The songs are catchy, the UI is better than PaRappa's, and the scoring system is far less cryptic. Even once it's over, you have three(!) additional modes and instrument variations to do it all again.

But what really brings it together is Lammy, who might be the most relatable video game protagonist ever. She's adorable and deserves more recognition.

Also, maybe it's just me, but Lammy playing riffs to match the vocals makes a lot more sense than PaRappa echoing his teachers - it hardly makes him much of a rapper. Thematically, this just works better.

Besides being weak, the 2600 was a nightmare to code for. Pitfall is a feat of technical wizardry which shows a glimpse of the kind of console games we'd only see a few years later.

But does it hold up well today? Hell yeah it does! Largely thanks to its responsive controls and intuitive challenge, this is a game that's very hard to hate.

1980

Later roguelikes (named after this game) definitely have it beat in terms of features. Yet, like many first games, its simplicity is both charming and accessible.

At first, you may be enthralled by map generation and promise of endless adventures... but once you inspect the nooks and crannies, the game's complexity starts to fall apart. And you know what? It works because that's exactly what's required to beat the game.

To anyone who unfairly criticises this game, go retrieve the Amulet of Yendor first. I'll wait.

A story so good that it could have easily been its own Final Fantasy. Soken's score and Ishikawa's writing are in top form here, proving that the franchise could still be redeemed after XIII, XV and XIV 1.0's shortcomings.

Besides that, the various improvements and additional content (a particular highlight being the Eden raid series) finally pushed it beyond World of Warcraft as the MMORPG most deserving of your attention.

And even if future updates should spoil it somehow; remember, remember that it lived.

People say it "didn't age well" but let's face it, it never looked good. That doesn't stop it from being incredibly fun; and you have to respect Sonic Team for making a 3D platformer to rival its contemporaries with no sophisticated camera controls.

This game has a lot of heart, from its adventure gaming influences to its soundtrack and character designs. It's truly strange that we've never seen another Sonic game quite like this, but Sega have a lengthy record of bad decisions.

Poor use of a license but still fun.

They should use this in programming schools.

Ridiculous while also being completely serious, Snake Eater runs the gamut of emotions - it will make you laugh and cry and occasionally raise a curious eyebrow.

MGS showed the world how a cinematic video game could work but MGS3 took it several steps further. And the new camera style in Subsistence pushed it into a perfect 10.

Quite simply one of the greatest pieces of digital entertainment ever made. You haven't lived until you've played Snake Eater.

Skipped school for this. It was worth it.

I play the JP version because I am weak.

As gaming technology evolved, many games started carrying excess bloat. Pac-Man has none of that. You insert a coin, press start, and a short jingle later, it's time to eat.

The controls and objective can't be any more intuitive. The real complexity lies in the AI routines of the ghosts, which is fun to predict once you learn it. Easy to learn, hard to master - the recipe for any great game.

It's tough to be a country western star.

I got this for Christmas once. Imagine hoping for Mario and getting this.