Venice, the Great Wall and a dagger in a dragon; Lara at her most confident.
Jet packs, polar bears and the best of the original trilogy.
One track learned by heart and a drift held on the brake; the PlayStation launch game that loaded into RAM.
Desert, forest and mountain, each surface changing how the car sits; the 1995 arcade cabinet with the wheel.
Build a track out of loops and corkscrews, then watch the replay of the crash from six cameras.
Garrett against a mechanist cult; more thieving, less undead.
Mode 7 tracks, a feather to hop the wall and a ghost of your own best lap; the kart racer that started it.
A motorbike race where you swing a chain at the rider alongside you and take his bike when he falls.
Pick up fares and drop them at the door before the meter runs out, to a soundtrack of The Offspring.
More scenery, a track designer and the version the community still builds in.
Fifty years of one manufacturer in an evolution mode that starts in 1950; the most careful game in the series.
A procedural province the size of Great Britain, in 1996.
Eight games in one cartridge, with a helper to hand to a second player.
The harder, prettier sequel to the rotoscoped original.
The turn-based hexes before Heroes III; six factions and a soundtrack in MIDI.
Sid Meier's 1991 original: settlers, huts and one more turn from the beginning.
Run the dungeon, slap your imps and defeat the heroes; Molyneux's reversal.
Orcs and humans at sea and in the air; the RTS that made Blizzard.
Salt the chips, water down the drinks and watch the queues; Bullfrog's management sim.
The super shotgun and the Icon of Sin; thirty more levels of 1994.
The Strogg war on Stroggos; the first Quake with a story and coloured lighting.
The 1999 original: Warehouse, the Pump and a soundtrack of Goldfinger and Dead Kennedys.
Twinsen against a dictator on a planet of four species; a French classic.
The job system at its most flexible, and a tree that talks.
Eddy Gordo, Jin Kazama and the arcade fighter of the PlayStation era.
A ward of Candlekeep on the Sword Coast; the Infinity Engine begins.
Six degrees of freedom in mine shafts; the shooter that made people motion-sick in 1995.
A hacker wakes on Citadel Station with SHODAN in the walls; the immersive sim starts here.
The 1997 original: twelve ancient civilisations, from the Stone Age to the Iron Age.
The first 3D fighting game, all polygons and precise timing.
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