Worms in real time and in two dimensions: two players, one keyboard, forty weapons and no turns at all.
Tiny players, a whole football world and as many seasons of management as you want.
True 3D, brown corridors, a Nine Inch Nails soundtrack and the birth of deathmatch.
Rows of aliens that speed up as you kill them; the game that caused a coin shortage in Japan.
Four ghosts, a maze and 256 levels before the kill screen; the 1980 arcade icon.
The 1997 sequel: the ninja rope, the Holy Hand Grenade and a level editor to draw your own island.
The best DOS shoot-em-up: a shop between missions, a story told in text screens, and art that still looks sharp.
The job system proper, twenty-three classes swapped at will, and the last of the trilogy that never left Japan for years.
One city, two alien factions and a real-time mode; the last X-COM the original team made.
A beat-em-up set in Gdynia with a broken bottle as a weapon; the most Polish game ever released.
Three classes, hub levels you walk back through, and puzzle switches instead of coloured keys.
The 1987 original that saved Square: four Light Warriors, a job you pick at the start and a time loop at the end.
Robot fighting with a pilot who levels up between bouts; the shareware Street Fighter of the DOS years.
One hundred and forty-nine tile puzzles with a fixed camera and a chip count; the Windows Entertainment Pack in one game.
Epic MegaGames answer Sonic with a rabbit, a gun and parallax scrolling nobody thought a PC could do.
The 1986 game that invented the Japanese role-playing game: one hero, one slime at a time.
The first Polish adventure game: a journalist, a stolen statuette and 1993 EGA graphics drawn by hand.
Rotoscoped animation, a rifle and a memory-wiped agent on Titan; the French answer to Another World.
Dig for diamonds, keep the boulders above you where they are, and get out before the wall closes.
No experience points - your stats grow from what you do - and the first game in the series with a real story.
Ski down an endless slope until the yeti eats you, because the yeti always eats you.
Twelve tables, one soundtrack by Robert Prince, and a ball that behaves like a ball; the Android table is the one everyone remembers.
Kyle Katarn steals the Death Star plans in a Doom-era shooter with levels you can look up and down in.
Bomberman on the Amiga and DOS, and the four-player mode that ruined friendships in one afternoon.
Cut the playing field into pieces without letting the bouncing balls touch your line; four kilobytes of it.
An Atari puzzle game about a robot pushing crates and dodging lasers, still being remade forty years on.
The 1989 Game Boy launch platformer: twelve levels, two shoot-em-up stages and a princess who is not Peach.
The real Japanese Super Mario Bros. 2: the same engine, poison mushrooms and wind, and far harder.
Raven build a fantasy Doom with an inventory, an elvish wand and the ability to look up.
Bounce a character up a tower that has no top, chaining multi-floor combos while the floors scroll faster; Swedish freeware from 2001 that lived on school computers.
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