The backtracking... Good lord, the backtracking.

Make all but one character defend, thank me later.

You can make it do a little chicken hop!

This platformer-meets-RPG is so charming in its ideas and presentation that it's unbelievable how few people have tried to rip it off. Even the sequels fell short of it in some way - possibly because such a game was designed for arcades.

Lackluster translation aside, I can't fault it for anything. It really is some of the most fun you can have alone at a cabinet.

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.

After II, you'd be forgiven for thinking the series had nowhere else to go. That was until Atlus had the genius idea to set it in a chaotic world in opposition to II's lawful one.

And it does feel chaotic. Powerful enemies can show up out of nowhere, might rules the day and you will feel overwhelmed. It's even reflected by the narrative, where you have to choose a philosophy to reshape the world, but all are morally gray and none of them are your own.

This game pioneered the Press Turn system which has been used by several games since. Of course you have to mention Kaneko's art and Meguro's soundtrack too. There's just so much to admire here.

The Persona series may be more accessible but Nocturne has it beat in sheer originality. I love, love, love this game.

After SMB3, even the staff didn't know what to do next. On close inspection, SMW looks pretty rough and I wouldn't be surprised if most of its ideas were purely experimental... and yet, it works. Heck, it works very well.

After seeing NSMB's clean sheen, it made me appreciate SMW so much more. Its full of personality; not to mention the responsive controls, terrific level design and abundance of secrets.

Only the most bitter person could hate this game. It's happiness in cartridge form.

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.

Ace Attorney was outstanding but where else could the contradiction-spotting style of visual novel go? The answer is Danganronpa.

It's hard to praise without spoiling its many mysteries so if you're lucky enough not to know anything, go play it right away.

There are people who actually think this is the worst entry in the series.

laughs in hope

III was a great game but it's hard to argue that there wasn't much of a story until the very end. Sometimes a journey is defined by the company you keep and the illustrations in II's manual teased something which we had yet to see.

IV not only provides you with great companions but gives all of them a chance to shine before you even see the hero... at least in the original version. But I'm praising the remake because of its quality of life enhancements and fun little quips between characters (sadly absent in some ports.)

I really do think this is the greatest JRPG of all time. This feels like it finished what Ultima III started. It's a thrilling ride from start to finish which every gamer should experience.

I've always said that graphics and theme aren't essential to any good game, and McMillen really pushed it with this polarising art direction, but I remain true to my word and it doesn't stop Isaac from being one of the standout games of its generation.

Rebirth took the game further than its Flash original ever could, and we should be glad it did, as this is one of the most content-rich action roguelikes you will ever play.

Is it endlessly repayable? Well, no, but it doesn't have to be. Everything ends eventually, whether it's a credits roll or burnout, but the question is whether it left you satisfied once it's over. Even if you only played one run of Isaac, you will feel like it was worth your time - and that says it all.

Everything before it is average or even mediocre, but the final case is the very best in any Ace Attorney game. Literally the peak of the series.

Whether this actually had any meaning or if the author met a tragic end is irrelevant; a product speaks for itself and this speaks volumes - ironically without any spoken dialogue at all.

iNiS had such a good formula here, it's hard to fathom why it didn't carry on to the 3DS.

Community content on Osu! (2007) tends to fall short of a few things which made Ouendan so enjoyable - such as the cutscenes, characters, dual screen, screen-tapping, and uplifting music (it's about hot-blooded cheerleading after all.) Well, it's all here at your disposal, so what are you waiting for?

This was a game made with the DS in mind and took full advantage of the hardware to deliver a stellar product. The original wasn't bad but this took the lessons learned from Elite Beat Agents (2006) and cranked it up to 11.

It's a quintessentially Japanese product and the theme works extremely well in its favour. It's understandable that it lacks broader appeal but honestly, nothing you can substitute it for works quite as well, which is something its predecessor learned the hard way.

It also has the distinction of being the only game to make me jam out to a soccer anthem. It's that powerful.