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4%% This list was grouped into sections for the sake of organizing. Each section has a comment describing what it's supposed to categorize within this page.
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10%% Aspects of Arcade Gaming that that were popularized long before most people think they were.
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12* [[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 moving pictures on the kinetoscopes and listening to phonographs. Later arcades broadened their appeal with more affordable lowbrow attractions, such as shooting galleries, strength testers, fortune tellers, peep shows, and vending machines.
13* Cards for saving data are commonly associated with ''VideoGame/InitialDArcadeStage''. However, Creator/{{SNK}} started doing it in the early 90s with the Platform/NeoGeo MVS arcade hardware; some MVS cabinets have card slots which allows players to use special proprietary cards to save data for a variety of games.
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18%% Technologies and features that were popularized in more recent consoles that debuted in earlier systems.
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20* Many people think that consoles using the [[https://en.wikipedia.org/wiki/Razor_and_blades_model razor and blades model]][[note]]Selling the consoles at a loss and making up for by collecting licensing fees on games or through RevenueEnhancingDevices like mandatory online subscriptions or {{microtransactions}}[[/note]] are a relatively recent phenomenon, starting in the sixth or seventh generation, and cite it as a sign that the industry is focusing on graphics and hardware above all else. In reality, this has been going on in the console market since at least the Platform/Atari2600. Atari sold it at a loss, anticipating to make a lot of money off of game sales since they thought they'd be the only one making games for it. This bit them in the ass when third-party publishers inevitably entered the market due to Atari's poor treatment of its developers and the 2600 lacking any sort of lockout mechanism to prevent unlicensed games from running, something that every console since has had. Similarly, Sega sold the Platform/SegaGenesis at a loss for a time in order to undercut the Platform/SuperNintendoEntertainmentSystem. And then the model is declared illegal for video games by the FTC in the Sega vs Accolade case because it decided that the lock-in is anticompetitive.
21* Think ''VideoGame/{{Pong}}'' is the first video game ever? Well, our friends at [[Website/{{Wikipedia}} The Other Wiki]] think [[https://en.wikipedia.org/wiki/First_video_game otherwise.]] Depending on how you define "video game", the answer is different; the first on a digital computer was ''VideoGame/{{Spacewar}}'' in 1961, but a missile simulator using analog circuitry and a cathode ray tube existed in ''1947''. (Yes, even the practice of using electronic games as military simulators is not only Older Than They Think, [[UnbuiltTrope it was how they got started in the first place]]!)
22** Speaking of which, ''Pong'' was ''not'' the first home game system, that goes to the Platform/MagnavoxOdyssey. Nor was the Creator/{{Atari}} VCS (a.k.a. Platform/{{Atari 2600}}) the first console to use ROM cartridges -- that honor belongs to the [[https://en.wikipedia.org/wiki/Fairchild_Channel_F Fairchild Channel F.]] (The "cartridges" used in the original Magnavox Odyssey were just a block of jumpers that connected various pins together inside the Odyssey to select a particular game; all the games the Odyssey could ever play were already contained in the main unit. The Platform/Odyssey2, which ''did'' use ROM-containing game carts, didn't come out until a couple of years after the VCS.)
23** The first ever ''coin-op'' video game wasn't ''Pong'' either, but ''VideoGame/ComputerSpace'' (an adaptation of the early computer game ''Spacewar!'') which was released a year earlier (by the same company, before they changed their name to Atari). However, ''Pong'' was the first ''successful'' coin-op. Atari later revamped ''Computer Space'' and re-released it as ''VideoGame/{{Asteroids}}''.
24** The EDSAC -- and for that matter, the Ferranti NIMROD -- both fall under the classification of digital computers, and both precede the PDP-1 in being the hosts of computer games. The first digital computer game was made a full ten years before ''Spacewar!''.
25* Believe it or not, there were Creator/{{Sega}} titles for [[Platform/NintendoEntertainmentSystem Famicom/NES]], before ''[[Franchise/SonicTheHedgehog Sonic]]'' came to being, and ''long'' before the company left the [[Platform/SegaDreamcast hardware business]]. These were licensed ports made by other companies and included (but are not limited to) ''VideoGame/FantasyZone'', ''VideoGame/AlteredBeast1988'', ''VideoGame/SpaceHarrier'', ''VideoGame/{{Shinobi}}'' and ''VideoGame/AfterBurner''. These were also released for the [[Platform/TurboGrafx16 PC Engine]]. [[NoExportForYou None of those ports were released outside of Japan, however.]]
26** Similarly, there was a port of VideoGame/Columns for the Super Famicom, released only in Japan in 1999.
27** 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 Platform/{{Nintendo 64}}, Platform/PlayStation, and Platform/GameBoyColor.
28** Like their former rival Nintendo, Sega had been 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.
29* The Platform/PlayStation wasn't the first [[MediaNotes/HowVideoGameSpecsWork 32 bit console]]. Neither was the Platform/SegaSaturn, or the [[Platform/ThreeDOInteractiveMultiplayer 3DO]], or even the Platform/AmigaCD32, despite their own claims. That honor actually goes to the Platform/FMTowns Marty, which [[NoExportForYou never left Japan]] and didn't sell that well even there. [[note]]With that said, the Marty had a 16-bit data bus. [[/note]]
30** In fact, a case could be made for the Platform/SegaGenesis being the first 32-bit console, as it used simultaneously two 16-bit buses, making it functionally 32-bit. Old Apple computers marketed as 32-bit did the same.
31* ''Ghen War'', a 1995 FirstPersonShooter for the [[Platform/SegaSaturn Saturn]] is a tragically unknown innovator in the genre. The game featured fully 3D environements and enemies a full year before ''VideoGame/{{Quake}}'' came out, extensive terrain deformation before ''VideoGame/RedFaction'' made it cool and an ambient soundtrack that [[VariableMix changed depending on what was happening on the screen]].
32** ''Ghen War'' wasn't the first to use a variable mix, however. Creator/LucasArts developed the iMuse system in 1991 and featured it in ''VideoGame/MonkeyIsland2LeChucksRevenge''; as far as just [=FPSes=] go, ''VideoGame/{{Dark Forces|Saga}}'' also used the system and came out a few months before ''Ghen War''.
33** If ''Ghen War'' counts, then surely ''Geograph Seal'' that came out in 1994 counts as well.
34** The first fully-3D game was ''Driller'' by Incentive Software (now Superscape) -- in ''1987'', eight and a half years before ''Quake''. OK, the frame rate on the 8-bit machines of the time was about 1 every 2 seconds, but it was still impressive.
35** [[FirstPersonShooter FPSes]] in general are ''far'' older than most people realize. The oldest one that most people are familiar with is ''VideoGame/Wolfenstein3D'', but in reality the earliest examples of the genre were ''VideoGame/MazeWar'' and ''VideoGame/{{Spasim}}'' (owing to incomplete documentation, it's uncertain exactly which of the two was finished first) which both came out circa '''1974''', fully 18 years before ''Wolfenstein 3D''.
36* It's a trend for people to give Nintendo consoles credit for innovating and coming up with new ideas. In reality, most of these "innovations" and technologies are the result of their "Lateral Thinking with Withered Technology" approach to hardware; that is, making use of things that had already been done or used before by other game systems in new ways (or just plain reintroducing the concepts once they become cheaper to implement):
37** The Platform/Nintendo64's gamepad wasn't the first game controller to use an analog stick; that was the Platform/Atari5200's.
38** It wasn't a game console, but the original IBM PC had an analog joystick port in 1981.
39** The Platform/VirtualBoy wasn't the first portable console with 3D effects; the Tomytronic 3D was a extremely similar console that came out in 1983 and actually featured color graphics (in contrast the VB's monochromatic graphics).
40** The Platform/GameBoyAdvance having cross-platform functionality with the Platform/NintendoGameCube was a big deal, but it was preceded some years prior by the Platform/SegaDreamcast and Platform/NeoGeoPocket Color having cross-platform functionality.
41** The Platform/{{Vectrex}} used a light pen that allowed for touch-sensitive gaming decades before the Platform/NintendoDS came out. The Platform/GameCom also featured a touch screen, though in a rather crude fashion. Even before the Game.com, Sega was in development of a handheld with a touch screen, but had to cancel it due to it becoming too expensive.
42** The Platform/{{Wii}} wasn't the first game system to incorporate motion controls, as there had been game accessories released in the 1990s and the 2000s that featured this technology. Before the '90s, there were the Pantomation and the Smartland SL 6401.
43** The Platform/WiiU's controller with the built-in screen and its ability to play the console's games without a television wasn't exactly new. The Sega Nomad could play Sega Genesis/Mega Drive games ''and'' output to a TV at the same time. The Platform/SegaDreamcast also had a Visual Memory Unit (VMU) which functioned as a second screen and could also act as a handheld game system with additional software.
44** The technology for the Platform/Nintendo3DS's glasses-free 3D screen was around since at least 2004. A notebook, the Sharp Actius [=RD3D=] used a glasses-free parallax barrier 3D screen, using the same exact technology the 3DS uses to achieve 3D. There was also a TV around the time too by the same company.
45*** And guess who makes the screens in the 3DS? That's right - it's Sharp. They've had a close working relationship with Nintendo since the 1980s (as proven by the C1 NES TV, Twin Famicom, and Famicom Titler), and their portables, dating back to ''at least'' the Platform/GameBoyAdvance, use Sharp LCD screens[[note]]However, there are records that Sharp produced the EL screens for the Game Boy Light and is a secondary supplier of LCD panels for the OG Game Boy.[[/note]]
46** As far as wireless controllers, they've existed since the Atari 2600.
47** The Rumble Pack for the Nintendo 64 wasn't the first console gaming peripheral to enable force feedback. An unknown strap-on device called The Aura did the same thing two years earlier. It also wasn't the first gaming hardware to have force feedback--the {{pinball}} machine ''Pinball/{{Earthshaker}}'', released in 1989, had built-in rumbling motors timed with the gameplay.
48** The Platform/NintendoSwitch is the same case as the Wii U, but even moreso: a handheld system that can be plugged to a TV and used like a home console, while also supporting multiplayer using a single system and screen even on the go, with each player using a separate controller? The Sega Nomad did it.
49*** The basic design of a tablet with detachable controllers on the sides was beat to market by the [[https://www.youtube.com/watch?v=Y845oUAxrPY Aikun Morphus X300]] about a year prior.
50*** The Switch is far from the first Nintendo console to not be [[UsefulNotes/RegionCoding region locked]]. While all of Nintendo's prior home consoles have been region locked (initially by having physical region locking for their cartridge-based consoles from the NES to the Nintendo 64, before switching to software-based region locking from the disc-based [=GameCube=] to the Wii U), all of Nintendo's handhelds, from the Game Boy to the Nintendo DS, wereregion-free with the exception of the Nintendo [=3DS=], which employed software region locking for its game cards.
51** The Platform/NintendoDS was praised for its unique gimmick of having two display screens, which many games took advantage of by using one of the screens as a map display for example. The DS wasn't Nintendo's first foray into dual screen gaming. Their first iteration of dual screens was done in the arcade version of ''VideoGame/PunchOut'', which predates the DS by a good 20 years. The "Vertical Multi Screen" Platform/GameAndWatch series were also foldable handhelds with two screens, very similar to the DS.
52** Creator/{{Nintendo}} themselves are a ''much'' older company than most people realize, and aren't even technically a video game company: they're a ''toy'' company whose most profitable division for the past few decades has been video games. The company was actually founded in ''[[OlderThanRadio 1889]]'' as a maker of playing cards (which they still produce to this day).
53* On the topic of motion gaming, the Kinect for the Platform/Xbox360 wasn't the first accessory to offer controller-free camera-based motion gaming. Sony had beat Microsoft to the punch with the Platform/PlayStation2's [=EyeToy=] in 2003.
54* The Platform/SegaGenesis and Super NES had online multiplayer, through a commercially failed device known as the Platform/{{XBAND}}. It was mostly ExecutiveMeddling that killed it since nobody wanted to host the service. Not to mention that practically no developer took an interest in adding XBAND support for their games, save for ''VideoGame/{{Weaponlord}}'', which necessitated reverse-engineering the games to add multiplayer support. For portables, Nintendo had a cellphone-based service that [[NoExportForYou remained in Japan]], predating anything practical by two generations.
55** Before that, there was the XBAND's predecessor for the NES, the [=TelePlay=] Modem, made by Keith Rupp and Nolan Bushnell of Creator/{{Atari}} fame. ExecutiveMeddling prevented it from ever getting released.
56** Even before ''that'', the Genesis had online multiplayer in Japan as early as 1990 via the the Sega Meganet service, though very few games supported it. Sadly, with the exception of Brazil, [[NoExportForYou it was never released outside of Japan]].
57* Downloadable games are older than most people think. In 1983, a service called [=GameLine=] allowed you to download full games via dialup modem to a special cartridge for the Atari 2600. The service [[MediaNotes/TheGreatVideoGameCrashOf1983 didn't last long]], but its parent company (Control Video Corporation) became Quantum Computer Services, which eventually became America Online. In TheNineties, Sega had the Sega Channel for the Genesis, which was preceded in Japan by the above Sega Meganet (the latter being the first service to feature download-only games). Nintendo followed with the BS Platform/{{Satellaview}} for the Super Famicom in Japan. Sega also had an online store just for the Dreamcast, too, called Dreamcast Direct (later Sega Direct). ''VideoGame/{{Segagaga}}'' was in fact released initially as an exclusive to that store.
58** Though the Satellaview service may not be the first game download service, it was the first to offer DLC addons for retail games.
59** [=PlayCable=] came out in 1981, '''14 years''' before Satellaview's launch, and allowed local cable television providers to send games to Platform/{{Intellivision}} units as subscribers downloaded them through an adapter, but none of the games' data survived for that as there was no storage device for the console. It flopped because of the high costs and the adapter's limitations.
60* [[https://www.youtube.com/watch?v=00gAbgBu8R4 Unlimited Detail,]] it sounds great on paper. All you have to do is create objects out of "atoms" which are essentially points (from a point cloud). Except... this is not a new thing. The technology can be done either with voxels or perhaps more true to the point cloud, point sprites. Voxels have been around for decades. Point sprites have been around for at least 10 years, as a gaming benchmark tool had used it in one of their tests.
61** In fact, point sprites are used in fluid simulations, where the point sprites interact with each other like little balls. This can be done in real-time for games.
62*** The deal with Unlimited Detail is not the use of point cloud data but the algorithm that makes it so only one of them is calculated per pixel to allow for as much detail as the ram and resolution of the screen would allow. They also had crude skeletal animation in a very early version ([[https://www.youtube.com/watch?v=hxtuZE5pOGA#t=8m50s 8:50 in this video]]) however it is unknown how efficiently it would work in the current iteration.
63* Remember Creator/HumongousEntertainment's first batch of games? You know, ''VideoGame/PuttPutt Joins the Parade'', ''VideoGame/FattyBear's Birthday Surprise'' and ''Putt-Putt Goes to the Moon''? Almost everyone played those off a CD-ROM under their Windows ports. Almost no one is familiar with their original DOS versions, let alone their first release on ''floppy disks''.
64* When Website/YouTube videos of the Dolphin emulator showing that it could render Platform/{{Wii}} games in [=720p=], it received a lot of praise with some even proclaiming it a fine example of the emulator surpassing what the console can do. Except many emulators of 3D consoles (namely of the Platform/{{Nintendo 64}} and Platform/PlayStation) can already do this very same thing. One could argue that some 2D console emulators can do this, but since the source material is fixed it doesn't look as pretty without filters.
65* You know thumbsticks on game pads that curve inward? It was what gave the Platform/{{Xbox 360}}'s controller an edge over the Platform/PlayStation3's SIXAXIS and [=DualShock=] 3... but it actually appeared on the [[https://en.wikipedia.org/wiki/Dual_Analog_Controller Dual Analog Controller]] for the first Platform/PlayStation. [[note]]It was released in the US, but without rumble for whatever reason. Since Sony quickly released [=DualShock=] afterwards (making the Dual Analog an ObviousBeta as [=DualShock=] is "standardized"), it was replaced right away.[[/note]]
66* The [[Platform/PlayStation4 PS4 Pro]] and [[Platform/XboxOne Xbox One X]] (although it was sold as a new model) weren't the first times a console has had a hardware expansion akin to a PC. Predating these are the Expansion Pak for the Platform/Nintendo64 (which was mandatory for some games, including high profile ones like ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' and ''VideoGame/DonkeyKong64''), as well as the [=64DD=] (and its small library of titles) [[NoExportForYou that never made it out of Japan]]. And even before that, there was the overbudgeted and flopped Sega CD and Sega 32X add-ons for the Platform/SegaGenesis.
67* A lot of people think that the famous [[Creator/{{Sega}} "SE~GA!"]] jingle debuted in ''VideoGame/SonicTheHedgehog1'', but it was first heard in Japanese Sega commercials from the 1980s. Even an instrumental version of the jingle played during the Platform/SegaMasterSystem bootup screen.
68* The Oculus Rift wasn't the first consumer-level virtual reality headset. There were a few predecessors in the mid 90s, the most notable one being the Forte [=VFX1=] Headgear. And even before that, Sega developed the Sega VR in the early 90s for its Platform/SegaGenesis, but sadly ended up cancelling it at the last second after finding out that it tended to give children motion sickness or headaches. Despite this, it was fully developed and finished, and a number of games were made for it.[[note]]Nintendo's Platform/VirtualBoy came out the same year as the [=VFX1=], but despite its name and marketing it wasn't a true VR device, as it lacked headtracking and wasn't typically attached to the player's head.[[/note]] The reason old headsets weren't more successful was due their high price, limited number of supported video cards, and the fact the primitive 90s consumer-level technology held back the experience.
69* The XE-1 AP controller for Platform/SegaGenesis introduced many innovations that would become attributed to later game controllers, like thumb stick[[note]]it wasn't the first controller with an analog stick, but it was the first one to use one to use the modern implementation of a small analog stick in place of the D-pad to be controlled with the thumb[[/note]], an analog/digital toggle button, grips on its back and shoulder buttons. A couple of games made use of its features, but the fact [[NoExportForYou it never left Japan]] limited its game support and ensured it would fall into obscurity.
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72[[folder:Game Elements]]
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74%% Game mechanics or other elements that were popularized in later titles but debuted/made popular in earlier ones.
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76* Most people seem to think that Nintendo pioneered the idea of using RFID cards in games to get additional characters and power-ups, unaware that Mattel had actually tried the same mechanic a whole decade earlier with the Platform/HyperScan. The idea itself went back several more years to 1999, with a PC edutainment game called ''Redbeard's Pirate Quest: Interactive Toy'' by a startup known as ''Zowie''.
77* ''VideoGame/AnimalCrossing'':
78** The series, itself, was introduced to western audiences with the Platform/NintendoGamecube iteration, which, itself, is actually an UpdatedReRelease of the original game released on the Platform/Nintendo64 in Japan. The game had originally been conceived for a console add-on, the [=64DD=], with the hopes of taking advantage of the [=64DD's=] internal clock and expanded memory. With the [=64DD's=] commercial failure and discontinuation, however, development for the game shifted to the original [=N64=].
79** Several "new" features in ''[[VideoGame/AnimalCrossingWildWorld Wild World]]'', such as the ability to pick up flowers and join in villagers' conversations, were introduced in ''Doubutsu no Mori e+'' before making their international debut there.
80** A lot of mechanics from ''New Horizons'' actually originated in ''[[VideoGame/AnimalCrossingHappyHomeDesigner Happy Home Designer]]'', such as the ability to decorate the outside (which New Horizons expanded upon with landscape editing), the ability to interact with objects like music players (you do a little dance and shake a tambourine to the beat of the song), as well as clothes and face customisation being easily accessible (via the machine and booth on the first floor of Happy Home Academy).
81** Many veteran players have complained that the villagers in ''[[VideoGame/AnimalCrossingNewHorizons New Horizons]]'' are [[SweetnessAversion nice to the point of coming off as sappy]], but also make them fall flat as characters, and thus yearn for their villagers [[WeWantOurJerkBack to be rude again]] like they were in past games. ''New Horizons'' is not the first ''Animal Crossing'' game with villagers that are "too nice", and the only game in which the villagers' rudeness was cranked up to eleven was in [[VideoGame/AnimalCrossing2001 the original GameCube game]], and that only applies to the English localization, as the localizers [[AmericanKirbyIsHardcore seemingly felt like the game needed to have its script spiced up]]. The villagers TookALevelInKindness come ''Wild World'' and ''City Folk'', and in ''New Leaf'' they acted pretty much the same way as they do in ''New Horizons''. [[{{Irony}} Ironically enough]], the Snowboys are not too different from the rude villagers of the [=GameCube=] game, and [[TheScrappy are not very well-liked by players for this reason]].
82* The SensoryAbuse audio in ''VideoGame/CrazyBus'', has been around forever. A random audio tone generator was often taught as part of the syllabus in BASIC programming courses in the 80s and a pack-in demo program that came with earlier versions of Microsoft BASIC also produced random tones. Going back even further, sound chips that produce such tones can be found in some toy robots.
83* VideoGameSetpiece was, and still is, one of the major tropes of FirstPersonShooter games from ''Videogame/HalfLife'' to ''Videogame/CallOfDuty'' and so on. However, a side scrolling shooter called Elevator Action Returns, released in TheNineties by Taito might be the first game which uses extensive set pieces.
84* The gaming press likes to credit ''VideoGame/HalfLife1'' with being the first FPS with a strong story that drives the gameplay, which is somewhat misleading. Both ''VideoGame/{{Marathon}}'' and ''VideoGame/SystemShock'' placed a strong emphasis on storytelling in addition to combat years earlier, but they used a text-message-finding system to advance and expand their plots (there's an entry about it below). Meanwhile, ''VideoGame/{{Strife}}'', a 1996 release built on a modified ''VideoGame/{{Doom}}'' engine, has a story that unfolds in-game and even branches off in different directions depending on the player's actions and choices.
85* In a strange version (both examples are made by the same by the company) the Jjaro and maybe the W'rkncacnter first appeared in ''VideoGame/PathwaysIntoDarkness'', not ''Marathon''. That said, it's implied they're in the same 'verse.
86* One of the most (in)famous examples comes in ''Franchise/{{Metroid}}'' vs ''Franchise/{{Halo}}'', in that during the early 2000s, it was believed that the former was a case of FollowTheLeader for the latter. In actuality, the franchise [[VideoGame/Metroid1 began in 1986]] and already had [[VideoGame/MetroidIIReturnOfSamus two]] [[VideoGame/SuperMetroid other]] entries during the 90s, long before ''VideoGame/HaloCombatEvolved'' (2001) was released. The confusion stems from the first-person ''VideoGame/MetroidPrime'' (2002), and while both games were in development at the same time, ''Prime'' was an FPS from the start, whereas ''Halo'''s switched to the style partway through development. The fact that ''VideoGame/{{Metroid Prime 2|Echoes}}'' and ''VideoGame/Halo2'' were released the same year (2004) and, likewise, ''VideoGame/{{Metroid Prime 3|Corruption}}'' and ''VideoGame/Halo3'' (2007), certainly didn't help things.
87** Too many people seem to think that ''Halo'' first came up with ring shaped worlds, even though ''Literature/{{Ringworld}}'' used it at least 30 years before.
88** Speaking of ''Metroid Prime'', it is often lauded for being the first {{Metroidvania}} FPS ever, but the truth is that aforementioned ''System Shock'' did it almost a decade earlier.
89** There's a camp going around that think a lot of what ''Halo'' had done was new to the FPS genre ''in general''. [[LimitedLoadout Two weapon limit]]? ''VideoGame/CounterStrike''. RegeneratingHealth? The ill-fated ''VideoGame/JurassicParkTrespasser''. QuickMelee button? ''VideoGame/DukeNukem3D''. Grenade hotkey? ''Terminator: Future Shock''. Group AI? ''VideoGame/HalfLife1''. Vehicle physics? ''[[https://www.youtube.com/watch?v=uYNbTC5EPv8 Codename Eagle.]]'' Vast outdoor environments? ''VideoGame/{{Unreal|I}}''. Space marine in green armor? ''VideoGame/{{Doom}}''. It's not even the first successful console-focused FPS, with both ''VideoGame/{{Turok}}'' and ''VideoGame/{{Goldeneye|1997}}'' predating it by over four years. What ''Halo was'' actually first at was combining many of these elements into one game - each game above only had, at most, one or two of the listed mechanics.
90* DoesThisRemindYouOfAnything: Enemies are camping in a fortress made of solid blocks. You fling projectiles at said fortress, WreakingHavok and trying to kill all the enemies inside with as few shots as possible. Sounds like ''VideoGame/AngryBirds'', doesn't it? A Flash game called ''Crush the Castle'' did it earlier, and there, they got the idea from another game called ''Castle Clout''.
91** Significantly pre-dating either game is the 3D equivalent called ''Castle Battles'' from {{Website/Neopets}}.
92** And all of these are {{Spiritual Successor}}s to [[https://en.wikipedia.org/wiki/Artillery_game artillery-style games]], which began no later than the mid-70s. Which themselves are successors to [[https://en.wikipedia.org/wiki/ENIAC ENIAC's]] original purpose of plotting artillery tables.
93* ''VideoGame/RuneFactory'' was not the first game to combine life skills, [[{{Mons}} monster taming]], and elements of the FarmLifeSim with an ActionRPG, that honor goes to ''VideoGame/LegendOfMana''.
94* Quick! Who was Creator/{{Nintendo}}'s first female protagonist? [[Franchise/{{Metroid}} Samus]]? ...Not quite. That honor goes to Bubbles from ''VideoGame/CluCluLand'', predating ''Metroid'' by about two years.
95* Some people have speculated that CallingYourAttacks comes from the ''Franchise/StreetFighter'' series, the first FightingGame to give names to the character's special attacks so players talking about the game could refer to them. However, this trope originates from other media: {{anime}} has been doing this since at least the early '70s (at least from ''Anime/MazingerZ'', if not earlier), and it has antecedents in Chinese wuxia novels throughout the twentieth century; ''Street Fighter'' came out in 1987.
96** Calling out the name of the attacks was a habit of [[https://en.wikipedia.org/wiki/Wong_Fei-hung Wong Fei-hung,]] a real martial artist who lived in the late 19th and early 20th century (making it OlderThanTelevision).
97*** Calling your attacks has been a standard of Kendo (Men! Do! and Te!) since the training method's creation.
98* ''VideoGame/WarCraft III'' was not the first strategy game to use RPG elements, as many of its fans believe. The concept first appeared in Creator/NewWorldComputing's ''King's Bounty'' in 1990 and featured more prominently in the same company's ''VideoGame/HeroesOfMightAndMagic'' series, starting in 1995. That's also the source for the concept of ''W3'''s heroes. Nor was ''Warcraft 3'' the first ''Real Time'' Strategy game with RPG elements. ''VideoGame/WarlordsBattlecry'' got there before it [[note]]''VideoGame/CommandAndConquerTiberianSun'' also preceded both, but its RPG elements were far more minimal[[/note]].
99** The first ''Franchise/FireEmblem'' game, another strategy game with RPG elements, was also released in 1990.
100* Many people think that the fighting game genre started with ''Franchise/StreetFighter'', though games like ''VideoGame/YieArKungFu'', ''VideoGame/KarateChamp'', ''VideoGame/{{Karateka}}'' and ''Way of the Exploding Fist'' predate it by years, going back to Bug Byte ''Kung Fu'' on the Platform/ZXSpectrum. There are some people who think that the genre was started by ''VideoGame/StreetFighterII'' (apparently it [[SequelDisplacement never occurs to them to wonder why there's a "II" in the name]]).
101* ''Franchise/ResidentEvil'':
102** ''Franchise/ResidentEvil'' is often credited for inventing SurvivalHorror, when all it did was coin the ''name'' for it and bring the genre into the mainstream. The ''VideoGame/AloneInTheDark'' series invented the actual gameplay model years earlier. Creator/{{Capcom}}'s own ''VideoGame/SweetHome1989'' -- despite being a turn-based RPG -- also has elements of the genre, predates ''VideoGame/AloneInTheDark1992'' by three years, and is the inspiration for ''Resident Evil''. The lineage of the genre can be traced to ''VideoGame/HauntedHouse'' for the Platform/{{Atari 2600}}.
103** Sherry Birkin has a HealingFactor in ''VideoGame/ResidentEvil6'' due to [[spoiler:having her body adapt to the G-virus embryo that is within her.]] However, Sherry isn't the first protagonist in the series to have the ability to heal quickly. Another young girl has similar abilities to Sherry in ''VideoGame/ResidentEvilGaiden'', a Game Boy Color game that predates ''[=RE6=]'' by 10 years.
104** ''VideoGame/ResidentEvil5'' introduces Uroboros, a parasite that infects the host. If the host's DNA is compatiable with the parasite, the victim gains superhuman strength and speed. If the host's DNA isn't a good match, Uroboros mutates from within and [[ChestBurster bursts out of the victim as a writhing mass of tentacles]]. While many think the concept was a first for the series, ''VideoGame/ResidentEvil2'' did it first with the G-Virus, albeit in a slightly different way.
105** People were blown away by the shotgun in ''VideoGame/ResidentEvil2Remake'' not always [[BoomHeadshot constantly blowing off a zombie's head]]. This has actually been an element of the games since the ''original'' ''VideoGame/ResidentEvil1'', although it first had a reliable chance of failing in the 2002 [=RE1make=], which debuted 17 years earlier. Similarly, the ability to cause a [[BoomHeadshot head-exploding]] critical hit with a pistol? Again, it goes all the way back to the original ''VideoGame/ResidentEvil1'', although its chances of happening were typically very rare unless using special variant handguns or handgun upgrades.
106** Many players feel the shift from SurvivalHorror to Action Horror was a FranchiseOriginalSin that began with ''VideoGame/ResidentEvil4''. In fact, it began as early as ''VideoGame/ResidentEvil2''; outside of the initial minutes on the streets, ammunition is so plentiful in the game that a player can literally mow down every single enemy in the game from the police station on and still have plenty of ammo to burn on the final boss. The trend only continued into ''VideoGame/ResidentEvil3Nemesis'', which added a new ammo generating system, encouraged players to fight the Nemesis in order to acquire cool special gear from it, and debuted the Mercenaries Mode; a BonusMode in which the player tries to rank up the highest score possible by killing as many enemies as they can in the time limit.
107*** One could make the argument that the Action Horror goes all the way back to the ''original'' ''VideoGame/ResidentEvil1''; "fight" was always a viable option, the player gained access to increasingly powerful weapons such as shotguns and grenade launchers as the game progressed, and there were even distinct "boss battles" that could only be resolved by blowing the boss away with concentrated firepower, as opposed to solving a puzzle or running away. To say nothing of how the game ended with the player blowing up a monstrous SuperSoldier with a convenient rocket launcher and then flying away in a helicopter before the infested mansion was blown up by a self-destruct sequence.
108** Two common complaints about the ''VideoGame/ResidentEvil3Remake'' are actually examples of this trope:
109*** Firstly, the complaint about the game length. ''None'' of the original Resident Evil games were that long, and completing them in 4 or fewer hours was quite normal. It wasn't until ''VideoGame/ResidentEvil4'' at the earliest when game length began approaching double-digit hours for a single playthrough.
110*** Secondly, the complaint about Nemesis not pursuing Jill frequently throughout the game like the Xenomorph from ''VideoGame/AlienIsolation'' and instead being restricted to set pieces. This is how Nemesis ''actually'' worked in the original ''VideoGame/ResidentEvil3Nemesis''; outside of a brief stretch of time when Jill was exploring the streets of Raccoon City in between leaving the police station and getting on the tram, Nemesis only appeared in scripted cutscenes and encounters. And even during that time, most of Nemesis' appearances were still scripted. That said, it is a legitimate criticism that the "free-roaming Nemesis" period is much shorter in the 2020 version, due to cutting out the extensive FetchQuest to repair the tram that the original game had.
111** Many fans complain about the final portion of ''VideoGame/ResidentEvil7Biohazard'', which sees the player move from the sprawling, gothic mansion to a relatively linear and comparatively sterile sunken ship/mine tunnels/lab setup. But this is actually a case of [=RE7=] staying true to the series formula; since [[VideoGame/ResidentEvil1 the very first game]], ''Franchise/ResidentEvil'' games have tended to have a clear shift from a relatively open-ended and labyrinthine starting zone to a more linear and shorter closing area, typically with some kind of lab theme.
112** 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.
113* ''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 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.
114** Similarly, the later ''Franchise/MassEffect'', ''Franchise/DragonAge'' and ''Franchise/{{Fallout}}'' games trumpeted their wide range of romance options, allowing you to roleplay a character with any sexual orientation. Again, some of the Ultima games, although they did not have {{Love Interest}}s or plots devoted to relationships, allowed the Avatar to be played as gay or bisexual by giving players the option to visit male and female prostitutes.
115* ''VideoGame/AloneInTheDark'': The criticism that "You're not alone and it's not dark" isn't new to ''Illumination''. The reboot and ''The New Nightmare'' drew identical snarky comments over the presence of a partner character and light-based puzzles.
116* Many people think ''VideoGame/Wolfenstein3D'' or ''VideoGame/{{Doom}}'' was the first FirstPersonShooter. These weren't even id Software's first FPS games (that would be ''Hovertank 3D'').
117** [[https://web.archive.org/web/20141020061757/http://halo.bungie.net/Forums/posts.aspx?postID=43292356 "Halo was the FIRST EVER FPS GAME! if I'm mistaken I know it's at least one of the first made."]]
118** There are even earlier contenders for first FPS: ''MIDI Maze'' in 1987, and ''Maze War'' and ''Spasim'' in 1974 (whichever one of these two counts as the first depends on whether you think the release date or the start date of development counts more.)
119** 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 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'').
120* Since ''VideoGame/Doom3'', any game that lets you find [[ApocalypticLog various logs]] to help figure out the story is inevitably compared to it -- although ''VideoGame/{{BioShock|1}}'' has somehow dodged this. ''Doom 3'' is by far the most popular game to include this, but it's far from the first. In {{First Person Shooter}}s alone, the device goes as far back as 1988's ''VideoGame/TheColony'', and if you include games outside that genre, the list becomes truly unwieldly, although ''VideoGame/{{Myst}}'' is likely the most prominent.
121** ''[=BioShock=]'''s use of logs can most likely be attributed to its status as a SpiritualSuccessor to the ''VideoGame/SystemShock'' games. ''System Shock'' was released in 1994 -- not the first to use the trope, but one of the earlier examples. The developers thought that the current technology was incapable of simulating interactions with enough fidelity not to murder any immersion. Similar reasoning probably applied to most of the early examples.
122** Also, ''VideoGame/{{Marathon}}'' uses this. The PC has to go through the game and get the story and missions from Terminals. [[http://marathon.bungie.org/story/ That doesn't help clear up the story much, though...]]
123** The ''VideoGame/{{Thief}}'' series make extensive use of books, scrolls, and notes to provide clues and flesh out the back story.
124** The 1995 sci-fi adventure ''VideoGame/BioForge'' also uses a great number of logs and computer consoles to help move the story along.
125* Many players think that ''VideoGame/CastlevaniaSymphonyOfTheNight'' is the first {{Metroidvania}} ''Franchise/{{Castlevania}}'' game; non-linear gameplay dates as far back as ''VideoGame/CastlevaniaIISimonsQuest'', although ''Symphony'' went a long ways toward polishing it (read: [[GuideDangIt making it playable without a strategy guide]]).
126** Before that, ''Vampire Killer'' for the MSX was broken up into multiple small metroidvania-style levels. It was also released (on October 30, 1986 in Japan) only a few short months after ''VideoGame/{{Metroid|1}}'' itself (released on August 6, 1986 in Japan), meaning that ''Castlevania almost'' did "Metroid-style gameplay" even before ''Franchise/{{Metroid}}'' did it.
127* Many people who started playing ''VideoGame/WorldOfWarcraft'' without playing [[VideoGame/{{Warcraft}} the games before it]] have no idea that the franchise existed before the [[MassivelyMultiplayerOnlineRolePlayingGame MMORPG]]. This has prompted situations like people who hear of ''Warcraft III'' mentioned saying, "There's a ''World of Warcraft'' '''''III'''''? I didn't even know about ''II''!" A large section of the player base wasn't even aware of the MMORPG genre before it came out, leading them to believe it pioneered far more than it did; overall, the game is a [[TropeCodifier refinement of what had been done before]]. On top of that, the game features piles of pop culture references, many of which the fan base mistakenly believes Blizzard invented.
128** This has gone far enough that, nowadays, ''[=WoW=]'' fans will often accuse other [=MMOs=] of ripping off their favourite game for using gameplay mechanics and concepts that ''[=WoW=]'' ripped off from someone else. On the other hand, those who loathe ''World of Warcraft'' and all it stands for will make the same complaint of any other MMO with no regard to such things as "release dates."
129** Or accuse ''Warhammer'' of being a ''[=WoW=]'' rip-off, which is funny because the reverse is almost certainly true. Tycho of ''Webcomic/PennyArcade'' [[http://i.imgur.com/C6SiR3J.jpg says it best.]]
130** In fact, Blizzard once "announced" a new game as an April Fools joke: ''[[FunWithAcronyms Warcraft: Heroes of Azeroth]]'', a strategy game and prequel to ''World of Warcraft''. The game in question was ''Warcraft III''.
131** The ''World of Warcraft'' expansion ''Mists of Panderia'' is accused of knocking off ''Franchise/KungFuPanda'' by having a race of Pandas with a new Monk class. However, the Pandaren have been around since before ''Warcraft III'' was released. It started as one of Blizzard's April Fool's jokes [[http://www.wowwiki.com/Pandaren_(April_Fools)/ announcing a fifth playable race]].
132** Was Blizzard being original with their Paris Hilton parody named [[{{Spoonerism}} Haris Pilton]]? Probably not, considering that ''VideoGame/{{Westward}}'' did the same thing 2 years prior to the Blizzard joke.
133* In the MMORPG ''VideoGame/{{Runescape}}'', when the Tower of Life quest was released, involving a homunculus, many ''Manga/FullmetalAlchemist'' fans assumed it was a ripoff. The ''Runescape'' homunculus bears little resemblance to the ones from ''FMA'', and both are named for an old term for "artificial human."
134** Funny that ''Runescape'' should wind up next to ''World of Warcraft'' on the list, since there's a dedicated number of people convinced that ''Runescape'' is a watered-down version of it. It was released several months before ''World of Warcraft'' was even ''announced''. Wrap your heads around that for a minute.
135* ''Valkyrie Sky'' is the first MMO ShootEmUp? Not true. That title belongs to the now defunct ''Bugs Rider'' published by Game & Game nearly two years prior to ''Valkyrie Sky Beta''. Though you may argue that ''Valkyrie Sky'' is the first MMO Vertical Shooter, since ''Bugs Rider'' is a horizontal one.
136** But even "the first MMO Vertical Shooter" may not even true if you count ''Lazeska: Sky Fantasy''. A game that never had a chance to see the light, but it was first introduced back in 2006 while ''Valkyrie Sky'' started Beta in late 2009.
137* Believe it or not, ''VideoGame/ZooTycoon'' was not the first zoo simulation game. The Japan-only Sega Saturn game ''Simulation Zoo'' predates it by four years.
138* Several people have talked about how innovative the adjustable camera of ''VideoGame/SuperMario64'' on the N64 (1996) was. How using polygons instead of pixels in the arcade ''VideoGame/HardDrivin'' (1988) created a new look for games that had never been seen before. And how ''VideoGame/MetalGear'' for the [=MSX2=] (1987) was the first game that had you sneaking around. However, there was a game which had all these elements and came out before all of them, but for some reason nobody gives the 1983 arcade game ''VideoGame/IRobot'' credit for them.
139** ''VideoGame/CastleWolfenstein'' (1981) was the first true stealth game, incorporating many of the elements that are still being used today. Yet it still remains in the shadow of both ''Metal Gear'' and the totally-unrelated but [[SequelDisplacement much better-known]] ''VideoGame/Wolfenstein3D''.
140*** And of course, whenever ''Wolfenstein'' is rebooted nowadays, people always compare it to "the original" ''Wolfenstein 3D'', never wondering [[ThirdIs3D why it had "3D" in the name]] as a differentiating factor.
141* ''Franchise/{{Pokemon}}'' did not debut in 1998 or 1999, as many American fans assumed, but in 1996 in Japan. ''VideoGame/PokemonRedAndBlue'' were released as ''Pokémon Red and Green'' in 1996. There is even some that assume that the games first released in 1995 because the year is listed in some of the games as a reference to the original planned release date.
142** Contrary to popular belief, ''VideoGame/PokemonDiamondAndPearl'' weren't the first official Pokémon games with online. The [[NoExportForYou Japanese version]] of ''[[VideoGame/PokemonGoldAndSilver Pokémon Crystal]]'' could connect to mobile phones for online play through an official peripheral, allowing players to trade and battle, among other things. It even had its own version of the GTS.
143* For all its popularity, many people assume that ''Pokémon'' is the first {{Mon}} collection/raising game; those people forget that ''[[VideoGame/MegamiTensei Digital Devil Story: Megami Tensei]]'' was released in the '80s. It also wasn't the first Mons anime; ''Megami Tensei'' had an [[OriginalVideoAnimation OVA]] in 1987.
144** To give an idea of just how prolific the ''Megami Tensei'' series was before ''Pokémon''[='s=] debut, by the time the original ''Pokémon'' trilogy came out in Japan, ''Megami Tensei'' had under its belt the original two games, the first two ''Franchise/ShinMegamiTensei'' games, Super Famicom remakes of both ''Megami Tensei'' games, the entire ''VideoGame/LastBible'' spinoff series (5 games long,) 2 games in the StrategyRPG spinoff series ''Majin Tensei'', the first ''VideoGame/DevilSummoner'' game, and ''VideoGame/ShinMegamiTenseiIf'', which serves as a prototype for Atlus' CashCowFranchise, ''Franchise/{{Persona}}''.
145** Likewise, ''VideoGame/DragonQuestV'' featured [[GottaCatchEmAll monster collecting]] 4 years before Pokémon debuted, making the ''VideoGame/DragonQuestMonsters'' series more of a natural extension than [[FollowTheLeader a clone]]. It [[NoExportForYou wouldn't reach the states]] for over a decade and a half.
146** ''Megami Tensei'' also involved computers that can access the world of monsters. In a way, ''Megami Tensei'' predated both ''Pokémon'' and ''Digimon''.
147** The idea of tiny capsules able to fit in a pocket and used to store monsters originates from Poké Balls, correct? Nope! The 1967 Japanese sci-fi superhero series ''Series/UltraSeven'' used the idea nearly 30 years earlier and was confirmed by WordOfGod to be the inspiration.
148** What was the first AugmentedReality game? No, it is not ''VideoGame/PokemonGO'' -- ''VideoGame/{{Ingress}}'' predated it by at least four years (in fact, ''Pokémon GO'' even used ''Ingress''[='s=] architecture; it helps that [[https://en.wikipedia.org/wiki/Niantic_(company) the same people]] made both). ''Invizimals'' predates them ''both'', and it even [[HilariousInHindsight was reviewed unfavourably because it lacked the things that made Pokémon fun]]. Nintendo also had AR minigames in the 3DS long before ''GO''. Predating even ''Invizimals'' is the PC game ''Cyber Figure Aris'' which allowed you to interact with an [[{{Meido}} anime maid]] character using your webcam and AR cards.
149* Critics and fans are quick to label any sandbox that features driving and shooting a ''VideoGame/GrandTheftAuto'' clone. But the original ''GTA'' games were top-down, and ''GTA 3'' closely resembled, and has a continuing rivalry with, a game called ''Videogame/{{Driver}}'' released two years prior. And then there's ''Hunter'', which was released on the Platform/{{Amiga}} by Creator/{{Activision}} in ''1991''.\
150Similarly, some people believe that the series started with ''VideoGame/GrandTheftAutoIII'', conveniently forgetting the number three in the title. Infact, ''GTA III'' isn't even the first 3D sandbox game by Rockstar. The honor goes to ''Videogame/BodyHarvest''. Driving freely around cities, picking up missions at will, shooting and blowing up everything. [[http://www.mobygames.com/game/dos/quarantine Quarantine]] did all that first. You didn't get out of your car and steal others, but the rest is there.\
151The ability to move around at your own pace with no need to do missions in a certain order goes back to [=RPGs=] such as the first ''Final Fantasy'' (though there may be more obscure earlier examples). The ability to not die (or at least, instantly respawn without dealing with a game over screen) was made famous by ''VideoGame/TheSecretOfMonkeyIsland'', whose sequel ''Monkey Island 2: [=LeChuck=]'s Revenge'' has a proto-sandbox mechanic in that it allows you to go back and forth between three different islands and complete a large proportion of the game in any order you like, without dying or having to fight anyone. There are some opportunities to affect the final ending in both games, which predates games like ''[[VideoGame/SoulSeries Soul Edge/Soul Blade]]'' where you can do a similar thing.
152* Combined with AdaptationDisplacement, ''VideoGame/TheWitcher'' in certain parts of the world. In the Western Hemisphere (And to a lesser extent, Oceania, New Zealand, and Australia) a lot of people learned of ''Literature/TheWitcher'' from the games by [[Creator/CDProjekt CD Projekt Red]]. This happened ''again'' in Latin America in which people thought the video games were based off of the ''Netflix'' series, as they first learned ''of'' The Witcher through that. (The games didn't experience a [[NoExportForYou legit release]] until after the books in a lot of Latin American countries)
153* Every third-person shooter with a cover system is doomed to be compared to ''VideoGame/GearsOfWar''. Gears' developers openly admitting on several occasions that they got the mechanic from an obscure Platform/PlayStation2 game called ''Kill Switch'', and that was preceded by ''[=WinBack=]'', a Platform/Nintendo64 game with a similar cover system.\
154All of this ignores that many such games featured "leaning" mechanics, allowing players to effectively utilize cover by only exposing a minimal portion of their avatar when returning fire. One early example was the first ''VideoGame/SystemShock''.
155* Any first-person shooter is doomed to be compared to ''VideoGame/{{Doom}}'', ''VideoGame/GoldenEye1997'', ''VideoGame/CounterStrike'', ''Franchise/{{Halo}}'' or ''VideoGame/CallOfDuty'', depending on when it was made. In fact, before the term "first person shooter" was coined, every FPS games were called a "Doom clone"
156* A number of people accuse ''VideoGame/RockBand'' of being a rip-off of ''Videogame/GuitarHero'', unaware that:
157** A) ''Rock Band'' developer, Harmonix, were the original developers of ''Guitar Hero'', and
158** B) The concept predates ''Guitar Hero'' by at least 8 years: Creator/{{Konami}}'s ''[[VideoGame/{{Bemani}} Guitar Freaks]]'' was first released in 1998.
159** In fact it was the publisher, [=RedOctane=], that first approached Harmonix with the idea, having previously been involved in developing the instrument controllers for ''Guitar Freaks''. Even the concept of a 5-button guitar game predates ''Guitar Hero''; [=RedOctane=]'s third-party ''Guitar Freaks'' controllers have five buttons (despite GF being only a 3-button game), and these controllers were around as early as maybe 2001 or 2002.
160** In the ''Series/XPlay'' review for the North American release of ''beatmania'', after giving it a poor score, co-host Morgan Webb accused it of being one of many ''VideoGame/GuitarHero'' rip-offs (despite the original ''beatmania'' coming out in 1997). This is a bit odd, given that the show's second-degree predecessor ''[=GameSpot=] TV'', which also featured Adam Sessler (one of the co-hosts of ''X-Play''), occasionally did features of Japanese rhythm games such as ''[=GuitarFreaks=]'' and ''VideoGame/DanceDanceRevolution''.
161* Some people feel that ''VideoGame/SimCity'' is a more boring clone or spinoff of ''VideoGame/TheSims''. Funny thing is, ''VideoGame/SimCity'' released in ''1989'', and [[OnceOriginalNowCommon invented the sandbox-simulation genre]].
162** According to the Washington Post, ''The Sims'' was originally intended to be a house architecture game, with the 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.
163* The trailers for ''VideoGame/NeedForSpeed: Hot Pursuit'' (2010) placed great emphasis on the moving wings and spoilers... something the series has had since ''Need for Speed II'' (1997).
164* Think mature-themed and mature games were introduced with the Platform/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...
165** Speaking of Creator/{{Sierra}}, it was established in 1979.
166** The earliest (if not first) adult computer game in Japan was 1981's ''Yakyuken'', published by Hudson Soft. The next two years brought the first obscene visual novels, including Enix's ''Joshi Ryou Panic'' and Falcom's ''Oooku Maruhi Monogatari''.
167** There were also pornographic games on the Platform/Atari2600 (if you can call them that), courtesy of developer Mystique. ''Beat 'Em and Eat 'Em'', ''Philly Flasher/Cathouse Blues'', ''Gigolo/Bachelor Party'', ''Custer's Revenge/General Re-Treat/Westward Ho''... and that's not even scratching the surface.
168** ''Bubble Bath Babes'' features nudity. ''VideoGame/MonsterParty'' features no end of gore, and ''VideoGame/BionicCommando'' has [[strike:Hitler]] Master-D's head explode in gory detail.
169** The subject of drugs has been tackled since the arcade game NARC game out in 1988.
170* ''Franchise/SuperMarioBros'':
171** 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.
172** Creator/CharlesMartinet's first game as Mario was not ''Super Mario 64''. It was ''Mario's [=FUNdamentals=]'', released a year earlier.
173** 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''.
174** ''VideoGame/SuperMario3DWorld'''s gameplay mechanic of holding potted Piranha Plants was first used in ''VideoGame/MarioParty3'' for the minigame "Storm Chasers".
175** Daisy is often mistaken for a SatelliteCharacter added to pad out the spinoff roster like Waluigi, but she first appeared in ''VideoGame/SuperMarioLand''. Many people either didn't realize that wasn't Peach or don't know of the game.
176** A lot of people think Luigi as being a CowardlyLion first appeared in ''Series/TheSuperMarioBrosSuperShow'' (when they don't think it was originated by ''VideoGame/LuigisMansion''). Actually, there was an Platform/{{Atari 2600}} [[https://www.youtube.com/watch?v=dduvx-dEySY commercial]] for the original ''VideoGame/MarioBros'' game that depicts him as frightened of the monsters and crying for Mario to help him. [[note]]The anonymous actor in this commercial was the first person ''ever'' to portray Luigi -- the first to portray Mario was veteran voice actor Creator/PeterCullen in ''WesternAnimation/SaturdaySupercade'' that same year (1983).[[/note]]
177** While Luigi's modern voice is often cited to have originated from ''VideoGame/LuigisMansion'', his modern voice was actually first heard in ''[[VideoGame/SuperMarioBros2 Super Mario Advance]]'', five months before ''Luigi's Mansion''.
178** While Toad's current raspy voice is said among ''Mario'' fans to be in response to him being mistaken for a girl in games like ''VideoGame/MarioKart64'', ''The Super Mario Bros. Super Show'' already had Toad sounding like that several years prior.
179** Luigi's iconic high jump and low traction are often assumed to have first appeared in ''VideoGame/SuperMarioBros2''. It debuted a bit earlier in that in Japan's version of ''[=SMB2=]'' that Americans know as ''VideoGame/SuperMarioBrosTheLostLevels''.
180** A large number of elements, such as Mario being merely Italian as opposed to Italian-American or Peach being blonde (or just being named Peach, period), get accused by fans of very old media as being retcons introduced in ''64''. In reality, most of the time, those elements had been around for some time--it's just that they were also frequently obscured by localization or the very minimalist storytelling of the older games.
181** Bowser using power-ups against the players in his final battle in ''VideoGame/SuperMario3DWorld'', while unexpected, wasn't the first game to do so. Wario used a similar concept in ''VideoGame/SuperMarioLand2SixGoldenCoins'', predating ''3D World'' by 21 years.
182* The beat 'em up ''Renegade'' (1986) is often called a "''VideoGame/DoubleDragon'' ripoff" by less informed people, even though it was made by the same developer (Technos Japan Corp.) and predated ''Double Dragon'' (which came out in 1987) by a year.
183* Customizing ''VideoGame/CounterStrike'' servers to add the ''VideoGame/UnrealTournament'' "Headshot!" "Multi kill!" "Killing spree!" etc. sound effects has become such a wide-spread practice that many CS players, unaware of the now-less-popular game, conclude that they are "CS sounds." (While ''Counter-Strike'', in its original form, is in fact slightly ''older'' than ''Unreal Tournament'', the use of the sound bytes in the former is the result of server mods, is not part of the game itself, and were obviously added after the release of UT.)
184** This carries over to another Creator/{{Valve|Software}} franchise, too; in this case, ''VideoGame/TeamFortress2''. This time around, the writer of the mod was smart enough to realize that the ''Unreal Tournament'' sounds, in fact, did ''not'' originate from ''Counter-Strike'', and attributed it to the game they came from... ''VideoGame/{{Quake}}''.
185* The Create-A-Class system in ''VideoGame/ModernWarfare''. While it was one of the most popular games to have such a system, it wasn't the first (''VideoGame/{{Battlefield}} 2'' and ''VideoGame/FirstEncounterAssaultRecon'', for example, both had similar class-based multiplayer components and predated ''[=CoD4=]'' by two years).
186** And ''FEAR'' itself wasn't the first to effectively combine shooting and melee fighting (possibly among others, ''VideoGame/{{Oni}}'' came four years earlier), but again it was one of the most popular ones to do so.
187** Within the series, one of the things ''VideoGame/CallOfDutyBlackOps'' became notable for was actually giving the player character(s) a face and voice. ''Finest Hour'' on [=PlayStation=] 2 did so first, though the player characters never spoke when actually under player control. ''VideoGame/CallOfDuty2'' also at least gave all of its player characters faces, and ''Modern Warfare'' had two of its protagonists speaking during specific cutscene.
188** And for the recent hubbub around [[ActionGirl female protagonists in historical World War II games]] like ''Call of Duty: World War II'' and ''Battlefield V'', it ignores much older games with Nazi-killing heroines like [[VideoGame/MedalOfHonor Manon Batiste]] and [[VideoGame/VelvetAssassin Violette Summer]]. [[RealityIsUnrealistic For bonus points]], both heroines were based on real women who took part in the war in real life[[note]]Manon taking inspiration from [[https://en.wikipedia.org/wiki/Hélène_Deschamps_Adams Helene Deschamps Adams]], a French woman who was an agent in the French Resistance and the Office of Strategic Services (the forerunner of the CIA); and Violette based on the rather tragic [[https://en.wikipedia.org/wiki/Violette_Szabo Violette Szabo]], who was in the British Secret Operations Executive and was captured in the line of duty and later murdered in a concentration camp.[[/note]].
189** The developers of ''VideoGame/CallOfDutyGhosts'' had been hyping certain new features as "innovative", ignoring that other engines did them long before they did. For instance, "dual-render" scopes (only the scope's view is zoomed in, while your peripheral vision stays the same -- VideoGame/{{Unreal}} Engine 2 and Source can do it) and "advanced fish AI" that moves out of the way when you swim towards them (''VideoGame/SuperMario64'', and for that matter ''every other 3D game ever'' with fish that don't actively try to kill you, has this).
190* Hey, ''VideoGame/DrawnToLife'' is ''so'' innovative, never mind that ''VideoGame/MagicPengel'' and ''VideoGame/GraffitiKingdom'' did that concept 5-7 years before it. [[JustForFun/RecycledInSpace In 3D]]!
191* ''Franchise/KingdomHearts'' has this theme about memories, huh? Well, a similar theme was prominent in ''VideoGame/Persona2'' a couple years prior... and that's not even counting the amounts of short stories about similar themes that have probably existed long before Nyarlathotep tried to manipulate Jun's memories....
192* Speaking of Nyarlathotep, the [[Creator/HPLovecraft first appearance]] of the Crawling Chaos certainly wasn't in the ''Franchise/{{Persona}}'' or ''Franchise/ShinMegamiTensei'' games, despite what some people seem to believe.
193* Speed modifiers in ''VideoGame/DanceDanceRevolution'', often thought to have debuted in ''DDRMAX: Dance Dance Revolution 6th Mix'', appear as far back as the ''Dance Dance Revolution Solo'' sub-series and the two licensed ''Dancing Stage'' games. The "boost" modifier (which causes notes to increase speed as they scroll up) is also a feature taken from ''Solo''.
194** Similarly, the difficulty rating of 9 (on the pre-''DDR X'' scale) is slightly Older Than They Think. Thought to have appeared first in ''DDR 3rd Mix'', it first appeared in ''DDR 2nd Mix Club Version'', a version of DDR with songs from the ''VideoGame/{{Beatmania}}'' series.
195** The first DDR game to run at 60 frames per second is ''Dancing Stage feat. True Kiss Destination'', which was released sometime between 2nd and 3rd Mixes. The first ''well-known'' DDR game to do so is 5th Mix.
196* ''VisualNovel/JakeHunterDetectiveStory'' was criticized for being a cheap cash-in on Capcom's ''Franchise/AceAttorney'' series by many professional critics, even though it's actually a localization of the latest installment of an older detective game series known as ''Detective Saburo Jinguji'', which began on the Famicom Disk System all the way back in 1987. Part of the blame can be placed on Aksys themselves for cutting half of the game's content and their arguably unnecessary decision to Americanize the game's storyline (whereas ''Ace Attorney'' is filled with numerous [[PunnyName pun-based names]] that wouldn't had translated well if they were kept in Japanese, the ''Jinguji'' series on the other hand has a decidedly more serious tone, as well as settings that are obviously based on real Japanese locations such as Shinjuku). They later re-released the game with a newer (but still Americanized) translation and all of the missing content restored, but the damage had already been done.
197* The difficulty name [[HarderThanHard "Lunatic"]] appeared in the 1992 ShootEmUp ''VideoGame/SuperAleste'', four years before the ''Franchise/TouhouProject'' series began.
198** There are ''Touhou'' fans who dismiss other BulletHell shooters as ripoffs. Never mind that danmaku shooters have been around at least since ''VideoGame/{{Recca}}'' (1992); depending on how one defines the genre, possibly as early as ''VideoGame/{{Gradius}}'' (1985). This could be part of the reason for the series' FandomRivalry with prolific BulletHell developer Creator/{{CAVE}}, as its first foray into BulletHell began in 1997 with ''VideoGame/DoDonPachi'' (not to mention that CAVE was founded by former developers from Creator/{{Toaplan}}, who developed another BulletHell shooter even earlier called ''Batsugun'',) while the ''Touhou'' series began in 1997 as well, but as a [[GenreShift completely different genre altogether.]]
199* The {{cutscene}} goes at least as far back as ''VideoGame/PacMan'' (1980).
200* ''VideoGame/StoryOfSeasons'' is a ''VideoGame/FarmVille'' rip-off. Yes, there are people who believe so. ''[=FarmVille=]'' is [[OverlyNarrowSuperlative not even the first farming-based Flash game for Facebook]]; that was ''Farm Town''.
201* ''VideoGame/TacticsOgre'' was at one point referred to as a rip-off of ''VideoGame/FinalFantasyTactics,'' a game with very similar key features. This was because ''Tactics Ogre'' was released in North America on [=PS1=] after ''FFT''. The game is actually a [=PS1=] remake of an SNES game, pre-dating ''FFT'' two years. Also, the similarities are due to some of the same designers working on both, so really, neither one is a "rip-off" ''per se''.
202** ''Tactics Ogre'' wasn't the first with those features... ''Franchise/FireEmblem'' predated it by a few years, and ''VideoGame/NobunagasAmbition'' and ''VideoGame/RomanceOfTheThreeKingdomsKoei'' have been around since the mid-'80s.
203* ''VideoGame/CapcomVs'':
204** While the ''Vs.'' series [[TropeCodifier widely popularized]] the concept of 2-on-2 (and later, 3-on-3) Team Battles, ''Franchise/TheKingOfFighters'' [[TropeMaker laid the groundwork]] for such an idea back in [[VideoGame/TheKingOfFighters94 its 1994 inception]]. Admittedly, there it was more of a battle royale, "last man standing" survival affair, and it wasn't until ''[[VideoGame/TheKingOfFighters KOF 2003]]'' that the series included tag-ins (called "shifts"). While many, fans and detractors alike, are quick to note that Creator/{{SNK}} [[FollowTheLeader blatantly copied]] Creator/{{Capcom}} (which ''is'' mostly true, although both companies cribbed off of each other on numerous occasions), fighting game enthusiasts tend to overlook this detail.
205*** ... although ''even'' tag battles were modeled long ago, thanks to ''[[VideoGame/FuunSeries Kizuna Tag Encounter]]'', which was also the brainchild of SNK.
206** The ''Vs.'' series, particularly the ''VideoGame/MarvelVsCapcom'' titles, is also known for the implementation of Aerial Raves, air combos that involve [[LauncherMove launching the opponent into the air]] and juggling them while midair. However, 1995's ''VideoGame/SuikoEnbu'' (also known as ''[[Literature/WaterMargin Outlaws of the Lost Dynasty]]'' or ''Dark Legend'') predates them with a similar juggling system that additionally involves spinning knockdowns, groundbounces, and wallbounces, all [[VideoGame/TatsunokoVsCapcom over a]] [[VideoGame/MarvelVsCapcom3 decade]] before these became commonplace in the ''Vs.'' series. Ironically, ''Suiko Enbu'' was developed by Creator/DataEast, the company infamous for being sued by Capcom over the blatant parallelism between ''VideoGame/FightersHistory'' and ''Street Fighter II''.
207** Also, while the AssistCharacter feature has long been a hallmark of the ''Marvel vs. Capcom'' games, it actually originated in a ''completely different'' Marvel fighting game. The obscure Data East title ''Avengers in Galactic Storm'' (which was ironically [[DuelingWorks released the same year as]] ''VideoGame/MarvelSuperHeroes'') was the first fighting game to use such a mechanic, with players able to summon characters like ComicBook/IronMan, [[ComicBook/TheMightyThor Thor]], [[ComicBook/AntMan Giant-Man]] or ComicBook/TheVision to assist their fighter.
208* ''VideoGame/{{Dragon Ball FighterZ}}'' was hailed as the first "serious" ''Franchise/DragonBall'' game, and the first one aimed at the MediaNotes/FightingGameCommunity instead of a more casual audience. In reality, a serious ''DBZ'' game aimed at fighting game fans was attempted over a decade earlier with ''Super Dragon Ball Z''. It was even headed by Noritaka Funamizu, a former Capcom employee who'd worked on numerous fighting games like the ''Street Fighter'' and ''VideoGame/CapcomVs'' series.
209* The Game Boy Advance game ''Anime/DragonBallZ: Taiketsu'' used Broly as [[WolverinePublicity a major marketing ploy]] by advertising the game as the fan favorite character's first appearance in a ''DBZ'' game. This, however, is only true for the west, as Broly made an appearance many years earlier in the SNES game ''Dragon Ball Z: Super Butouden 2''
210* Dimension-shifting in side-scrolling shooters: ''Salamander'' (1986) comes to mind for many gamers, but it's far from the first side-scrolling shooter that has dimension-shifting. The idea goes back as far as the arcade game ''Vanguard'' (1981).
211* Website/{{Wikipedia}} [[https://en.wikipedia.org/wiki/Quick_time_event proves]] that the [[PressXToNotDie Quick Time Event]] didn't originate with ''VideoGame/{{Shenmue}}'' like many gamers think -- its director merely coined that term for it. The first game to actually make use of it was ''VideoGame/DragonsLair''.
212** One could argue that anything with some cue to PressXToNotDie can count as a QTE. As an example, ThatOneLevel from ''VideoGame/MegaMan8'' that tells you to "Jump Jump!" or "Slide Slide!"
213** The first non-laserdisc game to use [=QTEs=] is ''Die Hard Arcade'' in 1996, though instead of the PressXToNotDie variant it's "Press X to not get stuck in a room full of enemies."
214* Young'uns these days credit Blizzard with creating the first MMORPG; others just as misguided will correct them and refer to ''VideoGame/EverQuest''. ''VideoGame/UltimaOnline'' was the first game specifically referred to as an [[MassivelyMultiplayerOnlineRolePlayingGame MMORPG]]; prior to the naming, they were called graphical [[MultiUserDungeon Multi-User Dungeons]] ([=MUDs=]), the earliest examples of which date back to the 80s! The first fully graphical multiplayer RPG was AOL's ''Neverwinter Nights'' ([[SimilarlyNamedWorks not]] [[VideoGame/NeverwinterNights that one]]) back in 1991, compare to ''Ultima Online''[='s=] 1997 release. Oh, it's great fun to tell stories of games prior to ''VideoGame/WorldOfWarcraft'', where players could kill other, unconsenting players and ''take their possessions as loot'', then be hunted as criminals and banned from towns as ''murderers''! Imagine losing stats permanently when dying, rushing back to your corpse (''after'' someone resurrected you) before someone looted it, compared to zipping right back and popping back up, fully equipped and at half health and mana.
215** Furthermore, Ultima online is not even the oldest MMORPG still ''in service''. Korean MMORPG ''[[https://en.wikipedia.org/wiki/Nexus:_The_Kingdom_of_the_Winds Nexus: The Kingdom Of The Winds]]'' takes the credit, coming out in 1996.
216** And as time passes, it turns FromBadToWorse. Many games coming out after ''World of Warcraft'' were derided as "''[=WoW=]''-clones" for [[FollowTheLeader directly copying the systems and sometimes look]] of ''World of Warcraft''. There were some real problems with other companies trying to capitalize on the success but failing because they didn't actually understand what made the game great. However, it's now changed that the response to calling something a "''[=WoW=]''-clone" is "Well, it's an MMO! What else do you expect?" Which ignores the significant variety in games and playstyles that existed before or alongside ''World of Warcraft'' that were also [=MMORPGs=]. Raids, quests, progressively more ridiculous equipment, linear storylines, etc. are now seen as the definition of [=MMOs=], even though some of those were in completely unrecognizable forms or nonexistent altogether before ''World of Warcraft''. ''World of Warcraft'' may have refined a lot of things that needed refining, and ultimately made the genre accessible to a wide audience, but it also left out features that were extremely popular in games before it came out that in their own time were thought of as the definition of [=MMOs=]. The MMO genre is less of a genre than a wide variety of ideas that simply require [[ExactlyWhatItSaysOnTheTin many players connected together online]].
217** Actually the first networked-based multiplayer [=RPGs=] (with graphics or otherwise) where those on the [[UsefulNotes/MainframesAndMinicomputers PLATO Network]] during the mid-seventies, long before either the [=MUDs=] or ''Neverwinter Nights''. If these games can be considered [=MMORPGs=] it would mean that the fourth RPG video game ever created, VideoGame/{{Moria|PLATO}}, was an MMORPG. Furthermore this would make [=MMORPGs=] the 2nd oldest sub-genere of video [=RPGs=] ever (only being beaten by the single-player [[DungeonCrawling dungeon crawls]].) Truly OlderThanTheyThink.
218* Tell me if you recognize this setting: Colonists on an alien world must fight among each other for limited resources while constantly under seige by parasitic mind worms controlled by an emerging consciousness produced by the neural interconnections of the native flora. That's right, it's Frank Herbert's ''Pandora'' book series which inspired ''VideoGame/SidMeiersAlphaCentauri''.
219* There's the belief that ''VideoGame/{{Quake|I}}'' is the first fully 3D (as in, drawing all aspects of 3D) FPS and ''VideoGame/SuperMario64'' being the first full 3D platformer, when in fact a Platform/PlayStation launch title, ''VideoGame/JumpingFlash'', came before either of them, and it was a hybrid of sorts.
220* The BossRush phenomenon dates back to 1985, with ''VideoGame/SpaceHarrier''. The last level was nothing but previous bosses.
221* The developers of ''VideoGame/TheForceUnleashed'' spent a lot of time in pre-release interviews for the first game talking about how they'd incorporated a materials-system into their engine like it had never been done before and would revolutionize how objects in the environment react to physical force; ''VideoGame/HalfLife2'' did it four years earlier and to a much greater extent. The material system used in ''The Force Unleashed was'' a refinement of existing material systems, though - when materials break apart in that game, they are [[ProceduralGeneration procedurally generated]] and more or less realistically break, whereas in games like ''Half-Life 2'', wooden boards, no matter where or with what you hit it, they always break into two nearly-symmetrical halves in the center.
222** In a meta example, ''VideoGame/JurassicParkTrespasser'' featured [[WreakingHavok realistic environment physics]] ''six years'' before ''Half-Life 2''. That said, ''Trespasser'''s physics engine was explicitly an inspiration for the one used in ''Half-Life 2'', and like the above ''Half-Life 2''[='=]s was much more refined than its existing inspiration, primarily with the inclusion of friction allowing for items to stack properly (whereas ''Trespasser'' had to resort to freezing physics objects in place on loading the level to keep them from sliding off of each other - several puzzles and even one full level had to be scrapped because of it).
223* Remember when the NPCScheduling was touted as innovative in ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]''? Sure, it was new for ''Franchise/TheElderScrolls''... but ''VideoGame/UltimaV'' already did it in 1988.
224* Back on the subject of ''Franchise/StreetFighter'' (see above), it's not quite as innovative with its game mechanics as people may think, even with ''VideoGame/StreetFighterII'' being the fighting game TropeCodifier.
225** [[VideoGame/StreetFighterAlpha Multiple-level super meters, air blocking, chain combos]], [[VideoGame/StreetFighterTheMovie EX moves]] [[note]]no, you're reading that correctly; the console version of ''The Movie'' predates ''[[VideoGame/StreetFighterIII Second Impact]]'' in regards to the use of EX Moves in ''SF''[[/note]], [[VideoGame/CapcomVs air dashing]]? ''VideoGame/{{Darkstalkers}}'' had all of that and more back in '94. [[VideoGame/StreetFighterIV 2.5D gameplay and Ultra Combos?]] ''VideoGame/StreetFighterEX'' (co-developed by Creator/{{Arika}}) first came up with that (although the Meteor Combos--''EX''[='s=] analogue to Ultras--were {{Limit Break}}s as opposed to {{Desperation Attack}}s). The [[UnblockableAttack Guard Break]] in ''EX'' even opens up the opponent for a free attack like a charged Focus Attack in ''IV'' and can be similarly used to [[LagCancel cancel]] normals and specials. Some of the moves in ''IV'' were even carried over from ''EX''; Death Tower (Bison[=/=][[FanNickname Dictator]]'s back throw) was introduced in ''EX'', while Blanka's Shout of Earth Ultra in ''SSFIV'' was originally his Meteor Combo in ''[=EX2=]''. Also, while ''VideoGame/StreetFighterIII'' is famous for introducing a [[PunchParry parry mechanic]], SNK's ''VideoGame/SamuraiShodown II'' did it first three years earlier.
226** ''Super Street Fighter II Turbo'' definitely popularized the concept of super meters and powered-up special moves in fighting games, but Capcom actually got the idea from SNK's ''VideoGame/ArtOfFighting''. Yes, that's right, the game widely known to be a ''Street Fighter'' knockoff actually originated those specific mechanics with its Spirit Gauge and Super Death Blows.
227** A fighting game threequel that [[PutOnABus ditched]] most of the previous fan favorite combatants in favor of a largely new cast, and also implemented a new art style with much smoother character animations? Most fans would think this refers to ''VideoGame/StreetFighterIII'', but SNK actually did it first with ''Art of Fighting 3''.
228** And speaking of ''Darkstalkers'', it may come as a shock to some fans that Morrigan's Darkness Illusion was the ''first'' move to use the button press sequence (LP, LP, F, LK, HP) that is now commonly associated with Akuma's [[DangerousForbiddenTechnique Shun Goku Satsu]]. Allegedly, a handful of Japanese players back in the day even nicknamed the SGS "Goukiness Illusion" because of this.
229* Some people consider ''VideoGame/FinalFantasyAdventure'' a ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' ripoff. ''Final Fantasy Adventure'' came out in June/November 1991, ''Link's Awakening'' was released in mid-1993.
230* ''Call of Duty 4: VideoGame/ModernWarfare'' was not the first FPS to introduce a bullet penetration system. The first one (or earliest ones) to do so (albeit, improperly) was ''[[VideoGame/GoldenEye1997 GoldenEye 007]]'', where anything that wasn't level geometry sans windows and doors, could be shot through with the right weapon. This ranged from a low penetration of shooting through boxes and enemies, all the way up to shooting through steel doors and "bulletproof glass."
231** Another jab at ''Call of Duty 4: Modern Warfare'', it's certainly not the first game of its genre (being a modern warfare FPS). Nor the first popular one (arguably). ''[[VideoGame/{{Battlefield}} Battlefield 2]]'' was a "modern warfare" game released two years earlier, which was arguably based on the ''Battlefield 1942'' mod, ''Desert Combat'', released somewhere in 2003. And then we could claim the obsession with "terrorists versus counter terrorist" games spanning years earlier were in the same boat.
232** Many people mistakenly think that Ghost's skull balaclava started a military fashion trend, when in fact soldiers have been wearing skull balaclavas years before the game was even developed.
233* The ''VideoGame/DragonQuest'' series may have the Slime as its MascotMook, but ''VideoGame/DragonQuestI'' wasn't the first game to have a slime be [[TheGoomba the first and weakest enemy in the game]]; ''VideoGame/TheTowerOfDruaga'' and ''VideoGame/{{Hydlide}}'' did so before.
234* The first video game to have an EasterEgg is routinely credited to Platform/{{Atari 2600}}'s ''VideoGame/{{Adventure}}'' (1979), but in fact Easter Eggs have been found in two earlier Atari arcade games (Owen Rubin's initials in ''Orbit'' and ''Skydiver'', both from 1978), and no fewer than ''three'' games for the obscure Fairchild Channel F console (Brad Reid-Seith hid his name in 1978's ''Video Whisball'' and ''Alien Invasion'', while Michael Glass's name can be found in the 197'''6''' Demo Cart).
235* On Website/ThisVeryWiki, the page for ''VideoGame/AnomalyWarzoneEarth'' cites the game as the first "Reverse TowerDefense" (aka Tower Offense) game. However, the first game of this type was actually ''Bokosuka Wars'' (1983), with a less obscure example being Sega's ''Gain Ground'' (1988). Both of these long predate not only ''Anomaly: Warzone Earth'' but every "standard" TowerDefense game.
236* The ''[[VideoGame/{{X}} X-Universe]]'' series is often though of as a singleplayer clone of ''VideoGame/EVEOnline'' by the uninformed, but the first ''X'' game came out ''four years'' before ''EVE''. ''EVE's'' story also borrows heavily from ''[[VideoGame/EscapeVelocity Escape Velocity: Nova]]''.
237* Valve highlighted the "virtual camera" in their Source Engine tech demo, where a "screen" can show actual real-time 3D footage from some "camera" (as opposed to an animated texture or something). Cool, but ''VideoGame/MetalGearSolid2SonsOfLiberty'' did this in 2001 where the radar map can showcase, in real-time 3D, what the enemy is doing when in the Alert or Evasion phases. The original ''VideoGame/{{Unreal}}'' engine from 1998 was also proven to be able to handle it, as in 2000 a mod for ''VideoGame/UnrealTournament'' came out that, when you equipped the [[{{Teleportation}} Translocator]] and sent out its beacon, would place a small screen on your HUD that showed what a "camera" on that beacon could see, even allowing you to rotate it to scout the area out before teleporting yourself to it.
238* ''VideoGame/TimeKillers'' introduced the concept of four punch and kick buttons being those of respective left and right limbs, which has been popularized by ''Franchise/{{Tekken}}''.
239* Speaking of ''Tekken'', while Eddy Gordo was a revolutionary character and is definitely the most popular example of a UsefulNotes/{{capoeira}} fighter in video games, he wasn't the first. Elena from ''VideoGame/StreetFighterIII'' beat him to the punch by a few months, while Richard Meyer and Bob Wilson from ''VideoGame/FatalFury'' predate them both by several years. And if we're talking more general {{Dance Battler}}s, you also had characters like Duck King, also from ''Fatal Fury'', and Dee Jay from ''VideoGame/StreetFighterII''.
240* Many people think that the only game older than ''VideoGame/TheSims'' to feature "playable pregnancy" is the ''VideoGame/StoryOfSeasons'' series. [[http://web.archive.org/web/20090211223414/http://kotaku.com/5149307/knocked-up-a-look-at-pregnancy-in-video-games They're thinking wrong.]] The "playable pregnancy" feature actually goes back to the 1992 Super Famicom video game ''VideoGame/DragonQuestV''. After you chose one potential wife out of the two female suitors (or three in the Platform/NintendoDS [[UpdatedRerelease rerelease]]), after time passed in-game, you would notice that her belly was swelling, meaning that your wife would soon have twins[[spoiler:,one of whom would grow up to be [[TheChosenOne the true "Legendary Hero"]]]].
241* Chun-Li from ''VideoGame/StreetFighterII'' is frequently credited as the first playable female fighting game character. She was beaten to that honor by six years by Yuki in Taito's 1985 fighter ''Onna Sansirou - Typhoon Gal''. There are also at least four other fighting games before ''Street Fighter II'' with playable characters: Gaea from ''Galactic Warriors'' (1985), Lan-Fang from ''VideoGame/YieArKungFu II'' (1985), Linda Lash in the two-player versus mode of the NES port of ''VideoGame/DoubleDragon'' (1988) and Tyris Flare in the Duel Mode of ''VideoGame/GoldenAxe'' (1989).
242* The control scheme of WASD movement + mouse aiming didn't originate in any FirstPersonShooter, but in ''VideoGame/DarkCastle''.
243* ''VideoGame/TimeCommando'' did melee weapons having drastically different damage, reach and speed 13 years before ''VideoGame/DemonsSouls'' got praise for this sort of "depth" -- and it's deeply unlikely that even that is the first, given that these are the basic mechanics of melee weapons in video games anyway, and changing them up is the obvious thing to do with them.
244* When you think of real-time combat in the JRPG genre, the ''VideoGame/{{Tales|Series}}'' series will get the most credits for introducing it into the genre, particularly the original ''VideoGame/TalesOfPhantasia'' (SNES, 1995). In reality, Japanese studios have started using real-time combat in their [=RPGs=] as early as 1984, such as ''Dragon Slayer'' (NEC PC-98, Nihon Falcom), ''Hydlide'' (NEC PC-98, T&E Soft) and ''Dragon Buster'' (Arcade, Namco).
245* ''VideoGame/RType Tactics'' (2007) is ''not'' the only TurnBasedStrategy spin-off of a ShootEmUp series. The first is actually the ''VideoGame/{{Gradius}}'' spin-off ''Cosmic Wars'', released for the Famicom '''18''' years earlier.
246* A computerized chess (or rather chess-based) game came out in ''1912'' as a technology demonstration. [[https://en.wikipedia.org/wiki/El_Ajedrecista El Ajedrecista]] would play a King and Rook against a human opponent (who only had a King). Not only is it the first example of an electronic chess game, it's also the earliest example of UnwinnableByDesign (and one of the few cases where that was obvious from the start) and considered the first computer game ''ever''.
247* ''VideoGame/StarTrekOnline'': The original post of [[http://sto-forum.perfectworld.com/showthread.php?t=1357701 this thread]] accused Cryptic of ripping off Star-Lord from ''Film/GuardiansOfTheGalaxy2014'' in their design for the Vaadwaur uniform. It didn't take very long for folks to point out that the "GasMaskMooks with {{Badass Longcoat}}s" motif is one that dates back to UsefulNotes/WorldWarI, and that given the trench warfare look of the Kobali battlezone and the [[ANaziByAnyOtherName Space Nazi]] behavior of the Vaadwaur, Cryptic probably had UsefulNotes/NaziGermany in mind.
248* ''VideoGame/{{Tetris}}'':
249** The first ''Tetris'' game to use the now-iconic "Korobeiniki" theme was Nintendo's Game Boy version, right? Nope--it was Bullet-Proof Software's 1988 Famicom port, predating both Tengen's unlicensed and Nintendo's official NES versions. Of course, since this version was only released in Japan and is highly obscure even there, it'd be harder to find someone who ''does'' know this.
250** Many features ''Tetris'' games known amongst Westerners as recent additions owe themselves to Creator/{{SEGA}}'s 1988 arcade version. It's the first game to introduce lock delay[[note]]Once the current piece lands, it has a very brief period delay during which you can move or rotate the piece until it locks into place. In contrast, Nintendo's early ''Tetris'' games immediately lock a piece down once it lands.[[/note]], first game to feature fast sideways movement[[note]]1 cell per frame[[/note]] as shown in ''VideoGame/TetrisTheGrandMaster'', and, thanks to the aforementioned innovations, first game to allow fall speeds of 1 cell per frame without becoming a KillScreen[[note]]NES ''Tetris'' notoriously becomes impossible to continue at level 29 because of the lack of these quantities[[/note]].
251** 20G[[note]]20 grid cells per frame, where 1 frame = 1/60 second. Since a typical ''Tetris'' field is 20 cells tall, this means pieces instantly drop to the bottom[[/note]], thought to be introduced in ''Tetris: The Grand Master'' (1998), was actually first introduced in ''Tetris Semipro-68k'' (1989).
252* When ''VideoGame/{{Crysis}}'' came out in 2007, the game was touted on being innovative because you could modify your weapons in real-time. ''VideoGame/GunmanChronicles'', a game using the original ''VideoGame/HalfLife1'' engine back in 2000, allowed you to modify the pistol from single shot, three-round burst, to a sniper rifle; the Rocket launcher could also modify payload, detonation style, and launch method (rocket, guided missile, or grenade) in real time.
253* ''VideoGame/DragonQuest'' was up to ''[[VideoGame/DragonQuestIII III]]'' by the time ''VideoGame/{{Final Fantasy|I}}'' was first released. Due to poor planning, it took ''Dragon Quest'' years longer to make it overseas, thereby cementing ''Franchise/FinalFantasy'' as the beginning of the JRPG to almost everybody outside of Japan. ''Dragon Quest'' often doesn't even get a cursory glance despite codifying and/or making basically ''every single'' JRPG trope.
254** And speaking of ''Dragon Quest'': first game to include a DarkWorld? ''VideoGame/TheLegendOfZeldaALinkToThePast''? Nope, ''VideoGame/DragonQuestIII''.
255* The ''VideoGame/DragonQuest'' series is known for its party chat feature, which made its way into remakes of some of the earlier games. The series also introduced in a similar fashion a bag with unlimited capacity separate from the party members' individual inventories. Both of these features appeared in the ''Manga/{{Doraemon}}'' Famicom JRPG ''Giga Zombie no Gyakushū'' long before ''Dragon Quest'' got around to them.
256* 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''[[labelnote:*]]all of which date back to [[TheNineties the mid-to-late 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[[labelnote:*]]1999 for ''[[UpdatedRerelease Heritage for the 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 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 [[MediaNotes/FightingGameCommunity many fans of the genre]] are known to [[PlayTheGameSkipTheStory ignore the story elements anyway]], which likely accounts for the misconception.
257* Party games, as in collections of multiplayer mini-games. The genre did not start with ''VideoGame/MarioParty'' as some may think, but Starpath's 1983 ''Party Mix'' for the Supercharger (an obscure Atari 2600 add-on).
258* ''VideoGame/FinalFantasyVII'' was considered groundbreaking for its story, in part due to the permanent CharacterDeath of Aerith. This particular trope, however, predates ''FFVII'' twice over in the ''VideoGame/PhantasyStar'' series: first with Nei's death in ''VideoGame/PhantasyStarII'', then with Alys's death in ''VideoGame/PhantasyStarIV''.
259* Many people think edutainment games began in TheNineties. They started in TheEighties with series like ''VideoGame/NumberMunchers'' and ''VideoGame/TheOregonTrail'', though the 90s was when more companies began making them.
260* ''VideoGame/{{Undertale}}'':
261** 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 the ''[[VideoGame/TheHalloweenHack Earthbound Halloween Hack]]'' (a ROM hack FanSequel to ''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.
262** Similarly, a lot of fans refer to Sans's "You're gonna have a bad time" quote as originating from ''Undertale''. It actually comes from a meme known as "Super Cool Ski Instructor," which itself comes from the ''WesternAnimation/SouthPark'' episode "Asspen."
263** Skeletons named after typefaces first appeared in ''Webcomic/{{Helvetica}}'' long before Papyrus and Sans appeared in ''Undertale''.
264** An RPG where you befriend monsters instead of killing them? It's unclear who did it first, but it certainly wasn't ''Undertale''. In fact, Creator/TobyFox said he drew inspiration for that very mechanic from the ''Franchise/ShinMegamiTensei'' series, where you could do just that -- and the first game in that series came out in 1987.
265* ''VideoGame/TheSims1'' is not the first life sim game. It's not anywhere near it. ''VideoGame/LittleComputerPeople'' was released in 1984 and games like ''VideoGame/AlterEgo1986'' also existed in the 80s.
266* Many people would think that ''VideoGame/DontShitYourPants'' (and its sequel, ''Don't Wet Your Pants'') is the first InteractiveFiction game to feature a playable PottyEmergency. That accolade had to go to the ''true'' first Interactive Fiction game, Creator/{{Infocom}}'s ''VideoGame/LeatherGoddessesOfPhobos''. At the very beginning, your character's gender [[FeaturelessProtagonist is indeterminate for a first few moves]] before a few mugfuls of beer triggers a sudden urge to go to the bathroom. Fortunately, you start the game in front of two bathroom doors, [[SchrodingersGun and you have to make a decision to]] [[PurelyAestheticGender choose one of either appropriate gender]] in order to empty your bladder by using the toilet. But you have to be quick, or it will result in a PottyFailure (and a PressStartToGameOver).
267* Those who think mobile gaming popularized {{Microtransactions}}, or even that they invented them, have overlooked the staple of arcade gaming of "Insert Coins to Continue." Some arcade games were made UnwinnableByDesign until the player inserted more money to keep playing, making them functionally identical to those microtransactions that lock the player out of necessary game content unless they pay up. ''VideoGame/DoubleDragon III'' even allows players to [[BribingYourWayToVictory purchase additional power-ups]] by inserting more coins into the machine.
268* Almost everyone thinks that ''VideoGame/{{Skylanders}}'' started the "toys-to-life" concept of video games. In truth, there was actually an earlier fighting game for the original [=PlayStation=] called ''ZXE-D: Legend of Plasmatlite'' that did it first. It came with a special memory card that connected to the body of a robot figure the game came with. You could change the parts of the robot and the in-game model would change to reflect what you did! Unfortunately, it [[NoExportForYou only came out in Japan.]]
269* The premise of physical props and items that unlock content in video games hit the mainstream with ''VideoGame/{{Skylanders}}'' and ''Toys/{{amiibo}}''. Before amiibo, there was Nintendo's e-Reader, a device for Game Boy Advance that allowed you to scan in cards that unlocked special content. However, even earlier than that was Epoch's ''Barcode Battler'', a device that generated characters from barcode cards that you could play games with. The Barcode Battler was released in several countries, but [[NoExportForYou only Japan]] got the licensed Nintendo-themed card sets featuring ''Super Mario'' and ''The Legend of Zelda'' content.
270* ''Franchise/MegaMan'':
271** [[VideoGame/MegaManDrWilysRevenge The]] [[VideoGame/MegaManII lesser]]-[[VideoGame/MegaManIII known]] [[VideoGame/MegaManIV Game]] [[VideoGame/MegaManV Boy]] ''VideoGame/MegaManClassic'' games introduced a few gameplay elements that would become staples in the console games, such as fighting bosses in sets of 4 instead of getting to choose from all 8 from the get-go, the Energy Balancer, and an in-game store to purchase power-ups and upgrades. Most people are also unaware that the GBA game ''VideoGame/MegaManAndBass'' started out as a Super Famicom game released back in 1998, 5 years before the GBA port.
272** It may seem that ''VideoGame/MegaManX4'' was the first time the series dropped the bombshell that Dr. Wily is Zero's creator, but in reality this was explicitly revealed a year earlier in Bass's ending in the arcade game ''VideoGame/MegaMan2ThePowerFighters'' (though more people became aware of this with the release of ''[[CompilationRerelease Mega Man Anniversary Collection]]'' in 2004) and was vaguely hinted at even further back in [[LostInTranslation the Japanese version]] of ''VideoGame/MegaManX2''.
273** ''VideoGame/{{Mega Man|DOS}}'' for DOS had an intro stage three years before ''VideoGame/MegaManX1'', even if it was just a flat plain where Mega Man had to run away from a robotic guard dog. Its sequel ''Mega Man 3: The Robots are Revolting'' had underwater swimming stages, which wouldn't return until ''VideoGame/MegaMan8''.
274* The trope "SamusIsAGirl" is named after Samus Aran from ''Franchise/{{Metroid}}'' (1986), the most famous example of gender reveal in video games. She removes her space suit in the ending credits of [[VideoGame/Metroid1 the original game]], if you complete the game under a certain time. However, Namco's ''VideoGame/{{Baraduke}}'' came out one year before and had the exact same twist delivered in the same way, i.e. the player character is someone in a yellow space suit who takes off the helmet at the end of the game to reveal that she's a woman.
275* ''VideoGame/DayOfTheTentacle'' was praised for, among other things, the idea of having three characters each living their own adventures at the same time (but not ''in'' the same time...) and coming together at the end. The same system, minus the time travel stuff, appeared in the Italian adventure game ''VideoGame/NipponSafesInc'' that was released two years before, and even coined the term "Parallaction" to describe it.
276* ''VideoGame/FinalFantasyVII'' stood out among other [=JRPGs=] when it released with its distinct 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 incorporates SteamPunk and prominently features {{Magitek}} (which the game [[TropeNamer named]]). Before even ''FFVI'', though, the [[VideoGame/FinalFantasyI very first game]] has light sci-fi with the Floating Castle dungeon and the Warmech enemy, which also has the honor of being the series's first {{superboss}}, predating Shinryu and Omega (the latter being a sci-fi inspired enemy) in ''VideoGame/FinalFantasyV''.
277* ''G-VideoGame/{{Darius}}'' (1997) is well-known for its BeamOWar mechanic where the player has to mash the fire button to overtake the enemy's beam. However, Taito's own ''VideoGame/MetalBlack'' (1991) features the same mechanic and predates ''G-Darius'' by six years.
278* In 2016, ''VideoGame/FinalFantasyXV'' reached somewhat {{memetic|Mutation}} status with its blatant ProductPlacement of Cup Noodles. However, ''FFXV'' is nowhere ''near'' the first game to do that. Sports games have ''long'' placed corporate logos inside them, as did games such as ''VideoGame/TonyHawksProSkater''. Heck, games such as ''VideoGame/ManiacMansion'' shipped with coupons of Pepsi Cola in ''the late 80s'', while licensed games were used as advertisement as early as the ''Intellivision'' and ''Atari'' ages. If you think those don't count because they take place in a real-life setting where the brands aren't as out-of-place, there's also ''VideoGame/DarkenedSkye'' (2002), a fantasy RPG where you must defeat evil using the power of Skittles candy.
279* ''VideoGame/SuperSmashBros'' is considered ''the'' definitive example of the PlatformFighter subgenre, and the example by which all others are compared against. The concept, however, was first realized in 1994 with ''VideoGame/TheOutfoxies'', which Creator/MasahiroSakurai even cited as his inspiration for ''Smash''.
280* ''VideoGame/KnightsOfTheOldRepublic'' has one of the most famous twists in video gaming, so much so that most folks know of it [[ItWasHisSled even if they haven't played the game]]. However, the [[NoExportForYou Japan-only]] ''VideoGame/GloryOfHeraclesIII'' had the same twist of [[spoiler:the main character being an amnesiac ex-BigBad]] eleven years before ''[=KotOR=]''.
281* Some Wii and 3DS games would frequently remind the player to take a break if they had been playing too long. Thanks to Nintendo popularizing casual gaming, many people believed that the whole "take a break" suggestion originated from the Wii era. The reminder to take a break actually started with ''VideoGame/EarthBound1994'' where the main character's father would remind the player to save and take a break if they had been playing a long time without saving. The game predates the Wii by a decade.
282* At the time, ''VideoGame/{{Hatred}}'' was utterly blasted for being a game entirely about the gratuitous slaughter of defenseless people without any hint of comedy or analysis. In reality, the game is effectively a fully 3D version of the original ''VideoGame/{{Postal}}'', where Postal Dude ''also'' engaged in wholesale slaughter of innocent people for an entire game, played nightmarishly straight, and with only some half-hearted babble about mental illness and stress-related breakdowns slapped onto the very end of the game to justify it all. What's even more impressive is how ''Postal'' completely flew under the radar both then, and even after its [[UpdatedRerelease HD rerelease]], while both a copycat of the original game, and the more goofy and irreverent ''VideoGame/Postal2'' (a game explicitly made so you don't have to kill anyone) caught the ire of MoralGuardians instead.
283* You may think that ''VideoGame/RedDeadRedemption2'' is a western-style WideOpenSandbox video game to feature songs as a first musical of some sorts, but the first video game to be a theatrical musical in regard to its presentation style is ''VideoGame/RhapsodyAMusicalAdventure'', a JRPG released in 1998.
284** Also, ''[=RDR2=]''[='s=] protagonist, Arthur Morgan, isn't the first playable character to [[spoiler:have suffered tuberculosis]]; that honor instead goes to [[spoiler:Ukyo Tachibana from ''VideoGame/SamuraiShodown'']].
285* Widescreen 16:9 gaming, often associated with [=HDTV=]s and [[MediaNotes/TheSixthGenerationOfConsoleVideoGames the first consoles to make use of them]], actually predates the HD era, with ''VideoGame/{{beatmania}} IIDX'' and ''VideoGame/PacManWorld'' using a 16:9 screen in 1999 and ''VideoGame/VirtuaRacing'' using the same in 1992.
286* A train of multi-colored marbles enters the screen and rolls down a winding track. The player controls a cannon that shoots marbles, and matching groups of three marbles causes them to disappear with the rest of the train closing the gap. ''VideoGame/{{Zuma}}''? In fact, the concept comes from the arcade game ''VideoGame/PuzzLoop'' released in 1998, five years earlier.
287* ''VideoGame/StardewValley'' has been called a DarkerAndEdgier FarmLifeSim compared to ''VideoGame/StoryOfSeasons''. Despite this, most of its themes (such as depression and alcoholism) have been touched upon in ''Story of Seasons'' games. Primarily older titles such as ''VideoGame/HarvestMoon64'' and ''VideoGame/HarvestMoonAWonderfulLife'' feature mature themes, but even relatively newer ones like ''VideoGame/HarvestMoonTreeOfTranquility'' do.
288* ''VideoGame/QuizMagicAcademy'' and ''Quiz RPG: The World of Mystic Wiz'' aren't the first PopQuiz [[RolePlayingGame RPGs]] in history. In fact, the [[Platform/NintendoEntertainmentSystem NES]] HomeGame adaptation of Japan's real-life QuizShow ''Trans-America Ultra Quiz'' did it first in 1991. Although in the actual show, there are no RPG elements.
289* Cross-platform multiplayer between competing game consoles seems like an idea that didn't became a reality until Nintendo and Microsoft started allowing it between Switch and Xbox One owners with ''VideoGame/{{Minecraft}}'' in 2017, with Sony following suit in 2018 when they allowed [=PS4=] owners to play with other console players in ''VideoGame/{{Fortnite}}''. However, ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' actually allowed crossplay between [=PS2=] and Dreamcast owners all the way back in 2001, via KDDI's Multi-Matching service, [[NoExportForYou but this feature was only available in Japan]] (mainly due to the fact that the Dreamcast port was unreleased in other regions, but also because online play was cut from the [=PS2=] versions released in the west). ''VideoGame/FinalFantasyXI'' also supported crossplay between [=PS2=] and Xbox 360 owners when the latter version was released in 2006.
290** [[https://en.wikipedia.org/wiki/Teleplay_Modem The Teleplay Modem]] was a peripheral designed to provide online play between the NES, Platform/SegaGenesis, and the [[Platform/SuperNintendoEntertainmentSystem SNES]], and was showcased way back in 1992. It garnered interest from companies such as EA and Sierra and there were three games developed internally for the modem but as Nintendo and Sega refused to license the Teleplay Modem or the games, these ultimately went unreleased. Despite this setback, there was another attempt in 1993 with the Edge 16 modem, the result of a partnership between [=AT&T=], PF Magic and Sega of America, which would have offered crossplay between the Sega Genesis and Panasonic's [[Platform/ThreeDOInteractiveMultiplayer 3DO console]]. Like its predecessor though, the modem fizzled out and development was pulled before anything could be released.
291* The [=PS4=] was not the first Sony console to have paid online. While the online service for the [=PS2=] was free for most games, a majority of Capcom and SNK Playmore titles in Japan, particularly the Neo-Geo Online Collection series, required an additional paid service offered by KDDI known as Multi-Matching, which had a monthly fee of 945 yen. In fact, ''VideoGame/ResidentEvilOutbreak'', which had free online for the North American version, required this service for the Japanese version.
292* Detractors of ''VideoGame/DonkeyKong64'' often cite the [[CollectAThonPlatformer collection obsession]] being necessary to complete the game as a major downside. ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' did the same thing three years prior, though not to the same extent as ''64'' did.
293* For many, many years, pretty much everyone believed that the unique tracks in the 1997 ''PC Collection'' version of ''VideoGame/Sonic3AndKnuckles'' were hastily thrown in to sidestep the game's infamous [[ScrewedByTheLawyers legal issues]] involving Music/MichaelJackson[=/=]Brad Buxer's contributions to the soundtrack, not helped by the ''PC Collection'' port using MIDI for its tracks; but in 2019, a 1993 prototype for ''Sonic 3'' was leaked which revealed that the ''PC Collection'' "replacement" tracks were the originals all along, with the Jackson/Buxer ones being added later. This has caused these tracks to be VindicatedByHistory by several fans, especially since the prototype gives these tracks the [[Platform/SegaGenesis Genesis]] instrumentation treatment that makes them sound much more in line with the rest of the soundtrack.
294* Before its release, ''VideoGame/SaintsRowTheThird'''s promotional material heavily played up how absurd some of the weapons in the game were. The Penetrator, a gigantic purple dildo on a stick, drew an especially large amount of attention due to how it CrossesTheLineTwice. However, it's not the first WideOpenSandbox to feature such a weapon: ''VideoGame/GrandTheftAutoSanAndreas'', which came out seven years before ''Saints Row: The Third'' and two years before the first ''VideoGame/SaintsRow'', also had a huge purple dildo that could be used as a melee weapon (as well as a smaller vibrator which did much more damage), so the concept of bludgeoning foes with sex toys wasn't as novel as some people thought.
295* ''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.
296* ''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.
297* ''VideoGame/VampireSurvivors'' is the TropeCodifier, GenrePopularizer, and most prominent example of the Horde Survival Roguelike genre (aka Bullet Heaven) where the player faces endless hordes of enemies and selects randomized upgrades on level-up. However, ''Vampire Survivors'' isn't the first of its kind -- ''VideoGame/{{Crimsonland}}'' has a [[EndlessGame Survival mode]] that predates it by almost two decades, with the randomized perks on level-up being the roguelike elements.
298[[/folder]]
299
300[[folder:Game Engines]]
301%%
302%% Engines that popularized ways of coding, rendering and programming that debuted earlier.
303* The very first game engine that could program different games for different genres is usually thought to be the VideoGame/{{Unreal}} Engine launched in 1998, but Terminal Reality's PHOTEX engine, used in their multiple racing games, first-person-shooters, and flight simulators, predated it by a couple of years in 1996.
304[[/folder]]
305
306[[folder:Other Media References]]
307%%
308%% Media references made popular by video games, to the point people think it originated from that video game.
309%%
310* So many people seem to be under the impression that Bahamut being portrayed as a dragon was from ''Franchise/FinalFantasy'', but it was done in ''TabletopGame/DungeonsAndDragons'' long before ''Franchise/FinalFantasy'' did it.
311** Many people complain about D&D incorporating elements from {{M|assivelyMultiplayerOnlineRolePlayingGame}}MORPGs into 4th edition. So many people don't realize that [=MMORPGs=] and {{M|ultiUserDungeon}}UDs have in fact incorporated elements from ''D&D'' into ''THEIR'' genre first, making it an odd case of a copier is being copied by the source material in order to seem more like it use to be, but game systems tend to copy each other a lot so this trope goes back a ways.
312* When you hear the name "Morrigan," what do you think of? A [[VideoGame/{{Darkstalkers}} fighting succubus]] or a [[VideoGame/DragonAgeOrigins disapproving sorceress?]] But what about the ancient Celtic triune goddess both characters were named after?
313* Many people who get a first glance at Iori Yagami from ''Franchise/TheKingOfFighters'' automatically assume he's an EmoKid due to his clothes and hairstyle. In fact, Iori debuted in 1995, years before the Internet popularized emo music and fashion. Iori's theme music isn't even rock: it's funk and jazz, primarily.
314** Needless to say, Emos existed (both as a musical genre and as a visual style) since the 1980s.
315* While one of the most recognizable quotes from ''VideoGame/CastlevaniaSymphonyOfTheNight'' may be "What is a man? A miserable little pile of secrets!", the (mis)quote is actually an old psychological aphorism, enough so to be refuted by French author and statesmen Andre Malraux in 1955.
316** Another popular quote from the same game is "The only thing necessary for evil to triumph is for good men to do nothing." This quote is generally attributed to either Leo Tolstoy or Edmund Burke, and is probably older than either.
317* Lampshaded in ''VideoGame/MaxPayne2''. A character Vinnie Gognitti wasn't aware that Maxwell's Demon, villain of the in-game comics ''Captain Baseballbatboy'', had been invented quite before the comics. The ignorance had dire consequences for him, though to be fair, there was no way his answer was going to be satisfactory, considering the situation. The Maxwell's Demon referred to by Vlad is actually a thought experiment intended to demonstrate something about the Second Law of Thermodynamics.
318* The iconic theme music from ''VideoGame/{{Tetris}}'', "Korobeiniki," was first published in 1861.
319** Granted, it's not exactly uncommmon knowledge that the standard soundtrack consists of Russian folk music. It's not the first time a video game has used public domain tunes either.
320* The Japanese term "Ansatsuken" (assassination fist) is commonly misinterpreted as the name of Ryu and Ken's fighting style and is often thought to be just a name made up by one Capcom's writers. In truth, the term was coined in the manga ''Manga/FistOfTheNorthStar'' to describe the titular fighting style practiced by Kenshiro. Moreover, "Ansatsuken" in the ''Street Fighter'' series does not refer to particular fighting style, but it's simply a category for any style with a killing potential, as it's also been used to describe Gen's otherwise unrelated fighting style.[[note]]Ryu and Ken don't practice a particular style, but rather they developed their own unique style mixing techniques from various styles such as Karate, Judo, Tae-Kwon-Do according to books such as ''All About Street Fighter III: New Generation'' and ''All About Street Fighter ZERO 3'', with their three signature special moves (the Hadoken, Shoryuken and Tatsumaki Senpukyaku) being learned from an ancient assassination style that their sensei Gouken trained in. However, early localizations of ''Street Fighter II'' (particularly the manuals for the console versions), would claim that Ryu and Ken's style is "Shotokan Karate", which is where the term "Shotoclone" originated from.[[/note]]
321* Gaz sure was witty with that "Don't call me Shirley" line in ''[[VideoGame/ModernWarfare Call of Duty 4]]''. It was funnier when ''Film/{{Airplane}}'' did it 25 years earlier.
322** There are also people who think Wallcroft's "Nothing takes five minutes!" line in ''Modern Warfare 3'' came directly from the game, rather than being one of the series' many references to ''Film/BlackHawkDown''.
323* Many believe that the [[{{Kiai}} battle cry]] of "CHESTO!" was popularized by [[OldMaster Rishu Togo]] (from 2002's ''VideoGame/SuperRobotWarsOriginalGeneration'' fame) [[BadassCrew and his students]] (the prime example being [[EnsembleDarkhorse Sanger Zonvolt]], who debuted in 2003's ''VideoGame/SuperRobotWarsAlpha 2''). [[OlderThanTelevision This particular warcry was a stock phrase used by Japanese martial artists and samurai in general.]] Media-wise, one of the first uses of "CHESTO!" was back in 1989, where it was frequently shouted by ''Series/KousokuSentaiTurboranger''[='s=] [[TheBigGuy Youhei Hama/Blue Turbo]].
324* At least some people think that the "Trespassers will be shot. Survivors will be shot again" joke originated from one of the ''VideoGame/GrandTheftAuto'' games. Apparently this is as old as the immigration rush in the US... back in the ''1800s''.
325* [[http://forum.rpg.net/showthread.php?474157-Witcher-EE-I-feel...-dirty This forum post]] suggests that [[Franchise/TheWitcher Geralt of Rivia]], a character who first appeared in a short story published in 1986, is ''a [[VideoGame/FinalFantasyVII Sephiroth]] clone''. The thread-starter is a known {{troll}} so this may have been deliberate.
326* Despite what [[MemeticMutation the Internet]] seems to think, the line "Hey you, get off of my cloud!" did not originate from ''VideoGame/HotelMario''. [[ShoutOut It is the title]] of a [[http://en.wikipedia.org/wiki/Get_Off_of_My_Cloud Rolling Stones song]] from 1965, before video games as we know them even existed.
327** Also in ''Hotel Mario'', its theme tune [[https://www.youtube.com/watch?v=dLaiV5QoRtI is actually a 1933 composition]] by Max Steiner for [[Film/LittleWomen1933 a film adaptation]] of ''Literature/LittleWomen.''
328** [[ArsonMurderAndJaywalking The line was also delivered by]] [[WesternAnimation/CaptainPlanetAndThePlaneteers Verminous Skumm]], in the 1980s. Hades also says it in ''WesternAnimation/{{Hercules}}'', calling Zeus "Mr. High and Mighty, Mr. Hey-You-Get-Offa-My-Cloud."
329* One of the most quoted lines in ''[[VideoGame/TeamFortress2 Meet the Heavy]]'':
330-->'''Heavy Weapons Guy:''' Some people think they can outsmart me. Maybe. ({{Beat}}) Maybe. [[https://www.youtube.com/watch?v=-QM1eTAwOYc&t=0m52s I've yet to meet one that can outsmart bullet.]]
331** ... is in fact a variant of ''this'' line, in ''Film/RoboCop1987'':
332---> '''Emil:''' [[https://www.youtube.com/watch?v=Fdyyps2wmd4&t=1m25s I bet you think you're pretty smart, huh? Think you can outsmart a bullet?]]
333* [[Franchise/{{Metroid}} Samus Aran]] is often cited by many people as "the first playable female character in Video Game History", unaware that VideoGame/MsPacMan already existed 5 years before [[VideoGame/Metroid1 the first Metroid game]].
334** As stated above, she's not even the first game character who revealed herself as female at the end of her game: That honor goes to Kissy AKA Toby Masuyo from ''VideoGame/{{Baraduke}}'', which was released in arcades one year before ''Metroid''.
335* People critical of ''VideoGame/FinalFantasyXIII'' tend to list the game's [[NoSidepathsNoExplorationNoFreedom extreme linearity and lack of freedom]] as one of the shortcomings, stating how the whole game is nothing but a large hallway. ''VideoGame/FinalFantasyX'' did the same thing several years prior.
336* ''VideoGame/FiveNightsAtFreddys'' is so [[TropeCodifier associated]] with the HostileAnimatronics that many people think it started there, and that any appearance of one is a ShoutOut. Despite this, the concept of HostileAnimatronics is much older showing up in ghost stories and other media. At the very least, it can be traced back to the original ''Film/WestWorld'' in 1973.
337* The old quote "The definition of insanity is doing the same thing over and over again and expecting different results" can be [[http://quoteinvestigator.com/2017/03/23/same/ dated back to at least 1981,]] but it's sometimes mistaken as coming from ''VideoGame/FarCry3'', in which Vaas says: "Did I ever tell you what the definition of insanity is? Insanity is doing the exact same fucking thing over and over again expecting shit to change."
338* Virtually every dance 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 shows, movies and music videos from the '80s and '90s.
339[[/folder]]
340
341[[folder:Meta]]
342%%
343%% Things that happened within a game series or company that people thought debuted later.
344%%
345* ''VideoGame/BatmanTheTelltaleSeries'' gives [[DeathByOriginStory Thomas Wayne]] an AdaptationalVillainy upgrade, explaining he was connected to [[WretchedHive Gotham]]'s underworld. This is not the first time Thomas was portrayed as an ally to the crime families of Gotham: his counterpart in ''ComicBook/Earth2'' was as well, and in fact faked his death in that continuity to protect Bruce and systematically take brutal revenge against the Falcones. The Telltale version of Thomas is definitely more vile than Earth-2 Thomas ever could be, but that didn't stop Earth-2 Bruce from [[IHaveNoSon disowning him for being a murderer]].
346* Haters of ''VideoGame/FinalFantasyXII'' will probably tell you that Hitoshi Sakimoto is a new guy, or make the fallacy that ''XII'' was his first work on the ''Franchise/FinalFantasy'' series -- ignoring ''VideoGame/FinalFantasyTactics'' and the ''VideoGame/FinalFantasyTacticsAdvance'' games... both of those predate ''FFXII'' by 3-9 years. He's also by no means new to game development, as you'll probably see his name (as well as Masharu Iwata) in the credits of any ''VideoGame/OgreBattle'' games, or ''Revolter'', which was released in 1988.
347* Related to the above, most people will give you the impression that Creator/TetsuyaNomura first started working with Creator/{{Square|Enix}} around ''VideoGame/FinalFantasyVII'', and some may tell you he was working with them with ''VideoGame/FinalFantasyVI''. Ignoring that he was actually hired ''long'' before those games were even in production. Did you know he was actually working with the series as long ago as ''VideoGame/FinalFantasyIV''? Sure he was only a debugger there, but did you also know he was a graphic designer in ''VideoGame/FinalFantasyV'', too? And ''VideoGame/ChronoTrigger''? And ''VideoGame/SuperMarioRPG''?
348* ''VideoGame/FinalFantasyX'' is often credited as Squaresoft's first game on the [=PlayStation=] 2 -- ''VideoGame/TheBouncer'' predates it by a year.
349** A variant in regards to ''VideoGame/FinalFantasyX2'', where it's credited as the first [[NonLinearSequel direct]] sequel to a prior ''Final Fantasy'' title because people are [[FanonDiscontinuity trying to forget]] the ''actual'' first direct sequel to a prior ''FF'', the ''FFV'' followup ''Anime/FinalFantasyLegendOfTheCrystals''.
350** ''Final Fantasy VII'' is also recognized as Squaresoft's first game on the Platform/PlayStation. A fighting game by the name of ''VideoGame/{{Tobal}} No.1'' came out in 1996, complete with a demo of ''FFVII''.
351** Similarly, many people assume that ''Final Fantasy'' was Square's first game made. The company produced several games before it, such as ''VideoGame/KingsKnight'' and ''VideoGame/RadRacer''. (''King's Knight'', not the much later ''VideoGame/{{Einhander}}'', was Square's first foray into the ShootEmUp genre.) ''Final Fantasy'' came to be after the company was on the verge of bankruptcy; the name itself referred to the fact that, if the game wasn't as successful as it ended up being, it would be their final game.
352** Aerith's death was such a shocking moment. Never before had a game introduced and characterize a party member only for them to be KilledOffForReal. What do you mean [[VideoGame/FinalFantasyV have I ever heard of Galuf?]] Or [[VideoGame/FinalFantasyIV Tellah]], or [[VideoGame/FinalFantasyII Josef]] for that matter?
353* ''VideoGame/FinalFantasyXII'' introduced the Gambit system that allows the player to program a series of "if X, then Y" commands to their party so that battles were more streamlined for repetitive tasks or specific strategies. In other words, the AI would take control of the party. Many people thought it was the first game in the series that had such a feature, but ''VideoGame/FinalFantasyTactics'' did it first with a similar feature where players can have their party either attack aggressively, cover someone, heal others, or running away.
354* ''VideoGame/FinalFantasyXIV'' is full of references to past ''Final Fantasy'' titles as well as other games made by Square-Enix. ''VideoGame/FinalFantasyIX'' did it first, predating ''XIV'' by 13 years.
355** Also from ''VideoGame/FinalFantasyXIV'', the "Palace of the Dead" dungeon, Nybeth (its boss) and the quote "Denizens of the Abyss! From ink of blackest night I summon you" actually were shout-outs to ''VideoGame/TacticsOgre''. Until its 2022 remastering, many people didn't know those were actually shout-outs to ''VideoGame/TacticsOgre'', causing some people to mistake their presence ''in'' Tactics Ogre as a crossover. ''VideoGame/TacticsOgre'' actually debuted in ''1995''.
356* ''VideoGame/{{Gungrave}}'' was [[Manga/{{Trigun}} Yasuhiro]] [[Manga/BloodBlockadeBattlefront Nightow's]] first foray into video games, right? Nope. Way back in the mid-90s he did the character designs for a little known game called ''VideoGame/EnergyBreaker''.
357* For a company that's known for making video games, many people are surprised when they learn Creator/{{Nintendo}} has been around since ''1889''. Naturally they weren't making video games all that time; they were originally a playing card company, and started with the game hanafuda. Nintendo still makes playing cards and card games (including the notable ''[[TabletopGame/{{Pokemon}} Pokémon Trading Card Game]]''), even continuing to make hanafuda cards. They didn't even get into making toys until Creator/GunpeiYokoi joined the company in the 1960s. Think of it this way - Parker Brothers is only 6 years older than Nintendo.
358* Most Japanese electronics giants one would consider Nintendo competitors nowadays were created only after electronics became a viable business. Sony is a relatively venerable example in this group, having been founded in 1946.
359* A relative newcomer then, given that Creator/{{Sega}} was founded in 1940 in Honolulu, Hawaii by three Americans to make coin operated amusements for visiting American [=GIs=]. The company didn't move to Japan until over a decade later by another American named David Rosen who was associated with the company from the early '50s to the mid '90s. Even then, it wasn't a fully Japanese company until MediaNotes/TheGreatVideoGameCrashOf1983, before which it had the same parent company as Paramount Television. Sega's name isn't of Japanese origin either. It's an abbreviation for '''Se'''rvice '''Ga'''mes, the original name of the company.
360* Another example is Coleco, known for creating one of Atari 2600's competitors: the Platform/{{Colecovision}}. Coleco's name is an acronym of the company's earlier name: Connecticut Leather Company. The company originally marketed leather goods to shoemakers, and first ventured over into "fun" items by offering leather craft kits featuring popular characters.
361* In a related meta-example, many gamers consider Nintendo an oddity in that they actually sell their game systems with a profit margin, instead of selling the hardware for a loss and making revenue from software licenses. In actuality, this was a standard practice for the industry prior to the Sony [=PlayStation=]. In fact, it was '''Creator/{{Atari}}''' that switched to the "Sell the console at a loss" model; however, their ''refusal'' to grant software licenses contributed greatly to the crash of 1983. They sued to prevent third-party licensing of their hardware and lost.
362* Some people refer to ''VideoGame/PrinceOfPersiaWarriorWithin'' as ''Prince of Persia 2''. They're apparently too young to have heard of the original 2D game, or its actual [[NumberedSequels numbered sequel]] ''VideoGame/PrinceOfPersia2: The Shadow And The Flame''. (''Warrior Within'' is actually the ''fifth'' ''Franchise/PrinceOfPersia'' game.)
363* The highly addictive electronic boardgame ''VideoGame/{{Snake}}'' did not originate on the Nokia 5110, but rather as a 1976 UsefulNotes/ArcadeGame called ''Blockade''. It does however owe its status as the most played video game in the world to its appearance on Nokia phones.
364* The street racing franchise ''VideoGame/NeedForSpeed'' did not actually start at ''[[VideoGame/NeedForSpeedUnderground Underground]]'', contrary to what many "tuner" people (and some gaming magazines and websites) believe. ''Underground'' was indeed the first [[RiceBurner ricer]] game in the franchise, but there were a '''few''' ''NFS'' games that preceeded ''Underground'': ''The Need for Speed'' (and ''SE''), ''II'' (and ''SE''), ''III: Hot Pursuit'', ''High Stakes'', ''Porsche Unleashed'', ''Hot Pursuit 2'', an early racing MMO called ''Motor City Online'',[[note]]which is not a ''Need for Speed'' game, but originally intended to be[[/note]] and two North American rebrands of the ''V-Rally'' franchise. They were all very successful, too, until the success of ''Film/TheFastAndTheFurious'' prompted a franchise reboot. The key difference was that you couldn't tune your car, so they are considered "uncool" today by the fans of the franchise's later games.
365** In some of those you ''could'' tune your car. However, you can't do so in some of the newer titles either, as all you can do is cosmetic changes. That people [[MovingTheGoalposts refer to that as "tuning"]] doesn't make it so.
366** Speaking about "tuning", ''Underground'' isn't even the first to have one; that went back to ''High Stakes'' and the PC version of ''Porsche Unleashed''.
367* [[Franchise/SuperMarioBros Mario]] is older than some people think. Many people think he debuted in ''VideoGame/SuperMarioBros1'' in 1985, though he had been in ''VideoGame/MarioBros'' before that in 1983, and his true first appearance was in ''VideoGame/DonkeyKong'' in 1981, though he was called "Jumpman" in the Japanese arcade version.
368* Many people believe that the first version of Creator/HudsonSoft's ''VideoGame/{{Bomberman}}'' was on the Platform/NintendoEntertainmentSystem in 1987. There were actually at least two earlier versions: a version for the Sinclair Platform/ZXSpectrum in 1983, released both as ''Bomber Man'' (two words) and as ''Eric and the Floaters'' (the latter being the more widely known name); and a version for the Amstrad [=CPC464=] which Hudson demonstrated (on a smart-card system which they were also demonstrating) in 1984.
369** Likewise, in 1983 on the Speccy, Hudson also released ''Cannon Ball'' aka ''Bubble Buster''. Never heard of it? You more likely know it as ''VideoGame/{{Pang}}'', aka ''Buster Bros.''
370* You know that TitleScream in the theme for the [[Film/MortalKombatTheMovie movie adaptation]] of ''Franchise/MortalKombat''? It actually debuted in the commercial for the console ports.
371* IGN said many times that the ''VideoGame/BackyardSports'' series started around the dawn of the [=PS2=] (after when the editors think games died). The series actually released its first game in ''1997'', a few years after the release of the [=PS1=] and long before the [=PS2=]. (In fact, it was released around the same time as IGN's favorite games.)
372* ''Franchise/TheLegendOfZelda'':
373** Many sources cite ''VideoGame/TheLegendOfZeldaI'' as the first game (''Zelda'' or otherwise) that had an open world and/or let the player save and resume their game. Which couldn't be further from the truth, as both had been standard features of computer [=RPGs=] since the late 70s. In fact they had an arguably more advanced (and definitely more convenient) save system, letting the player manually save at any point and without having to die or quit. It wasn't until 1998 that ''Zelda'' adopted this save system.
374** Link's modern, more realistic, slightly {{Bishonen}} design seems to originate in concept art for ''VideoGame/ZeldaIITheAdventureOfLink.''
375** The ''VideoGame/TheLegendOfZeldaALinkToThePast'' [[ComicBook/TheLegendOfZeldaALinkToThePast1992 comic adaptation]] had a couple of these:
376*** Instead of receiving the expected flippers from Zora, Link ends up with "Zora's Mask", a nondescript monster mask that is useful for a DressingAsTheEnemy sequence. This was written more than half a decade before ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', let alone ''VideoGame/TheLegendOfZeldaMajorasMask''.
377*** When Zelda deals the final blow in the comic, she does so by aiming at a glowing wound Link carved across Ganon's chest. Ganondorf possesses a similar scar in ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]''.
378*** [[VideoGame/TheLegendOfZeldaMajorasMask A moon with a rictus face.]]
379*** [[VideoGame/TheLegendOfZeldaBreathOfTheWild A supporting protagonist who is a champion archer and is skilled in flight as a bird, but who is also incredibly arrogant and resents the idea that Link is the chosen hero.]]
380*** Both Link's [[ExpositionFairy fairy companion]] and Zelda [[VideoGame/TheLegendOfZeldaTheWindWaker wielding a bow]] were features of [[WesternAnimation/TheLegendOfZelda1989 the animated series]].
381** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':
382*** For many years following the release of the game, many people thought that ''Zelda'' was a new series.
383*** Many of the features of ''Ocarina of Time'' thought to be original were actually carried over from ''VideoGame/TheLegendOfZeldaALinkToThePast'', including Kakariko Village, Lake Hylia, the Hookshot, Zelda and Ganon's {{leitmotif}}s, the Master Sword, MagicMusic and the fact that Ganon was named Ganondorf before he became a monster.
384*** The concept of learning different ocarina songs that have different effects actually originated in ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', not ''Ocarina Of Time''.
385** In ''VideoGame/TheLegendOfZeldaPhantomHourglass'', the Platform/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/TheLegendOfZeldaI'' and ''VideoGame/KidIcarus'', using the microphone built into the Famicom's second controller.
386* It isn't hard to find fans who still think ''VideoGame/FinalFantasyVII'' is the first ever game in the series, despite the obvious number in the title. One reason why ''VideoGame/FinalFantasyVIII'' sold so well when it came out and quickly developed a {{Hatedom}} from the fans, was because they thought it was a sequel. Very ridiculous, since the roman numeral "VII" stands for, well, you know... ''seven''. Little do they know that around ''FFVII''[='s=] release, the series has been around for ''ten years''.
387* There are people who think Sephiroth from ''Final Fantasy VII'' is the first "effeminate villain" (and he honestly isn't even ''that'' effeminate compared to some of these examples). Obviously, you can tell who has probably never seen the art for the [[BigBad Emperor]] of ''VideoGame/FinalFantasyII''. Or the troubled and [[UnwittingPawn manipulated]] final boss of ''VideoGame/DragonQuestIV'' who Sephiroth appears to be an {{expy}} of, Psaro the Manslayer. Or Ghaleon from ''VideoGame/LunarTheSilverStar'', who was one of the first of these villains to have their games reach western shores.
388** There are also people who think Sephiroth originated the iconic long white hair and longcoat look. The look was first coined in 1995 by [[Manga/JoJosBizarreAdventureGoldenWind Leone Abbacchio]].
389** Similarly, there are people who think that the "angsty prettyboy hero" originated with either Cloud or Squall, when anyone who's played ''[[VideoGame/FinalFantasyIV FFIV]]'' can tell you that this honor belongs to Cecil Harvey.
390* This is a problem in general for ''VideoGame/FinalFantasyII''. [[VideoGame/FinalFantasyIV Beloved]] [[VideoGame/FinalFantasyV party members]] [[VideoGame/FinalFantasyVII dying]]? ''FFII'' did it first and did it the most. [[VideoGame/FinalFantasyIV Angsty]] [[VideoGame/FinalFantasyVI and grim]] [[VideoGame/FinalFantasyVII world or plot]]? ''FFII''[='s=] world is hanging out way on the far side of [[SlidingScaleOfIdealismVersusCynicism that scale]]. [[VideoGame/FinalFantasyVI A villain who aspires]] [[VideoGame/FinalFantasyVII to godhood]]? If Emperor Mateus trying to (and for a a little while, succeeding in) conquer heaven and hell doesn't count, nothing does. [[VideoGame/FinalFantasyX A final boss that falls to a stiff breeze?]] Blood Sword + Emperor = two-turn victory. [[VideoGame/FinalFantasyVI La Resistance fighting off]] [[VideoGame/FinalFantasyXII the evil empire]]? Look at the BigBad's title. Dragoons debuted with Ricard/Richard, not [[VideoGame/FinalFantasyIV Kain]]. This was the first game in the series with a real plot, bare-boned as it may be.
391* ''Franchise/FireEmblem'' has a lot of examples mostly caused by NoExportForYou:
392** Many players expressed their bewilderment that Nosferatu was changed from Dark to Light magic in ''[[VideoGame/FireEmblemPathOfRadiance Path of Radiance]]''. What they don't realize is, Nosferatu (called Rezire in the Japanese version) was actually a light magic spell to begin with, first appearing in the third game, ''[[VideoGame/FireEmblemMysteryOfTheEmblem Mystery of the Emblem]]''. It was, in fact, the GBA games that changed it from Light to Dark, and ''[=PoR=]'' restored it. Unfortunately, since the localizers [[SequelFirst got the GBA games first]], they chose a very dark magic sounding name for it, making the transition pretty strange.
393** ''[[VideoGame/FireEmblemTheSacredStones The Sacred Stones]]'' giving Pegasus Knights the option to promote to Wyvern Knights may seem like a bit of FridgeLogic, but that was how the promotion path went for them in the first game. It wasn't until [[VideoGame/FireEmblemGenealogyOfTheHolyWar the fourth]] that Pegasus Knights and Wyvern Riders were made separate class groups.
394** ''[[VideoGame/FireEmblemTheSacredStones The Sacred Stones]]''' "unique" features (frequently met with TheyChangedItNowItSucks): Monster enemies, a traversable world map, replayable battles and branching promotions? All of them debuted in ''VideoGame/FireEmblemGaiden'', ''6 games earlier''.
395** The Skill system of the [[VideoGame/FireEmblemPathOfRadiance Tellius]] [[VideoGame/FireEmblemRadiantDawn games]] originated in the [[VideoGame/FireEmblemGenealogyOfTheHolyWar Jugdral]] [[VideoGame/FireEmblemThracia776 games]] on SNES. Many of the skills found there were taken from those games. There's a case of this even among the skills of ''Geneology'' too: the now well-known Sol, Luna and Astra skills actually had their names taken from three [[RandomlyDrops very, VERY hard to find]] Lances from ''Gaiden'', the second game in the series.
396** Similarly, there are some people who think that third-tier classes debuted in ''[[VideoGame/FireEmblemRadiantDawn Radiant Dawn]]''. Again, it was done fifteen years earlier by ''Gaiden''.
397** ''VideoGame/FireEmblemFates'' is the first modern ''Fire Emblem'' game to abandon the [[BreakableWeapons weapon durability]] system. It is not, however, the very first -- that, [[RuleOfThree once again]], was ''Gaiden''.
398** ''VideoGame/FireEmblemAwakening'' was, according to the developers, meant to be a "greatest hits" of game mechanics from the entire series. The one that tends to go over most western fans' heads is the marriage and children system, which originated in the fourth game in the series: ''[[VideoGame/FireEmblemGenealogyOfTheHolyWar Geneology of the Holy War]]''.
399** The [[HelloInsertNameHere Avatar]] creation system, Casual Mode (which disables [[{{Permadeath}} permanent death]]), and [[HarderThanHard Lunatic difficulty]] of ''Awakening'' all debuted in ''New Mystery of the Emblem: Heroes of Light and Shadow'', the sequel to ''Shadow Dragon'' that fell victim to NoExportForYou.
400** ''VideoGame/FireEmblemHeroes'' had lyrics given to the main Fire Emblem theme. While this is the first game in which the lyrics were in English, the Japanese version had lyrics given... [[https://www.youtube.com/watch?v=D-2kf1VKM1U in its first commercial]]. In ''1990''.
401* ''VideoGame/WorldInConflict'' was widely praised for its brand new original resource and recruitment system, even though the creators had previously used the exact same system for ''VideoGame/GroundControl 2''.
402** Or the free style camera control, which dated back to the original ''Ground Control''.
403* Newer gamers, or at least outsiders to the PC gaming market, seem to believe ''VideoGame/DragonAgeOrigins'' was Creator/BioWare's first foray into the fantasy RPG subgenre, unaware they did it a decade earlier with the ''VideoGame/BaldursGate'' saga, the TropeCodifier for all of their subsequent games, ''Franchise/DragonAge'' included, and it was in fact the game's spiritual successor.
404* Most people think ''VideoGame/FalloutNewVegas'' was Creator/ObsidianEntertainment's first foray into the franchise, even though [[VideoGame/{{Fallout 3}} the previous game]] was Creator/{{Bethesda}}'s first game in the series, and that Obsidian was partly made up of key team members from the original developers of the ''Fallout'' series, Black Isle. ''New Vegas'' took place in one of the areas of what would have been the third game in the series before Black Isle closed and Bethesda bought the franchise: ''VideoGame/FalloutVanBuren''.
405* ''VideoGame/MarioKart8'' (released in 2014) has several characters that are a crossover from another series ([[Franchise/TheLegendOfZelda Link]], [[VideoGame/AnimalCrossing Villager, and Isabelle]]), which got many people to assume it was the first time in the whole series that there were non-Mario characters appearing. Even if [[VideoGame/RoboticOperatingBuddy R.O.B.]]'s appearance in ''VideoGame/MarioKartDS'' doesn't count, ''Mario Kart Arcade GP'', an arcade game released in 2003, already had characters from ''VideoGame/PacMan'' appear as a crossover due to Namco co-developing the arcade systems, as well as Mametchi from ''VideoGame/{{Tamagotchi}}'' in the sequel.
406* ''Franchise/SonicTheHedgehog'':
407** There are people who think that ''VideoGame/SonicAdventure'' renamed Dr. Robotnik to Dr. Eggman, making the former name the "original" one and the later a relatively recent change, which couldn't be further from truth. Not only was he always known as Eggman in Japanese, but this name came ''before'' Robotnik. While ''Sonic 1'' was released in North America first, the game and its characters were created and developed entirely in Japan, with the villain being known as "Dr. Eggman" during development. Even early American magazines covering the game when it was still in development used that name. It wasn't until the game was finished that Sega of America decided to make changes to its plot, one of which involved changing the antagonist's name, design and personality. ''Sonic Adventure'' merely marked the point the games started using the character's original name overseas, like ''VideoGame/YoshisSafari'' did with [[Franchise/SuperMarioBros "Peach."]] Even then, it wasn't the first game to identify him as Eggman internationally. That honor goes to ''[[VideoGame/SonicDrift Sonic Drift 2]]'', using the name both in-game and in the English manual. And even before ''that'', the worldwide use of "Eggman" in reference to Robotnik [[http://vignette2.wikia.nocookie.net/sonic/images/b/b7/WingFortressEggman.jpg can be seen as early as]] ''VideoGame/SonicTheHedgehog2''[='s=] Wing Fortress Zone.
408** 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" (the name of a different character from ''ComicBook/SonicTheHedgehogArchieComics'' and ''WesternAnimation/SonicTheHedgehogSatAM'', whose ''actual'' in-game counterpart is Ricky the squirrel) in the American manual of her debut game as a marketing ploy to promote the American Sonic spinoff media at the time. Likewise, her [[HumungousHeadedHammer 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.
409** Many people also think that ''VideoGame/SonicAdventure'' was the first ''Sonic'' game taking place on Earth, with previous games taking place on Mobius instead. The Japanese manual of ''Sonic 1'' says otherwise, as it specifically calls Sonic's world "Earth," and never mentions Mobius. Like the Robotnik name, Mobius was an American invention by the localization team, and it simply got scrapped when Sega of America switched to keeping the games' original Japanese stories. The 1994 short ''Anime/SonicTheAnimation'' featured Sonic living in a Station Square-like city years before ''Sonic Adventure'' began development. Even ''Anime/SonicTheHedgehogTheMovie'' had Sonic living amongst AmbiguouslyHuman characters.
410** Speaking of ''Sonic Adventure'' again, there was quite the BrokenBase over the characters [[SuddenlyVoiced having fully-voiced dialogue]]. Except for that this wasn't the first game in which Sonic & co. spoke. That honor belongs to the [[NoExportForYou Japanese-only]] arcade game ''Waku Waku Sonic Patrol Car'', followed by ''VideoGame/SonicTheHedgehogCD'', ''VideoGame/SegaSonicTheHedgehog'' and ''[=SegaSonic=] Cosmo Fighter''.
411** More casual ''Sonic'' fans might think that Team Chaotix debuted in ''VideoGame/SonicHeroes'', when in fact they first appeared about 8 years prior in the relatively obscure ''VideoGame/KnucklesChaotix''. ''Knuckles' Chaotix'' also had a sort of prototype to the team up theme of ''Sonic Heroes'', though the true origin of that obviously lies with ''VideoGame/SonicTheHedgehog2''. As for specific characters: Mighty the Armadillo made his debut before ''Chaotix'' in ''VideoGame/SegaSonicTheHedgehog'', while Vector the Crocodile was conceptualized around the same time as Sonic as part of a band that would appear in the first game's sound test.
412** While the game received better reviews than its predecessors overall, ''VideoGame/SonicColors'' (2010) got a lot of flak for its space setting being "a rip-off" of ''VideoGame/SuperMarioGalaxy'' (2007), despite "Sonic going to Eggman's space base" being a recurring trend in Sonic since ''VideoGame/SonicTheHedgehog2'' (1992).
413** Likewise, ''VideoGame/SonicLostWorld'' (2013) got nearly as much flak for its gravity mechanics also being "a rip-off" of ''Galaxy'' -- but the Mad Space level from ''VideoGame/SonicAdventure2'' (2001) did it years earlier.
414** Sonic's appearance in ''VideoGame/LegoDimensions'' was not the first time developer Creator/TravellersTales did Sonic: they had previously developed two Sonic games on the Sega Genesis and Saturn -- ''[[VideoGame/Sonic3DFlickiesIsland Sonic 3D Blast]]'' and ''VideoGame/SonicR''.
415** While well-received, ''[[VideoGame/SegaSuperstars Sonic & Sega All-Stars Racing]]'' and its sequels raised many eyebrows with the decision to have Sonic race in a car, even though he can easily outrun cars. The decision was not without precedence, though: even before the Twinkle Circuit minigame in ''VideoGame/SonicAdventure'', there was the ''VideoGame/SonicDrift'' duology on the Platform/GameGear, which had Sonic in a racecar (and which also predate ''VideoGame/SonicR'' as the first Sonic racing games).
416** ''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. They were beaten by the dismal Platform/GameCom PortingDisaster of ''Sonic Jam'', released in July 1998, and ''VideoGame/SonicPocketAdventure'', which was released only two years before ''Battle'' on the Platform/NeoGeoPocket Color, and only a few months after the 9.9.99 launch of the Dreamcast.
417** Around the late 2000s to early 2010s, insurance agency Progressive featured a FakeCrossover with Sonic showing him zipping around the aisles looking for great savings on insurance. As he runs around, the invincibility theme is heard, followed by the 1-UP jingle. Many ''Sonic'' fans thought the two themes were made for the commercial, but it was actually lifted from ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'' standalone version instead of the locked-on ''Sonic & Knuckles'' version, which used different themes for the invincibility and 1-UP tunes.
418** Many fans think that Sonic's MascotWithAttitude status was purely an invention of Sega of America and that Sonic has always been laid-back [[CharacterizationMarchesOn as in later games]]. This isn't true. While he didn't have the [[JiveTurkey memetic]] TotallyRadical slang of Western portrayals, his Japanese incarnation was originally going to be the lead member of a punk rock band, with some sources even stating he had fangs. Sega of America asked Sonic Team to tone him down for the final product. Even then, Sonic was given attitude-denoting mannerisms in the games, the fangs and rock band background made it to early Japanese material, and [[Anime/SonicTheHedgehogTheMovie the OVA]] outright makes him into an AdaptationalJerkass.
419** Tails being a ChildProdigy predates ''VideoGame/SonicAdventure''. It just wasn't clearly emphasised until the switch to cutscenes, with western media [[DubPersonalityChange downplaying Tails' smart side]] for several years. It dates back to Tails' debut game, with Tails building his own airplanes, and also appears in his spin-off games ''VideoGame/TailsSkypatrol'' and ''VideoGame/TailsAdventure''.
420** Oddly, ''VideoGame/SonicUnleashed'' wasn't the first video game to include the concept of a were-hedgehog. The video game adaptation of the ''WesternAnimation/WallaceAndGromit'' feature film ''WesternAnimation/TheCurseOfTheWereRabbit'' contains were-hedgehogs as enemies in the game.
421** Sonic's Homing Attack, a staple of his moveset since ''VideoGame/SonicAdventure'', was actually introduced in ''[[VideoGame/Sonic3DFlickiesIsland Sonic 3D Blast]]''. EarlyInstallmentWeirdness applies here, as the technique (referred to as a Blast Atack) requires Sonic to obtain a Gold Shield before he can use it. ''Adventure'' would be the first game in which the Homing Attack was a move Sonic could perform by default.
422** 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!
423* A lot of people seem to think ''Metal Gear Online'' is exclusive to ''VideoGame/MetalGearSolid4GunsOfThePatriots''. ''VideoGame/MetalGearSolid3SnakeEater: [[UpdatedRerelease Subsistence]]'' had it first, though it was shut down after barely a year. [[VideoGame/MetalGearSolidPortableOps The main]] [[VideoGame/MetalGearSolidPeaceWalker PSP installments]] have multiplayer components, as well.
424* Many people think ''VideoGame/{{Golden Eye|1997}}'' is the game that popularized console [=FPSs=] (as well as the first "good" console FPS). In truth, there were several successful console [=FPSs=] before it, such as ''Turok: Dinosaur Hunter'' (released on the N64 less than six months before ''Goldeneye''), which also garnered a lot of critical acclaim and strong sales upon release. There are also people who deny [=FPSs=] were popular on consoles until the Platform/{{Xbox}} and Platform/PlayStation2.
425** To be fair, [=PCs=] were still seen as the gold standard for multiplayer gaming until MediaNotes/TheSixthGenerationOfConsoleVideoGames. This is because, until then, [=PCs=] were the only mainstream gaming platforms capable of online play. Console gamers, meanwhile, couldn't play a multiplayer game unless they were able to gather 1-3 friends together in the same room. And even that was nothing compared to the 8-16 player fragfests happening in games like ''VideoGame/UnrealTournament'' and ''VideoGame/QuakeIIIArena''. It wasn't until online gaming became a mainstay in consoles during the sixth generation, and particularly the release of ''VideoGame/{{Halo 2}}'' in late-2004, that consoles really began to rival [=PCs=] in terms of multiplayer FPS goodness.
426* The NES action game ''VideoGame/StreetFighter2010'' is often accused of piggybacking on the popularity of ''VideoGame/StreetFighterII'' since it barely had anything to do with the rest of the ''Franchise/StreetFighter'' franchise. In reality ''2010'' was released on August 1990, at least six months before the arcade release of ''The World Warrior'' (which saw worldwide distribution in March 1991).
427* [[VideoGame/MetalGear Snake]]'s first appearance in a MascotFighter wasn't ''VideoGame/SuperSmashBrosBrawl'', but rather the Japan-only ''VideoGame/DreamMixTVWorldFighters'', which combined properties from Konami, Hudson, and Takara. This game also featured [[VideoGame/{{Castlevania}} Simon Belmont]], predating his appearance in ''VideoGame/SuperSmashBrosUltimate'' (albeit using his contemporary character design by Ayami Kojima of ''VideoGame/CastlevaniaSymphonyOfTheNight'' fame as opposed to his original NES design).
428** ''Brawl'' also isn't Sonic's first appearance in a FightingGame: that distinction dates back to ''VideoGame/SonicBattle'', and further back still to ''VideoGame/SonicTheFighters''.
429* The ''VideoGame/{{Soul|Series}}'' series began with ''Soul Edge'' (renamed ''Soul Blade'' for home release) and was followed by a sequel called ''Soulcalibur''. ''Soulcalibur'' was originally supposed to be ''Soul Edge II'', but the title was changed due to what eventually turned out to be fraudulent trademark dispute with a company called Edge Games (hence why the console port for ''Soul Edge'' was retitled). Although ''Soul Blade'' was very popular, the demographic had largely moved on by the time of ''Soulcalibur II'', so many fans who started with that thought that ''Soulcalibur'' [[SequelDisplacement was the first game]].
430* {{Elimination Platformer}}s are more often called "''VideoGame/BubbleBobble'' clones." ''Bubble Bobble'' was not even the first one made by Creator/{{Taito}}, who produced ''VideoGame/TheFairylandStory'' the year before. The genre stretches back still further to games like ''VideoGame/MarioBros'' and ''[[http://www.hardcoregaming101.net/jajamaru/jajamaru.htm Ninja-kun]]''.
431* When it was first released, ''LEGO Battles'' was advertised as LEGO's first real-time strategy game, apparently forgetting about ''[[Toys/RockRaiders LEGO Rock Raiders]]'', which came out ten years earlier.
432** Similarly, when ''VideoGame/LegoBatman 2: DC Super Heroes'' was released, it boasted itself as LEGO's first video game to feature voice acting instead of SpeakingSimlish and pantomime, and many younger LEGO fans thought this was true. Apparently, the fact that [[VideoGame/{{LEGOLAND}} many]] [[Toys/RockRaiders LEGO]] [[Toys/LEGOAlphaTeam games]] featured voice acting, ''[[VideoGame/LEGOIsland including the very first LEGO game ever released]]'', never crossed their minds.
433** Even if it was said that this was the first ''licensed'' game to feature dialogue, that technically would not be true, since minifigs were able to sing in ''LEGO VideoGame/RockBand''.
434* The AttackReflector as a ShootEmUp gimmick is often associated with ''VideoGame/GigaWing'' (2000). However, ''VideoGame/StarSoldier: Vanishing Earth'' (1998) uses a reflector too, and before ''that'', we have ''Reflection'' (1997), a little-known doujin shmup that also uses a reflector. ''Reflection'' would later be remade into ''VideoGame/{{RefleX}}''.
435* The famous ''Film/{{Tron}}'' "Light Cycles" game, which has been remade too many times to count, predates the movie by a number of years: its basic gameplay can be found in two four-player UsefulNotes/{{Arcade Game}}s of 1977, Creator/{{Atari}}'s ''Dominos'' and Creator/MidwayGames' ''Checkmate'' (which was also a built-in game on the Astrocade), and these in turn were clones of Gremlin Industries' 1976 game ''Blockade''.
436* The concept of building something using the tools that a game give you, especially in a WideOpenSandbox setting. Many people love to tout ''VideoGame/{{Minecraft}}'' as inventing this, rather than the Gmod, VideoGame/SecondLife, or VideoGame/{{Furcadia}}, all three of which were old news before Minecraft was even in alpha.
437** And speaking of ''Minecraft'', the whole "3D world made up of cubes" thing was done by the freeware title ''Infiniminer'' first. Minecraft is largely believed to have copied the world format from that game.
438* From the ''Super Mario'' games, many people believe that Princess Peach's name debuted in ''VideoGame/SuperMario64''. It goes farther back than that; similar to the "Eggman in Japanese, Robotnik in English" name swap of the ''Sonic'' franchise, Princess Peach was her original name in Japanese since ''VideoGame/SuperMarioBros1'', while Toadstool was her English-localized name. Furthermore, ''Yoshi's Safari'' (1993) had the princess named Peach for Western audiences 3 years before ''Super Mario 64'' (1996) was released.
439* The original ''VideoGame/{{Contra}}'' is mistakenly thought to be inspired by ''Film/{{Predator}}'' due to Bob Wakelin's now iconic cover art for the home versions (which was traced over from publicity stills of Creator/ArnoldSchwarzenegger's character Dutch Schaefer). However, the original arcade version was released worldwide on February 1987, predating the June 12 theatrical premiere of ''Predator'' by roughly four months.
440** This also applies to the KonamiCode. Although the original ''Contra'' had popularized the KonamiCode due to its ability to grant you [[VideoGameLives 30 lives]] when starting the game and is often associated with that game, the code actually made its debut in ''VideoGame/{{Gradius}}'', where using the code will automatically power up your ship, the Vic Viper.
441* When you ask people what the first game was that Creator/GameFreak developed, most immediately would think that it was ''[[VideoGame/PokemonRedAndBlue Pokémon Red and Green]]'', which was published in 1996. More informed audiences would say that it was ''VideoGame/{{Pulseman}}'', which was published in 1994. Both, however are wrong answers. The good answer is the NES game ''Quinty'', which was also released in the U.S. as ''Mendel Palace''. That game was published in 1989.
442** This also extends to ''Pokémon Red and Green'' themselves. Since the games were published in 1996, many people cite that as "the year Pokémon began"/the "birth year" of ''Franchise/{{Pokemon}}''. However, in terms of development, ''Pokémon'' actually began ''six years earlier'', in 1990. Records of the development was so scarce, that the year 1990 was almost never mentioned in any ''Pokémon'' talk that brings out the topic of "what started it all."
443* Speaking of Pokémon, a lot of people believe ''VideoGame/PokemonMysteryDungeon'' to be an unique concept rather than one of the several ''Mystery Dungeon'' series created by [[Creator/SpikeChunsoft Chunsoft]]. This is, admittedly, due to a bad case of NoExportForYou: very few of the previous games made it out of Japan, and those that did didn't even carry the franchise name (''VideoGame/ChocobosDungeon'', for instance). So when these other series do see a western release, they often get described as oddly reminiscent of ''PMD'' despite predating the ''Pokémon'' subseries by several years. ''VideoGame/ShirenTheWanderer'' is a big offender.
444* ''VideoGame/StoryOfSeasons'':
445** ''Harvest Moon'' did not start with ''VideoGame/{{Harvest Moon 64}}'' and especially not ''VideoGame/HarvestMoonAWonderfulLife''. It was a [[VideoGame/HarvestMoon1 SNES game]] first, but the title was released too late in the consoles line to get much notice at the time.
446** The series' first sixth generation game was not ''A Wonderful Life'' but ''[[VideoGame/HarvestMoonSaveTheHomeland Save the Homeland]]'' on the Platform/PlayStation2. The game was largely obscure to fans until the PSP remake due to it being a black sheep, what with being a [=PlayStation=] title with a mostly Nintendo series and lacking marriage.
447** Similarly ''Friends of Mineral Town'' is considered the first handheld game. It's predated by three (technically two, since one is basically a rerelease) Game Boy and Game Boy Color games.
448* ''VideoGame/PunchOut'':
449** ''Punch Out!'' was an arcade game long before it was a NES classic.
450** The SNES game isn't the first game of the series to be called ''Super Punch-Out!!'' either. The sequel to the arcade game has that title.
451* ''VideoGame/PacMan'':
452** Many Western fans percieve Pac-Man's limbed design as being from the ''VideoGame/PacManWorld'' game, to the point that many have complained that there's not a single bit of Pac-Man World represention in the ''VideoGame/SuperSmashBros'' series, and yet it uses his design from there. It was always been his design since the 1980s, infact, [[https://cdn-images-1.listennotes.com/podcasts/76-second-of-news/76-seconds-4-may-25th-6DwY1i2GULT-XevolW0zB8g.1400x1400.jpg it was his design in the Japanese cabinet art]], with the more well-known "pie" design being a case of GraphicsInducedSuperDeformed. It's noticeable when you look at [[https://m.media-amazon.com/images/M/MV5BMDRiZTc1MjYtMDY1Yy00ZDhkLWJjNzgtMzEyZDZkYzJkZDM2XkEyXkFqcGdeQXVyMTgwOTE5NDk@._V1_FMjpg_UX1000_.jpg old official artwork]] and the early [[WesternAnimation/PacMan cartoon adaptation.]]
453** The blue eyed redesign is usually seen as being from ''WesternAnimation/PacManAndTheGhostlyAdventures''. It first appeared in 2010's ''Pac-Man Party''.
454* ''VideoGame/LunarTheSilverStar'' is a popular [=PlayStation=] JRPG. It's not known much that the game is a port of a Platform/SegaSaturn game. The original Sega CD game is decently well-known, as it's one of the more liked CD games, however due to it being a Sega CD game it's not unknown to see people think ''Lunar'' debuted on the [=PS1=].
455* Some critics of ''VideoGame/BravelyDefault'' said the game's autobattle made the game play itself and that the game was "dumbing it down" for casual gamers. Except that [[RolePlayingGame RPGs]] have had Autobattle for literally decades.
456* The idea that Microsoft is the first American console manufacturer is so off, it's not even funny. The first American console manufacturer is Magnavox, who you might know for the Platform/MagnavoxOdyssey -- A.K.A., the ''first console ever made''. Even if that's somewhat obscure today, Creator/{{Atari}}, Inc. most certainly isn't, and the Platform/Atari2600 was ''the'' household name for console gaming in the US, long before Nintendo first released the Famicom and NES.
457** Also, the Platform/{{Xbox}} wasn't even Microsoft's first foray into console gaming. They helped Sega create the [[Platform/SegaDreamcast Dreamcast]].
458* The Platform/ZXSpectrum game ''Cop-Out'' could be seen as an early ''VideoGame/{{Cabal}}'' clone. In fact, it was released two years before the UsefulNotes/ArcadeGame.
459* Console wars did not start with the Platform/SuperNintendoEntertainmentSystem versus the Platform/SegaMegaDrive like many gamers believe. While it is true Atari and later Nintendo each had a monopoly on consoles during the 80s, Platform/ColecoVision and Platform/{{Intellivision}} had ads poking fun at each other (and the Platform/{{Atari 2600}}) nearly ten years earlier.
460* A lot of common gamer behaviors and discussions have been around since the late 80s, even longer if you count word of mouth and magazines. Early internet and Usenet posts show the same kind of console wars and MisaimedFandom that still plagues the community. It has been joked Creator/{{Nintendo}} has been "doomed" for over thirty years, and some internet posts from the late 1980s to mid 1990s do show some [[MediaNotes/PCVsConsole PC users complaining]] about the [=NES=] or people in general saying the [[Platform/{{Nintendo 64}} Ultra 64]] will be the end of them.
461* ''WebVideo/GameTheory'' has popularized many theories however many were in existence prior to the videos. For example the idea Cloud, from ''VideoGame/FinalFantasyVII'', [[spoiler:accidentally drowned Aerith]] has been a [[EpilepticTrees theory]] that's floated around for years.
462* 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/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.
463* The famous EasterEgg "Totaka's Song" predates ''VideoGame/MarioPaint''. It first appeared in a [[NoExportForYou Japanese only]] Platform/GameBoy game named ''X''. The song also appears in the 2010 [=DSiware=] sequel, ''X-Scape''.
464* You'd think Konami capitalizing upon their [=IPs=] with gambling machines was a new thing, due to the unprecedented backlash surrounding their more recent pachinko and pachislot machines, most infamously a ''Castlevania'' title with FanService as its focus and a ''VideoGame/MetalGearSolid'' title that uses one of ''VideoGame/MetalGearSolid3SnakeEater''[='=]s most climactic scenes as part of a BaitAndSwitch promotional video; as a result, any new pachinko project under Konami's name is seen as a pathetic cash-in ploy in the wake of their corporate restructurings. Konami making pachinko is hardly new, as KPE, Konami's pachinko division, has been around since 1992 making pachinko, slot machine, and [[BreadEggsBreadedEggs pachislot]] spinoffs of Konami [=IPs=] like ''VideoGame/{{Gradius}}'' and ''VideoGame/{{Contra}}''.
465* ''VideoGame/CrazyBus''' infamous title screen music? A similar sound generator was shipped with one of Microsoft's BASIC demos that shipped with most popular PC clones back in the 80s. Going further back, one can find that these kinds of sound generators are often taught as part of the syllabus for BASIC programming from as far back as the early 80s.
466* Platform/HighDefinition video games such ''[[VideoGame/GranTurismo GranTurismo 4]]'' did not start in 2004 but in 1993 with ''[[VideoGame/{{Bomberman}} Hi-Ten Bomberman]]''.
467* 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''.
468* The Platform/SegaDreamcast was the first home console to have online gaming capabilities built into it, allowing anyone with a modem and a subscription to play multiplayer and download content before [[Platform/{{Xbox}} Xbox Live]] popularized the practice among console developers. Even before the Dreamcast, though, other console developers dabbled in expanding the capabilities of their products with network connectivity, with varying levels of success:
469** The Platform/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 MediaNotes/TheGreatVideoGameCrashOf1983 (and you could only keep one game at a time).
470** The [[https://en.wikipedia.org/wiki/Family_Computer_Network_System Famicom Network System]] allowed owners to connect to the internet through their [[Platform/NintendoEntertainmentSystem Nintendo Famicom]]. While it had some functionality for games such as cheats and extra content, the bulk of its use was for online banking, weather forecasts, trading stocks, and suchlike.
471** The [[https://en.wikipedia.org/wiki/Sega_Meganet Sega Meganet]] was a modem add-on for the Platform/SegaGenesis in Japan that allowed subscribers to download small games, such as ''VideoGame/SonicEraser'' and ''VideoGame/PhantasyStarII Text Adventures''. Its lackluster library resulted in it being a bust, but a successor, the [[https://en.wikipedia.org/wiki/Sega_Channel Sega Channel]], proved much more successful with an international release and a much broader collection of games, some of which never received a physical release: ''VideoGame/GoldenAxe III'' wouldn't be available on home consoles in the West until its inclusion in later compilation titles, while ''VideoGame/MegaManTheWilyWars'' wouldn't receive another Western release until its inclusion on the Genesis Mini microconsole and Nintendo Switch Online.
472** The [[https://en.wikipedia.org/wiki/Satellaview Satellaview]] allowed [[Platform/SuperNintendoEntertainmentSystem Super Famicom]] players to play games that were broadcast by satellite connections. While these games had a time limit due to early satellite gaming limitations, a number of games were made for the Satellaview based on popular SNES games, such as ''Franchise/SuperMarioBros'', ''VideoGame/FZero'', ''VideoGame/TheLegendOfZeldaALinkToThePast'', and ''VideoGame/FireEmblemNewMysteryOfTheEmblem''. Many of these games also featured full voice acting, a rarity for cartridge-based games of the era. It was released so late into the Super Famicom's life, however, that it wound up being overshadowed by next-generation consoles, becoming a financial failure. In the years following its discontinuation,a cult following emerged, fascinated over the games that were released on it and, through the tireless effort of a dedicated community of fans, restoring numerous games that would otherwise be lost to the sands of time.
473** The [[https://en.wikipedia.org/wiki/64DD 64DD]], developed for the Platform/Nintendo64, is considered a spiritual successor to the Satellaview and gave the [=N64=] online functionality, including support for e-sharing and media sharing. Online multiplayer was also planned for the add-on, but not included. TroubledProduction, delays, and a lack of faith in its ability to sold contributed to its commercial failure, leading it to be the single worst selling system Nintendo ever released -- worse than the Platform/WiiU, even!
474** [[https://en.wikipedia.org/wiki/XBAND XBAND]] allowed Genesis and SNES owners to actually play online with one another as early as 1994, in the days when online multiplayer was the sole domain of computer gamers. Its cheap price ($20 per unit), affordable subscriptions (two plans running for $5 or $10 per month with varying amounts of data caps), and low latency saw it warmly received, in addition to its extra features such as newsletters and email between players, and keeping track of wins and losses. Sadly, it was a little too ahead of its time: due to the ubiquity of arcades, it never caught on and was discontinued after three short years.
475* Many people mock the arrant GameplayAndStorySegregation in {{MMORPG}}s such as ''VideoGame/WorldOfWarcraft'', ''VideoGame/StarWarsTheOldRepublic'', ''VideoGame/TheElderScrollsOnline'' or ''VideoGame/FinalFantasyXIV'' for having plots that make the player into TheChosenOne, yet there are hundreds if not thousands of other [[TheChosenMany chosen ones]] with the same (in-story) legendary status. Along with supposedly legendary weapons being sold or overshadowed by ''standard'' loot for later levels. ''VideoGame/RuneScape'' did this back in ''2001'' with the quest "Demon Slayer", which places the player character as TheChosenOne destined to stop Delrith from returning using a legendary sword called Silverlight... and almost all Adamant weapons are stronger than it, meaning Silverlight isn't common to see as many people wield late-game.
476* While the fact Creator/SteveBlum voiced the Bi-Han Sub-Zero in ''WesternAnimation/MortalKombatScorpionsRevenge'' threw some people off, given he mostly voiced Kuai Liang, some of the {{mirror match}}es for Sub-Zero in ''VideoGame/Injustice2'' and ''VideoGame/MortalKombat11'' do see one of the Sub-Zeros be Bi-Han, so technically, Blum as Bi-Han is a case of RoleReprise.
477* Most people who grew up in the 1980s or have an interest in the history of video games know of MediaNotes/TheGreatVideoGameCrashOf1983 and how Creator/{{Nintendo}} and ''VideoGame/SuperMarioBros1'' helped restore the industry in 1985, but this was not the first or only time the video game market has crashed. There was also a crash in 1977, caused by the market becoming dominated by rip-offs of Creator/{{Atari}}'s 1972 game ''VideoGame/{{Pong}}''. ''VideoGame/SpaceInvaders'', released by Creator/{{Taito}} in 1978, did for the 1977 crash what ''Super Mario Bros.'' did for the 1983 one.
478** It is CommonKnowledge that ''VideoGame/ETTheExtraTerrestrial'' for the Platform/Atari2600 is such a horrible game that it was single-handedly responsible for the 1983 crash. Besides the ''E.T.'' video game having been VindicatedByHistory since the 2000s with the consensus that it is [[SoOkayItsAverage boring, but not godawful]], signs of the eventual crash were already there by the time Creator/{{Atari}} [[ChristmasRushed rushed]] ''[[ChristmasRushed E.T.]]'' [[ChristmasRushed out for the 1982 Christmas season]]. The main factors for the crash were market saturation in that there were too many consoles on the market, lack of quality control on consoles leading to many [[ChristmasRushed rushed games]], as well as "games" that were pornography in all but name--most infamously, ''Custer's Revenge'' for the Atari 2600--and fierce competition from [[Platform/IBMPersonalComputer personal computers]][[note]]As you can see, the factors primarily affected consoles and their games, and indeed the crash had little impact on games made for personal computers like the Platform/Commodore64. Creator/{{Activision}} managed to survive the crash by jumping ship to making games for such devices[[/note]]. It is more accurate to say that ''E.T.'' was TheLastStraw that culminated in the crash, not the cause.
479* With the release of the ''Endwalker'' expansion for ''VideoGame/FinalFantasyXIV'', the game grew so popular that Square had to halt sales of the game in order to ease the strain on the login servers since there were ''tens of thousands'' of players trying to get into the game all at once. As an apology, Square offered players with active subscriptions several days of free game time. While many people believed this was the first time such a thing had occurred, the same exact scenario happened several years earlier when the game was relaunched in 2013 after the disaster that was 1.0.
480* 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.
481* ''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}}''.
482* The "bah" vocal sounds heard in the ''VideoGame/NewSuperMarioBros'' games are so ingrained in gamer culture that a lot of fans believed the sound originated from the ''New'' series. ''VideoGame/SuperMario64'' was the first ''Mario'' game to use the vocals which play when entering a course. The vocal sound itself comes from a sample pack CD that contained a variety of vocal sounds and the "bah" is actually "pah" when played in its original form.
483[[/folder]]

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