The slide, Rush the robot dog and eight more masters, then the doc robot rematches.
Race for pink slips: lose and the other driver drives your car home.
Four more campaigns and a shelf of new artefacts bolted onto Heroes II by Cyberlore in 1997.
An arcade mode that finally puts a rival on the stage beside you, over the championship the first game shipped with.
Occult SS experiments and the castle to escape again, this time on the Quake III engine.
RECS builds a fresh course out of a typed-in code, so the trilogy closes with a track generator.
The 1995 original: four towns, a hero who carries an army between them and a week that ends when everyone has moved.
Build your own party, then learn which world you have been walking around; the ending that ties the trilogy up.
Diddy and Dixie through Kaptain K. Rool's pirate world; the hardest and best of the Rare trilogy.
A war of succession in Ivalice fought on isometric grids, with job classes and a script about class.
A lombax, a robot on his back and a catalogue of weapons to buy; Insomniac start the run in 2002.
Avalar, a talking guidebook and orbs earned from side quests; the sequel that added a reason to explore.
The 1989 original: lay down three kinds of zone, watch the traffic, then send a monster through it.
The isometric 1993 original, the year EA bought the licence and the crowd was a single looping chant.
The 1994 original: two campaigns in Azeroth, mouse-driven, before anybody had heard of the setting.
47 leaves the asylum for Hong Kong and Budapest, with no saves and a garrotte; the series working itself out.
A hero with no arms or legs against a pirate occupation; the 3D platformer that made the leap cleanly.
Time periods instead of islands, plus a motorbike, a jet ski and a plane; the best of the Naughty Dog three.
The other half of the linked pair, with a harp that moves Link between two eras of the same island.
Two Esprits on a split screen, a password between rounds and a Barry Leitch soundtrack; Magnetic Fields, 1990.
Pre-rendered apes on a SNES in 1994, mine carts and a David Wise soundtrack that still gets remixed.
A run button, dial-a-combo chains and no ninjas, which Ultimate Mortal Kombat 3 put back the same year.
A classroom game summons the other selves of a group of Japanese schoolchildren; the 1996 first Persona.
The 1994 first game: a whole continent generated at random and a staff broken into eight pieces.
Richter Belmont, branching stages and Maria as a second character; the PC Engine game the West never got.
GDI against the Brotherhood of Nod over tiberium, briefed by actors on video; Westwood, 1995.
The same city seen by an adult magazine reporter, in the timeline Innocent Sin left behind.
Road & Track supplied the car data and the police arrive out of oncoming traffic; the 1994 original, on 3DO first.
Side-scrolling, experience points and the black sheep of the series.
One of a linked pair of Game Boy Zeldas, with a rod that changes the season.
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