Eight cars, a stock-car oval and the song about rolling start; the arcade cabinet of the 1990s.
Three kids into a mad scientist's house; the game that invented the SCUMM point-and-click.
A New Orleans bookseller investigates voodoo murders; Jane Jensen's gothic adventure.
Two brothers punch their way across the city for one kidnapped girlfriend.
A boy in a football helmet with a pogo stick; the smooth scrolling that started id.
Harvest spice, build a base, click and drag; the game that defined the real-time strategy.
Vector rocks, one ship and hyperspace; Atari's 1979 arcade high-score machine.
Four cyborg agents, a Persuadertron and a corporate world map to conquer.
Somersault past robots, search furniture, "another visitor; stay a while, stay forever".
War has never been so much fun; squads of little men and a graveyard that grows.
A barbarian, a dwarf and an amazon against Death Adder, riding stolen dragons.
The original, before the sequels: hot-seat artillery with a banana bomb.
Four heroes, muscle cars and raptors; the arcade beat-em-up of every 1990s games room.
The underwater sequel, harder than the original in every way.
Escape Castle Wolfenstein floor by floor; id's first-person shooter before Doom.
Custom races, ship design and a galaxy to argue over; the 4X the genre still copies.
Cross the road, cross the river, do not drown; five lanes of 1981 traffic.
Faster mazes and moving fruit; the fan hack that became the better game.
Adopt a pet and play flash games for Neopoints; the website of every 2000s childhood.
The Pacific from above, with a loop-the-loop to dodge; Capcom's 1984 shooter.
Rescue humans from abduction while flying both ways at speed; the hardest game of 1981.
Waddle around, throw snowballs and tip the iceberg; Disney's children's MMO, 2005 to 2017.
The first 3D fighting game, all polygons and precise timing.
Pixel rooms, furni and Bobba; the Finnish chat world.
Hand-animated run-and-gun chaos; the prettiest sprites the arcade ever produced.
Caleb, a pitchfork and a can of aerosol; the meanest of the Build-engine shooters.
Thirteen layers of parallax scrolling and a David Whittaker soundtrack; the Amiga demo everyone bought.
Four players, one screen, and a voice announcing that the Wizard needs food badly.
Two planes, a screen of bullets and the Vulcan/laser choice; the vertical shooter to start with.
The hand-drawn third game, with the insult sword fighting moved to a boat.
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