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*** The Switch is far from the first Nintendo console to not be [[UsefulNotes/RegionCoding region locked]]. You could easily import a Famicom game, and play it on your NES if you had an adapter that coverted the 60-pin interface to 72-pin (in fact, a lot of early NES titles were just that; a Famicom PCB attached to a 72-pin connector, which is why NES cartridges are so large). It wasn't until the [=GameCube=] when a region lock was implemented. As for the handhelds, they're all region-free with the exception of the Nintendo [=3DS=], whose ''cartridges'' have a region lock, but is otherwise region-free as well.

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*** The Switch is far from the first Nintendo console to not be [[UsefulNotes/RegionCoding region locked]]. You could easily import a Famicom game, and play it on your NES if you had an adapter that coverted the 60-pin interface to 72-pin (in fact, a lot of early NES titles were just that; a Famicom PCB attached to a 72-pin connector, which is why NES cartridges are so large). The only thing preventing Super Famicom carts from running on a NSTC model SNES is two plastic tabs protruding into the cart slot, cut those out and it's now unlocked[[note]]Though getting SNES carts to run in a Super Famicom is a lot harder because SNES carts are just slightly too big for the Super Famicom cart slot[[/note]], and this is also the case with the Nintendo 64. It wasn't until the [=GameCube=] when a region lock was implemented. As for the handhelds, they're all region-free with the exception of the Nintendo [=3DS=], whose ''cartridges'' have a region lock, but is otherwise region-free as well.
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* The UsefulNotes/PlayStation wasn't the first [[UsefulNotes/HowVideoGameSpecsWork 32 bit console]]. Neither was the UsefulNotes/SegaSaturn, or the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]], or even the UsefulNotes/AmigaCD32, despite their own claims. That honor actually goes to the UsefulNotes/FMTowns Marty, which [[NoExportForYou never left Japan]] and didn't sell that well even there.
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* ''VideoGame/TheDioFieldChronicle'' was hailed by several videogame critics for creating a new type of stategy combat system that strattles the line between RTS and RPG... except that it's not new, and has been around the CRPG space for decades: RealTimeWithPause. And even within the JRPG space, it's following in the footsteps of ''VideoGame/{{Growlanser}}''.
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Chained Sinkhole.


** Many fans think that "MEGALOVANIA," the music that plays during [[spoiler:the battle with Sans at the end of the Genocide route]], was composed for the game. It was actually first made by Toby Fox in ''VideoGame/{{EarthBound|1994}} [[VideoGame/TheHalloweenHack Halloween Hack]]'' (a ROM hack FanSequel to ''[=EarthBound=]''), then used in ''Webcomic/{{Homestuck}}'' before finally being used in ''VideoGame/{{Undertale}}''. Plus, it was heavily based on "Megalomania," the [[BattleThemeMusic boss theme]] from ''VideoGame/LiveALive''. However, the version used in ''Undertale'' is an arranged version; wildly different from ''The Halloween Hack'' and ''Homestuck'''s respective versions.

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** Many fans think that "MEGALOVANIA," the music that plays during [[spoiler:the battle with Sans at the end of the Genocide route]], was composed for the game. It was actually first made by Toby Fox in ''VideoGame/{{EarthBound|1994}} [[VideoGame/TheHalloweenHack the ''[[VideoGame/TheHalloweenHack Earthbound Halloween Hack]]'' (a ROM hack FanSequel to ''[=EarthBound=]''), ''VideoGame/{{EarthBound|1994}}''), then used in ''Webcomic/{{Homestuck}}'' before finally being used in ''VideoGame/{{Undertale}}''. Plus, it was heavily based on "Megalomania," the [[BattleThemeMusic boss theme]] from ''VideoGame/LiveALive''. However, the version used in ''Undertale'' is an arranged version; wildly different from ''The Halloween Hack'' and ''Homestuck'''s respective versions.
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** Many fans think that "MEGALOVANIA," the music that plays during [[spoiler:the battle with Sans at the end of the Genocide route]], was composed for the game. It was actually first made by Toby Fox in ''VideoGame/{{EarthBound|1994}} [[VideoGame/TheHalloweenHack Halloween Hack]]'' (a ROM hack FanSequel to ''[=EarthBound=]''), then used in ''Webcomic/{{Homestuck}}'' before finally being used in ''VideoGame/{{Undertale}}''. Plus, it was heavily based on "Megalomania," the [[BattleThemeMusic boss theme]] from ''VideoGame/LiveALive''. However, the version used in ''Undertale'' is an arranged version; wildly different from ''The Halloween Hack'' and ''Homestuck'''s repective versions.

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** Many fans think that "MEGALOVANIA," the music that plays during [[spoiler:the battle with Sans at the end of the Genocide route]], was composed for the game. It was actually first made by Toby Fox in ''VideoGame/{{EarthBound|1994}} [[VideoGame/TheHalloweenHack Halloween Hack]]'' (a ROM hack FanSequel to ''[=EarthBound=]''), then used in ''Webcomic/{{Homestuck}}'' before finally being used in ''VideoGame/{{Undertale}}''. Plus, it was heavily based on "Megalomania," the [[BattleThemeMusic boss theme]] from ''VideoGame/LiveALive''. However, the version used in ''Undertale'' is an arranged version; wildly different from ''The Halloween Hack'' and ''Homestuck'''s repective respective versions.

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* Some people feel that ''VideoGame/SimCity'' is a more boring clone or spinoff of ''VideoGame/TheSims''. Funny thing is, ''VideoGame/SimCity'' is over 20 years old now, and [[SeinfeldIsUnfunny invented the sandbox-simulation genre]].
** Also interesting, according to the Washington Post, is that ''The Sims'' was originally intended to be a house architecture game, with the titular characters intended only to evaluate the functionality and aesthetic of the house. In other words, where ''VideoGame/SimCity'' was about the macro level of city planning, ''The Sims'' (probably not its working title) was about the micro level of home design, and both were intended more as entertaining simulators than as straight games. Of course, playing the characters turned out to be a lot more fun than expected.
* Remember the trailers for ''VideoGame/NeedForSpeed: Hot Pursuit'' (2010) placing great emphasis on the moving wings and spoilers? The series has had that since ''Need for Speed II'' (1997).
* Think mature-themed and mature games were introduced with the UsefulNotes/PlayStation?? Actually, they already had soft-porn games in the early '80s, done up by none other than Creator/{{Sierra}}. There might have been even more made earlier too...

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* Some people feel that ''VideoGame/SimCity'' is a more boring clone or spinoff of ''VideoGame/TheSims''. Funny thing is, ''VideoGame/SimCity'' is over 20 years old now, released in ''1989'', and [[SeinfeldIsUnfunny invented the sandbox-simulation genre]].
** Also interesting, according According to the Washington Post, is that ''The Sims'' was originally intended to be a house architecture game, with the titular eponymous characters intended only to evaluate the functionality and aesthetic of the house. In other words, where ''VideoGame/SimCity'' was about the macro level of city planning, ''The Sims'' (probably not its working title) was about the micro level of home design, and both were intended more as entertaining simulators than as straight games. Of course, playing the characters turned out to be a lot more fun than expected.
* Remember the The trailers for ''VideoGame/NeedForSpeed: Hot Pursuit'' (2010) placing placed great emphasis on the moving wings and spoilers? The spoilers... something the series has had that since ''Need for Speed II'' (1997).
* Think mature-themed and mature games were introduced with the UsefulNotes/PlayStation?? UsefulNotes/PlayStation? Actually, they already had soft-porn games in the early '80s, done up by none other than Creator/{{Sierra}}. There might have been even more made earlier too...



** There were also pornographic games on the UsefulNotes/Atari2600 (if you can call them that), courtesy of developer Mystique. ''Beat 'em and Eat 'Em'', ''Philly Flasher'', ''Cathouse Blues'', ''Jiggolo'', ''Custer's Revenge'', ''Westard Ho''... and that's not even scratching the surface.
** ''Bubble Bath Babes'', anyone? What about ''VideoGame/MonsterParty'', which features gore? Or ''VideoGame/BionicCommando'', which has Hitler's head explode in gory detail?

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** There were also pornographic games on the UsefulNotes/Atari2600 (if you can call them that), courtesy of developer Mystique. ''Beat 'em 'Em and Eat 'Em'', ''Philly Flasher'', ''Cathouse Flasher/Cathouse Blues'', ''Jiggolo'', ''Gigolo/Bachelor Party'', ''Custer's Revenge'', ''Westard Revenge/General Re-Treat/Westward Ho''... and that's not even scratching the surface.
** ''Bubble Bath Babes'', anyone? What about ''VideoGame/MonsterParty'', which Babes'' features gore? Or ''VideoGame/BionicCommando'', which nudity. ''VideoGame/MonsterParty'' features no end of gore, and ''VideoGame/BionicCommando'' has Hitler's [[strike:Hitler]] Master-D's head explode in gory detail?detail.



** Mario's 180 sideways somersault move in ''VideoGame/SuperMario64'' came first in [[VideoGame/DonkeyKong94 the Game Boy version]] of ''VideoGame/DonkeyKong''.
** In fact, the opening and the whole slew of in-game moves in ''DK'94'' clearly showed off Mario's excellent acrobatic skills (other than his high jumps) for the first time.
** Also, Creator/CharlesMartinet's first game as Mario was not ''Super Mario 64''. It was ''Mario's [=FUNdamentals=]'', released a year earlier.
** Likewise, the North American name "Toadstool" was changed to "Peach" not in ''Super Mario 64'', but in ''VideoGame/YoshisSafari'', though it was reverted back to "Princess Toadstool" for ''VideoGame/SuperMarioRPG''.

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** Mario's 180 sideways somersault move in ''VideoGame/SuperMario64'' came first in [[VideoGame/DonkeyKong94 the Game Boy version]] of ''VideoGame/DonkeyKong''.
**
''VideoGame/DonkeyKong''. In fact, the opening and the whole slew of in-game moves in ''DK'94'' clearly showed off Mario's excellent acrobatic skills (other than his high jumps) for the first time.
** Also, Creator/CharlesMartinet's first game as Mario was not ''Super Mario 64''. It was ''Mario's [=FUNdamentals=]'', released a year earlier.
** Likewise, the The North American name "Toadstool" was changed to "Peach" not in ''Super Mario 64'', but in ''VideoGame/YoshisSafari'', though it was reverted back to "Princess Toadstool" for ''VideoGame/SuperMarioRPG''.
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* While there was a lot of buzz about {{Indie Game}}s in TheNewTens, small independent developers have been around as long as personal computers have been. Many major studios, such as Creator/3DRealms, Creator/IdSoftware and Creator/EpicGames got their start as indie developers on the '90s shareware scene before hitting the big time. Even before that, there were lots of "bedroom coders" on both sides of the Atlantic who created and sold computer games on their own in the late '70s and early '80s.

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* While there was a lot of buzz about {{Indie Game}}s in TheNewTens, small independent developers have been around as long as personal computers have been. Many major studios, such as Creator/3DRealms, Creator/ThreeDRealms, Creator/IdSoftware and Creator/EpicGames got their start as indie developers on the '90s shareware scene before hitting the big time. Even before that, there were lots of "bedroom coders" on both sides of the Atlantic who created and sold computer games on their own in the late '70s and early '80s.



* While many people do know that Creator/CharlesMartinet is the voice actor of Nintendo's Mario character, a lot of players that grew up on ''VideoGame/SuperMario64'' think it was the first game to have Mario voiced. Mario's voice was actually done by Charles one year prior to ''Super Mario 64'' in ''VideoGame/MariosGameGallery'' (later re-released as ''Mario's [=FUNdamentals=]'') where he voiced Mario as the host of several tabletop games as well as being the player's opponent in said games. To go even further back, the first time the general public (outside of Trade Shows) ever heard Martinet's performance as Mario was the ''Pinball/SuperMarioBros'' and ''Pinball/SuperMarioBrosMushroomWorld'' released by Creator/{{Gottlieb}} in 1992. Five years prior to the release of ''Super Mario 64''.

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* While many people do know that Creator/CharlesMartinet is the long-time voice actor of Nintendo's Mario character, a lot of players that grew up on ''VideoGame/SuperMario64'' think it was the first game to have Mario voiced. Mario's voice was actually done by Charles one year prior to ''Super Mario 64'' in ''VideoGame/MariosGameGallery'' (later re-released as ''Mario's [=FUNdamentals=]'') where he voiced Mario as the host of several tabletop games as well as being the player's opponent in said games. To go even further back, the first time the general public (outside of Trade Shows) ever heard Martinet's performance as Mario was the ''Pinball/SuperMarioBros'' and ''Pinball/SuperMarioBrosMushroomWorld'' released by Creator/{{Gottlieb}} in 1992. Five years prior to the release of ''Super Mario 64''.
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* While there was a lot of buzz about {{Indie Game}}s in TheNewTens, small independent developers have been around as long as personal computers have been. Many major studios, such as Creator/ApogeeSoftware, Creator/IdSoftware and Creator/EpicGames got their start as indie developers on the '90s shareware scene before hitting the big time. Even before that, there were lots of "bedroom coders" on both sides of the Atlantic who created and sold computer games on their own in the late '70s and early '80s.

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* While there was a lot of buzz about {{Indie Game}}s in TheNewTens, small independent developers have been around as long as personal computers have been. Many major studios, such as Creator/ApogeeSoftware, Creator/3DRealms, Creator/IdSoftware and Creator/EpicGames got their start as indie developers on the '90s shareware scene before hitting the big time. Even before that, there were lots of "bedroom coders" on both sides of the Atlantic who created and sold computer games on their own in the late '70s and early '80s.
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** Also, many gamers believe Amy debuted in ''VideoGame/SonicAdventure'' or later, while her real first appearance was in ''VideoGame/SonicTheHedgehogCD'' [[note]]and before that, a prototype Amy appeared in an obscure Sonic manga[[/note]]. One cause of this confusion might have been that Sega of America decided to call her "Princess Sally" ([[ViewersAreMorons the name of a different and unrelated character who was created for one of the cartoons and doesn't even exist in the games' continuity]]) in the American manual of her debut game as a marketing ploy to promote the American Sonic cartoons and comics of the time. Likewise, her [[DropTheHammer Piko Piko Hammer]], associated with Amy's ''Adventure'' redesign, actually dates back to ''VideoGame/SonicTheFighters'', implemented as a gag to fit in with the slapstick nature of the game.

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** Also, many gamers believe Amy debuted in ''VideoGame/SonicAdventure'' or later, while her real first appearance was in ''VideoGame/SonicTheHedgehogCD'' [[note]]and before that, a prototype Amy appeared in an obscure Sonic manga[[/note]]. One cause of this confusion might have been that Sega of America decided to call her "Princess Sally" ([[ViewersAreMorons the (the name of a different and unrelated character who was created for one of from ''ComicBook/SonicTheHedgehogArchieComics'' and ''WesternAnimation/SonicTheHedgehogSatAM'', whose ''actual'' in-game counterpart is Ricky the cartoons and doesn't even exist in the games' continuity]]) squirrel) in the American manual of her debut game as a marketing ploy to promote the American Sonic cartoons and comics of spinoff media at the time. Likewise, her [[DropTheHammer Piko Piko Hammer]], associated with Amy's ''Adventure'' redesign, actually dates back to ''VideoGame/SonicTheFighters'', implemented as a gag to fit in with the slapstick nature of the game.
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** ''VideoGame/SonicAdventure2: Battle'' and ''VideoGame/{{Sonic Advance|Trilogy}}'' may be notable as the first Sonic games on consoles from Sega's former archrivals Creator/{{Nintendo}}, but they are not the first Sonic games to be released on another company's system. That honor goes to ''VideoGame/SonicPocketAdventure'', which was released only two years prior on the UsefulNotes/NeoGeoPocket Color, and only a few months after the 9.9.99 launch of the Dreamcast.

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** ''VideoGame/SonicAdventure2: Battle'' and ''VideoGame/{{Sonic Advance|Trilogy}}'' may be notable as the first Sonic games on consoles from Sega's former archrivals Creator/{{Nintendo}}, but they are not the first Sonic games to be released on another company's system. That honor goes to They were beaten by the dismal UsefulNotes/GameCom PortingDisaster of ''Sonic Jam'', released in July 1998, and ''VideoGame/SonicPocketAdventure'', which was released only two years prior before ''Battle'' on the UsefulNotes/NeoGeoPocket Color, and only a few months after the 9.9.99 launch of the Dreamcast.

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** Much later, in 1998, Sega obtained the rights to the ''VideoGame/PuyoPuyo'' series from Creator/{{Compile}}, who was facing financial troubles. However, Compile was apparently allowed to continue to do whatever they wanted with the series, resulting in a Sega property receiving entries on the UsefulNotes/{{Nintendo 64}}, UsefulNotes/PlayStation, and UsefulNotes/GameBoyColor.
** For that matter, the company had been in existence long before they started making video games, at least as early as 1960. Sega began as '''Se'''rvice '''Ga'''mes, which made pachinko machines aimed at military servicemen (hence the name). They then branched out into pinball before going into video games.

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** Much later, in In 1998, Sega obtained the rights to the ''VideoGame/PuyoPuyo'' series from Creator/{{Compile}}, who was facing financial troubles. However, Compile was apparently allowed to continue to do whatever they wanted with the series, resulting in a Sega property receiving entries on the UsefulNotes/{{Nintendo 64}}, UsefulNotes/PlayStation, and UsefulNotes/GameBoyColor.
** For that matter, the company Like their former rival Nintendo, Sega had been in existence long around for years before they started making video games, at least as early as 1960. Sega began as '''Se'''rvice '''Ga'''mes, which made pachinko machines aimed at military servicemen (hence the name). They then branched out into pinball before going into video games.



* ''VideoGame/FinalFantasyVII'' stood out among other [=JRPGs=] when it released with its distinct ScienceFantasy aesthetic, in sharp contrast to the medieval fantasy settings of other games, including previous ''FF'' titles. However, the previous game, ''VideoGame/FinalFantasyVI'' dabbled in science fantasy: while it had a strong medieval fantasy aesthetic, it also incorporated SteamPunk and prominently featured {{Magitek}} (which the game [[TropeNamer named]]). Before even ''FFVI'', though, the [[VideoGame/FinalFantasyI very first game]] had light sci-fi with the Sky Castle dungeon and the Warmech enemy, which also has the honor of being the series's first BonusBoss, predating Shinryu and Omega (the latter being a sci-fi inspired enemy) in ''VideoGame/FinalFantasyV''.

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* ''VideoGame/FinalFantasyVII'' stood out among other [=JRPGs=] when it released with its distinct ScienceFantasy UrbanFantasy aesthetic, in sharp contrast to the medieval fantasy settings of other games, including previous ''FF'' titles. However, the previous game, ''VideoGame/FinalFantasyVI'' dabbled in science fantasy: while it had a strong medieval fantasy aesthetic, it also incorporated incorporates SteamPunk and prominently featured features {{Magitek}} (which the game [[TropeNamer named]]). Before even ''FFVI'', though, the [[VideoGame/FinalFantasyI very first game]] had has light sci-fi with the Sky Floating Castle dungeon and the Warmech enemy, which also has the honor of being the series's first BonusBoss, {{superboss}}, predating Shinryu and Omega (the latter being a sci-fi inspired enemy) in ''VideoGame/FinalFantasyV''.


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** The Omochao are most famous for being {{Annoying Video Game Helper}}s from ''VideoGame/SonicAdventure2'' and later games, but they first appeared in the Chao Race lobby area in ''VideoGame/SonicAdventure'' - as incidental [=NPCs=] that never say a word!
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** Within the fandoms for ''Wolfenstein 3-D'' and ''Doom'', a good number of purist fans insist that the old games were never intended to be played with a mouse, and therefore versions that do feature the ability to look around with a mouse rather than needing to use the keyboard are, essentially, cheating. Though ''Wolfenstein'' and ''Doom'' were indeed designed around the assumption that a player might not have a mouse (many consumers didn't own one in the mid-90s), both games always supported mouselook as a control method. Part of this comes from confusion with the concept of ''vertical'' mouselook (that is to say, being able to look up or down as well as left or right), which wouldn't become standard-issue in shooters for another few years, but tends to show up in modern ports of those games despite them not being designed for it (for instance, it completely trivializes the FinalBoss of ''VideoGame/DoomII'').

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** Within the fandoms for ''Wolfenstein 3-D'' and ''Doom'', a good number of purist fans insist that the old games were never intended to be played with a mouse, and therefore versions that do feature the ability to look around with a mouse rather than needing to use the keyboard are, essentially, cheating. Though ''Wolfenstein'' and ''Doom'' were indeed designed around the assumption that a player might not have a mouse (many consumers didn't own one in the mid-90s), both games always supported mouselook as a control method.method and this was designer Creator/JohnRomero's preferred control method during deathmatch tournaments. Part of this comes from confusion with the concept of ''vertical'' mouselook (that is to say, being able to look up or down as well as left or right), which wouldn't become standard-issue in shooters for another few years, but tends to show up in modern ports of those games despite them not being designed for it (for instance, it completely trivializes the FinalBoss of ''VideoGame/DoomII'').
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** Within the fandoms for ''Wolfenstein 3-D'' and ''Doom'', a good number of purist fans insist that the old games were never intended to be played with a mouse, and therefore versions that do feature the ability to look around with a mouse rather than needing to use the keyboard are, essentially, cheating. Though ''Wolfenstein'' and ''Doom'' were indeed designed around the assumption that a player might not have a mouse (many consumers didn't own one in the mid-90s), both games always supported mouselook as a control method. Part of this comes from confusion with the concept of ''vertical'' mouselook (that is to say, being able to look up or down as well as left or right), which wouldn't become standard-issue in shooters for another few years, but tends to show up in modern ports of those games despite them not being designed for it (for instance, it completely trivializes the FinalBoss of ''VideoGame/DoomII'').
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** ''Tactics Ogre'' wasn't the first with those features... ''Franchise/FireEmblem'' predated it by a few years, and ''VideoGame/NobunagasAmbition'' and ''VideoGame/RomanceOfTheThreeKingdoms'' have been around since the mid-'80s.

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** ''Tactics Ogre'' wasn't the first with those features... ''Franchise/FireEmblem'' predated it by a few years, and ''VideoGame/NobunagasAmbition'' and ''VideoGame/RomanceOfTheThreeKingdoms'' ''VideoGame/RomanceOfTheThreeKingdomsKoei'' have been around since the mid-'80s.
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** In ''VideoGame/TheLegendOfZeldaPhantomHourglass'', the UsefulNotes/NintendoDS microphone can be used to stun Pols Voice and to haggle with shopkeepers. These two things could be done, respectively, in the Famicom Disk System versions of ''VideoGame/TheLegendOfZelda'' and ''VideoGame/KidIcarus'', using the microphone built into the Famicom's second controller.

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** In ''VideoGame/TheLegendOfZeldaPhantomHourglass'', the UsefulNotes/NintendoDS microphone can be used to stun Pols Voice and to haggle with shopkeepers. These two things could be done, respectively, in the Famicom Disk System versions of ''VideoGame/TheLegendOfZelda'' ''VideoGame/TheLegendOfZeldaI'' and ''VideoGame/KidIcarus'', using the microphone built into the Famicom's second controller.

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* As far as {{fighting game}}s go, [[ExcusePlot while the plot is usually an afterthought]] [[CompetitiveBalance to the gameplay]], many gaming publications and websites will state that story wasn't given a strong focus until titles like ''VideoGame/BlazBlueCalamityTrigger'' (2009), ''VideoGame/{{Mortal Kombat|9}}'' (2011), ''VideoGame/{{Skullgirls}}'' (2012), and ''VideoGame/InjusticeGodsAmongUs'' (2013) came along. This is largely untrue. Among others, ''Franchise/{{Tekken}}'', the ''VideoGame/{{Soul|Series}}'' series, ''Franchise/TheKingOfFighters'', and ''VideoGame/RivalSchools'' [[note]]all of which date back to [[TheNineties the mid-to-late 90s]][[/note]] have narratives that are both elaborate and apparent within the confines of the actual game, though some [[ContinuityCreep were not like this initially]] and a few went off the rails with certain installments. It was also extremely common for titles based on licensed properties like the ''VideoGame/DragonBallZBudokai'' series (2002–2008), ''VideoGame/XMenNextDimension'' (2002), and Capcom's ''[[VideoGame/JoJosBizarreAdventureHeritageForTheFuture JoJo's Bizarre Adventure]]'' game (1998 [[note]]1999 for ''[[UpdatedRerelease Heritage for the Future]]''[[/note]]) to have strong story elements in the single player modes. Similarly, ''VideoGame/MeltyBlood'' (2002) was a story-heavy "anime fighter" that spun off from the equally dense visual novel ''VisualNovel/{{Tsukihime}}'', itself belonging to [[Franchise/{{Nasuverse}} a setting]] known for its sprawling continuity. ''VideoGame/{{Weaponlord}}'' (1995) also made an attempt at immersive storytelling in spite of mostly catering to hardcore players, and the original ''VideoGame/ArtOfFighting'' (1992) also had a fairly heavy emphasis on story for the era it was created in. Even the poorly-regarded ''VideoGame/JusticeLeagueTaskForce'' (1995) made an effort, with the Story Mode featuring cutscenes between each battle to explain what was going on and why the characters were actually fighting. In fact, features such as branching story routes and multiple endings that earned ''Franchise/BlazBlue'' laudation were taken from previous Creator/ArcSystemWorks title ''VideoGame/GuiltyGear'' (particularly the console version of ''[[VideoGame/GuiltyGearXX XX]]'', which predates its SpiritualSuccessor's home release by about six and a half years), and the Tales of Souls in ''Soulcalibur III'' (2005) operated similarly. Likewise, the widely praised idea of a single narrative with constantly alternating characters/perspectives seen in the [[Creator/NetherrealmStudios NRS]] fighters began with the installment before the 2011 reboot of ''Franchise/MortalKombat'', ''VideoGame/MortalKombatVsDCUniverse'' (2008)... and even ''that'' concept didn't originate there; Creator/{{Koei|Tecmo}}'s ''VideoGame/DeStrega'' had a similar setup with its story and cast '''ten''' years earlier. Several of these titles lack the same kind of mainstream appeal that the largely bare-bones ''Franchise/StreetFighter'' series has and [[UsefulNotes/FightingGameCommunity many fans of the genre]] are known to [[PlayTheGameSkipTheStory ignore the story elements anyway]], which likely accounts for the misconception.

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* As far as {{fighting game}}s go, [[ExcusePlot while the plot is usually an afterthought]] [[CompetitiveBalance to the gameplay]], many gaming publications and websites will state that story wasn't given a strong focus until titles like ''VideoGame/BlazBlueCalamityTrigger'' (2009), ''VideoGame/{{Mortal Kombat|9}}'' (2011), ''VideoGame/{{Skullgirls}}'' (2012), and ''VideoGame/InjusticeGodsAmongUs'' (2013) came along. This is largely untrue. Among others, ''Franchise/{{Tekken}}'', the ''VideoGame/{{Soul|Series}}'' series, ''Franchise/TheKingOfFighters'', and ''VideoGame/RivalSchools'' [[note]]all ''VideoGame/RivalSchools''[[labelnote:*]]all of which date back to [[TheNineties the mid-to-late 90s]][[/note]] 90s]][[/labelnote]] have narratives that are both elaborate and apparent within the confines of the actual game, though some [[ContinuityCreep were not like this initially]] and a few went off the rails with certain installments. It was also extremely common for titles based on licensed properties like the ''VideoGame/DragonBallZBudokai'' series (2002–2008), ''VideoGame/XMenNextDimension'' (2002), and Capcom's ''[[VideoGame/JoJosBizarreAdventureHeritageForTheFuture JoJo's Bizarre Adventure]]'' game (1998 [[note]]1999 (1998[[labelnote:*]]1999 for ''[[UpdatedRerelease Heritage for the Future]]''[[/note]]) Future]]''[[/labelnote]]) to have strong story elements in the single player modes. Similarly, ''VideoGame/MeltyBlood'' (2002) was a story-heavy "anime fighter" that spun off from the equally dense visual novel ''VisualNovel/{{Tsukihime}}'', itself belonging to [[Franchise/{{Nasuverse}} a setting]] known for its sprawling continuity. ''VideoGame/{{Weaponlord}}'' (1995) also made an attempt at immersive storytelling in spite of mostly catering to hardcore players, and the original ''VideoGame/ArtOfFighting'' (1992) also had a fairly heavy emphasis on story for the era it was created in. Even the poorly-regarded ''VideoGame/JusticeLeagueTaskForce'' (1995) made an effort, with the Story Mode featuring cutscenes between each battle to explain what was going on and why the characters were actually fighting. In fact, features such as branching story routes and multiple endings that earned ''Franchise/BlazBlue'' laudation were taken from previous Creator/ArcSystemWorks title ''VideoGame/GuiltyGear'' (particularly the console version of ''[[VideoGame/GuiltyGearXX XX]]'', which predates [[CreatorDrivenSuccessor its SpiritualSuccessor's successor's]] home release by about six and a half years), and the Tales of Souls in ''Soulcalibur III'' (2005) operated similarly. Likewise, the widely praised idea of a single narrative with constantly alternating characters/perspectives seen in the [[Creator/NetherrealmStudios NRS]] fighters began with the installment before the 2011 reboot of ''Franchise/MortalKombat'', ''VideoGame/MortalKombatVsDCUniverse'' (2008)... and even ''that'' concept didn't originate there; Creator/{{Koei|Tecmo}}'s ''VideoGame/DeStrega'' had a similar setup with its story and cast '''ten''' years earlier. Several of these titles lack the same kind of mainstream appeal that the largely bare-bones ''Franchise/StreetFighter'' series has and [[UsefulNotes/FightingGameCommunity many fans of the genre]] are known to [[PlayTheGameSkipTheStory ignore the story elements anyway]], which likely accounts for the misconception.
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* LadyNotAppearingInThisGame marketing tactics have mostly been associated with sleazy internet adverts of the 2000's and beyond. SexyPackaging is a mainstay of advertising in all mediums, but for video games specifically it is amusing to discover that the ''very first commercial video game ever'' employed this tactic too: 1971's ''VideoGame/ComputerSpace'' was promoted with [[https://flyers.arcade-museum.com/flyers_video/nutting/120425501.jpg a flyer]] of the arcade cabinet being shown off by a woman in a translucent dress.
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* [[UsefulNotes/ArcadeGame Arcade gaming as a whole]] is '''much''' OlderThanTheyThink. A common mistake made by many gamers is to believe "arcade games" started with ''VideoGame/SpaceInvaders''. A less common mistake made by veteran gamers is to believe "arcade games" started with {{Pinball}} and/or ''Pinball/BaffleBall''. In reality, UsefulNotes/{{Arcade Game}}s started around the [[OlderThanRadio second half of the 19th Century,]] when the first amusement parlors and midways were built on boardwalks, tempting tourists to spend their coins watching [[{{Film}} kinetoscopes]] and listening to [[{{Music}} phonographs]]. Later arcades broadened their appeal with more affordable lowbrow attractions, such as shooting galleries, strength testers, fortune tellers, peep shows, and vending machines. That's right -- as sophisticated as video games have become nowadays, they had their origins in the nineteenth-century carnival (or "funfair" for you British Tropers).

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* [[UsefulNotes/ArcadeGame Arcade gaming as a whole]] is '''much''' OlderThanTheyThink. A common mistake made by many gamers is to believe "arcade games" started with ''VideoGame/SpaceInvaders''. A less common mistake made by veteran gamers is to believe "arcade games" started with {{Pinball}} and/or ''Pinball/BaffleBall''. In reality, UsefulNotes/{{Arcade Game}}s started around the [[OlderThanRadio second half of the 19th Century,]] when the first amusement parlors and midways were built on boardwalks, tempting tourists to spend their coins watching [[{{Film}} kinetoscopes]] moving pictures on the kinetoscopes and listening to [[{{Music}} phonographs]].phonographs. Later arcades broadened their appeal with more affordable lowbrow attractions, such as shooting galleries, strength testers, fortune tellers, peep shows, and vending machines. That's right -- as sophisticated as video games have become nowadays, they had their origins in the nineteenth-century carnival (or "funfair" for you British Tropers).
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' was many players' first experience with an open world ''Zelda'' title that let them complete major dungeons in any order they wanted and it was also assumed that it was the first game in the franchise to do so. ''VideoGame/TheLegendOfZeldaI'' and ''VideoGame/ZeldaIITheAdventureOfLink'' used similar open world experiences by at least thirty years prior to ''Breath of the Wild''; the first game game had an open world where you could could find and complete dungeons in any order you wanted while the second game had a more natural open world filled with wildernesses, caves, and towns filled with people that gave Link hints to aid him in his quest.
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** The ''VideoGame/TheLegendOfZeldaALinkToThePast'' [[ComicBook/TheLegendOfZeldaALinkToThePast comic adaptation]] had a couple of these:

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** The ''VideoGame/TheLegendOfZeldaALinkToThePast'' [[ComicBook/TheLegendOfZeldaALinkToThePast [[ComicBook/TheLegendOfZeldaALinkToThePast1992 comic adaptation]] had a couple of these:
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** The UsefulNotes/Atari2600 was one of the first consoles, if not ''the'' first, to have a network adapter developed for it: [[https://en.wikipedia.org/wiki/GameLine GameLine]] allowed subscribers to download games. It didn't do very well, though: at $60 per unit and a $15 per month subscription, even the enticing offer of games for only a buck apiece wasn't enticing (and you could only keep one game at a time).

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** The UsefulNotes/Atari2600 was one of the first consoles, if not ''the'' first, to have a network adapter developed for it: [[https://en.wikipedia.org/wiki/GameLine GameLine]] allowed subscribers to download games. It didn't do very well, though: at $60 per unit and a $15 per month subscription, even the enticing offer of games for only a buck apiece wasn't enticing enough to keep [=GameLine=] afloat, particularly after UsefulNotes/TheGreatVideoGameCrashOf1983 (and you could only keep one game at a time).
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* Believe it or not, ''VideoGame/ZooTycoon'' was not the first zoo simulation game. The Japan-only Sega Saturn game ''Simuation Zoo'' predates it by four years.

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* Believe it or not, ''VideoGame/ZooTycoon'' was not the first zoo simulation game. The Japan-only Sega Saturn game ''Simuation ''Simulation Zoo'' predates it by four years.
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** Many people cite the zombies ambushing the player through a door/loading screen in ''VideoGame/ResidentEvil2'' as one of the game's most memorable moments, but ''VideoGame/ResidentEvil'' had done it before (albeit from the zombie's view and was more tense than scary) by two years before the sequel came out.
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1) not in that way; 2) not just Waluigi


** ''VideoGame/SuperMario3DWorld'''s gameplay mechanic of picking up Piranha Plants and using them to eat their foes was first used in ''VideoGame/MarioParty3'' for a minigame and by Waluigi in the Battle Mode.

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** ''VideoGame/SuperMario3DWorld'''s gameplay mechanic of picking up holding potted Piranha Plants and using them to eat their foes was first used in ''VideoGame/MarioParty3'' for a the minigame and by Waluigi in the Battle Mode."Storm Chasers".
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* Virtually every dance emote found in ''VideoGame/{{Fortnite}}'' was created long before the video game made them well-known among the modern youth, with many of them originating from TV, movies and music videos from the '80s and '90s.

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* Virtually every dance emote found in ''VideoGame/{{Fortnite}}'' was created long before the video game made them well-known among the modern youth, with many of them originating from TV, TV shows, movies and music videos from the '80s and '90s.
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* Virtually every dance emote found in ''VideoGame/{{Fortnite}}'' was created long before the video game made them well-known among the modern youth, with many of them originating from TV, movies and music videos from the '80s and '90s.

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Removed this as it's entirely wrong. The VMU predates it by 6 months. I assume who ever added that only looked at the US release date.


* The UsefulNotes/SegaDreamcast's [[https://en.wikipedia.org/wiki/VMU Visual Memory Unit]] was a fascinatingly novel concept: a memory card with its own screen and controls used to not only manage game saves, but to download minigames and expand the functionality of games released on the console. It was not the first memory card of its kind, however: [[NoExportForYou while it was never officially released outside of Japan]], the [[https://en.wikipedia.org/wiki/PocketStation PocketStation]] for the UsefulNotes/PlayStation beat Sega's VMU to the punch. Many games released internationally retained [=PocketStation=] compatibility, so savvy importers could use them without having to import games as well.
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* ''VideoGame/MetroidPrime2Echoes'' had the Ing as Samus's main enemy force and several of them [[BagOfSpilling steal her suit's weaponry at the start of the game]] and use them against her later on. While a novel concept that seemed new at the time, ''VideoGame/MetroidFusion'' used the same concept earlier with the X-Parasites using some of Samus's weapons against her due to them using parts of her suit and DNA.
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* ''VideoGame/SaintsRow2'' and ''[[VideoGame/SaintsRow4 4]]'' got a lot of praise for putting gender on a slider the CharacterCustomization, allowing players to create characters with a gender identity outside thE male[=/=]female binary. ''VideoGame/UltimaIII'', which predate them by decades, gave gender options "Male", "Female" and "Other". It didn't affect the story or even character appearance (everyone is just a few pixels), but it's still an early RPG that allowed you to play as a non-binary character before the term "non-binary" had even entered common parlance.

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* ''VideoGame/SaintsRow2'' and ''[[VideoGame/SaintsRow4 4]]'' got a lot of praise for putting gender on a slider in the CharacterCustomization, allowing players to create characters with a gender identity outside thE the male[=/=]female binary. ''VideoGame/UltimaIII'', which predate them by decades, gave gender options "Male", "Female" and "Other". It didn't affect the story or even character appearance (everyone is just a few pixels), but it's still an early RPG that allowed you to play as a non-binary character before the term "non-binary" had even entered common parlance.
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