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Mai Seit der letzten Aktualisierung unserer Top 50 der besten PC-Spiele aller Zeiten sind mal wieder einige Monate vergangen. In der Zeit sind. 1. Jan. Wir haben da nämlich noch etwas aufzulösen: Die ersten zehn Plätze eurer Top 50 Spiele des Jahres Wer sich den Titel sicher konnte. Der perfekte Ausgangspunkt für eure Suchen zu Top-Spielen nach Genre, Plattform, Release-Zeitraum oder Spiele-Wertung: Nutzt einfach die Filterfunktionen. The permutations through Mega Man were many, giving the game great replay value. While maintaining breakneck speed, your suave, Bond-inspired spymobile is beset on all sides by reckless limousines, bullet-proof coups and even a helicopter dead set on chipping your pristine paint job. To proceed to the next level, a treasure chest must be opened, but that chest is only unlocked when all heart icons on the screen are englisches pokalfinale. The Boy was virtually helpless without his Blob and his stash of flavored Jellybeans, making this title an interesting mix of action-adventure and puzzle gameplay. More importantly, this clever title takes platforming's greatest crutch — gravity — and turns it on its head. Still, dying needlessly was satisfying. It gives you a sword, and some limited magic abilities to use along the way, and has a good amount of charm too. Fester's Quest was an amazing game that was both deep in its delivery and excruciatingly difficult in its execution. Snake parachuted into the jungle fortress of Beste Spielothek in Pergern finden Heaven with nothing but his courage and a pack of smokes, and skillfully avoided detection while sneaking through the enemy encampment to find and destroy the titular weapon of mass destruction — or, if sneaking didn't work, he beat the snot out of the soldiers in his way. Splash Sakko jack pot seems deceivingly simple at first, but as you progress the levels become cleverer and require more reich der amazonen puzzle solving. Though I thought the Genesis release of Castle of Illusion Starring Mickey Mouse was ultimately Beste Spielothek in Kopperpahl finden better game, I found myself going back to play this one more because of how easy it was to get into and how satisfying it was to play. Unlike other popular cooperative games like Contra, www skrill com the screen with blue and green bubbles was just as enjoyable with an experienced player as it was with a total novice — I believe we called them "posers" back in those pre-n00b times. I put together all the titles I could find, and many helpful users shared new ones with me. Sammelt vor der Hochzeit unbemerkt etwa 20 Gegenstände oder Duplikate davon aus der Wohnung des Brautpaares. Sie erhalten ein kreuzförmiges Brett mit mehreren Steckern. Batman - Arkham City Trailer: Ihr könnt das gleiche Spiel auch mit Kissen spielen. Vector - Android App. Spielstände werden zentral gespeichert, so dass Sie das Game jederzeit und an jedem Gerät fortsetzen können. Damit wird das Brautpaar noch jahrelang an diesen Tag und das unvergessliche Hochzeitsspiel erinnert. Wer will mehr Kinder haben? Ihre 15 Spielsteine möglichst schnell über das Brett laufen zu lassen. Santa Claus in Trouble. Resident Evil 4 Download: Combat", einem kostenlosen Multiplayer-Shooter der Extraklasse. Die 50 besten Spiele aller Zeiten.

And my older brothers, both casual players, could never get past the first stage. By the time Mega Man 5 was released, many imagined this would be the Blue Bomber's last foray in the 8-bit world.

Capcom listened to clamoring gamers' wants and introduced Mega Man's brother Protoman as a character of consequence. Just like Mega Man 4 pulled a bait-and-switch with Dr.

Cossack, Protoman served the same function in Mega Man 5. Wily's actual involvement in the nefarious deeds coursing through the game's loose story, a Faux Protoman leads Mega Man on for most of the game until — surprise!

Wily is behind the madness yet again. Mega Man 5 continues the tradition of tight action-platforming which made the series incredibly prolific by the time of its release.

As usual, the game introduced eight new Robot Masters to defeat in any order the gamer desired, inheriting defeated boss' weapons to use on other less-fortunate foes.

When the eight stage select-bound stages were defeated, players entered a more linear part of the game, where both Protoman's and Dr. Wily's multi-stage castles had to be completed for the gamer to see any light at the end of the tunnel.

I only bought this game several years later, but in the meantime, I got a Mega Man 5 sticker in a box of Apple Jacks, and stuck it to a shelf in my room.

When I visit my mom today, that sticker is still there, reminding me of a time when I couldn't play every game I wanted to. The first Double Dragon for the NES was a capable and compelling coin-op conversion, but this sequel was superior to that original in many ways, primarily because it kept a core feature of the franchise, co-op play, intact on the home system.

Brawling brothers Billy and Jimmy Lee were once again playable in both single-player mode, but for the first time on the 8-bit Nintendo you and a friend could team up to punch, kick and hair-pull your foes to death simultaneously through an all-new set of side-scrolling beat-'em-up stages.

The game also offered the sibling heroes an upgrade to their fighting repertoires, with several impressive new skills like the unforgettable Cyclone Spin Kick, and some iconic new set pieces in which to do battle, like a stage that took place aboard a helicopter in-flight thousands of feet above the ocean.

There really is nothing quite like punching a guy in the gut, jump-kicking him in the face and watching him fall backwards out of a chopper's open side-door, then imagining his terror as he plummets to a watery death in the waves below.

What stuck out most for me about Double Dragon II was how varied the game was. It was much harder than the first game, which I liked, and even though I played through it a couple of times, it didn't leave me with a "been there, done that" feeling that so many other games did.

Oh, and they advertised this sucker like crazy in comic books at the time no, really. Natsume may be completely stuck in the rut of cranking out nothing but Harvest Moon sequels these days, but back on the NES the developer had some unique and inventive adventures like Abadox, Shadow of the Ninja and this game, Power Blade.

You played as a sunglasses-wearing muscleman equipped with a cybernetic boomerang, blasting his way through alien-invested futuristic environments on his way to restore the compromised integrity of the Master Computer, and your hero looked an awful lot like Arnold Schwarzenegger.

This is also one of those games that might not have been given a lot of attention if it weren't for the influence of the magazine, Nintendo Power, which featured it on the cover of its April issue.

You'll find a few other games that got thrust into the limelight the same way on this countdown, like VICE: We're glad it did, because it's still a blast to power up our blades today.

Haha, the box art to this game was awful just a guy that looks like Iceman from Top Gun with enormous sunglasses. It was sort of like Mega Man meets Strider, which I thought was spectacular for the time.

Out of all of the games on the list, Journey to Silius might have one of the most interesting histories.

Created by Sunsoft, which was at the top of its game in the late s with classic release after classic release, Journey to Silius was originally supposed to be a licensed Terminator game.

Evidence of this is all over the place, from the enemies to some of the music. But when Sunsoft had the license stripped at the last minute, it made due with what it had, and with limited editing, Journey to Silius was released.

Thankfully, Sunsoft didn't throw this game into the dumpster after losing the Terminator license, because Journey to Silius is one of those seldom-played but everyone-should-play-it NES gems.

Its fast-paced 2D action style made it a game preferred by those with quick reflexes, and its arsenal of weaponry, which can be chosen from a Mega Man-like menu, gave the gameplay variety, with certain weapons working best against certain enemies and bosses.

Journey to Silius wasn't experienced by many gamers in its time, but it has more than earned its place on our Top for its smooth gameplay alone.

Fond memories for this one really only go a year or so back. I never got into Journey to Silius as a kid my brother may have rented it once?

The care gameplay is right on, the visuals aren't bad at all, and it stinks of Mega Man inspired robot blasting.

Demon Sword is a ninja action game that plays out at a break-neck speed compared to some of its contemporaries cough — Kung-Fu — cough.

Demon Sword's ninja is surprisingly agile, with the ability to hop to tree tops in matter of seconds. While not nearly as deep or polished as Ninja Gaiden, as you progress you can amass new skills, weapons and powers befitting of a ninja.

Although prominently featuring traditional Japanese settings and mythology, Demon Sword seems to have suffered from a poor North American localization, as evidenced by the goofy box art featuring a naked blonde guy glaring at his sword.

But all the bare-chested barbarians in the world couldn't hide the fact that, in the game, our hero is sporting a flamboyant red kimono. Yeah, it looks like a dress, but it really frees up his arm for easy decapitations.

I was one of those poor saps that actually enjoyed a similar and ultimately less impressive game, Legend of Kage, so I took to this game immediately.

To this day I still vividly remember the cutscenes that showed my sword becoming more powerful. Many gamers of today's generation know Popo and Nana best for their recurring role in the Super Smash Bros.

But one has to travel back to the fall of to find the origin of these two arctic explorers, who first appeared in one of the launch titles on the NES, Ice Climber.

The Ice Climbers, as the two starring characters are popularly known, are relentless lovers of the alpine trek, and they'll stop at nothing to climb mountain after mountain just to reach its apex, where untold valuable items can be found.

As the name of the game suggests, the idea of Ice Climber is to climb, climb, climb. Popo and Nana are equipped with mallets to fend off enemies on any given mountain they're climbing, but it's usually hazards of a different variety that stymie the advance of even the most ardent of Ice Climber players.

Fast moving platforms, icy terrain and blocks that couldn't be broken by your mallet ruled the day, and Ice Climber got excruciatingly hard in the latter stages.

Ice Climber's biggest claim to fame for its time, however, was the ability for two players to play the game simultaneously. I always thought Ice Climber was just another way to repackage Mario Bros.

But in reality, the games were different enough, and Ice Climber so much better to me when I finally played it, that I felt silly for ever thinking that.

While it's undeniable that Mike Tyson's Punch-Out!! This game allowed two players to face off against one another in the squared circle, move freely around the ring, throw a variety of punches and even get into grapples, all things you wouldn't find in Little Mac's game.

Some of Ring King's lasting popularity is for reasons a bit more dubious, though, in that it's one of the most laughed-at games on the 8-bit Nintendo because of some unintentionally suggestive visuals.

The grappling animation between the two fighters makes it look like they're just hugging each other, and the boxers' interaction with their cornermen between rounds is even more, well, provocative.

The inability of the NES to more accurately render detailed animations continues to be one of the system's greatest charms, though, so it's no real negative against the game, just a chuckle-worthy aside that might leave you just a bit embarrassed today.

My best memories of Ring King are the epic fights I had on the higher difficulty levels. I'm a lifelong boxing fan, so being able to "sim" matches this early was something of a breakthrough for me.

These days, though, I can't help but chuckle at the highly suggestive between-round power-ups. Go find a movie of it if you don't believe me — it's amazing.

A game no one bought, but everyone had. Duck Hunt is the game that immortalized forever Nintendo's light gun called the Zapper, and was certainly the game that used the underused peripheral more than any other.

But it was this release combined with Super Mario Bros. Sure, Duck Hunt's gameplay was as simple as pointing-and-shooting, and one could easily cheat by standing an inch from the television.

Unfortunately, virtually all televisions today render the game unplayable, so a new generation of gamer has yet to be exposed to the wonder of duck hunting and skeet shooting.

Perhaps the most interesting tidbit of all about Duck Hunt, however, was the stand-alone product's incredibly small size.

The entire game fit on an infinitesimally small cartridge sized at kilobits. Even as a young'un, I felt some injustice every time a guest brought the Zapper up against the television's bubble screen.

You can't do that! Though the dog, mocking me with laughter, encouraged delinquency. I'll show you, dog The Ultimate Team strikes you as a bit gimmicky, we've got news for you: It's effectively a full Battletoads follow up with our boys Billy and Jimmy Lee along for the ride.

The Double Dragon characters are capable of kicking butt to be sure, but the unique brawling, racing and, yes, spelunking action that Rash, Pimple, and Zits introduced in their first outing is the main attraction in this crossover.

Although it is fun to pummel some of Double Dragon's most notorious thugs, Battletoads fan will probably be the most satisfied with this cartoonish, goofy beat 'em up.

And since everybody seems to be teaming up, you may as well take on the combined forces of the Dark Queen and Shadow Warriors with a pal — the game's difficulty seems to indicate that it's built for two.

The original Battletoads was definitely awesome, but I seemed to favor the design that paired up those TMNT-ripoff characters with the classic brawler characters.

This game was much tighter in control and actually gave a better sense of accomplishment to the player. While the first game was an arcade platformer directly inspired by the movie, The Goonies II did its own thing.

Hampered somewhat by obtuse point-and-click adventure elements reminiscent of Shadowgate that threw many people off, The Goonies II still offered a sprawling mansion and its subterranean environs to explore via traditional platforming.

With the 8-bit rendition of the Cyndi Lauper theme from the movie blaring, lead Goony Mikey sets out to rescue the remaining kids, and, for some reason, a Mermaid, from the Fratelli family.

It's all a bit confusing, but with little perseverance and a lot of hitting walls with your hammer you'll discover a unique hybrid adventure game worthy of the Goonies license.

We're still eagerly awaiting a Goonies III. Goonies never say die! In the late s Goonies mania was in full swing, which helps explain the countless after school sessions I spent with this perplexing Konami cash-in.

It wasn't until a decade or two later that I finally understood that a poor localization was responsible for the game's extreme weirdness.

Who knew The Goonies were big in Japan? After releasing several games for the Atari and other computer-based consoles, famed Pitfall!

What at first appeared to be an awkward platformer quickly revealed itself to be a true test of gaming mettle.

The nameless Boy and his pet Blob would overcome obstacles, defeat enemies and progress through the game by way of using special Jellybeans that would allow the Blob to become different objects and perform different feats.

Feeding the Blob flavored jellybeans from apple to vanilla caused the Blob to transform into everything from a car jack to an umbrella.

The Boy was virtually helpless without his Blob and his stash of flavored Jellybeans, making this title an interesting mix of action-adventure and puzzle gameplay.

Because I was the kind of nerd that kept track of developer names, when I saw that the creator of Pitfall was behind Boy and His Blob, I was sold.

Feeding jellybeans to Blobert to transform it into different items and it was fun just to experiment with, such as making a blow torch with a cinnamon bean and a rocket with a root beer bean.

In , there was nothing cooler than sitting in the cockpit of Spy Hunter at your local arcade to cruise the streets with the Peter Gunn theme blaring in your ears.

Nevertheless, it was still pretty cool when the NES finally made it possible to hunt spies in the comfort of your own home. As expected, Spy Hunter still stood out as one of the NES's greatest driving games even though it had aged a bit.

While maintaining breakneck speed, your suave, Bond-inspired spymobile is beset on all sides by reckless limousines, bullet-proof coups and even a helicopter dead set on chipping your pristine paint job.

Using awesome spy tools — hood mounted machine guns, oil slicks, smoke screens — you could take on each enemy in style. And here's the kicker — the pit stop comes to you!

Navigate up the ramp of a moving semi and you'll instantly up your arsenal. And did we mention your car can transform into a boat? Yeah, it can do that too.

The car is called the G It is possibly the most awesome car ever made aside from the "Metal Attacker" in Blaster Master.

It was even more awesome when you drive far enough to reach the boathouse and change into the speedboat.

An arcade-inspired action run and gun starring sweaty shirtless men charging through tropical jungles and blasting everything in sight with an overhead, birds-eye perspective, Ikari Warriors was the definitive videogaming outlet for bottled-up aggression.

This game was macho, manly destructive fun with its simultaneous two-player action, but also ended up playing an important historic role in the industry — it put SNK on the map.

The company got its start with Ikari as its first major hit, and the success of this game fueled the studio to go on and ultimately create classic fighting franchises such as Fatal Fury and King of Fighters on the Neo-Geo, as well as the timeless Metal Slug series.

The heroes of Ikari Warriors, Ralf and Clark, even went on to cameo in several of those later games, you can play as them in several King of Fighters sequels, as well as the most recent Metal Slug installments.

Not too bad for a couple of sweaty, shirtless Rambo clones. This was a defining day for my brother and I, though I'm sure neither of us knew it then.

When Ikari Warriors came out I went berserk for it, and having no income of my own I had to beg my brother Matt 12 years older than me to go out and rent it, which he denied time and time again.

We'd head to Mr. Movies in Minnesota, I'd see the box art, freak out, and he'd pick up something else. Finally we rented it, played co-op, and dominated the game, even leaving the NES on overnight during the dreaded "Everyone looks like player 1 and 2" level.

I was totally paranoid that I'd come back from school or day care or whatever and the game would be turned off.

Fast forward another 15 years or so and I spend my nights playing Call of Duty 4 while he frequents games like BlazBlue.

I guess some things never change, eh Ikari Warriors? Following the success of DuckTales, the iconic Disney chipmunks Chip 'n Dale received an action-packed, after school cartoon series in the late '80s.

Unlike DuckTales, however, Rescue Rangers is basically linear. With little emphasis on the scaled-up world of the titular chipmunks, many of the things lying around the inflated settings could be picked up and used as projectiles on exploration.

Rescue Rangers also ratcheted the difficulty down quite a bit, making it a good experience to share with a less-skilled partner. Despite their popularity, cooperative games were rarity on the NES and hey, when was the last time you got to spend some quality time with your little sister?

Above all else, what surprised me most about Rescue Rangers is that it was so fun to play. I couldn't stand the cartoon I was a DuckTales sort of guy , but to my surprise the game was an addictive platforming masterpiece.

Discovering each new level was a joy. Legendary Wings may have the distinct honor of being the weirdest result of Capcom's efforts to diversify shooters in the s.

Set in an ancient Greece-inspired future mind blown yet? If you can get past the partially naked winged dudes, Legendary Wings offers some other treats as well.

For instance, a giant mouth spouts out vortexes that suck you into a side-scrolling stage with a creepy worm mini-boss. If you fully power up your weapons you turn into a flaming, butt-kicking phoenix.

Although originally an arcade game, the NES port of Legendary Wings is especially welcome on the NES due to its cooperative mode, which allows you to experience the weirdness with a pal.

Carry on about how this game just isn't as good as the arcades I do , but the truth is NES had some killer shooters, and this was one that I went back to over and over again.

It had two player support — so even when my feeble, under-developed child hands couldn't hack it my bro could step up and dominate — and the addition of not only top view but also side scrolling portions sent my infant-like brain into convulsions.

What a glorious game, from the overall design down to the visuals and music. When I wasn't burning my eyes in playing 3D Rad Racer on my brother's water bed I was wasting my life away with this shooter.

Now you can see why I'm so messed up…. The NES had a handful of memorable wrestling sims, including Nintendo's own Pro Wrestling and WWF WrestleMania, the first wrestling game to ever license the use of real world performers, but from a gameplay standpoint, none of them ever trumped Tecmo World Wrestling.

This grappler was unmatched in its diversity of moves and over-the-top personality, and remains today a favorite of thousands of fans across the world.

Tecmo World Wrestling's main gameplay screen split the action, with the core wrestling taking place on the top half on the screen while the television's lower portion was dominated by the text bubbles of an overly enthusiastic ringside announcer calling all the play-by-play.

You worked your opponent into submission, going for the pin, and victory gave you the chance to take on tougher challengers, but not before training your chosen warrior to be stronger with interstitial mini-games.

It's still a blast to this day and Tecmo should bring it back. How could I forget the cutscenes? Watching elaborate slams and suplexes in the glorious 8-bit cinematics captured my imagination immediately.

I also loved the take-offs of popular wrestlers that Tecmo had going on here. By , Capcom was churning out quality 2D platformers at frightening rate, making it entirely possible for the gamers of yesteryear to have missed this strangely licensed gem.

Little Nemo, an American comic strip, had received the anime treatment in Japan at the time and thus the game was created, but the license was no doubt long forgotten by American audiences when Nemo came stateside.

In the game, our pajama clad mascot navigates the often psychedelic Slumberland with the help of wild animals.

Gorillas, lizards, frogs and other feral friends can be temporarily tamed when Nemo feeds them candy do not try this at home , at which points he saddles them up Yoshi-style, allowing him to reach new areas.

But Slumberland is an unexpectedly dangerous place, and the game's advanced difficulty level no doubt took some unsuspecting youngsters by surprise.

Little Nemo's cover art of a tyke in his pajamas most likely resulted in it finding its way into the hands of many a NES gamer's little sister, which is where probably where I first chanced upon it I had a strict "no girly games" policy when I was This kiddie Capcom platformer gave Mega Man a run for his money, though, and while I'm still not sure who this Nemo dude is, I had a great time pelting animals with candy all the same.

Qix is one of the finest examples of the NES's prowess at emulating arcade classics. Although the NES had trouble tackling some of its arcade contemporaries, games like 's Qix were a perfect match for its capabilities.

While Qix was never lauded for its graphical flair, the NES got not only the look but the mechanics of this strange geometric puzzler down perfectly.

In Qix, the titular entity bounds randomly about the playing field while the player attempts to gain ground by drawing boundaries with a stylus of sorts.

Complete a shape and the area is yours. If the Qix interrupts your line mid-stroke, you are destroyed. There is an art to snagging territory, and players eventually must learn how to manipulate the irrepressible Qix itself.

Qix for NES is the definitive home version due to its spot-on emulation and availability, although it was also resurrected on various PC platforms and Nintendo even published a GameBoy version featuring characters from the Mario pantheon.

In it, there's a Qix-inspired mini-game, and in that instant, I remembered how much fun I had with the NES port during my childhood.

Crazy how that happens, no? Pro-Am, and cast players as the captains of a high-speed, heavily-armored attack ship cutting through tropical waters to take on sharks, rival watercrafts and giant sea serpents.

The Cobra Triangle gunship was a versatile vessel, and the power-ups it could obtain were what made this one a blast to play. You could upgrade its engine, increase the rate of fire of its bullets, increase the number of its bullets, give it the power to fire secondary missiles and even wrap it in a force field.

It's like someone took the Gradius series' Vic Viper and transformed it from a spaceship into a jet ski. I played this game for the first time on a vacation to Wisconsin that was back when most kids had three NES games total, and liked it , and dug the game so much I had to own it.

In fact, I'm not sure I ever bought it, so if anyone ever sees Andy Folkers can you tell him I still have his copy of one of the best NES games of all time?

Crap… I should really get this awesome gem of a game back to him. Although it's actually the second entry in the predominately Japanese TwinBee series, the re-branded Stinger was the only entry that saw release on the North American NES.

A uniquely saccharine shooter, Stinger pits two quite capable, but very pastel space cruisers against some deceptively cute enemy forces. An irate watermelon spits seed at you at the end of one level, while a very angry water faucet lurks at the conclusion of another.

Things just get weirder from there, with household appliances eventually standing between you and whatever your adorable goal may be.

You can collect power-ups by "juggling" bells on heart-shaped beams of pure love, thus altering their colors and endowing you with different abilities.

The entire game can be played with a wingman, but make sure whoever it is can appreciate a heaping dollop of cuteness, served Japanese-style with extra "cute" on the side.

Vague memories of a strange, somewhat girly shooter plagued me as I restocked my NES collection a few years back. I happily rediscovered Stinger despite its unfortunate title and packaging A space ship with boxing gloves?

As I played it for the first time in two decades, I recalled many afternoons spent with the cutesy Twinbee fighters.

Now if I could only figure out what that tank game with huge bosses was…. Sure it was the sequel to an awesome medieval platformer, but we're pretty sure it was Fabio's bare-breasted likeness smoldering on IronSword's cover art that made this game a smash hit with kids and moms alike.

The sequel features the same great stuff as the first: The game places a greater emphasis on exploration than the first, and can get a bit confusing, but if you hop around enough you can find your way through the game fairly easily.

Visions of Power, followed as a largely forgotten and Fabio-less dud. Although I initially displayed the poster of IronSword's cover art that shipped with the game on my wall, Fabio's polished pectorals quickly became a discomforting presence in my bedroom.

Nevertheless, I spent many hours with this awesome sequel — in the game, the cover model was substituted with a protagonist tastefully clad to the nines in iron plating.

Early adopters who made the next-gen leap without looking back missed an incredible game design. Gargoyle's Quest II was the sequel to the Game Boy original Gargoyle's Quest, a game that was itself a spin-off of Capcom's Ghosts 'n Goblins starring that series' infamous flying red demon as its hero.

This NES follow-up refined and focused what started on the portable platform, offering a polished action experience married with overhead map and town exploration ripped right out of the best RPGs of the age.

You could jump, cling to walls, spew fireballs and hover with your demon wings in action stages and then chat it up with the denizens of the Demon Realm, earn upgrades and items and more.

A great, overlooked game that deserves more recognition today than it got back in What an unsung classic this, and the Game Boy version, is.

This is another one that really paved the way for others too. Demon's Crest, perhaps one of the biggest under-selling games of all time compared to its quality, wouldn't have been possible without cutting its teeth on the NES and classic Game Boy.

Amazingly enough, this game still holds up too. Kung Fu is an enigma. A dumbed-down port of a superior arcade title by Irem, Kung Fu holds accolades simply for being one of the first third-party games released on the NES.

Aside from its special place in history, however, Kung Fu is also a rewarding example of early "beat-'em-up" videogames in all of its 2D glory.

Made up of only five stages and a few types of enemies, a skilled gamer can get through Kung Fu in its entirety in less than ten minutes.

What makes the game so special, then? Apart from its fun gameplay and difficult boss battles, Kung Fu had inherent replay value simply because the game started over once you beat it with a higher difficulty level.

This made it a prime game for high score hunting, with certain parts of the experience that were of the make and break variety.

Could you get past the bee-throwing enemy on stage four without losing a life? It was integral if you wanted a high score. And who could forget Mr.

X's maniacal laughter each time he defeated Thomas, keeping his kidnapped girlfriend for his own. Who ever thought I could be addicted to such a simple, repetitive game?

We could only afford a new game every few months growing up, and when we were stuck with a game like Kung Fu, you might think we were disappointed.

Kung Fu proved how good even the most simple games can be, and it's still a title I go back and play often to this day. But back on the NES, there was no besting LucasArts' Maniac Mansion for deep, involved and genuinely funny pointing and clicking action.

Though a bit cumbersome to control with just an NES D-Pad and menu bar of potential actions to take, this tale of seven diverse high school kids exploring a kooky manor populated with wacky, blue-skinned mad scientists and alien tentacles was nevertheless addictive, thanks in large part to the great variety of ways to win.

You could take several different paths through the house, discover tons of interactions between characters and objects, and replay the game again and again with a completely different trio of the seven potential playable characters each with unique skill-sets and abilities.

Let's be honest — if you are going to play Maniac Mansion, you really should try the uncensored Commodore 64 version. Nintendo was pretty heavy handed about content on the NES, so some of the ribald stuff in MM was yanked.

But even without it, Maniac Mansion was still an excellent adventure game with a good sense of humor. Super C, the somewhat unfortunately-titled sequel to Contra, features the same co-op shooter action of the first without toying with the formula too much.

If you are wondering, that formula is one part Aliens, two parts First Blood, and perhaps a dash of Predator to keep things exotic.

A port of a graphically superior arcade version, Konami gave Super C lots of love to help it make a successful transition, including the addition of several unique levels.

The pseudo-3D levels that broke up the side-scrolling action in Contra are replaced with vertical-scrolling levels, but the graphical style, gameplay and even the guns all remain identical to the original.

Super C, like Contra, is a nearly perfect cooperative experience, and is best enjoyed with a buddy to high five as the iconic level finish tune plays.

All I remember is the Konami Code only worked once on this game and it gave players 10 lives instead of 30 per continue and — worse of all — it only worked once.

A complete reworking of an inferior arcade brawler of the same name, Rygar for the NES tells the heroic story of a man and his deadly yo-yo shield.

Unlike its source, the NES version is an exploration-focused game with both side-scrolling platforming levels connected by a top down overworld-like area.

Having more in common with Metroid or The Legend of Zelda than NES era brawlers, Rygar must find equipment upgrades — a grappling hook, pulley, crossbow etc.

Strangely, though epic in scale, Rygar doesn't feature a way to save or even a password system, so make sure your NES is hooked up to a good power source before embarking on your quest.

Kratos' Blades of Athena are simply an upgrade of Rygar's one and only Diskarmor! The top-loading NES replaced the classic system, the Super Nintendo was over two years old, and the bit battle was waging all around it in full force.

Capcom considered the NES obsolete at this point and refused to publish the game in the United States. That's where Nintendo stepped in and published the game itself for a spring release.

Mega Man 6 is considered by many to be the last worthwhile NES release in the catalog, and though that's not saying much when looking at the title's contemporaries, Mega Man 6 is still as good as it gets in many respects.

The new Rush Adaptors combined Mega Man with his robotic dog into one unit for the first time, and yes, Dr. Wily is again behind the robotic destruction coursing through the game, this time masquerading as the ill-disguised Mr.

When the game dropped, I was on a weird banana oatmeal kick, and I would make a batch every few hours as I played the game over and over again.

I still equate the smell of bananas to Mega Man 6 to this day. One of the NES's premier racing games may have a peculiar title, but we pose this question: Admittedly, the exhilaration of burning past the beach-going VW beetles in your red Ferrari the F1 was significantly less radical is indeed worthy of such high self praise.

Nonetheless, the game remains an iconic entry in the NES catalog due to its simple race-or-die gameplay. And if racing in two dimensions isn't your cup of tea, grab your Power Glove, pop on a pair of 3D glasses, and experience Rad Racer in red and blue stereoscopic bliss.

I can remember looking at the Rad Racer flap at Toys R Us remember the old system of flaps and slips? That was enough for me.

Thankfully, Rad Racer turned out to be a great racing game that was my second-favorite racer of the generation, right after OutRun on the Master System.

In it, our metal-clad protagonist, Kuros, sets out on a quest to save not one, but several distressed damsels and we're not talking about some ugly dude in mushroom regalia.

Along the way you'll explore — via many, many knightly leaps — lofty treetops, labyrinthine caverns and an unexpectedly tall castle tower.

In a cool adventure gaming twist, you'll need to meet a certain booty diamonds, not damsels quota before being able to exit each area, but don't expect a sign reading "Here Be Treasure.

Along the way you'll score various weapon upgrades, although Kuros's trademark duds never change. This makes it all the more mysterious that he appears as a strapping naked dude on the cover, but hey, those were different times.

Happily, this fine action platformer broke with the stereotypical dungeon crawlers, allowing you to hop around, bashing enemies with your Wand of Whatever without a single roll of multisided dice, virtual or otherwise.

The NES had its fair share of unique puzzle games, and Adventures of Lolo 3 might take the cake as the genre's quintessential title on the console.

While two Lolo games preceded the release of the series' third iteration in the States, the game known by fans as Lolo 3 is most fans' favorite.

What's more, it was a fledgling HAL Laboratory that created the series, a company more popularly-known today for the Lolo-like character Kirby. In premise, the Lolo games were as simple as can be.

A stagnant, square-shaped screen presented the player's blobbish character with a puzzle. To proceed to the next level, a treasure chest must be opened, but that chest is only unlocked when all heart icons on the screen are acquired.

And that's where Lolo's difficult gameplay comes in, because it's getting those icons that are the true feat. You have to deal with enemies galore and traps aplenty; the game even gave the player the option to kill his or her character off by pressing the Select button if they found themselves trapped or unable to proceed, a true testament to Lolo 3's deep and difficult gameplay built on a deceivingly-childlike facade.

All of the Adventures of Lolo games were great, but the third chapter has the best puzzles of the whole series — and almost the most difficult.

As much as I enjoyed, I honestly don't believe I ever beat it. I should fix that To capitalize on the puzzle trend, Nintendo threw its first-party hat into the ring and released Dr.

Mario on the console just in time for the holiday season. An interesting take on the Tetris formula, Dr. Mario presented gamers with a new puzzle-based quandary — how will you use the multi-colored pills thrown into play by a white coat-wearing Mario to eliminate the viruses plaguing your screen?

The answer was simple — line up the appropriate colors of pills matching the viruses, and voila, they disappear. As was the case with Tetris, Dr.

Gain Ground is a port of a Sega arcade game that was a mixture of the action and strategy genre's. The game is played like a top-down shooter, but your aim is to either clear each stage of enemies, or get all of your team of soldiers to the exit.

The interesting thing about Gain Ground is that at the beginning of the stage you can choose from three different characters each with different strengths, and as the game progresses you can rescue new characters by picking them up in the stages and bringing them to the exit.

Due to all the different abilities, strength's, and weaknesses of each character a certain amount of strategy is involved, with you needing to make an informed decision on which character is best suited to the job at hand.

The game would have placed higher, but unfortunately this version is missing the enjoyable 2-player co-operative feature. With this the Wonder Boy team decided to go with with a back to basics approach and released a game more akin to the original Wonder Boy than the later adventure flavoured releases.

Monster Lair is a fairly simplistic arcade action game that focus' on classic platforming and shooting action. The 2-player co-op is fun, and there's are points multipliers to keep you focused on the gameplay at hand.

This version is better than the Mega Drive port, as it has all the levels, and better animation. Exile is an action focused JRPG which switches between a top down view for the overworld and villages, and a side on view with platformer gameplay for the dungeons.

The game has quite good presentation for its time with cut scenes and voiced dialogue, and due to the well liked US company Working Designs handling the translation a company known for putting in more effort than most actually has a decent English dub, almost unheard of during this time.

A mega-corporation known as Ultratech has set up a tournament in which human fighters battle it out with Ultratech abominations … Continue Reading.

In ActRaiser, you take on the role of the Master as he quests to recover his strength and restore his power. This will be accomplished by taking back the Earth from the clutches of the demon Tanzra … Continue Reading.

The famous Harvest Moon franchise began on the Super Nintendo. Once again, players take control of two hardened action heroes as they fight the evil Red Faction aliens.

This is a single-player affair broken up into a series of eight training lessons, with a couple of secret command missions thrown in as well.

Each lesson consists of … Continue Reading. Unlike most games designed by the legendary Will Wright, including Sim City, there is a small amount of story, and an end point, to SimAnt.

The story here is simple, and hilarious. Players take control of Zeke and Julie, a couple of suburban kids on a mission to rescue their neighbors from the swarms of … Continue Reading.

It is the year , and Earth is under attack by the Dark Axis. The player is tasked with the role of mayor of his or her own city … Continue Reading.

Players take control of Aladdin himself to guide the famous street rat through many of the events and scenes of the film.

The play mechanics should be familiar to anyone who … Continue Reading. Rampart feautes a unique blend of genres, including strategy, shooter, and puzzle.

A session of Rampart always begins with the selection of castles and placement of cannons … Continue Reading.

In this game, the player takes the role of an airline CEO.

DKC3 is a side-scrolling platformer which adheres strongly to the tenets of that genre. Levels generally progress left to right in a linear fashion, as baddies are jumped on … Continue Reading.

The original Super Mario Bros. The original Mortal Kombat slammed arcades in and changed video games forever in the process.

This game takes place in a medieval world populated by both humans and anthropomorphic animals. Upon picking up Mega Man X for the first time, I immediately realized the appeal of the series, and what had kept fans coming back for so many installments … Continue Reading.

The Third Lightning … Continue Reading. This is one wild 2-D fighter, with a story and characters to match. A mega-corporation known as Ultratech has set up a tournament in which human fighters battle it out with Ultratech abominations … Continue Reading.

In ActRaiser, you take on the role of the Master as he quests to recover his strength and restore his power. This will be accomplished by taking back the Earth from the clutches of the demon Tanzra … Continue Reading.

The famous Harvest Moon franchise began on the Super Nintendo. Once again, players take control of two hardened action heroes as they fight the evil Red Faction aliens.

This is a single-player affair broken up into a series of eight training lessons, with a couple of secret command missions thrown in as well.

Each lesson consists of … Continue Reading. Unlike most games designed by the legendary Will Wright, including Sim City, there is a small amount of story, and an end point, to SimAnt.

The story here is simple, and hilarious. Players take control of Zeke and Julie, a couple of suburban kids on a mission to rescue their neighbors from the swarms of … Continue Reading.

It is the year , and Earth is under attack by the Dark Axis. The player is tasked with the role of mayor of his or her own city … Continue Reading.

Players take control of Aladdin himself to guide the famous street rat through many of the events and scenes of the film.

The play mechanics should be familiar to anyone who … Continue Reading. Rampart feautes a unique blend of genres, including strategy, shooter, and puzzle.

A session of Rampart always begins with the selection of castles and placement of cannons … Continue Reading. In this game, the player takes the role of an airline CEO.

Though a bit cumbersome to control with just an NES D-Pad and menu bar of potential actions to take, this tale of seven diverse high school kids exploring a kooky manor populated with wacky, blue-skinned mad scientists and alien tentacles was nevertheless addictive, thanks in large part to the great variety of ways to win.

You could take several different paths through the house, discover tons of interactions between characters and objects, and replay the game again and again with a completely different trio of the seven potential playable characters each with unique skill-sets and abilities.

Let's be honest — if you are going to play Maniac Mansion, you really should try the uncensored Commodore 64 version. Nintendo was pretty heavy handed about content on the NES, so some of the ribald stuff in MM was yanked.

But even without it, Maniac Mansion was still an excellent adventure game with a good sense of humor. Super C, the somewhat unfortunately-titled sequel to Contra, features the same co-op shooter action of the first without toying with the formula too much.

If you are wondering, that formula is one part Aliens, two parts First Blood, and perhaps a dash of Predator to keep things exotic.

A port of a graphically superior arcade version, Konami gave Super C lots of love to help it make a successful transition, including the addition of several unique levels.

The pseudo-3D levels that broke up the side-scrolling action in Contra are replaced with vertical-scrolling levels, but the graphical style, gameplay and even the guns all remain identical to the original.

Super C, like Contra, is a nearly perfect cooperative experience, and is best enjoyed with a buddy to high five as the iconic level finish tune plays.

All I remember is the Konami Code only worked once on this game and it gave players 10 lives instead of 30 per continue and — worse of all — it only worked once.

A complete reworking of an inferior arcade brawler of the same name, Rygar for the NES tells the heroic story of a man and his deadly yo-yo shield.

Unlike its source, the NES version is an exploration-focused game with both side-scrolling platforming levels connected by a top down overworld-like area.

Having more in common with Metroid or The Legend of Zelda than NES era brawlers, Rygar must find equipment upgrades — a grappling hook, pulley, crossbow etc.

Strangely, though epic in scale, Rygar doesn't feature a way to save or even a password system, so make sure your NES is hooked up to a good power source before embarking on your quest.

Kratos' Blades of Athena are simply an upgrade of Rygar's one and only Diskarmor! The top-loading NES replaced the classic system, the Super Nintendo was over two years old, and the bit battle was waging all around it in full force.

Capcom considered the NES obsolete at this point and refused to publish the game in the United States. That's where Nintendo stepped in and published the game itself for a spring release.

Mega Man 6 is considered by many to be the last worthwhile NES release in the catalog, and though that's not saying much when looking at the title's contemporaries, Mega Man 6 is still as good as it gets in many respects.

The new Rush Adaptors combined Mega Man with his robotic dog into one unit for the first time, and yes, Dr. Wily is again behind the robotic destruction coursing through the game, this time masquerading as the ill-disguised Mr.

When the game dropped, I was on a weird banana oatmeal kick, and I would make a batch every few hours as I played the game over and over again.

I still equate the smell of bananas to Mega Man 6 to this day. One of the NES's premier racing games may have a peculiar title, but we pose this question: Admittedly, the exhilaration of burning past the beach-going VW beetles in your red Ferrari the F1 was significantly less radical is indeed worthy of such high self praise.

Nonetheless, the game remains an iconic entry in the NES catalog due to its simple race-or-die gameplay. And if racing in two dimensions isn't your cup of tea, grab your Power Glove, pop on a pair of 3D glasses, and experience Rad Racer in red and blue stereoscopic bliss.

I can remember looking at the Rad Racer flap at Toys R Us remember the old system of flaps and slips? That was enough for me. Thankfully, Rad Racer turned out to be a great racing game that was my second-favorite racer of the generation, right after OutRun on the Master System.

In it, our metal-clad protagonist, Kuros, sets out on a quest to save not one, but several distressed damsels and we're not talking about some ugly dude in mushroom regalia.

Along the way you'll explore — via many, many knightly leaps — lofty treetops, labyrinthine caverns and an unexpectedly tall castle tower.

In a cool adventure gaming twist, you'll need to meet a certain booty diamonds, not damsels quota before being able to exit each area, but don't expect a sign reading "Here Be Treasure.

Along the way you'll score various weapon upgrades, although Kuros's trademark duds never change. This makes it all the more mysterious that he appears as a strapping naked dude on the cover, but hey, those were different times.

Happily, this fine action platformer broke with the stereotypical dungeon crawlers, allowing you to hop around, bashing enemies with your Wand of Whatever without a single roll of multisided dice, virtual or otherwise.

The NES had its fair share of unique puzzle games, and Adventures of Lolo 3 might take the cake as the genre's quintessential title on the console.

While two Lolo games preceded the release of the series' third iteration in the States, the game known by fans as Lolo 3 is most fans' favorite. What's more, it was a fledgling HAL Laboratory that created the series, a company more popularly-known today for the Lolo-like character Kirby.

In premise, the Lolo games were as simple as can be. A stagnant, square-shaped screen presented the player's blobbish character with a puzzle.

To proceed to the next level, a treasure chest must be opened, but that chest is only unlocked when all heart icons on the screen are acquired. And that's where Lolo's difficult gameplay comes in, because it's getting those icons that are the true feat.

You have to deal with enemies galore and traps aplenty; the game even gave the player the option to kill his or her character off by pressing the Select button if they found themselves trapped or unable to proceed, a true testament to Lolo 3's deep and difficult gameplay built on a deceivingly-childlike facade.

All of the Adventures of Lolo games were great, but the third chapter has the best puzzles of the whole series — and almost the most difficult.

As much as I enjoyed, I honestly don't believe I ever beat it. I should fix that To capitalize on the puzzle trend, Nintendo threw its first-party hat into the ring and released Dr.

Mario on the console just in time for the holiday season. An interesting take on the Tetris formula, Dr. Mario presented gamers with a new puzzle-based quandary — how will you use the multi-colored pills thrown into play by a white coat-wearing Mario to eliminate the viruses plaguing your screen?

The answer was simple — line up the appropriate colors of pills matching the viruses, and voila, they disappear.

As was the case with Tetris, Dr. Mario got fast and furious the further into the game you got. Before you knew it, your screen was full of viruses with scant a place for your pills to go.

Thankfully, unlike Nintendo's release of Tetris, Dr. Mario reveled in its two-player glory, and Nintendo's new hit proved not only to be a favorite among puzzle fans, but a game consumed by multi-player purists as well.

I was so bored with Tetris. It wasn't even that compelling. But when one of my favorite childhood icons, Mario, appeared in his own variety of puzzle game, I was hooked.

The Tetris cartridge was circulated amongst us and our various neighbors forever after collected dust. Mario had a two player mode.

Unforgiving, head-scratchingly perplexing, deep, dangerous and unlike anything else on the system in theme and feel. Shadowgate, originally made for Mac systems, was a point-and-click adventure game seen from a first-person perspective, wherein you ventured deep into a complicated dungeon filled with traps, monsters, riddles and hidden treasures around every corner.

A key eye for subtle detail was needed for success, as your exploration could often come to a sudden and gruesome end if you missed even a single key weapon or item early in the labyrinth.

You were fighting the clock, too, and if you ever ran out of torches then it was Game Over for you. Shadowgate's unique spin on the point-and-click concept spawned several spiritual successors like Deja Vu and The Uninvited on the NES, as well as its own direct sequel years later on the Nintendo But the original is still the best, which is probably why it was singled out for a Game Boy Color release ten years after its Nintendo console debut in As a kid, Shadowgate was straight spooky.

Haunting music and the constant fear of running out of torches usually kept me from playing more than a half hour at a time, but I kept going back to it.

And never got anywhere. Friggin' troll, I've got only a copper coin! Radical Ninja got it exactly right. Last, you throw Radical into the mix. Just to be extra cool, and to remind you you're still in the '80s.

And Kid Niki was indeed a radical adventure, starring a young ninja-in-training whose own princess-rescuing adventure was set apart by two defining features — his spiked-out, punk-rock hairstyle and his vicious spinning sword.

Not content to just slash his foes to death, Niki had to slice and dice them with a whirlwind blade just to be that much more radical.

Totally bodacious to the max! Ah, Kid Niki, with your crazy hair and your even wackier spinning sword. You'd think a sword that spins would hurt you, but it doesn't.

While Niki is a game that hasn't aged as well as titles like Super Mario Bros. Simple, straightforward side-scrolling action, lots of baddies to send flying off the screen with a quick swipe of your blade, and stylish graphics for its time.

I doubt anybody would rank the title in their top 10s, but for a plus-year-old action romp, it was — as the title suggests — pretty rad.

The drama surrounding Tetris is one of the most storied sagas in the history of the NES. Tengen, an ambitious Atari-associated game developer, began releasing official NES games in Meanwhile, the company worked rapidly behind the scenes to override Nintendo's infamous lockout device that kept unofficial cartridges from being played on its console.

When Tengen released its first unofficial games using its new technology, Nintendo quickly sued. Ignoring Nintendo's claim to the Tetris name in the US a year later, Tengen released its own version of the world's most famous puzzle game on an unlocked, unofficial cartridge.

Tengen's tetris was pulled from shelves almost immediately when it was revealed that Nintendo's hold on the Tetris name stateside was legitimate.

Unfortunately, almost everyone agrees that Tengen's version of the game was far superior to Nintendo's, even including a two-player mode which Nintendo's version sorely lacked.

Today, the game known as Tengen Tetris is a rare title to have in your collection, but it's a worthwhile play. After all, Tetris is one of the classic games not only on the NES, but of all-time.

Although Nintendo's licensed, "official" version of Tetris was ubiquitous, happening upon this strange, black cartridge in the cobwebby recesses of a used game joint proved an eye-opening experience for this young NES collector-to-be.

The Game Pak is truly worth tracking down for its multiplayer selection, including a wacky cooperative mode. Not one, not two, but three games in one.

Project Doom is one of the most overlooked and underappreciated third-party game designs to ever hit the NES, even after claiming a cover of Nintendo Power in That's a shame, because its blend of three different types of gameplay set it apart from the crowd and made it a classic.

You had driving levels, featuring an overhead viewpoint straight out of Spy Hunter. You had sniper shooter levels, like those you might remember from The Adventures of Bayou Billy.

And you had side-scrolling stages, the core of the game, in which your character ran, jumped and attacked the invading alien hordes with a laser-whip.

Brawl — developer Aicom had you beat to the punch nearly two decades ago. Our own Mark Bozon has been working diligently to bring this title back to life, perhaps by way of the Virtual Console.

But even if we never see it again, it's earned its spot on this countdown. VPD may in fact be in my top 10 NES games of all time personally, and I didn't discover it until back in when a few of the WayForward guys all got into retro gaming together.

Someone brought a copy in, I played it, and instantly fell in love with it, playing over and over until I got my speed run down to around 14 mins on a real cart.

This game mixes amazing platforming with some quirky gun and driving missions; almost like Bayu Billy, if that game didn't suck and instead played like Ninja Gaiden.

I might just pretend I have the rights. That isn't illegal, right? From a technical standpoint, Metal Storm is something of a tour de force.

From simulated parallax — that means multiple backgrounds moving at varying speeds — to precise, multi-celled animation, this mech platformer pushes the NES to the very limits of its hardware capabilities.

More importantly, this clever title takes platforming's greatest crutch — gravity — and turns it on its head.

You play an M Gunner mech, which features awesome Magnetic? After a few minutes with Metal Storm you'll pity Mario for being such a ground bound chump.

Eventually, you must learn to apply your gravity-defying skills to puzzles, while at the very same time applying your blasters to the faces of many, many enemy robots.

Metal Storm's awesome tech inspired me to seek out games with superior graphics, ultimately leading me to the used game store to trade in my NES and all my games, including Metal Storm, for a Genesis.

But those few weeks I spent with Metal Storm remain precious. If one company was known for its amazing licensed NES games, it's Sunsoft.

With classic titles ranging from Batman to Journey to Silius which was originally supposed to be a licensed Terminator game , Sunsoft had the skills necessary to take even the most unusual licenses and make them into compelling adventures.

Fester's Quest was an amazing game that was both deep in its delivery and excruciatingly difficult in its execution. Fester's Quest also takes its cues from a hodgepodge of genres, which will appeal to many kinds of gamers.

Its top-down view makes it a bit of an action-shooter, while its emphasis on collecting items and upgrading weapons lends it more to the RPG and adventure crowd.

Either way, there's a lot to see and like about Fester's Quest. But if you venture into this territory, be ready for unforgiving difficulty, one of the game's hallmarks.

Growing up, my neighbors seemed to have all of the great games, when we could only afford one here and there. Fester's Quest was a title my brother and I would borrow from them over and over again.

It was so complicated for me as a six or seven year old that I had to let my brother take the reins, and when I finally got around to playing it when I was older, I realized what all of the fuss was about.

In a sort of desperate-sounding effort to distinguish itself from other puzzle games that may happen to feature falling colored blocks, Klax's title screen boldly proclaims that "It is the nineties, and there is time for Klax.

In Klax, a conveyor belt feeds tiles that can be stacked in columns. When colors are matched — you guessed it — they disappear.

But Klax is more than just the sum of its '90s neon parts. A small contingent of NES gamers actually prefer Klax to its main competitors — the simple, but accessible, Dr.

Mario and even to the great Tetris, which does seem a little stuffy when stacked against the Day-Glo extravaganza that is Klax.

It's flashy, it's clever, and it's one of the few puzzle games worth revisiting on the NES. After all, it is , and there's been a lot of time for Tetris and Dr.

Match three games were starting to gain in popularity when Klax came out. The arcade version hooked me first, but the NES edition kept my addiction going.

I think Tetris is the better game, but Klax is very creative and the NES version was surprisingly well developed and accurate to the original.

It only took a year for Tecmo to follow-up the smash-hit status of the original Ninja Gaiden with its sequel.

Officially titled The Dark Sword of Chaos, the gameplay remained true to the original, with one notable addition: While Ryu always could and in many cases had to grapple to walls to get around, Ryu could now scale up and down walls easily.

Initially, this appeared to make the game much easier, but in fact, Ninja Gaiden II's difficulty could easily be considered on par with the original, if not for different reasons.

Thankfully, Tecmo decided not to tinker with Ninja Gaiden II too much, and what resulted was yet another smash hit for its fictional ninja protagonist.

This game had everything that made the first what it was: But rest assured that like the original, Ninja Gaiden II's difficulty level is nothing to scoff at.

This game eats 8-bit novices for breakfast to this day. I thought I knew Ninja Gaiden until I saw my friend spawning red clones that mimicked his actions.

And as I recall, Ninja Gaiden II taught me to slide button presses for instant jump slashes, a skill that helped when I graduated to fighting games.

No other NES game ever earned that honor, but it's easy to see why Crystalis did — this post-apocalyptic tale of thermonuclear aftermath skillfully blended fantasy and science-fiction into one dynamic story.

The hero begins the game by awakening from cryogenic sleep, and then goes on to collect a set of four elemental swords to save the world.

Each blade offered a different ability, like the Sword of Wind that shot small tornadoes and the Sword of Water that could create bridges of ice. Once all four had been collected, the legendary titular sword "Crystalis" could be created.

Use that sword and you'll understand why this one has certainly earned its classic status. I was blown away by how complete an experience Crystalis was.

It looked extremely impressive for its time and I loved the soundtrack. Plus, being able to build an "ultimate weapon" out of blades I already had was a great touch.

It's one of the earliest games that convinced me that RPGs were my favorite. To this day, this is still the only game that's ever shipped with a coupon for five bucks off an order at Pizza Hut printed on the back of its instruction manual.

The Ninja Turtles do love their pizza. The Arcade Game for the NES was an incredibly impressive 8-bit conversion of one of the most popular coin-op cabinets ever created — the original side-scrolling Turtles brawler from the early '90s arcade scene.

The visuals weren't as vibrant and the animations weren't as fluid, but the gameplay was spot-on. It was so much fun to play that we didn't know many people who cared that it didn't look quite as good as its source material.

Konami even tossed in two new, NES-exclusive extra levels, making it even more "in-demand" when it hit store shelves. And if that five dollar coupon on the manual wasn't enough, Pizza Hut ads even made it into the game itself — one of the earliest examples of that kind of advertising in gaming history.

Seriously, those Turtles love eating pizza. I first played this in arcades with relatives manning all four joysticks—calling dibs on pizza for health was futile as everyone else was older and bigger than me.

In , Turtlemania was in full swing, and every marketer worth his or her weight in branded merchandise wanted a piece of animals-that-kick-ass pie.

And so the Battletoads — Rash, Pimple, and Zits — were born kids love acne, right? When you aren't pounding all manner of non-amphibious fauna, you are racing speeding vehicles, repelling down pits and performing various other stunts uncharacteristic of your every day brawler.

The detailed, cartoon-like graphics go a long way towards easing the pain of the game's extreme difficulty, as does the inclusion of cooperative play — at least you have someone to blame when you run out of continues on the second level.

Ask anyone who played this game extensively and they'll tell you, it was one of the hardest games of all time. For me, just making it to level 2 was a major accomplishment that I reveled in — let alone, the brutality that I had to overcome in future levels especially that darned Ice Cavern.

In the realm of 8-bit graphics and extremely limited storage space, Nintendo RPGs and other RPGs of the time had a difficult time telling expansive, immersive stories.

Dragon Warrior IV, released in the US in , tried to buck this trend with a unique approach to unraveling the game's overarching narrative.

Instead of focusing on just one character or one group of characters, Dragon Warrior IV tells its fragmented story in chapters, which the gamer takes on one at a time.

When all's said and done, the chapters' events and characters culminate in an amazing endgame. Even though Dragon Warrior IV approached the act of storytelling in a unique way, most of Dragon Warrior's gameplay conventions remained unchanged.

It's a good thing, too, since this was the last Dragon Warrior game to appear in the United States for nearly a decade.

Even though I was completely taken with the new bit game systems by the time this came out, Dragon Warrior IV was still one of my most anticipated games at the time.

Life Force, the NES port of the arcade game Salamander, and a spin-off of Gradius, is one of the best shooters the system has to offer, period.

The levels are similarly themed but diverse; from pulsing, organic biomasses to blistering fire fields to gleaming space stations, Life Force keeps things interesting for the duration of the admittedly short flight.

Life Force's moderate difficulty sets it apart from its peers in a genre generally geared towards the masochistic.

The key to not being obliterated is, of course, power-ups. Once you beef up your defenses, you're free to start amassing a sprawling arsenal, making aiming your shots somewhat irrelevant.

Or you can just skip the work and enter the Konami Code to get fully powered up in a matter of seconds. Finally, you can also blast through Life Force with a buddy — just don't expect the game's strained, overworked engine to keep up!

The Konami code let me finish this co-op version of Gradius. If you were a space nerd who loved Stewart Cowley's Spaceships to AD, you too, would write up fictional technical specifications for the Vic Viper and the RoadBritish spacecraft.

At some point in the latter half of the s, Konami's instantly-recognizable silver-framed package art became a surefire visual indicator of a top-notch NES experience.

Those that picked up Jackal merely due to its similarity in appearance to games like Contra and Castlevania were not disappointed.

Jackal's premise is that the resolution to all conflict lies in explosions — lots and lots of explosions. Occasionally you need to take a break from the one-Jeep-army annihilation to collect POWs from camps, but for your patience you are rewarded with even greater destructive power.

Before long your middling grenades are replaced by sleek missiles capable of taking out even the largest of enemy tanks. And believe us, the tanks get larger.

The key to Jackal's success, like so many other games on this list, is cooperative gameplay. Enlist a second set of wheels and you'll be nuking twice the whatever-the-hell-you-want-to in no time.

Choreographing delicate rescue operations with my cousin was a blast, sending one Jeep to collect P. Unnecessary, sure, but so necessary.

The Adventure of Link. You took on the role of a nameless hero setting off to save a village of Elves who are slowly being poisoned by the magic of the malevolent Evil One.

He's hidden himself inside the enormous, Tower of Babylon-esque World Tree — a massive, multi-leveled living structure that holds the entire game's worth of town, fortresses and enemy lairs within its roots, trunk and branches.

It would be great to see Nintendo revive the Faxanadu concept someday. But, for now, it stands as a hidden gem that only the hardcore faithful got to experience 20 years ago.

I had a password that started players at or near the final town, but with all the ultimate weapons and armor still unequipped. This was so I could put on different weapons and gloat because once you don the final tier of weapons and armor, you can't remove them.

This original and its sequel, Zoda's Revenge: StarTropics II, are still fondly remembered by faithful Nintendo fans to this day for their unique and light-hearted twist on genre conventions.

Your character's primary weapon is a common yo-yo, and his secondary items are equally ordinary — baseballs, baseball bats and spiked cleats are all notable entries into your arsenal.

The hero, Mike Jones, is just an average kid from Seattle who's looking for a lost archaeologist in the tropical archipelago of Caribbean-esque islands.

Stiff control, demanding jumping and misdirecting puzzles all gave StarTropics' many dungeon sequences a considerable challenge factor.

Overworld puzzle-solving was equally as important — there was even a riddle that you couldn't solve unless you opened up the physical game box and read a piece of paper packaged with the game.

An early attempt by Nintendo at copy protection? But totally memorable, no matter what the motivation.

Even before the used market took off, Nintendo made some moves to make sure that purchasers of a fresh version got a better experience than someone who borrowed a pre-played one.

I remember the one clue you had to solve by soaking an included piece of paper in water to reveal it the answer. Good luck finding a copy now that doesn't have a warped parchment….

The Vic Viper's first attack run may have been in the arcades, but the NES brought the popular space shooter home in a near-perfect port.

Gradius is all about pimping your ride. The sluggish junker you start out with is soon augmented with shields and weapons of your choosing.

Gradius' unique power-up system makes for some tough decisions: Or do you crank your ships thrusters to their max, relying on a quick trigger finger to clear a path?

Starting out in fairly straightforward space environments, things soon got weird in Gradius, with levels filled with Moais shooting donut rings.

These mysterious monoliths eventually became a series standard. Although you can't tackle Gradius with a pal, you can outfit your ship with "options" — mindless, floating turrets that flank your ship.

You'll soon realize how much better off you are without a rookie to keep track of. I used to apply the Konami code to every game from Konami just to see what would happen.

Gradius was hard but fully powering up the Vic Viper made things a lot easier. Since the beginning of console gaming, movie licensed titles have held the stigma of being awful.

Atari titles like ET set the stage for what is still known today as a group of games best avoided. But not all licensed titles are bad.

Some of them are good. Sunsoft's Batman, released Stateside in , bucked convention, both old and new, and provided gamers with what proved to be an awesome action-oriented experience full of deep gameplay and immense difficulty.

But while action games on the NES are a dime a dozen, it's this very fact that made Batman stand out amongst the competition.

Batman didn't try to do anything unique, but rather took a cue from a few already-established NES staples to make Batman a fun, worthwhile experience.

Borrowing ideas from Mega Man and Ninja Gaiden, Batman was able to toggle through a vast arsenal of weaponry and grapple to walls to assist in the platforming mayhem.

Next time you think all movie licensed games are garbage, dust off this old classic and surprise yourself all over again. Batman taught me the meaning of "envy;" I went to a neighbor's house and played it all day, mastering the diabolical wall jump platforming challenges, and I wanted the game for myself.

I came back the next day to challenge Joker, but I don't think we ever beat him. Seen from a three-quarters viewpoint that placed every environment on an angle relative to the player, you were tasked to take command of a snake that, initially, had no body.

If you nibble enough of the Nibbleys, your snake's body would grow, his tail extending longer and longer behind his comical head and forked tongue.

Then, with enough mass amassed, you could jump onto the level-ending weight scale to trigger the opening of the stage-clearing door — make it through there, and you're on to the next world.

The ridiculousness of the premise was only matched by the difficulty of the game's control scheme, and the superb 8-bit soundtrack that accompanied all the hungry, hungry action.

My greatest memory of this game is trying to convince a dozen IGN editors why this game was so awesome nearly 20 years ago.

This is a Rare sleeper and one of the most creative games those guys made. It's like Marble Madness turned into a platformer…and it worked! If you missed their heyday in the '80s and '90s, Micro Machines were essentially the same thing as those other toy car brands — they were just smaller; about half the size of the others, in fact — making them really, really tiny.

The Micro Machines concept of incredibly little cars racing each other was adapted into this NES racing design, a game that featured overhead, birds-eye view action behind the miniature wheel and environments all designed to emphasize the diminutive scale of it all.

Kind of like Pixar's Toy Story, this was a world seen from a toy's perspective — races took place on top of massive billiards tables or in backyard with gigantic, looming flowers and blades of grass.

Interestingly, Micro Machines was also one of the rare, unlicensed-by-Nintendo releases for the NES — but the lack of the Seal of Quality or standard cartridge design didn't keep it from being a great game.

I remember seeing this game being pushed on the Home Shopping Network months before it was available in stores.

I guess since it was an unlicensed Nintendo game, Codemasters had a hard time getting retailers interested in stocking it. But man, the game delivered.

I still believe that the NES original is the greatest top-down racer ever developed. When Mega Man finally hit American shores in the late '80s, Capcom couldn't have realized the gaming force it unleashed.

Dozens and dozens of games have spawned from this very title, the first of six Mega Man games released on the NES, and for good reason.

Mega Man is one of the best examples of great graphics, amazing music and near-perfect gameplay rolled into one cartridge.

Mega Man's unique approach is what initially made it so interesting to gamers. During a time in gaming where linearity reigned supreme, it allowed gamers to choose from one of six stages to start, but at the end of each Mega Man would fight a Robot Master that would sacrifice his weapon upon defeat for use in another level.

Gamers could then figure out which boss was weak to that weapon and attempt to use it against him.

The permutations through Mega Man were many, giving the game great replay value. The original Mega Man is perhaps best-known, however, for its staggering difficulty level.

It's not only the hardest in the franchise, but one of the hardest NES games period. As a kid, I'd go to my grandparents' house for a big Italian dinner every Sunday.

Their next door neighbors' kids ended up being me and my siblings' friends as time passed, and they had a basement dedicated to NES gaming.

My initial exposure to what would become a gaming obsession in my life happened down there, when I played Mega Man for the first time.

Adventure Island II took the original Adventure Island's somewhat tedious straightforward platforming and fleshed it out, becoming the foundation for a solid series.

Years before Yoshi first crammed a fat plumber on his back, Adventure Island II offered some of the coolest dinosaur wrangling in the business.

The game's protagonist, Master Higgins, a yachting playboy with a knack for taming giant lizards, sets out on his adventure with little more than a ball cap and a grass skirt.

Throughout the game's island world, which include tropical jungles, tepid swamps and cool caverns, our man Higgins happens upon various implements of stone-age destruction, like axes and, uh Some of the islands' giant eggs pack ferocious — but adorable — dinos who will let you hitch a ride until they take damage.

Treat them well and you'll be riding through the eight islands in style. But after the Wonder Boy series went in the direction of RPG-lite, I was happy to have Master Higgins keeping the flame alive on his trusty skateboard.

Only later did I learn the convoluted history of who made what, so Hudson, I owe you an apology for my playground rants about your integrity.

The inspirational forerunner to just about every worthwhile baseball title of the past twenty years, SNK's Baseball Stars is one of those rare games that still stands up today.

Why is Baseball Stars so important? The answer is multifaceted — it's the ability to play a season and track statistics. And it's the insanely crisp gameplay.

It's also the teams and roster customization including the ability to create players, mess with their stats, and pay them a salary.

In other words, it's just about everything. Baseball Stars is unequivocally the best baseball game, and overall sports simulation, the NES ever saw.

Before Baseball Stars was released in the summer of , the NES wasn't looked at for its ability to simulate real sports. But after Baseball Stars hit the shelves and subsequently flew off of them , expectations on what a sports game could do changed forever.

One could get lost in the sea of statistics the game tracked for you, the endless roster customization, the hiring, firing and outright creation of players, and amazing gameplay.

You could jump and dive for the ball, climb the wall to snag a possible home run…and most of all, you could customize a half-dozen teams all the way down to the individual names.

Nintendo's little pink powerpuff got his start on the Game Boy with Kirby's Dream Land, but it wasn't until this late-generation NES sequel arrived that he gained his trademark trait — absorbing enemies' abilities as his own.

Kirby's Adventure was an epic, beautifully colorful swansong for the NES that focused on that new power for its vacuum-suction hero, as Kirby sucked up his foes, swallowed them, and then found that he could wield their signature weapons and powers himself.

From the blade-throwing Cutter to the hard-pounding Stone, the prickly-bodied Needle to the electrifying Spark nearly all of Kirby's classic transformations owe their origin to this late NES release.

Because it came out on the NES after the SNES had already arrived, you may have missed out even if you were around and gaming on Nintendo systems 17 years ago, but Kirby's Adventure is one that can't be missed.

Go back and grab it, either on cartridge or through the Wii's Virtual Console, and experience for yourself the defining console debut for one of the Big N's biggest mascots.

The variety in power ups kept me endlessly entertained and I cherished every moment with the blaring microphone attack.

More than any other past gaming console, the NES was the birthplace of long-lived mascot characters. From Link and Samus Aran to Mega Man and Bowser, Nintendo's 8-bit machine was the debut platform for countless classic heroes and villains that are still active in the industry today.

The NES's original adventure with Konami's cigarette-smoking, tough-as-nails commando, and the stealth action now most associated with PlayStation platforms was just as intense in the '80s as it is today.

Snake parachuted into the jungle fortress of Outer Heaven with nothing but his courage and a pack of smokes, and skillfully avoided detection while sneaking through the enemy encampment to find and destroy the titular weapon of mass destruction — or, if sneaking didn't work, he beat the snot out of the soldiers in his way.

Metal Gear created the stealth genre, paving the way for Metal Gear Solid to later revolutionize and refine it.

It's an undeniable classic. Completely unlike anything else at the time. I remember dying repeatedly, and an early example of blatant Engrish: The gameplay mechanics of the original Castlevania remained intact, but there was a whole lot more that had been added that transferred it from the realm of action-platformer to the realm of action-RPG.

Gamers' apprehension quickly dissipated, though, when what resulted was an amazing game full of an inordinate amount of depth.

Simon's Quest took you away from the all-too-familiar atmosphere of Dracula's castle and instead set you loose in an Eastern European locale full of mysterious villages, haunted mansions and, ultimately, the remnants of the castle Simon Belmont destroyed in the original.

Simon earned experience points for killing enemies and collecting money to buy new goods. An item-based menu allowed you to equip gems, whips and special weapons.

When the old-style gameplay was combined with these myriad new additions, Castlevania II was so deep you could drown in it. And that doesn't even begin to mention the game's three unique endings, a rarity in its day.

First off, screw you Nintendo Nerd. This game kicks a wave of unrelenting ass, so while people bitch and moan like the cartridge killed their parents I'll happily relive this dare-to-be-different classic with all its quirks.

As far as legacy, we never would have had games like Symphony of the Night if the trail wasn't blazed back on 8-bit with Simon's Quest.

If you're stuck, quit crying and grab a guide, since you apparently can't hack it. Welcome to the 80's. Konami's classic NES hockey sim started out with exactly that, which was incredibly impressive for the time.

Blades is notable for much more than being an early advancer of recorded voice-work in gaming, though, as its take on professional hockey was brutally realistic in that it realistically presented the most brutal unofficial aspect of the game — fistfights.

If you rammed into a player often enough in a round of Blades, he'd lose it, throw down his gloves and start pummeling the snot out of you right on the spot.

When that happened, the gameplay actually switched away from the hockey design and into a one-on-one versus fighter while the two mad men slugged it out.

Plus, the guy who lost the fight was the one sent to the penalty box, whether he started the brawl or not. You can't beat that.

I grew up in a hockey town, so I didn't know a single person who owned a NES system that didn't have a copy of this awesome sports game.

My favorite design was the fighting system: Now why couldn't real NHL be like that? Taito's iconic dragon duo's first outing is also their best.

The ever-flatulent Bub and Bob enter the Cave of Monsters in a blaze of bubble-blowing glory, trapping all manner of beasts in their sticky, spherical emissions.

There are over a hundred single-screen levels to conquer in Bubble Bobble, clear all the enemies before you timer is up and you are safe to move on.

While the first dozen or so screens will seem like a walk in the park, as you make your way deeper into the cave you'll encounter some puzzling situations.

Using your own bubbles to bounce your way up to out of reach platforms takes some serious platforming skills.

Bubble Bobble actually encourages you to bring a friend along on your journey — only with the cooperation of two talented players can you access the game's extra stages and alternate ending.

My earliest forays into the Cave of Monsters were rarely solo. Unlike other popular cooperative games like Contra, crowding the screen with blue and green bubbles was just as enjoyable with an experienced player as it was with a total novice — I believe we called them "posers" back in those pre-n00b times.

It's the touching tale of a young boy and his pet frog, Fred. Yes, Fred — who's just hopped into the backyard and touched a radioactive reactor that mutates him into an enormous amphibious monster.

He then leaps down a nearby hole in the ground and disappears into a vast subterranean labyrinth without a trace. And, because our hero loves Fred so much that he doesn't care if he's a giant, disgusting mutant toad, he takes command of the equally-massive armored tank S.

As the boy treks into the underground maze, Blaster Master presents its deviously challenging mixture of side-scrolling platforming, shooting, and overhead dungeon exploration with action taking place in and outside of the cockpit.

This one's a classic in both gameplay and theme. We're on our way. I felt such a sense of relief every time I returned to the vehicle from an on-foot segment, like running indoors to escape the Boogeyman in the woods.

The tank felt like a portable fort, like home with a cannon mounted on the roof. The music is as memorable as anything from Nintendo.

Several classic NES series seem to follow identical paths. Konami's Castlevania was followed up by Castlevania II: Simon's Quest, a game that strayed entirely from its origins.

And then there was Zelda II: Released in , Zelda II proved to be an entirely different experience from the first and that wasn't necessarily a bad thing.

Instead of a game that relied on epic, blind exploration and top-down dungeon-crawling action, Zelda II introduced a completely new idea for the series, and one that hasn't been revisited since.

Link mainly navigated around an RPG-like world map, with action occurring sporadically in side-scrolling sequences. These sequences were parlayed into the game's labyrinthine dungeons as well.

Zelda II's entire system suggested it was trying to be more of an RPG, and in many ways, it was a huge success. Debate ensues to this day surrounding Zelda II's place in The Legend of Zelda franchise as a whole, but most everyone agrees that Zelda II is a stellar standalone title.

I haven't been playing as Zelda all this time? Something about Adventures of Link scared me—maybe the dark backgrounds in the forest stages, or the increased detail in the enemy designs.

Or maybe it was just that I died so much. The game is brutal. Built side-by-side with Metroid on the same engine and released at identical times, Kid Icarus is often the brother that's overshadowed.

After all, with the exception of Pit's inclusion in Super Smash Bros. Brawl, the last Kid Icarus game was released on Game Boy nearly two decades ago.

In Kid Icarus, gamers take the role of Pit. Pit is a fledgling winged angel who is tasked with working his way out of the Underworld and to the Sky, where the evil Medusa has taken control.

All the while, Pit must work his way through four unique worlds, each with multiple unique stages and an end fortress where Pit must navigate through a labyrinthine set of screens to reach the boss.

Kid Icarus' extreme difficulty has turned off many a gamer in the past twenty years, but there's a lot to love as soon as you turn on the game.

Just be careful writing down those passwords! One uppercase letter mistaken for a lowercase one, and your experience is over. More of them should go play Kid Icarus, one of the hardest games of the 8-bit generation.

I bet percent of them stop whining about regenerative health after getting their arrows taken away by an Eggplant Wizard for the eightieth time.

Dozens of Castlevania games have come and gone over the last two decades, but the series started for American gamers on the NES. The original Castlevania was a typical action-platformer on its facade, but once explored, the game proved to be much, much more.

In an era of 8-bit graphics and MIDI music, Konami crafted a game that immersed you in the horror of Dracula's castle, while all you were looking at and hearing was an artful combination of the typical sights and sounds of the day.

It wasn't only the aesthetics that made the original Castlevania a great game, one that spawned one of the most popular and well-known series in gaming history.

It was the gameplay that was at the heart of Castlevania's epic rise from unknown brand to Konami flagship. Simon Belmont, the whip-wielding Vampire Hunter, controlled uniquely.

But after getting used to Castelvania's inherent control quirks, what was found was a smooth action game rife with suiting atmosphere and difficult gameplay.

Sure, Castlevania is only six stages long, but you'll require a lot of luck and skill getting through even half of it. Platformers were my favorite genre during the 8-bit generation thanks to Mario and Alex Kidd, so why wouldn't I fall for Castlevania?

Dracula is the bad guy? And I get to hit him with a whip? Castlevania was not only a brilliant vid, but the music too is timeless — I can still hum it on cue.

Yes, Super Mario Bros. Doki Doki Panic, but why hold that against it? The North American sequel to everyone's favorite game does not disappoint.

SMB2 added the ability to pick up and toss enemies and objects, a move that became part of Mario's permanent repertoire.

Other elements of Super Mario Bros. No longer bound by primitive side-scrolling constraints, the levels of SMB2 can be freely explored, with secret areas, warps and more to discover.

And this time Mario doesn't steal the spotlight. Toad, the Princess, and Luigi all offer unique qualities that make them viable protagonists.

If you can stomach the Princess in all her pinkness, her levitation ability will get you over the game's widest gaps.

Alternately, you can put Toad's speed to use in plucking coins for the game of chance at each level's end.

SMB2 offers greater diversity in graphics and gameplay than the original, making it a great bridge game between the other NES Mario titles.

I played Super Mario Bros. Setting those aside, though, SMB2 is a wonderful platformer that is wrongfully considered the black sheep of the canon.

So what if it wasn't originally a Mario game? Have you played the Lost Levels? This game is infinitely more inventive than that.

Tecmo's long dead and more recently revived series Ninja Gaiden got its start on the NES in with what's considered one of the best, most difficult action platformers ever.

Main character Ryu Hayabusa wielded a katana with deadly precision, and he had a grouping of special weapons to use as well. In fact, Tecmo took a page from the book of another successful action-platformer of the day, Konami's Castlevania, and mimicked its special weapon system almost to a tee.

What resulted was a crisp experience in NES gameplay that still stands up today. The current-day Ninja Gaidens have a reputation for being overly-difficult, but it was this NES original that initially set the trend.

In addition to exceptionally hard feats of platforming, Ninja Gaiden's fast and furious action was made all the more difficult by its vast army of wily enemies.

And talk about difficult — if you were unlucky enough to lose all of your lives in the game's final stages which gamers did over and over and over again , you'd have quite the trek in front of you to get back to where you were to try all over again.

The classic Tecmo-created action game remains etched in my mind for a couple reasons. It featured actual cut-scenes in an era when such things were considered extraordinary.

Everyone remembers the simple, but effective cinematic in which series hero Ryu Hayabusa stands atop a mountaintop and stares off into the distant landscape.

Primitive by today's standards, sure, but I remember being blown away when I first set eyes on it.

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