Avalar, a talking guidebook and orbs earned from side quests; the sequel that added a reason to explore.
Four more campaigns and a shelf of new artefacts bolted onto Heroes II by Cyberlore in 1997.
Race for pink slips: lose and the other driver drives your car home.
The isometric 1993 original, the year EA bought the licence and the crowd was a single looping chant.
Rumours spread in Sumaru City start coming true; the half of Persona 2 the West did not get until 2011.
A war of succession in Ivalice fought on isometric grids, with job classes and a script about class.
Occult SS experiments and the castle to escape again, this time on the Quake III engine.
Fly for the Rebellion in 1993, managing shields and laser power by keyboard; the sim TIE Fighter answers.
A run button, dial-a-combo chains and no ninjas, which Ultimate Mortal Kombat 3 put back the same year.
A qualifying campaign for every nation on the way to France, and Blur playing Song 2 over the menu.
47 leaves the asylum for Hong Kong and Budapest, with no saves and a garrotte; the series working itself out.
Fifty years of one manufacturer in an evolution mode that starts in 1950; the most careful game in the series.
Shao Kahn, better fatalities and the arcade cabinet everyone crowded.
Pick up fares and drop them at the door before the meter runs out, to a soundtrack of The Offspring.
A motorbike race where you swing a chain at the rider alongside you and take his bike when he falls.
Build a track out of loops and corkscrews, then watch the replay of the crash from six cameras.
Venice, the Great Wall and a dagger in a dragon; Lara at her most confident.
Square and Nintendo together in 1996, with Geno and a timed-hit system.
Qualify for a grid slot, then race the clock at Fuji; the 1982 cabinet that put the road behind the car.
Sega polygons in 1992, with a button to switch camera mid-race; the board that led to Daytona.
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.
The kart racer with a drift boost people still practise.
Mode 7 tracks, a feather to hop the wall and a ghost of your own best lap; the kart racer that started it.
Garrett against a mechanist cult; more thieving, less undead.
One track learned by heart and a drift held on the brake; the PlayStation launch game that loaded into RAM.
Eight games in one cartridge, with a helper to hand to a second player.
Jet skis on water that swells and settles; the N64 physics people still boot the console up for.
Cars with wheels taller than the body, so they keep going upside down; Psygnosis at the end of the PlayStation.
Jet packs, polar bears and the best of the original trilogy.
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