Ezio in Constantinople as an old man, closing his own story and finally Altair.
Costa Rica in 1974, a mother base to staff by kidnapping soldiers, and bosses built for two players.
Three playable hunters, a demon tree through a British city and an arm you swap out for a rocket.
Dante against his brother up a tower, with four switchable combat styles; the template the genre still uses.
Garrett takes a third job, and walks into the Shalebridge Cradle, the most frightening level ever built.
47 leaves the asylum for Hong Kong and Budapest, with no saves and a garrotte; the series working itself out.
Fly for the Rebellion in 1993, managing shields and laser power by keyboard; the sim TIE Fighter answers.
A neon VHS 1980s with Michael Biehn narrating; the standalone joke that outlived the game around it.
Squads, a commander calling in artillery and 64 players on Karkand; the modern-combat Battlefield.
Three large maps, a proper ending and far fewer bugs; the Zone game to start with.
Occult SS experiments and the castle to escape again, this time on the Quake III engine.
BJ Blazkowicz wakes in a 1960 the Nazis won; MachineGames give the shooter a story worth sitting through.
The 1989 original: lay down three kinds of zone, watch the traffic, then send a monster through it.
GDI against the Brotherhood of Nod over tiberium, briefed by actors on video; Westwood, 1995.
The 1994 original: two campaigns in Azeroth, mouse-driven, before anybody had heard of the setting.
A nanodome over Manhattan grown back into swamp and forest, and a bow that keeps you hidden.
The nanosuit in a New York under a Ceph spire; the jungle traded for collapsing streets.
Psycho on the other side of the island while Nomad works; the standalone that ran better than the game it branched off.
Step off the board and walk, build your own skater and steal a car; the series turns into a story.
The two-minute timer dropped for open parks where the pros skating beside you hand out the goals.
The revert, so a vert line never has to end; Canada, Airport and a soundtrack led by Motorhead.
Getaway jobs in a 1970s San Francisco, behind a car-park tutorial that stopped thousands of people playing.
Toy cars around a breakfast table and a pool table, with eight players sharing two pads and the cartridge.
A motorbike race where you swing a chain at the rider alongside you and take his bike when he falls.
Jet skis on water that swells and settles; the N64 physics people still boot the console up for.
Snaking, a mission mode and the first Mario Kart people played against strangers online.
Mode 7 tracks, a feather to hop the wall and a ghost of your own best lap; the kart racer that started it.
Soft-body physics where a car deforms panel by panel; a crash sandbox rather than a championship.
Build a track out of loops and corkscrews, then watch the replay of the crash from six cameras.
An Italian answer to Sega Rally on a 486, running in software before anyone had a 3D card.
Infobox