One of a linked pair of Game Boy Zeldas, with a rod that changes the season.
Mode 7 tracks, a feather to hop the wall and a ghost of your own best lap; the kart racer that started it.
Cars, hovercraft and planes in an adventure mode with a boss whale; Rare on the N64 in 1997.
The kart racer with a drift boost people still practise.
Square and Nintendo together in 1996, with Geno and a timed-hit system.
Dash, wall jump and an intro stage that teaches without a word.
Toy cars around a breakfast table and a pool table, with eight players sharing two pads and the cartridge.
A full championship and a stage editor on the first PlayStation, a year before Colin McRae.
Venice, the Great Wall and a dagger in a dragon; Lara at her most confident.
Getaway jobs in a 1970s San Francisco, behind a car-park tutorial that stopped thousands of people playing.
Eight games in one cartridge, with a helper to hand to a second player.
Build a track out of loops and corkscrews, then watch the replay of the crash from six cameras.
Sega polygons in 1992, with a button to switch camera mid-race; the board that led to Daytona.
Mode 7 at three hundred kilometres an hour with no weapons and no second chances; the SNES launch racer.
Shao Kahn, better fatalities and the arcade cabinet everyone crowded.
Points for pedestrians and a timer only a crash extends; the racer several countries banned outright.
A motorbike race where you swing a chain at the rider alongside you and take his bike when he falls.
Qualify for a grid slot, then race the clock at Fuji; the 1982 cabinet that put the road behind the car.
Pick up fares and drop them at the door before the meter runs out, to a soundtrack of The Offspring.
Desert, forest and mountain, each surface changing how the car sits; the 1995 arcade cabinet with the wheel.
The two halves that lock together into one long game; the peak of Genesis Sonic.
Simon Belmont, a whip and stairs that will kill you; the 1986 original.
One track learned by heart and a drift held on the brake; the PlayStation launch game that loaded into RAM.
Jet packs, polar bears and the best of the original trilogy.
An Italian answer to Sega Rally on a 486, running in software before anyone had a 3D card.
Geoff Crammond simulates the 1994 Formula One season down to the setup sheet and the tyre wear.
Cars with wheels taller than the body, so they keep going upside down; Psygnosis at the end of the PlayStation.
Garrett against a mechanist cult; more thieving, less undead.
Fifty years of one manufacturer in an evolution mode that starts in 1950; the most careful game in the series.
Branching paths and three companions; the best of the NES Castlevanias.
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