's near identical. ''Emerald'' is where the changes really began to happen.



* The ''{{Tekken}}'' series begins with the eponymous ''Tekken'' which features only two game modes, Arcade and VS, as well as an Options mode. It also features crude graphics (albeit impressive at the time), half the characters that the games would usually have, levels based on world monuments rather than ones which suit the characters, a ''{{Galaga}}'' opening game, and the bizarre element of having to unlock characters by playing said ''Galaga'' game (Heihachi and Devil Kazuya). The music and stages are also very different, the name of the stage appearing on the screen during matches. The boss characters are more powerful clones of the starting characters, albeit with some unique special moves. P. Jack looks far more powerful than some of the later Jack (he has a drill, which he can't use), Yoshimitsu resembles a knight rather than a ninja, Heihachi is the BigBad, and Kazuya is the lead character despite being pushed into the background in every other appearance he's made. Kunimitsu appears male rather than female (and is not revealed to be female until the next game). It also features the first Jack who, whilst essentially the same as Jack-2, doesn't appear in any other game (it should be noted that none of the Jacks barring P. Jack--who underwent a facelift between the first and second games--reappeared in a subsequent canonical game, instead being replaced by the newest model in their line). Devil Kazuya is essentially Kazuya in a purple suit with wings, but he has all the same moves (meaning he can't fly). You also can't sidestep at all. ''Tekken'' was released at a time when its graphical capabilities and arcade perfect nature was all that was needed to impress people.

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* The ''{{Tekken}}'' series begins with the eponymous ''Tekken'' which features only two game modes, Arcade and VS, as well as an Options mode. It also features crude graphics (albeit impressive at the time), half the characters that the games would usually have, levels based on world monuments rather than ones which suit the characters, a ''{{Galaga}}'' opening game, and the bizarre element of having to unlock characters by playing said ''Galaga'' game (Heihachi and Devil Kazuya). The music and stages are also very different, the name of the stage appearing on the screen during matches. The boss characters are more powerful clones of the starting characters, albeit with some unique special moves. P. Jack looks far more powerful than some of the later Jack (he has a drill, which he can't use), Yoshimitsu resembles a knight rather than a ninja, Heihachi is the BigBad, and Kazuya is the lead character despite being pushed into the background in every other appearance he's made. Kunimitsu appears male rather than female (and is not revealed to be female until the next game). It also features the first Jack who, whilst essentially the same as Jack-2, doesn't appear in any other game (it should be noted that none of the Jacks barring P. Jack--who underwent a facelift between the first and second games--reappeared in a subsequent canonical game, instead being replaced by the newest model in their line). Devil Kazuya is essentially Kazuya in a purple suit with wings, but he has all the same moves (meaning he can't fly). You also can't sidestep at all. ''Tekken'' was released at a time when its graphical capabilities and arcade perfect nature was all that was needed to impress people.



* The first two ''HarvestMoon'' handheld games had no marriage in it and very little socialization, while the third game had marriage but only to your DistaffCounterpart. The first two games in the series to have a female protagonist had the game end after marriage, while later games in the series are notorious for giving the female versions more options.
* The original ''{{Rayman}}'' game featured almost an ''entirely'' different setting from the later games, with a different cast of characters, a more WackyLand-style world as opposed to the more [[DreamLand dreamlike one]] of the later games, a different mythos, and even different ''collectables''. It wasn't until the second game that the modern cast of the ''Rayman'' series were introduced (most of them being [[RememberTheNewGuy old friends of Rayman's we'd never met before]]), along with the current version of its backstory. ''RaymanOrigins'' tries to [[ArcWelding fuse the two conflicting storylines]], but still skews a bit more heavily towards the ''Rayman 2'' version of things.

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* The first two ''HarvestMoon'' handheld games had no marriage in it and very little socialization, while the third game had marriage but only to your DistaffCounterpart. The first two games in the series to have a female protagonist had the game end after marriage, while later games in the series are notorious for giving the female versions more options.
options.
* The original ''{{Rayman}}'' game featured almost an ''entirely'' different setting from the later games, with a different cast of characters, a more WackyLand-style world as opposed to the more [[DreamLand dreamlike one]] of the later games, a different mythos, and even different ''collectables''. It wasn't until the second game that the modern cast of the ''Rayman'' series were introduced (most of them being [[RememberTheNewGuy old friends of Rayman's we'd never met before]]), along with the current version of its backstory. ''RaymanOrigins'' tries to [[ArcWelding fuse the two conflicting storylines]], but still skews a bit more heavily towards the ''Rayman 2'' version of things.



* Creator/ArtixEntertainment, big time. For starters, ''AdventureQuest'' started out as a very stripped-down and basic version of itself called Land of Rising Evil, where the only actual area was, apparently, Yulgar's inn (and even that wasn't originally there); ''DragonFable'' and ''MechQuest'' both feature much improved art at the current expense of a lot of the content already available in ''AdventureQuest'', with some fuzzy and ill-defined interaction between the three games' plots. [[JustifiedTrope Justified]], in that the resources put into the games literally started with about two, maybe three guys working on code from scratch. In a living room, mind you.
* When you compare the first ''AnimalCrossing'' games to the future ones you'll notice several differences. Ease-dropping on your neighbors conversations was implemented in ''Dobutsu No Mori e+'', players couldn't use emotions until ''Wild World'', Blathers couldn't identify fossils before, and Watering Cans didn't exist. Celeste, Brewster, and Harriet made their first appearances in ''Wild World'', you wouldn't get a friends picture, the villagers were less interactive. You can only get NES games in the original games, acres are less fluid in the original compared to its sequels, and several buildings were either scrapped or replaced.

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* Creator/ArtixEntertainment, big time. For starters, ''AdventureQuest'' started out as a very stripped-down and basic version of itself called Land of Rising Evil, where the only actual area was, apparently, Yulgar's inn (and even that wasn't originally there); ''DragonFable'' and ''MechQuest'' both feature much improved art at the current expense of a lot of the content already available in ''AdventureQuest'', with some fuzzy and ill-defined interaction between the three games' plots. [[JustifiedTrope Justified]], in that the resources put into the games literally started with about two, maybe three guys working on code from scratch. In a living room, mind you.
you.
* When you compare the first ''AnimalCrossing'' games to the future ones you'll notice several differences. Ease-dropping on your neighbors conversations was implemented in ''Dobutsu No Mori e+'', players couldn't use emotions until ''Wild World'', Blathers couldn't identify fossils before, and Watering Cans didn't exist. Celeste, Brewster, and Harriet made their first appearances in ''Wild World'', you wouldn't get a friends picture, the villagers were less interactive. You can only get NES games in the original games, acres are less fluid in the original compared to its sequels, and several buildings were either scrapped or replaced.
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* ''SuperMarioKart'', the first ''VideoGame/MarioKart'' game, had five races per cup instead of four like in the later games. It also featured Donkey Kong Jr. as one of the playable characters; DonkeyKong himself wouldn't appear in the series until ''MarioKart64''.

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* ''SuperMarioKart'', the first ''VideoGame/MarioKart'' game, had five races per cup instead of four like in the later games. It also featured Donkey Kong Jr. as one of the playable characters; DonkeyKong himself wouldn't appear in the series until ''MarioKart64''. Super Mario Kart also introduced the feather item that allowed players to jump super high and over walls. The item hasn't appeared since then. The game also had the coin system linked to your speed and the mechanic wasn't used again until Super Circuit and Mario Kart 7. The first game even had the item boxes NOT regenerate after someone takes it, making it possible for the player to run out of items, but it would have to be done on purpose.
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***The lifebar disappeared because of the new armor Master Chief recieved at the start of Halo 2. It returned in Reach because it took place before 2 (and as a result, before the armor's production) and in ODST because it focused on an ODST, not a SPARTAN. As Master Cheif was still wearing this armor at the end of Halo 3, it's likely the lifebar will disappear again in Halo 4.

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* ''TheLegendOfZelda'': [[VideoGame/TheLegendOfZelda The original]] ''Zelda'' lets you take keys between dungeons, which just feels completely un-''Zelda'' like, especially since most later games (presumably in response to it being possible in the first) remind you constantly that keys only work in the dungeon you find them in. Keys could also be bought from shopkeepers. Your bow also uses rupees to make arrows, which is bizarre even without contrast to other Zeldas.
** The first and [[ZeldaII second games]] also had you find whole heart containers outside of dungeons instead of Pieces of Heart. This mechanic was resurrected in the DS installments.

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* ''TheLegendOfZelda'': [[VideoGame/TheLegendOfZelda The original]] ''Zelda'' original ''VideoGame/TheLegendOfZelda'' lets you take keys between dungeons, which just feels completely un-''Zelda'' like, especially since most later games (presumably in response to it being possible in the first) remind you constantly that keys only work in the dungeon you find them in. Keys could also be bought from shopkeepers. Your bow also uses rupees to make arrows, which is bizarre even without contrast to other Zeldas.
** The first and [[ZeldaII [[VideoGame/ZeldaIITheAdventureOfLink second games]] also had you find whole heart containers outside of dungeons instead of Pieces of Heart. This mechanic was resurrected in the DS installments.



** This trope also applies in terms of aesthetics and plot. The Triforce for one originally had only two parts, with the Triforce of Courage and the appearance as flat, golden Sierpinski triangles not featured until ''Zelda II''; in fact, the artwork and the cartoon actually portrayed it as glowing, gem-like tetrahedrons. While the standard look for the Triforce was codified in ''ALinkToThePast'', it was portrayed as actually speaking to Link. Link and Zelda's hair were brown, the expanded Hyrule in ''TheAdventureOfLink'' (which had DeathMountain on the southern part of the WorldMap instead of the usual northern location and had eastern and western regions separated by water) is never heard of in any other game, and races that became iconic aspects of the series in later games (i.e. Gorons, friendly Zoras, the Sheikah) are completely absent in early games. And then, of course, the early games had zero hints to the eventual timeline issues that would develop in large part thanks to ''OcarinaOfTime'', which would not be settled until Nintendo ''finally'' released an official timeline on the game's 25th anniversary.

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** This trope also applies in terms of aesthetics and plot. The Triforce for one originally had only two parts, with the Triforce of Courage and the appearance as flat, golden Sierpinski triangles not featured until ''Zelda II''; in fact, the artwork and the cartoon actually portrayed it as glowing, gem-like tetrahedrons. While the standard look for the Triforce was codified in ''ALinkToThePast'', ''VideoGame/TheLegendOfZeldaALinkToThePast'', it was portrayed as actually speaking to Link. Link and Zelda's hair were brown, the expanded Hyrule in ''TheAdventureOfLink'' ''VideoGame/ZeldaIITheAdventureOfLink'' (which had DeathMountain on the southern part of the WorldMap instead of the usual northern location and had eastern and western regions separated by water) is never heard of in any other game, and races that became iconic aspects of the series in later games (i.e. Gorons, friendly Zoras, the Sheikah) are completely absent in early games. And then, of course, the early games had zero hints to the eventual timeline issues that would develop in large part thanks to ''OcarinaOfTime'', which would not be settled until Nintendo ''finally'' released an official timeline on the game's 25th anniversary.
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** Up until ''VideoGame/MetalGearSolid2'', the bodies of dead soldiers in previous games would simply disappear once they hit the ground. Killing an enemy grunt in front of one of his buddies doesn't cause as much of a reaction as it does in later games. This is also the reason why the tranquilizer gun was introduced in ''[=MGS2=]'', as there wasn't much need for one in previous games.

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** Up until ''VideoGame/MetalGearSolid2'', the bodies of dead soldiers in previous games would simply disappear once they hit the ground. Killing an enemy grunt in front of one of his buddies doesn't cause as much of a reaction as it does in later games. This is also the reason why the tranquilizer gun was introduced in ''[=MGS2=]'', as there wasn't much need for one in previous games.
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* Pokémon has an odd variation: Each generation introduces a hundred or more new {{Mons}}, but while ''VideoGame/PokemonRubyAndSapphire'' and ''VideoGame/PokemonDiamondAndPearl'' show off the new Pokémon as much as possible and ''VideoGame/PokemonBlackAndWhite'' has ''only'' new Pokémon until after the credits roll, ''VideoGame/PokemonGoldAndSilver'' mostly relies on the original 151 with the others hanging around. Mildly {{justified}} in-plot because Gen 2 happens right next to the setting of Gen 1, which is actually visited later in the game (the only games with this feature released since Gen 2 are the Gen 4 remakes of those games), while the others are further away, with Gen 5 focusing on new Pokémon more so than usual due to being even further away (Unova is implied to be in a ''different country'', as the foreign Team Rocket Grunt in Gen 2 and their Gen 4 remakes is revealed to be from Unova, with the now-reformed Team Rocket Grunt residing in Unova's Icirrus City in ''Black'' and ''White''). Flipside, it also means Gen 2 has very few [[{{Expy}} expies]] and {{Suspiciously Similar Substitute}}s compared to later generations, with the the vast majority of new Pokémon with similarities to old ones generally evolving from said old ones.

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* Pokémon {{Pokemon}} has an odd variation: Each generation introduces a hundred or more new {{Mons}}, but while ''VideoGame/PokemonRubyAndSapphire'' and ''VideoGame/PokemonDiamondAndPearl'' show off the new Pokémon as much as possible and ''VideoGame/PokemonBlackAndWhite'' has ''only'' new Pokémon until after the credits roll, ''VideoGame/PokemonGoldAndSilver'' mostly relies on the original 151 with the others hanging around. Mildly {{justified}} in-plot because Gen 2 happens right next to the setting of Gen 1, which is actually visited later in the game (the only games with this feature released since Gen 2 are the Gen 4 remakes of those games), while the others are further away, with Gen 5 focusing on new Pokémon more so than usual due to being even further away (Unova is implied to be in a ''different country'', as the foreign Team Rocket Grunt in Gen 2 and their Gen 4 remakes is revealed to be from Unova, with the now-reformed Team Rocket Grunt residing in Unova's Icirrus City in ''Black'' and ''White''). Flipside, it also means Gen 2 has very few [[{{Expy}} expies]] and {{Suspiciously Similar Substitute}}s compared to later generations, with the the vast majority of new Pokémon with similarities to old ones generally evolving from said old ones.
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** Unlike in ''VideoGame/MarioBros'' and subsequent Mario games, in ''VideoGame/DonkeyKong'' it's not possible to fall a long way without losing a life.
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** The second game was primarily a side-scroller with RPGElements, a style that hasn't been used since. The 8-bit GameBoy installments and ''FourSwordsAdventures'' did have some side-scrolling areas (the former were even complete with cross-series cameos from [[SuperMarioBros Goombas]], which of course ''originated'' in a side-scroller and in their Zelda appearances can even be defeated using a GoombaStomp using the Roc's Feather and Roc's Cape items), but no RPG elements.

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** The second game was primarily a side-scroller with RPGElements, a style that hasn't been used since. The 8-bit GameBoy installments and ''FourSwordsAdventures'' ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'' did have some side-scrolling areas (the former were even complete with cross-series cameos from [[SuperMarioBros Goombas]], which of course ''originated'' in a side-scroller and in their Zelda appearances can even be defeated using a GoombaStomp using the Roc's Feather and Roc's Cape items), but no RPG elements.
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* The first ''Videogame/AgeOfEmpires'' might be difficult for fans of [[AgeOfEmpires the sequels]]: units can only be created one at a time (fixed with the expansion pack ''Rise of Rome''), only by going through the entire map you can find out idle units, farms are perishable buildings... and of course there are oddities such as killing the birds that fly over the screen and the War/Archer Elephant having as many hitpoints as ''buildings''!

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* The first ''Videogame/AgeOfEmpires'' ''Videogame/{{Age of Empires|I}}'' might be difficult for fans of [[AgeOfEmpires the [[VideoGame/AgeOfEmpiresII the]] [[VideoGame/AgeOfEmpiresIII sequels]]: units can only be created one at a time (fixed with the expansion pack ''Rise of Rome''), only by going through the entire map you can find out idle units, farms are perishable buildings... and of course there are oddities such as killing the birds that fly over the screen and the War/Archer Elephant having as many hitpoints as ''buildings''!
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Natter. Also, it\'s titled as Dune II, which means that it\'s supposed to be the second Dune video game. Makes enough sense.


** Not a good example, because these are two games belonging of different genres and simply based on the same pre-existing setting.

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* ''MetalGear'': The [[VideoGame/MetalGear first game]] for the [=MSX2=] and NES had no crawling, no radar, and a simple straightforward plot. Guards could only see in straight lines and the stages were screen-based (think the original ''Zelda''), allowing the players to escape detection by moving to the next screen (at least in the NES version, which lacked the higher alert phase). It also featured a level-up system that increases your maximum health and item capacity for every five hostages you rescued (and demotes you if you killed one) and multiple cardkeys were needed to open different doors.
** Although it was a non-canon sequel made by a different team, ''SnakesRevenge'' played pretty much like the first game, only with the addition of side-scrolling segments.
** ''MetalGear2'' is much closer to the ''MetalGearSolid'' than the other 8-bit installments, although still limited by the same technical constraints as the first. It also had some of the oddest items and puzzles in the series, such as hideable buckets, poisonous hamsters, and egg hatching.
** Up until ''MetalGearSolid2'', the bodies of dead soldiers in previous games would simply disappear once they hit the ground. Killing an enemy grunt in front of one of his buddies doesn't cause as much of a reaction as it does in later games. This is also the reason why the tranquilizer gun was introduced in ''[=MGS2=]'', as there wasn't much need for one in previous games.

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* ''MetalGear'': ''VideoGame/MetalGear'':
**
The [[VideoGame/MetalGear [[VideoGame/MetalGear1987 first game]] for the [=MSX2=] and NES had no crawling, no radar, and a simple straightforward plot. Guards could only see in straight lines and the stages were screen-based (think the original ''Zelda''), allowing the players to escape detection by moving to the next screen (at least in the NES version, which lacked the higher alert phase). It also featured a level-up system that increases your maximum health and item capacity for every five hostages you rescued (and demotes you if you killed one) and multiple cardkeys were needed to open different doors.
** Although it was a non-canon sequel made by a different team, ''SnakesRevenge'' ''VideoGame/SnakesRevenge'' played pretty much like the first game, only with the addition of side-scrolling segments.
** ''MetalGear2'' ''VideoGame/MetalGear2SolidSnake'' is much closer to the ''MetalGearSolid'' ''VideoGame/MetalGearSolid'' than the other 8-bit previous installments, although still limited by the same technical constraints as the first. It also had some of the oddest items and puzzles in the series, such as hideable buckets, poisonous hamsters, and egg hatching.
** Up until ''MetalGearSolid2'', ''VideoGame/MetalGearSolid2'', the bodies of dead soldiers in previous games would simply disappear once they hit the ground. Killing an enemy grunt in front of one of his buddies doesn't cause as much of a reaction as it does in later games. This is also the reason why the tranquilizer gun was introduced in ''[=MGS2=]'', as there wasn't much need for one in previous games.
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* The first ''{{Touhou}}'' game for the {{PC98}} was a strange sort of Breakout/Arkanoid game with gravity and lots of bullet dodging; from the second game onward the series was firmly in the ShootEmUp genre, but the BulletHell formula prevalent in the Windows series was not established until the fourth {{PC98}} game (out of five). The overall tone and character designs are still fairly different.

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* The first ''{{Touhou}}'' game for the {{PC98}} was a strange sort of Breakout/Arkanoid game with gravity and lots of bullet dodging; from the second game onward the series was firmly in the ShootEmUp genre, but the BulletHell formula prevalent in the Windows series was not established until the fourth {{PC98}} game (out of five).five), and the makings of the "spell card" system that would dominate the Windows Touhou games wasn't present until the fifth game. The overall tone and character designs are still fairly different.



* ''VideoGame/FinalFantasyI'' has no [[ManaMeter Magic Points]]. Instead, spells are divided into different levels of magic, characters must buy each spell individually at magic shops, and they can only cast spells of a given level a limited number of times before resting, with the amount increasing as the characters' experience levels increase (compare the Sorcerer of 3rd Edition ''DungeonsAndDragons''). The GBA and PSP remakes remove the "X uses per magic level" system for the traditional MP[[hottip:*:Which arguably makes the game much easier, as you can spam magic, heralding cries of TheyChangedItNowItSucks]].

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* ''VideoGame/FinalFantasyI'' has no [[ManaMeter Magic Points]]. Instead, spells are divided into different levels of magic, characters must buy each spell individually at magic shops, and they can only cast spells of a given level a limited number of times before resting, with the amount increasing as the characters' experience levels increase (compare (much like the Sorcerer of 3rd Edition ''DungeonsAndDragons'').from ''DungeonsAndDragons'' Third Edition). The GBA and PSP remakes remove the "X uses per magic level" system for the traditional MP[[hottip:*:Which arguably makes the game much easier, as you can spam magic, heralding cries of TheyChangedItNowItSucks]].
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* ''VideoGame/TheElderScrolls:'' The first game, ''[[VideoGame/TheElderScrollsArena Arena]]'', was a hack-and-slash DungeonCrawler filled with frenetic, almost constant combat. The side-quests were just there to help you acquire gold and experience points. No joinable factions. From the second game onward, the series became much slower-paced and less combat-oriented, and most of the gameplay now revolves around side-quests.
** Early games described Cyrodiil as a {{Mayincatec}}-esque setting, with jungles, rivers, rice fields, tattoos, and stone cities. By ''Morrowind'', however, it had become cemented as a FantasyCounterpartCulture of ancient Rome.
* ''TheLegendOfZelda'': [[VideoGame/TheLegendOfZelda The original]] ''Zelda'' lets you take keys between dungeons, which just feels completely un-''Zelda'' like, especially since most later games (presumably in response to it being possible in the first) remind you constantly that keys only work in the dungeon you find them in. Keys could also be bought from shopkeepers. Your bow also uses rupees to make arrows, which is bizarre even without contrast to other Zeldas.
** The first and [[ZeldaII second games]] also had you find whole heart containers outside of dungeons instead of Pieces of Heart. This mechanic was resurrected in the DS installments.
** To this day, [[WideOpenSandbox the open endedness]] of the original game is nowhere to be seen.
** The second game was primarily a side-scroller with RPGElements, a style that hasn't been used since. The 8-bit GameBoy installments and ''FourSwordsAdventures'' did have some side-scrolling areas (the former were even complete with cross-series cameos from [[SuperMarioBros Goombas]], which of course ''originated'' in a side-scroller and in their Zelda appearances can even be defeated using a GoombaStomp using the Roc's Feather and Roc's Cape items), but no RPG elements.
** This trope also applies in terms of aesthetics and plot. The Triforce for one originally had only two parts, with the Triforce of Courage and the appearance as flat, golden Sierpinski triangles not featured until ''Zelda II''; in fact, the artwork and the cartoon actually portrayed it as glowing, gem-like tetrahedrons. While the standard look for the Triforce was codified in ''ALinkToThePast'', it was portrayed as actually speaking to Link. Link and Zelda's hair were brown, the expanded Hyrule in ''TheAdventureOfLink'' (which had DeathMountain on the southern part of the WorldMap instead of the usual northern location and had eastern and western regions separated by water) is never heard of in any other game, and races that became iconic aspects of the series in later games (i.e. Gorons, friendly Zoras, the Sheikah) are completely absent in early games. And then, of course, the early games had zero hints to the eventual timeline issues that would develop in large part thanks to ''OcarinaOfTime'', which would not be settled until Nintendo ''finally'' released an official timeline on the game's 25th anniversary.
* ''MetalGear'': The [[VideoGame/MetalGear first game]] for the [=MSX2=] and NES had no crawling, no radar, and a simple straightforward plot. Guards could only see in straight lines and the stages were screen-based (think the original ''Zelda''), allowing the players to escape detection by moving to the next screen (at least in the NES version, which lacked the higher alert phase). It also featured a level-up system that increases your maximum health and item capacity for every five hostages you rescued (and demotes you if you killed one) and multiple cardkeys were needed to open different doors.
** Although it was a non-canon sequel made by a different team, ''SnakesRevenge'' played pretty much like the first game, only with the addition of side-scrolling segments.
** ''MetalGear2'' is much closer to the ''MetalGearSolid'' than the other 8-bit installments, although still limited by the same technical constraints as the first. It also had some of the oddest items and puzzles in the series, such as hideable buckets, poisonous hamsters, and egg hatching.
** Up until ''MetalGearSolid2'', the bodies of dead soldiers in previous games would simply disappear once they hit the ground. Killing an enemy grunt in front of one of his buddies doesn't cause as much of a reaction as it does in later games. This is also the reason why the tranquilizer gun was introduced in ''[=MGS2=]'', as there wasn't much need for one in previous games.
* ''DynastyWarriors'' is often mistaken as part of the trope outside Japan. In North America, Dynasty Warriors 1 is from a different series than Dynasty Warriors 2 and later. It's not an actual example of the trope because, while sharing a similar setting and even in Japan similar naming, they are still separate series.
* ''JakAndDaxter'': [[JakAndDaxterThePrecursorLegacy The first game]] is very different in tone from the later games in the series, although it was more in line with Naughty Dog's [own] ''CrashBandicoot'' titles.
* ''VideoGame/WarioLand'': The first couple (one is usually forgotten since it was on the doomed VirtualBoy) games played much more like Mario games, with coin blocks, powerups, a time limit, and a lesser emphasis on puzzles/exploration. The first game was even titled: ''[[BackdoorPilot Super Mario Land 3: Wario Land]]''.
** Starting with ''Wario Land 2'', the series began to focus on exploration. The second game is radically different from the first, to the point where Wario ''[[NighInvulnerability can't even die]]'', which could be considered EarlyInstallmentWeirdness on its own, since most games after the third one have a health meter. The time limit is only present in the first one; the closest the series has ever come to a time limit since that is ''Wario Land 4'' during the escape sequences.
* ''{{Kirby}}'': The first game doesn't let you absorb the powers of enemies, which was introduced in the second and became the series' trademark, at least until ''VideoGame/KirbysEpicYarn'' removed it again, which is yet somewhat a DolledUpInstallment of a game starring Prince Fluff. However, Kirby Mass Attack for DS has the trademark inhaling move removed as well, focusing more on a Lemming-gameplay style.
* ''DonkeyKong'': The arcade games are very different from both the Mario and Donkey Kong platformers that came later, the first portraying Donkey Kong as a villain, the second being the only game ever to have Mario as a villain, and the third introducing Mario's cousin Stanley, who was [[ChuckCunninghamSyndrome never heard from again]]. None of the enemies were [[GoombaStomp stompable]]. These games also had a modern day setting, which is a big part of the reason why {{fanon}} has the Mario Bros. as refugees from the real world (the other part of the reason being that [[WesternAnimation/SuperMarioBros the TV show]] and [[Film/SuperMarioBros the movie]] showed them as being such).
** Also, Mario was a ''carpenter'', not a plumber. This characterization carried over into ''WreckingCrew''.
** Hell, in early versions of the game, Mario ''wasn't even named Mario'' - he was "Jumpman".
* ''SpyroTheDragon'': If not for the common title and character design, you'd hardly believe that the games of the ''three'' continuities were from the same series.
** This arguably happened within the original series; while the engine was mostly the same, in ''Spyro the Dragon'' (1998) there were no sidequests to collect the {{Plot Coupon}}s, no Hunter, and the story felt like an ExcusePlot in comparison to the deeper ''Ripto's Rage'' and ''Year of the Dragon''. Oh, and Spyro [[SuperDrowningSkills can't swim]], not even on the surface.\\
\\
The first game plays with a somewhat melancholic 'Last man alive' feel and you're guided through the level by the dragons you have to rescue, which also function as save points (you can't save via the pause menu). The second introduces goofy cartoon characters who talk to you throughout the levels and the levels mostly consist of helping people out and getting orbs in return.
* ''{{Dune}}'' is an obscure Adventure/Strategy game, ''[[DuneII Dune 2]]'' is the TropeCodifier for the RealTimeStrategy genre.
** Not a good example, because these are two games belonging of different genres and simply based on the same pre-existing setting.
* ''SuperMarioBros'':
** What we'd call "Small Mario" in later 2-D titles appears to be his normal height in [[VideoGame/SuperMarioBros the first game]]. It's also the only game where [[RatchetScrolling Mario can't move back on the levels, only forward]]. It didn't have any vertical areas either (they weren't seen until ''VideoGame/SuperMarioBros2''). The lava also originally worked very differently: it was originally depicted as essentially [[LavaIsBoilingKoolAid red-tinted water]] drawn over a BottomlessPit, and Mario/Luigi would die by simply falling into it rather that either [[DeathThrows dying and being flung off the screen]] or [[RumpRoast jumping back out and suffering very little damage.]] Last, but not least, the game featured enemies in locations in which they're normally not supposed to be in, such as Buzzy Beetles in full daylight, and Goombas and (live) Koopa Troopas in castles.
** In the original ''VideoGame/MarioBros'' arcade game, the GoombaStomp didn't work - you had to knock the enemies on their backs before you could take them out.
** In ''Wrecking Crew'' (released 3 months before ''SMB''), Mario can't jump, and he also wears a hard hat.
** ''VideoGame/SuperMario64'' is, to this date, the only 3D game where both the oxygen meter (for swimming) and the health meter were the one and same (they get separate meters in ''[[VideoGame/SuperMarioSunshine Sunshine]]'' and the two ''[[VideoGame/SuperMarioGalaxy Galaxy]]'' games). In addition, the star missions lack introductory cutscenes, which not only renders their locations far from obvious (bar, at times, the missions' titles), but it also allows more freedom in regards of the order in which the stars are collected (naturally, when ''Sunshine'' introduced the opening cutscenes fot the missions, it was mandatory to collect the items in a set order, except for the secret ones).
** The early enemy designs were very different from the ones used today. For example. [[BigBad Bowser]] was originally drawn without any hair on his head (although he did have hair in the game's official artwork and in the SNES remake), Koopa Troopas were depicted as quadrupeds instead of bipeds (they inexplicably revert back into quarupeds in ''Galaxy'' and ''Galaxy 2''), Goombas were originally drawn without mouths, and whenever a Lakitu is killed, he will actually take his cloud with him instead of leaving it behind. And the Mario Bros. themselves were originally drawn without WhiteGloves.
* This is also true with the ''Mario'' RPG games. While ''SuperMarioRPG'' is the only game of its kind not to be part of a series, the first ''PaperMario'' game is the only ''Mario'' RPG game to actually have Bowser as the main villain (later games, as well as the earlier ''RPG'', have the villain portrayed as someone else, while Bowser is just there for some other reason).
* ''SuperMarioKart'', the first ''VideoGame/MarioKart'' game, had five races per cup instead of four like in the later games. It also featured Donkey Kong Jr. as one of the playable characters; DonkeyKong himself wouldn't appear in the series until ''MarioKart64''.
* Also, the MarioAndLuigi series was very different back in SuperstarSaga, in that the graphics style is nearly completely different from how it is in the later games. It's not so much noticeable with Mario or Luigi, Bowser or Fawful, but for the normal enemies the difference is easy to spot. For example, early Dry Bones designs had them as quadrupeds like the Koopas from ''VideoGame/SuperMarioBros 1'', while the Boos looked outright cartoony and the Boomerang Bros were actually tall bird like creatures rather than the standard designs from the main series. Compare that to ''BowsersInsideStory'' where the enemies generally look like they do in other Mario spinoffs.
* ''TexMurphy'': The first game (Mean Streets) in the series had flight sim and run & gun sequences in addition to the adventure gameplay. All of its sequels (including its remake) are FMV point & click adventures.
** Not true. ''Martian Memorandum'', the second game, didn't feature FMV sequences, although it did show characters as video recordings in conversations, a step towards FMV. No flight sims or arcade sequences, though.
* ''ThunderForce'': The first game was a free-roaming overhead-view shooter, the sequel had an equal share of top-down and sidescrolling levels, and the rest of the series only kept the sidescrolling levels. Also in the first two games, you lost ''all'' weapons except Twin and Back upon death, whereas in newer games you only lose your current weapon.
* ''GrandTheftAuto'': The original game, and the London Expansion pack. All the excitement of a fully realized living city in glorious, er, two dimensional blocky graphics that look like something on an Amiga. In ''1997''.
* The first ''{{Touhou}}'' game for the {{PC98}} was a strange sort of Breakout/Arkanoid game with gravity and lots of bullet dodging; from the second game onward the series was firmly in the ShootEmUp genre, but the BulletHell formula prevalent in the Windows series was not established until the fourth {{PC98}} game (out of five). The overall tone and character designs are still fairly different.
* The [[HaloCombatEvolved first]] ''{{Halo}}'' had a lifebar separate from the regenerating shield, indestructible human vehicles, less-avian-looking Jackals, [[FakeUltimateMook Hunters who went down with one pistol shot]], and other minor quirks not kept in the sequels.
** The lifebar seems to have made a return, being absent in ''{{Halo 2}}'' & ''{{Halo 3}}'', but back with ''[[Halo3ODST ODST]]'' and ''[[HaloReach Reach]]''. The remake of ''Halo: Combat Evolved'' still includes it, and of course the jury's out for ''{{Halo 4}}'' until we get some more information.
* The Spin Dash has become a staple of the ''SonicTheHedgehog'' series since its introduction in the Genesis ''{{Sonic 2}}''. Games developed or released before ''Sonic 2'' either lack this move or, like ''SonicCD'', feature an unusual variation on it. The absence of the Spin Dash is noticeable enough that a few bundled rereleases of the original ''VideoGame/SonicTheHedgehog'' have an option to enable it.
** ''Sonic3AndKnuckles'' had the Master Emerald being kept in an ''underground'' shrine.
*** Also, it had the Super Emeralds - large grey emeralds found in the shrine with the Master Emerald, which are empowered by the regular Chaos Emeralds, and which gain colors after jumping on them and completing ''7 more'' Special Stages.
*** Plus, this is the only game in which we see Knuckles and Tails get their own [[SuperMode Super Modes]]. ''VideoGame/SonicHeroes'' doesn't count, as it's just Super Sonic giving them some of ''his'' power.
** The original ''Sonic'' had only ''six'' chaos emeralds; subsequent games featured seven.
** And the first game's zones had three acts apiece, instead of two...
* The contrast between the first ''SuperSmashBros'' and its sequels is astounding. While ''Melee'' and ''Brawl'' are notable for detailed environments and characters, as well as epic orchestral music, the original had {{Floating Continent}}s in front of a simple background, many more [[SpritePolygonMix sprites for items, Pokémon, and some attacks]], darker, low-key original songs and was promoted with cartoony, comic book style illustrations of the characters.
** The original was pretty much a budget [[WidgetSeries Widget Title]], and [[SleeperHit no one was expecting it to become so popular]]. It wasn't even supposed to be a cross-series game. It just goes to show you that sometimes, ExecutiveMeddling is good.
** The original ''SuperSmashBros'' also lacked a lot of moves and abilities that were introduced later, like air-dodging, and a side-B special move for example.
* The earliest ''VideoGame/MarioParty'' games, the very first in particular, lack many features that would became standard to the series, such as collectible items, segregated story and party modes, and key board-level concepts like banking and dueling. It was also was significantly more aggressive, where the winner of a mini-game was rewarded from the pockets of the losers. The first game was also the only one to have mini-games involving [[ScrappyMechanic rotating the control stick]], which would cause blisters; the second game excised these, but it also recycled many ''other'' mini-games from the first, which the third game (and all those subsequent) would make a point of avoiding. Finally, it wasn't until the GameCube era that a wide variety of side games were available, probably for memory reasons.
** The first game was also strange in that you could lose coins in the post-turn minigames.
* In the original ''{{Glider}}'', [[RatchetScrolling you couldn't go back a screen]], and you kept drifting left or right if you released the keys, making it difficult to hover over vents. Electrical outlets also worked differently: they didn't give out zappy surges continually like in 4.0 and PRO, but set you on fire if you passed over them, like candles always did. There was also an option to play as a dart; darts only turned up in the later games as enemies.
* Before the ''SWAT'' series became Tactical {{First Person Shooter}}s [[DuelingGames "rivaling"]] with ''RainbowSix'' series by its third installment, we had a RealTimeStrategy Game in the vein of ''{{X-COM}} Apocalypse's'' real-time mode. And before ''that'', we had a ''[[FullMotionVideo FMV Game]]'', which was a sequel/spin-off of an ''adventure game series'', Police Quest.
* The original ''PhoenixWrightAceAttorney'' used a penalty system with a fixed number of allowed "strikes" instead of the lifebar system of all later games. The tone of the game was slightly less comical.
** Also, if you only count the Phoenix Wright games (the first three), the first one lacks the Magatama and profile presenting. The fourth game removed the latter and greatly reduced the presence of the former.
* The [[ResidentEvil1 original]] ''ResidentEvil'' featured live-action scenes for its opening and ending sequences, whereas every subsequent installment in the series (including the [=GameCube=] version) were entirely computer generated.
** The first ''Resident Evil'' game also feels very basic compared to the later sequels. The original lacked an auto-aiming function (unless you were playing the [[DifficultyByRegion Japanese version]]) and the weapons came as they appeared without any chance to enhance them. The original game had MultipleEndings while the sequels only have a single ending each (except for ''ResidentEvil3'' and ''ResidentEvil5'', although the alternate scenarios in ''ResidentEvil2'' serve a similar purpose).
* The first ''{{Diablo}}'' was markedly different from its sequel and the upcoming ''Diablo 3''. Aside from the expected differences in scope, lore, balance and gameplay features, the first game was much more survival oriented and featured several instances of ''{{Nethack}}''-style permanent character damage. Shrine effects were irreversible and not all were positive, and there was a monster that would permanently reduce your maximum life. When you died in multiplayer mode, all your gear would end up ''on the ground'' and would be lost forever if you were unable to recover it. This would be unthinkable in the sequels which revolve around MinMaxing character builds and ItemFarming.
* In the very first ''VideoGame/StreetFighter'' released in 1987, [[RyuAndKen Ryu and Ken]] are the only playable characters (with Ryu wearing red slippers for some reason); their special moves, quite [[GameBreaker overpowered]] in this game, are almost impossible to pull off consistently; other techniques such as combos, dizzies, and grappling moves are all non-existent; and every opponent has the same winning and losing quote (all spoken with the same crudely digitized voice clip). The game did feature the same six-button configuration used by ''VideoGame/StreetFighterII'' and its sequels, but it was actually added to the game as an afterthought, created as a cheaper alternative to arcade operators who couldn't afford the original cabinet which used two hydraulic punching pads that determined the strength of the player's punches and kicks based on hard they were pushed down. Additionally, Ryu and Ken's special move yells were dubbed for the overseas versions of the game, resulting in them yelling "Psycho Fire" and "Dragon Punch" instead of "Hadoken" and "Shoryuken".
* The first game of the VideoGame/NancyDrew series, ''Secrets Can Kill'', bears almost no resemblance to the later installments. Its characters are hand-drawn cartoons, dialogue exchanges are rudimentary and not always in-character, and plot-essential clues crop up on bulletin boards for no reason. Plus, the fact that Nancy's investigating a cold-blooded murder [[spoiler: and has to point a handgun at someone to win]] pushes its storyline into WhatDoYouMeanItsNotForKids territory by comparison with subsequent games.
** ''Secrets Can Kill'' has since been re-released, in an updated version that sheds most of the original's EarlyInstallmentWeirdness. The fact that Nancy's investigating a murder instead of a robbery, haunting, or other non-lethal mystery is still rather jarring, but that probably couldn't be changed considering the game's title.
* The first ''VideoGame/{{Wipeout}}'': A different, less minimalistic style for both the GUI and the vehicles, the vehicle is invincible and so weapons only slow you down, and the abillity to select between two pilots for each teams, a feature which would only reappear in ''Wipeout Fusion'', itself an oddball.
* Early ''VideoGame/{{Tetris}}'' games: no hold, no lock delay (pieces lock into place as soon as they hit the floor or the top of another piece) unless it's a game made by Sega, slower sideways movement (again unless it's by Sega), a completely random randomizer notorious for I-piece droughts and consecutive S- and Z-pieces, and only counterclockwise rotation (in pre-Nintendo versions). So you've cleared 200 lines in ''Tetris DS'', and gotten GM rank in ''TetrisTheGrandMaster''; NES and Game Boy ''Tetris''[='=]s Level 19 should feel like nothing...right?
* ''{{DJMAX}} Online'' (which [[SequelDisplacement most newer fans don't know about]]): No Fever, hold notes only raise your combo by 1, equipment is very expensive, and currency earned per song is very little.
* There is an obscure Japanese PS1 game called [[http://www.konami.co.jp/press/1998/r.10.12.1.html "Dance! Dance! Dance!"]]. If this reminds you of the DDR series, probably in name only, since the game is very much a JRPG, except that for some reason, you find people and you do dance battles with them, one on one. Each character has their own dance style (from Samba to Tap Dance to Hip-hop to Flamenco, etc), and you are supposed to memorize what each button does and what each button chains to, on which beat of the song. Only in "Trace" mode does the computer tell you which button to press next (and even then, it makes mistakes). Compare to the now more familiar DDR format of dispensing almost entirely with characters and using D-pad arrows (or buttons, if you're playing DDR-derivatives).
* The original ''GuildWars Prophecies'' is almost unrecognizable from what later releases would make it. There was none of the dry, ShoutOut heavy humor that would later become a trademark, most of the game was designed for players below max level (reaching max level less then a quarter of the way through the game would later become a selling-point), and you got an over-all feeling that everything except PvP was a lead-up to PvP. [[UnpleasableFanbase depending on who you ask]] [[JumpTheShark this was either the best]] [[GrowingTheBeard or worst]] part of the game's life.
** It's worth noting that the the original [[PlayerVersusEnvironment PvE]] actually WAS a prelude to PvP. The focus changed somewhere between the second and third game.
* The [[FireEmblemAkaneia first]] ''FireEmblem'' games had odd quirks, such as Weapon Rank being a regular stat that went up with levels (Instead of depending of weapon usage), healers gaining no experience from healing and instead from ''getting hit'' (It's as counter-productive as it sounds, but abusable), magic and resistance (Magic defend) not going up with levels (So magic did fixed damage, pretty much), and many well-known trademarks of the series such as the Weapon Triangle or Suppport System hadn't been included by then. Oh, and classes' names were in Japanese instead of GratuitousEnglish. The UpdatedRerelease for the DS modernized most of those things, but without changing the core game, [[YourMileageMayVary which for some felt awkward]].
** The [[FireEmblemJugdral fifth game]] also introduced a bunch of new game mechanics. A few of them, such as FogOfWar and the ability to rescue allied units, became staples of the series. The majority of them, however, were never seen again. This included fatigue meters, movement stars that randomly allowed units to get a [[ExtraTurn second action in a turn]], capturing enemies, and movement rate and build having growth rates just like all of the other stats. (Mounted units being forced to dismount while indoors, while introduced in the third game, was also never seen again after this game.)
* ''VideoGame/TalesOfPhantasia'' (SNES version) lacked many of the things that became trademarks of the series - for example: cooking, the Dark Wings and especially the skits. The battle system also comes as a little odd for modern Tales players - [[{{Chibi}} chibisized]] sprites, a slightly slower-paced battle system (these two also apply to ''VideoGame/TalesOfDestiny''), and a few other things.
* ''VideoGame/{{Metroid}}'':
** The first ''Metroid'' game is frustrating in comparison to later ones due to no map display and DenialOfDiagonalAttack. It's also the only ''Metroid'' game where you use passwords to save your progress (the SavePoint wasn't introduced until ''Metroid II''). The designs of Ridley and Kraid were also rather different: Ridley was a completely stationary winged thing of some kind who was fairly easy to defeat, and Kraid was tiny, barely larger than Samus. ''Super Metroid'' codified their current designs: Ridley as a fiendlishly tough and agile Space Dragon and Kraid as a gigantic lizard monster.
** It's not entirely clear if the discrepancies between the first game's supplementary materials and general franchise lore are a result of this or poor communication between the manual writers and the game makers. For one thing, the artwork of the SpacePirates don't portray them as humanoid arthropods, but as stock "shiver me timbers!" pirates complete with colonial era hats and peg-legs, while Kraid is portrayed with ''fur''. Also, the back of the box says that "left alone the Metroid[s] are harmless." Later games make it clear that Metroids are ''always'' dangerous; it's just that the Pirates' efforts to artificially multiply them and use them as bioweapons make them even ''more'' dangerous.
** In the first ''VideoGame/MetroidPrime'', the scanning system barely distinguishes between the creatures, lore or research entries that were already scanned from new ones. Scanned entries are highlighted with a dull shade of orange, as opposed to the brigther version for the unscanned ones. Both ''Echoes'' and ''Corruption'' used a color-coded system for this (green, red and blue), making the distinction much easier. Another distinction is the lack of concrete missions (i.e. collecting the keys to open a temple, as in ''Echoes''), making the game less linear than its sequels. And most importantly, several important abilities (namely the Seeker Missile, the Screw Attack and the ability to use the Boost Ball while being attached to a Spider Rail) are absent.
* ''VideoGame/MegaMan1'' was built on a very small amount of ROM, so the game seems clipped down compared to its sequels: there are only 6 robot masters instead of the usual 8, all of whose stages were very small; a [[ScoringPoints score display]] was present at the top of the screen (a leftover from when the game was originally designed to be in arcades); E-tanks are non-existent; the Life and Weapon Energy items look different from in all other games; MercyInvincibility does not protect you from SpikesOfDoom; the corridors before boss rooms contain enemies; Wily's Fortress does not have a map; the Robot Master rematches are sprinkled throughout the fortress stages instead of being collected in a teleporter room; Fire Man's weakness was the ice weapon (later games usually had the ice boss weak to the fire weapon instead of the other way around); three of the weapons were thrown rather than being shot out of the [[ArmCannon Mega Buster]] (Bomb Man's, Cut Man's and Guts Man's weapons); and most importantly, there was no password system (the entire game must be played in one sitting).
** ''VideoGame/MegaManBattleNetwork'' 1 and 2 both lacked the Navi Customizer the later games have. Battle Network 1 also lacks any transformations (2 and 3 have elemental style change, and 4, 5 and 6 allow you to take on the abilities of another Navi). ''VideoGame/MegaManStarForce'' 1 lacks the LinkPower abilities (the Navi Customizer replacement) present in the two sequels. It also has a different art style, which is very noticeable in Echo Ridge.
* The original ''TwistedMetal'' was much different from the games that followed it. The setting was confined to Los Angeles instead of being all over the world (and began with a glorified tutorial level that had players going one-on-one with another competitor in a small arena, unlike later games), live-action photos were used for the characters profiles, the endings consisted of scrolling text over a still picture of Calypso (a remnant of the deleted live-action endings that went unused), there were no special moves, special attacks were collectable items (instead of regenerating after a set amount of time), Needles Kane lacked his trademark FlamingHair, the weapon pickups all have the same icon, Calypso is not such a JackassGenie, Minion is the final boss (unlike [=TM2=], where he's a midgame boss and had a {{Retcon}} to his origin story) and the tone is a lot more down-to-earth and less humorous.
* ''{{Suikoden}}''. The army battles in the original were just [[TacticalRockPaperScissors rock-paper-scissors choices]], while the later games had war strategy game style battles.
* The first and [[{{Persona 2}} second]] ''VideoGame/{{Persona}}'' games have almost no resemblance whatsoever to the far more well known [[{{Persona 3}} third]] and [[{{Persona 4}} fourth]] games. Besides certain very broad ideas (teenagers fight monsters) and a certain character (Igor), they might as well be two different series. The art style is different, and even the game play isn't very similar, with the first two being far more combat-focused revolving around the sophisticated "speak to demons while fighting them" system, while the third and fourth games are hybrid dating/life simulators-JRPG's. With a tarot card theme that didn't really exist before.
** ''VideoGame/{{Persona}} 1 & [[{{Persona 2}} 2]]'' had the ability to summon Personas as a widely-held trait and generally accepted as real, if slightly disregarded regardless. You could actually interact with NPC shop and restaurant patrons that would discuss Personas openly, and one of your team members would actually grouse that she was disappointed to find the power less unique than she imagined. Party members started out with a Persona of a specific Arcana and worked best with that one or one of a few "related Arcana"; this would be related to their personality, just as it is in later games (minus being able to swap your entire party's Personas like the main character). ''{{Persona 2}}'' also had a cast of adults, among which was a writer for a magazine, a police officer, an "underground" intelligence expert and a ChristmasCake older "best friend" of Maya. Dungeons were actual places in the world, rather than pan-dimensional televisions or schools.
** The first game looks far more like the ''ShinMegamiTensei'' series it's based off of, with first-person dungeon exploration and the series staple Megido having an element that ''isn't'' Almighty, this being the [[ShinMegamiTenseiIf second]] game it's been in.
** There is a reason for this: {{Persona 3}} was released six years after {{Persona 2}}; it's arguably an [[DolledUpInstallment almost entirely different series.]]
** While we're on the subject of ShinMegamiTensei, the spinoff ''Devil Summoner'' is like this. The first two Devil Summoner titles were basically just like the main Megami Tensei series except without using the KarmaMeter and more straight forward. The sequels, that were released in the West, are known as ''Raidou Kuzunoha'' might as well be a separate series since they are {{ActionRPG}}s. The only thing they have in common is they involve some detective agency and some guy named Kuzunoha.
* The original ''{{Darius}}'' is infamous for its three-screen-wide setup. ''Darius II'' carries on this feature, but also comes in a two-screen variant. Later games in the series simply use one screen.
* ''WanganMidnightMaximumTune'' only lets you drive in the Tokyo area and a small subset of the Wangan Expressway. Furthermore, to change your car's tuning, you don't do so before a race; you can only do so via a menu you can access only after inserting your card, versus races as well as stages 41-60 (the latter 2/3 of the Story Mode) have you race one lap around the course, and after the initial 20 tuning blocks, it takes ''five'' stages to get a new tuning block. Later games change/correct these issues.
* The original ''{{Donpachi}}'' has faster but less numerous bullets compared to its successors. It also lacks the crazy numbers of later games in the series: you're lucky to get more than a 20-hit combo, and you can only achieve scores as long as 8 digits, and that's if you're very good at the game; contrast ''Dodonpachi Daifukkatsu'' where a 200-hit combo is trivial and, on a decent run, you have a [[PinballScoring nine-digit score by the end of]] ''[[PinballScoring the first stage.]]'' Notably and entirely absent from ''{{Donpachi}}'' (as well as its sequel ''{{Dodonpachi}}'') are the {{Robot Girl}}s that have become a staple of the series.
** The first game also averted HitboxDissonance and had a bit of FakeDifficulty in later levels
* ''VideoGame/FinalFantasyI'' has no [[ManaMeter Magic Points]]. Instead, spells are divided into different levels of magic, characters must buy each spell individually at magic shops, and they can only cast spells of a given level a limited number of times before resting, with the amount increasing as the characters' experience levels increase (compare the Sorcerer of 3rd Edition ''DungeonsAndDragons''). The GBA and PSP remakes remove the "X uses per magic level" system for the traditional MP[[hottip:*:Which arguably makes the game much easier, as you can spam magic, heralding cries of TheyChangedItNowItSucks]].
** ''VideoGame/FinalFantasyII'' introduced MP, but also featured a very primitive version of StatGrinding rather than the CharacterLevel system that most games in the series use. It had yet to be refined; attacking your own party members was the best way to develop.
** ''VideoGame/FinalFantasyIII'' used the same spell levels/number of uses system as the first game (albeit the number of charges was much more plentiful). It wasn't until ''VideoGame/FinalFantasyIV'' that MP became the standard.
** Both of the first two games also featured rivers which could only be crossed by canoe.
** The first two games lacked auto-retargeting; if an enemy is defeated but you commanded other characters to attack it, those other characters will do nothing. Most, if not all remakes have "fixed" this.
** The original split the battlefield into two separate windows, with the enemies in one window and your party in the other. Your characters' names and remaining HP were also displayed at the right side of the screen, rather than at the bottom. These were changed to what would become more the series standard interface in II.
** The number of hits and damage were still displayed in text boxes until III which displayed damage (or healing) in red (or green) over the affected enemy or character. This became white text for damage in IV.
*** The change to numbers over the enemies for damage also allowed for faster pacing of spells; the first two games displayed damage after each enemy on a multi-target spell.
** The first game had the Dia line of spells that did [[ForMassiveDamage massive damage]] [[TurnUndead to undead]]. This was replaced in II by implementing the ReviveKillsZombie mechanic.
** Cid is completely absent from the first game. Remakes add references to him in dialogue as a PosthumousCharacter of sorts.
** The first game is the only one of the series to have separate music on the menu.
** It wasn't until ''VideoGame/FinalFantasyII'' that many [[Characters/FinalFantasyRecurringMonsters recurring series staples]], including Chocobos, Malboros, Adamantoises, and Behemoths, first appeared.
* ''DragonQuest'' went through a bit of this.
** Obviously, the first game was the only one where you had just one character, and could only battle a single enemy at once. It was also the only game where keys were expendable, and it forced the player to either use a spell or buy a torch to see in the game's several [[BlackoutBasement dark dungeons]] (which have been used much more sparingly since then).
** The inn music was different in the first game. The series' standard save file menu music wasn't introduced until III.
** In the English localizations, the first two games featured copious use of YeOldeButcheredeEnglishe.
** In the second game, the hero is a purely physical fighter; in any other game in the series the hero fits the role of the JackOfAllStats.
** You weren't allowed to choose a destination for Return until III. In the first game, it always returned you to Tantegel, and in the second, the last castle you visited.
** The menus were also quite clunky early on. In all of the NES ''DQ'' games, you had to go into your menu to do something as simple as talk to someone or open a door. it wasn't until ''DragonQuestV'' that much of this became more streamlined with an "action" button that had multiple features like in most other {{Role Playing Game}}s.
* The first ''DragonBall'' videogame for the NES, ''Dragon Ball: Shenlong no Nazo'', was neither a FightingGame nor a RPG CardBattleGame, like almost every subsequent game, but a poorly done action game with long overhead phases a la Zelda and short sideview platform phases and boss battles, with an extremely limited moveset. Justified in that it was based on the first series, less action-packed and more focused on exploration and adventure, but still...
* The {{Ultima}} series had some bizarre quirks throughout.
** The first two games had only a single player character, customizable to some degree; the third game included a party of up to four, all intimately customizable; every game after that allows only small adjustments to the main character (the Avatar) during character creation.
** The first three games include fantastic races as playable characters and friendly [=NPCs=]; from the fourth game onward, no non-human good characters can be found save the occasional monstrous defector in a town or castle. [[InferredHolocaust What happened to them during the unification of Britannia?]]
** The first two games include space exploration and SchizoTech. Both also involve TimeTravel, although in the first game [[spoiler: it's just to get to the end boss]], where in the second it's a necessary mechanic.
** The first game hasn't got magical, mysteriously appearing and disappearing long-distance travel gates; the second has "time gates" which show up at specific places ever X number of steps to travel between different time zones; from the third on these became the Moongates.
** UltimaI also includes quests to defeat specific monsters found only in the dungeon in order to obtain benefits from various kings.
** UltimaI and UltimaIII take place in "Sosaria"; UltimaII is on Earth (in various times in history). Between the third and fourth installments, Sosaria is united under the rule of Lord British and takes its new name (Britannia) from him.
** UltimaIV requires the character to not just be virtuous, but to be virtuous in eight specific ways. In Sosaria, the player character(s) were expected to lie, cheat, steal and murder their way to the final showdown; after the fourth installment, the Avatar is just expected to be good, not to be specifically good.
** UltimaII is the only game with dungeon-like "Towers" as well as dungeons - [[spoiler: and the only installment in the series where the dungeons play no useful part in furthering your quest.]]
** UltimaIII introduced a [[WizardNeedsFoodBadly starvation mechanic]], where characters suffer damage over time if they run out of food. UltimaII just kills you off if the food counter hits zero. This mechanic held on for two more games, until it was retired in UltimaVI, which merely didn't allow you to recover hitpoints or magic while resting if you had no food.
* ''{{Runescape}} Classic'', the game's original incarnation, is ''massively'' different from its current version. The player characters and [=NPCs=] are low-res sprites; the game lacked dialogue boxes, meaning all dialogue is displayed above characters' heads; there was no indication on your progress in a quest, or if you've even ''started'' it in the first place; the camera is more restricted; there is no barrier dividing the Wilderness from the rest of the map; there was no members game in its earliest years (meaning that all skills, features, and areas were open to all players). Jagex has opened this game to members twice, and it can still be played if you logged in during those periods.
* Pokémon has an odd variation: Each generation introduces a hundred or more new {{Mons}}, but while ''VideoGame/PokemonRubyAndSapphire'' and ''VideoGame/PokemonDiamondAndPearl'' show off the new Pokémon as much as possible and ''VideoGame/PokemonBlackAndWhite'' has ''only'' new Pokémon until after the credits roll, ''VideoGame/PokemonGoldAndSilver'' mostly relies on the original 151 with the others hanging around. Mildly {{justified}} in-plot because Gen 2 happens right next to the setting of Gen 1, which is actually visited later in the game (the only games with this feature released since Gen 2 are the Gen 4 remakes of those games), while the others are further away, with Gen 5 focusing on new Pokémon more so than usual due to being even further away (Unova is implied to be in a ''different country'', as the foreign Team Rocket Grunt in Gen 2 and their Gen 4 remakes is revealed to be from Unova, with the now-reformed Team Rocket Grunt residing in Unova's Icirrus City in ''Black'' and ''White''). Flipside, it also means Gen 2 has very few [[{{Expy}} expies]] and {{Suspiciously Similar Substitute}}s compared to later generations, with the the vast majority of new Pokémon with similarities to old ones generally evolving from said old ones.
** Don't forget some weirdness from Generation I, such as real-world locations being mentioned, the Pokémon League apparently being a new thing ([[TheRival your rival]] apparently being the first trainer to ever beat the Elite Four) and all the crazy stuff that happens in the Pokémon Tower (namely, Pokémon, even non-Ghost-types like Cubone, disguising themselves as [[NighInvulnerable utterly untouchable ghosts]] and the player fighting the ghost of a dead Marowak) which are [[BigLippedAlligatorMoment never mentioned again]] and subsequently forgotten (in later games, one can encounter Ghost-types in the wild and they do not disguise themselves). Not to mention TheMissingno and its glitchy "friends"...[[hottip:*:Glitch Pokémon are far more prevalent, well-known and just plain ''weird'' in the Generation I games.]]
** And let's not forget, the first generation games have [[{{OlympusMons}} legendary Pokémon]] completely detached from the game's plot and there solely as extras. The second generation was the first to actually incorporate them into the story, and even then they weren't the main focus. From the third generation on, legendary Pokémon became the driving force behind the antagonists' motives. This can even be seen in the number of them introduced each generation, with the first having five, and the latest two having ''thirteen.'' '''''Each.'''''
** With ''VideoGame/PokemonRedAndBlue'', this interestingly also manifests in a couple of mon names, both in English and Japanese. On the English side, the name "Mr. Mime" as a particular standout example feels very out of place these days (especially so given that genders were introduced in the next generation, and yes, [[SweetPollyOliver Mr. Mime can be female]]), and one gets the feeling the only reason Mime Jr. was called such was to keep up the pattern, no matter how strange it feels. On the Japanese side, one gets the feeling they weren't even trying with some of the Generation I names (such luminaries as "Lizard" and "Lucky" come to mind), and it was only from Gen II onward that this changed and effort consistently happened.
** ''Pokémon Blue'' doesn't have that many changes from the Japanese ''Red'' and ''Green''; most are simply aesthetic and the occasional glitch-fixing. ''Crystal'' began the trend of the revised version of the generation's main games having plot differences from the original, but even then it's near identical. ''Emerald'' is where the changes really began to happen.
* The first ''VideoGame/{{Worms}}'' game doesn't have the more cartoony style that every game in the series after it has.
* The ''{{Tekken}}'' series begins with the eponymous ''Tekken'' which features only two game modes, Arcade and VS, as well as an Options mode. It also features crude graphics (albeit impressive at the time), half the characters that the games would usually have, levels based on world monuments rather than ones which suit the characters, a ''{{Galaga}}'' opening game, and the bizarre element of having to unlock characters by playing said ''Galaga'' game (Heihachi and Devil Kazuya). The music and stages are also very different, the name of the stage appearing on the screen during matches. The boss characters are more powerful clones of the starting characters, albeit with some unique special moves. P. Jack looks far more powerful than some of the later Jack (he has a drill, which he can't use), Yoshimitsu resembles a knight rather than a ninja, Heihachi is the BigBad, and Kazuya is the lead character despite being pushed into the background in every other appearance he's made. Kunimitsu appears male rather than female (and is not revealed to be female until the next game). It also features the first Jack who, whilst essentially the same as Jack-2, doesn't appear in any other game (it should be noted that none of the Jacks barring P. Jack--who underwent a facelift between the first and second games--reappeared in a subsequent canonical game, instead being replaced by the newest model in their line). Devil Kazuya is essentially Kazuya in a purple suit with wings, but he has all the same moves (meaning he can't fly). You also can't sidestep at all. ''Tekken'' was released at a time when its graphical capabilities and arcade perfect nature was all that was needed to impress people.
** However, by the time of ''Tekken 2'', things had changed, and so the series started to become what it is today in its sequel, with all the usual modes such as Time Attack, Team Battle, Survival and Practise added. The Japanese version also features a Theatre Mode. All of these would become standard for the series. However, the characters were still quite crudely rendered, the AI of opponents somewhat too difficult (they tend to block far more than any other ''Tekken'' game), and some of the music, boss characters, and stages were a holdover from ''Tekken''. Kazuya, [[BaitTheDog now the]] BigBad of the game, is able to sidestep, albeit not as much as characters later can. You can also use cheats like big head mode, wire frame mode, and sky mode (where kicks launch your opponent much higher than normal), things which were never included in later games. By ''Tekken 3'', commonly regarded as the best in the main series (''[[DreamMatchGame Tekken Tag]]'' is considered the best overall), all of the flaws had been addressed and it set the stage for the series as we know it today.
* The ''{{Soul|Series}}'' series of fighting games began with ''Soul Edge'' (and its updated revision ''Soul Blade''), which featured the Weapon Break meter (to prevent constant blocking) and a powerful string of attacks called the "Critical Edge" while it also lacked the 8-Way Run of its successors.
** The Weapon Break feature was somewhat revisited in ''Soulcalibur IV'' with the Soul Gauge, where blocking too much (indicated by a gem embedded in the player's lifebar changing colors before the entire lifebar itself began flashing red at critical levels) would cause your character to enter a state of vulnerability known as Soul Crush, which would also give the opponent the chance to end the round with an [[FinishingMove instant deathblow]], a Critical Finish. Critical Edges returned in ''SCV'', although in name only, as they now functioned like your typical fighting game [[LimitBreak super]], with the enhanced specials (called Brave Edges) more closely (but not entirely) resembling the Critical Edges of the first game.
* The ''{{Warcraft}}'' series has some of this, especially if you go back and play the first and second games in the series. Humans talk about God (instead of The Light), and the lore mentions summoning demons from Hell (instead of the Twisting Nether). Orcs are AlwaysChaoticEvil because... well, the humans are the Good Guys.
* The very first ''MonsterRancher'' game does a number of strange things in comparison to other games in the series, such as having your monster's weight be visible in their model, having you earn money from basic training, and having death be a ''much'' more frequent occurrence if you play your cards wrong. To say nothing of the lack of Mocchis, one of the series' {{Mascot Mook}}s.
* The plotless gauntlets of the first ''TimeSplitters'' game compared to the decent story of the second and complex, brilliant and humour-filled time-travel epic of the third.
** The first ''TimeSplitters'' does make sense as part of the series plotline in retrospect, but at the time it was a series of disconnected gauntlets at various points in time with only the barest story connected to each one, and no over-arching plot. The only unifying factor was things getting ''really'' weird partway through each stage. In retrospect, it chronicles the initial emergence of the Time Splitters as they strike throughout human history and the people who managed to survive and even thwart them, but at the time it just seemed strange.
* Many elements of the ''TotalWar'' series such as dynasties being more important and a more fluid take on the RiskStyleMap were introduced in ''Rome''; the first two installments (''Shogun'' and ''Medieval'') had stricter {{Risk Style Map}}s, less application of dynastic mechanics, and the overpowered "jedi general" mechanic.
** Both of those have been remade now in the style established by ''Rome''. ''Shogun II'' also has naval combat, albeit markedly different from the AgeOfSail fights in ''Empire'' and ''Napoleon'' in focusing more on boarding actions than cannon volleys.
** The dynasty mechanic was abandoned in ''Empire'' and ''Napoleon'', the former actually allowing you to switch governments types through revolution, and brought back in ''Shogun II''.
* The first ''{{Deception}}'' game was a first-person RPG which included typical item usage, merchants to buy/sell from, SummonMagic, as many traps in each room as you could fit and have MP to fund, and the ability to redecorate your castle. From ''Kagero'' on, they shifted to third-person, removed almost all RPG elements except for HitPoints, and you were limited to one ceiling, wall, and floor trap at a time, but you also received bonus points for {{Combos}}. However, the connection was far more tenuous between games in the original Japanese; the later titles are {{Dolled Up Installment}}s in the US.
* The pre-NES ''VideoGame/BomberMan'' was a fairly primitive single-player MazeGame where both the clearly non-robotic player character and the enemies could move right through bombs. There weren't any multiplayer options in the ''Bomberman'' games until the TurboGrafx16 version.
* ''TheSims'' is very different from its descendants. It's more like a typical life simulator (many which started out as, or were, [[FollowTheLeader clones of said game)]] than the goofy Sims. Unlike the more recent games, there was no aging other than from baby to child, and the Create-A-Sim page was extremely limited.
* When ''PuyoPuyo'' was first released for the MSX and Famicom, it was a simple FallingBlocks game with a single field and the top of the screen as the only opponent; ''Madou Monogatari'' characters were limited to the Puyos and token appearances by Arle and Carbuncle. It was the arcade version that introduced versus play.
* ''[[AdventuresOfLolo Eggerland Mystery]]'' required you to collect Diamond Framers to open a door, while all other games in the ''Eggerland'' series have you collect Heart Framers to open a chest. ''Mystery'' was also the only game to include a "Type B" mode, in which each level has a time limit, or [[ScoringPoints points]].
* The first ''VideoGame/WonderBoy'' game is nothing like the rest of the series. Whereas all the games from ''Wonder Boy in Monster Land'' and onward are side-scrolling {{action RPG}}s (except for ''[[VideoGame/WonderBoyIIIMonsterLair Monster Lair]]'', which was an auto-scrolling platformer with shoot'em up segments), the original ''Wonder Boy'' was a stage-based platformer similar to ''SuperMarioBros''. NES players will most likely recognize the game under the title of ''AdventureIsland'', a modified port by Hudson Soft that [[DolledUpInstallment replaced the original main character]] with Hudson's gaming expert Takahashi-Meijin ([[DubNameChange aka Master Higgins]]), which is part of the reason why developer Westone took the Wonder Boy series into a different direction for its sequels.
* The first ''Videogame/AgeOfEmpires'' might be difficult for fans of [[AgeOfEmpires the sequels]]: units can only be created one at a time (fixed with the expansion pack ''Rise of Rome''), only by going through the entire map you can find out idle units, farms are perishable buildings... and of course there are oddities such as killing the birds that fly over the screen and the War/Archer Elephant having as many hitpoints as ''buildings''!
* ''VideoGame/RhythmHeaven'' for the GBA is pretty different than its two sequels. For starters, the mini-games are arranged in eight columns of six instead of ten columns of five, and the [[FinalExamBoss Final Exam Remix]] is Remix 6 instead of Remix 10. Also, the music for the sequels' mini-games are tailor-made for them while some of the GBA mini-games just have accompanying BGM with the same tempo. Not to mention the {{Unexpected Gameplay Change}} that Quiz brought, while the other games never radically change the rules. The Remixes of the GBA version also doesn't change the artistic theme of the mini-games and one stage actually remixes previous remixes, two things that the sequels don't dabble in.
* ''{{Pac-Man}} Championship Edition DX'' invokes this with Championship I, a NostalgiaLevel based almost exactly on the Championship maze from the original ''PMCE''. No sleeping ghosts, let alone 30-ghost trains, and the dots are not laid out in an easy-to-follow path.
* The first two ''HarvestMoon'' handheld games had no marriage in it and very little socialization, while the third game had marriage but only to your DistaffCounterpart. The first two games in the series to have a female protagonist had the game end after marriage, while later games in the series are notorious for giving the female versions more options.
* The original ''{{Rayman}}'' game featured almost an ''entirely'' different setting from the later games, with a different cast of characters, a more WackyLand-style world as opposed to the more [[DreamLand dreamlike one]] of the later games, a different mythos, and even different ''collectables''. It wasn't until the second game that the modern cast of the ''Rayman'' series were introduced (most of them being [[RememberTheNewGuy old friends of Rayman's we'd never met before]]), along with the current version of its backstory. ''RaymanOrigins'' tries to [[ArcWelding fuse the two conflicting storylines]], but still skews a bit more heavily towards the ''Rayman 2'' version of things.
* ''VideoGame/CommandAndConquerRedAlert 1'' actually tried to play the series premise (a battered alliance fighting the onslaught of an invading, tyrannical empire led by an AxCrazy dictator) entirely straight, with subtle performances and writing. The rest of the series devolved into high {{Camp}} pretty much immediately.
** The first Red Aler game also apparently takes place in the same universe as the Tiberian games, as Kane appears as a Soviet advisor. The second game obviosuly doesn't fit into the timeline of the Tiberian games, so at some point after the firts one, the timeline must have split.
* The first ''SummonNight'' has four possible protagonists with similar stat growth to choose from, sort of averts SchrodingersPlayerCharacter, its stat point system resembling that of the first ''VideoGame/BlackMatrix'' game, and starts in a world outside Lyndbaum. Later games would have two protagonists with different stat growth to choose from, follow SchrodingersPlayerCharacter, a stat point system similar yet distinct from the ''VideoGame/BlackMatrix'' series, and stays in Lyndbaum.
* The differences between ''Koudelka'' and the "core" ''ShadowHearts'' franchise are like night and day, with ''Koudelka'' playing as a strange hybrid of RPG and SurvivalHorror ([[ExecutiveMeddling which it was]]), and the ''SH'' games being straight-up RPG's with a heavy comedic bent.
** For that matter, the original ''ShadowHearts'' is significantly heavier on the horror and lighter on the comedy than the later games.
* ''SuperRobotWars''. The first game (on the GameBoy) features an incredibly simple plot (unlike the greatly complex and interwoven stories of later games), only features the "Holy Trinity" of Mazinger, Getter, and Gundam; all robots are intelligent beings (not largely non-sentient constructs piloted by humans), and health is in the double digits (while later games give robots thousands of [=HP=]). If it weren't for the title, you'd never know it was part of the series.
* Creator/ArtixEntertainment, big time. For starters, ''AdventureQuest'' started out as a very stripped-down and basic version of itself called Land of Rising Evil, where the only actual area was, apparently, Yulgar's inn (and even that wasn't originally there); ''DragonFable'' and ''MechQuest'' both feature much improved art at the current expense of a lot of the content already available in ''AdventureQuest'', with some fuzzy and ill-defined interaction between the three games' plots. [[JustifiedTrope Justified]], in that the resources put into the games literally started with about two, maybe three guys working on code from scratch. In a living room, mind you.
* When you compare the first ''AnimalCrossing'' games to the future ones you'll notice several differences. Ease-dropping on your neighbors conversations was implemented in ''Dobutsu No Mori e+'', players couldn't use emotions until ''Wild World'', Blathers couldn't identify fossils before, and Watering Cans didn't exist. Celeste, Brewster, and Harriet made their first appearances in ''Wild World'', you wouldn't get a friends picture, the villagers were less interactive. You can only get NES games in the original games, acres are less fluid in the original compared to its sequels, and several buildings were either scrapped or replaced.
* The original ''VideoGame/{{Gauntlet}}'' ArcadeGame, while it did say such things as "[[WizardNeedsFoodBadly Elf needs food badly]]," didn't say "Elf shot the food"; instead, it had a generic line for when food is destroyed: "Remember, don't shoot food." ''Gauntlet II'' (at least for the NES) and later do mention who shot the food.

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