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General Discussion => General (Off-Topic) Discussion => Topic started by: Pak-Man on August 05, 2013, 09:29:17 PM

Title: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 05, 2013, 09:29:17 PM
Top 50 Video Games of the '90s

Here's the ol' Cut n' Paste!

Participants were asked to send a list of their 25 Favorite video games from January 1st 1990 to December 31st 2013. 18 ballots were received with 185 unique entries, and those ranked on a point system allowing 25 points for a #1 choice, 24 for a #2, and all the way down to 1 point for #25. The points were added up, and what follows are the selections.

Tiebreakers work like such: If two games have equal pointage, the game that appeared on the most lists ranks higher. If those games appeared on the same amount of lists, then the game ranked higher on the individual list got the higher spot. A game that was someone's #4 beats another person's #6, for example. If there was still a tie, then the one with more top votes got the bump. (2 #3 votes beat out 1 #3 vote) And then if the game was still tied, alphabetical order reigned supreme. Since there was a tie at the bottom of the list, the top 52 choices were represented.

Incidentally, this was already done with the top games of the ‘80s (And Before). If you would like to stroll down memory lane, you can see that list here: http://forum.rifftrax.com/index.php?topic=22337.0

Without further ado, enjoy the top 50 games of the ‘90s!
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: Pak-Man on August 05, 2013, 09:32:12 PM
BONUS ENTRY – Star Control 2

(24 Points) 1 of 16 Lists - Highest Ranking - #2 - CJones
(http://upload.wikimedia.org/wikipedia/en/thumb/c/c3/Star_Control_II_cover.jpg/256px-Star_Control_II_cover.jpg)

We come in peace, and with good will.
But if you make one false move, you’re vapor!

Release Date:  November 1992

Just the facts/Stuff I wiki'd:
Star Control II is a critically acclaimed science fiction video game, the second game in the Star Control trilogy. It was developed by Toys for Bob (Fred Ford and Paul Reiche III) and originally published by Accolade in 1992 for PC; it was later ported to the 3DO with an enhanced multimedia presentation, allowed by the CD technology. The source code of the 3DO port was licensed under the GNU GPL in 2002. The game was then remade, with the project being called "The Ur-Quan Masters".

Star Control II added a large number of species and ship types to the already diverse cast and replaced the first game's strategy-based scenarios with a story-driven space exploration adventure game that included diplomacy with the inhabitants of the galaxy, some resource gathering sub-sections, and instances of the melee combat of the first game whenever diplomacy fails.

As typical of the adventure game genre, the player must explore the game world with little direction and make discoveries and connections independently. Interaction with the various alien species is a chief part of the adventure game; the backstory of both the species from the first games and new ones were fleshed out considerably. There are hours of dialogue, each species bringing out their characteristic conversational quirks, music, and even display fonts.

A two-player mode is available, named Super Mêlée, consisting solely of the ship-to-ship combat. All ships from the first game are available, even if they made no appearance in the story, along with a number of new ones.

The contents of the soundtrack of the PC version were determined by running a contest which anybody could participate in, composing tracks based on a description of the game. Included on the soundtrack are compositions of Aaron Grier, Erol Otus, Eric E. Berge, Riku Nuottajärvi and Dan Nicholson, the president and founding member of The Kosmic Free Music Foundation.

Star Control II was highly influenced, both in story and game design, by the games Starflight (1986) and Starflight 2: Trade Routes of the Cloud Nebula (1989), developed by Binary Systems and released on a variety of platforms by Electronic Arts. Indeed Greg Johnson, StarFlight's lead designer, helped write dialog for Star Control II and Paul Reiche III contributed to the earlier game's alien communication system. David Brin's science fiction series about the Uplift Universe is also often mentioned as inspiration for the Star Control II universe, as well as Larry Niven's Known Space universe.

Pak's Thoughts – I never played this game, but I’ve got a copy of this installed on my computer right now. I picked it up on GOG a couple months ago and never got around to it. I might just give it a try and come back and add my thoughts, when I get a chance.
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: Pak-Man on August 05, 2013, 09:32:52 PM
BONUS ENTRY –The Neverhood

(24 Points) 1 of 16 Lists - Highest Ranking - #2 – Pak-Man
(http://upload.wikimedia.org/wikipedia/en/1/12/The_Neverhood_-_box_art.jpg)
It all start with Hoborg, a being who had to create, because... he had to!

Release Date:  October 31, 1996

Just the facts/Stuff I wiki'd:
The Neverhood (released in Japan as Klaymen Klaymen) is a 1996 PC CD-ROM point-and-click adventure game created by animator Doug TenNapel, produced by the Neverhood, Inc. and released by DreamWorks Studios. It features claymation graphics and music by composer Terry Scott Taylor.

The Neverhood received positive reviews, but was a commercial failure. Its release coincided with the mid-1990s decline of adventure games that also caused the failure of other critically acclaimed games such as Grim Fandango, which were composed in the three-dimensional animation that was mainstream at the time.

Doug TenNapel came up with the idea of a plasticine world in 1988, creating approximately 17 structures. Due to his dissatisfaction with the way David Perry ran Shiny Entertainment TenNapel left the company in 1995. Two weeks later he announced at E3 that he started his own company The Neverhood, Inc., which consisted of a number of men who worked on Earthworm Jim 1 and 2. Steven Spielberg's DreamWorks Interactive, which just started in that time, needed fresh and unusual projects, and TenNapel approached Spielberg with the idea of a claymation game, with Spielberg accepting it for publication. The Neverhood, Inc. made a deal with DreamWorks Interactive and Microsoft, and the game went for development. After a year of work, The Neverhood was finally released to the public in 1996. The game elements were shot entirely on beta versions of the Minolta RD-175, making The Neverhood the first stop motion production to use consumer digital cameras for professional use.

Pak's Thoughts – This game pushes all the right buttons for me. I love the stop-motion animation, the penchant for surrealism, and the awesomely unique soundtrack. Most of you probably know (In case you didn’t hear me scream it on a thousand different threads when it was news) that a spiritual successor starring our own Michael J. Nelson is forthcoming. I can’t wait!
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: Pak-Man on August 05, 2013, 09:34:03 PM
BONUS ENTRY –Final Fantasy VIII

(24 Points) 1 of 16 Lists - Highest Ranking - #2 – Charles Hussein Castle

(http://upload.wikimedia.org/wikipedia/en/5/5d/Final_Fantasy_8_ntsc-front.jpg)
There are no guarantees in the future. That's why TODAY, the time we have now, is important.

Release Date:  February 11, 1999

Just the facts/Stuff I wiki'd:
Final Fantasy VIII is a role-playing video game released for the PlayStation in 1999 and Windows-based personal computers in 2000. It was developed and published by Square (now Square Enix) as the Final Fantasy series' eighth title, removing magic point-based spell-casting and the first title to consistently use realistically proportioned characters. The game became available on PlayStation Network as a PSone Classics title in 2009.

The game follows the story of a group of mercenaries, who are part of an organization named "SeeD". Their main goal in the game is to stop a sorceress from the future (named Ultimecia) from compressing time.

The development of Final Fantasy VIII began in 1997, during the English localization process of Final Fantasy VII. The music was scored by Nobuo Uematsu, series regular, and in a series first, the theme music is a vocal piece, "Eyes on Me", performed by Faye Wong. The game was positively received by critics and was a commercial success. It was voted the 22nd-best game of all time by readers of the Japanese magazine Famitsu. 13 weeks after its release, Final Fantasy VIII had earned more than US$50 million in sales, making it the fastest-selling Final Fantasy title of all time until Final Fantasy XIII, a multi-platform release. The game has shipped 8.15 million copies worldwide as of March 31, 2003.

Like any Final Fantasy before it, Final Fantasy VIII consists of three main modes of play: the world map, field map, and battle screen. The world map is a 3D display in which the player may navigate freely across a small-scale rendering of the game world. Characters travel across the world map in a variety of ways, including by foot, car, Chocobo, train, and airship. The field map consists of controllable 3D characters overlaid on one or more 2D pre-rendered backgrounds, which represent environmental locations such as towns or forests. The battle screen is a 3D model of a location such as a street or room, where turn-based fights between playable characters and CPU-controlled enemies take place. The interface is menu-driven, as in previous titles, but with the typical weapon and armor systems removed and new features present, such as the Junction system. Also featured is a collectible card-based minigame called "Triple Triad".

Pak's Thoughts – I tried, but I just couldn’t get past the first few hours of this game. The more futuristic Final Fantasy gets, the harder time I have getting into it. Not sure why. There’s no denying the game was beautiful and the story was compelling. It just never grabbed me.
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: Pak-Man on August 05, 2013, 09:35:07 PM
BONUS ENTRY –Dragon Warrior IV

(24 Points) 1 of 16 Lists - Highest Ranking - #2 – Raven
(http://i212.photobucket.com/albums/cc83/pakgor/563409_2844_front_zps41bfe4fc.jpg)
Hero, let’s fight together and save the world!

Release Date:  February 11, 1990

Just the facts/Stuff I wiki'd:
Dragon Warrior IV is a role-playing video game and the fourth installment of the Dragon Quest video game series developed by Chunsoft and published by Enix (now Square Enix). It was originally released for the Famicom on 11 February 1990 in Japan. A North American version followed in October 1992, and would be the last Dragon Quest game localized and published by Enix's Enix America Corporation subsidiary prior to its closure in November 1995.

Dragon Quest IV differs from the rest of the series by breaking up the game into five distinct chapters, each of which focuses on a different protagonist or protagonists. The first four are told from the perspective of the Hero's future companions and the fifth one, from the hero's perspective, brings all the characters together as they start their journey to save the world.

In addition to the new chapter-based storylines, an artificial intelligence system called "Tactics" was implemented that allowed the player to provide strategies to the party members (who become NPCs in the final chapter) while maintaining full control of the Hero.

Pak's Thoughts – I loved the Dragon Warrior series, and Dragon Warrior IV’s multiple diverging plots was some mind-blowing storytelling in its day. Unfortunately, due to its limited release at the very end of the NES’ life, I never had my own copy. I had to play what I could by renting it countless times from the local supermarket. I never did play through the whole thing (Although I have the DS remake just staring at me from my game shelf…)
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: Pak-Man on August 05, 2013, 09:36:01 PM
BONUS ENTRY–Star Fox

(24 Points) 2 of 16 Lists - Highest Ranking - #12 – Monty
(http://upload.wikimedia.org/wikipedia/en/5/52/Star_Fox_SNES.jpg)
Prepare to launch!

Release Date:  February 21, 1993

Just the facts/Stuff I wiki'd:
Star Fox, released as Starwing in Europe due to a game of the same name and subsequent trademark issues in that region, is the first game in the Star Fox series of video games, released on February 21, 1993 in Japan, on March 23, 1993 in North America, and on June 3, 1993 in Europe for the Super Famicom/Super Nintendo Entertainment System. It was the second three-dimensional Nintendo-developed game and it included the Super FX chip, a coprocessor used to accelerate graphics display, which became Nintendo's first game to use 3D polygon graphics. The complex display of three-dimensional models with polygons was still new and uncommon in console video games, and the game was much-hyped as a result.

Star Fox featured anthropomorphic character designs by Nintendo artist Takaya Imamura, music composed by Hajime Hirasawa and obstacle course style gameplay. Star Fox was developed by Nintendo EAD with assistance by Argonaut Software, and was published by Nintendo. The game was a critical and commercial success, which established Star Fox as one of Nintendo's flagship franchises.

The storyline involves Fox McCloud and the rest of the Star Fox team, who must defend their homeworld of Corneria against the attacking forces of Andross.

Star Fox is a rail shooter in a third-person and first-person 3D perspective. The player must navigate Fox's spacecraft, an Arwing, through environments while various enemies (spaceships, robots, creatures, etc.) attack him. Along the way various power-ups are placed in the stage to help the player. The player receives a score on each level based on how many enemies destroyed and how well the player has defended his/her teammates. At the end of each level there is a boss that the player must defeat before

In each level, the player is accompanied by three computer-controlled wingmen: Peppy Hare, Slippy Toad, and Falco Lombardi. At certain pre-scripted points, one will fly into the player's view, often either chasing an enemy or being chased and asking for assistance. Ignoring a wingman's pleas will result in him taking damage, or being shot down. They cannot be damaged by the player's own lasers (they will notice it nonetheless). Regardless of their survival, wingmen are not present during boss battles but rejoin the player before the next stage. A player may help his or her wingmen when they ask for assistance, as they will engage some of the enemies not destroyed by the player, and thereby make it easier to achieve maximum score in a given level. If a wingman gets shot down, he will not return for the rest of the game.

Pak's Thoughts – I still remember being blown away the first time I started a game of Star Fox and saw the scramble sequence. I also remember spending hours trying to unlock the secret level, which was awesomely insane and featured asteroids with creepy faces.
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: Relaxing Dragon on August 06, 2013, 12:38:24 AM
Weirdly enough, I think You Don't Know Jack is the only game so far I'm familiar with. For whatever reason, it was included in a pack of game CDs for our computer back in the day. I'm not sure how much time I put into it, as I was more interested in the likes of Need for Speed: Hot Pursuit and whatever that Titanic adventure game was.
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: goflyblind on August 06, 2013, 03:43:30 AM
uhm... i had YDKJ at number 9, and warcraft II at number 10. did you not get my list? ???
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: Thrifty Version II on August 06, 2013, 04:04:18 AM
I can't believe I forgot Dragon Warrior 4.  Maybe cause it was earlier in the decade and was an NES game.  I always loved the Poker minigame, and a few months ago I programmed my own version of the Double-or-Nothing section of it.

Not to mention The Neverhood.  That was one crazy game.  Remember that part with the wall that described the history of the entire game world?  I read that whole thing.  I think the lore was that in the beginning was Father.  Father created one being: Quatar.  Quatar created like 8 kids, one of them being Hoborg, the one you're there to save.

I loved that near the end you had an actual choice to save Hoborg or steal the crown for yourself, that it wasn't a forced, foregone conclusion that you would do the right thing.

The main point of The Everhood is to go around collecting all the story cartridges that you slide into these viewports around the world.  The cartridges tell you what's going on and when you have them all, you confront Klogg.  Here's the whole thing:

http://www.youtube.com/v/5fYzq4OELhI
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: Pak-Man on August 06, 2013, 05:20:39 AM
uhm... i had YDKJ at number 9, and warcraft II at number 10. did you not get my list? ???
Arrrgh!

MEGA-ERROR ALERT!

I got goflyblind's list and somehow it did not make it into the talley at all. This is going to affect some things... I have to bolt to work, so I won't be able to fix this right away, but by the day's end, we'll have the real bottom 5+.

Sorry, all!
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: goflyblind on August 06, 2013, 05:21:59 AM
:'(
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: Tyrant on August 06, 2013, 05:56:43 AM
That's cold, man. What did poor gofly ever do to you?
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: CJones on August 06, 2013, 06:38:54 AM
Well, while we're on a temporary break, I STRONGLY recommend people check out "The Ur-Quan Masters". As Pak said, it's a PC port of the 3DO version of Star Control 2. The notable difference between this and the original PC version is that this version has full voice acting. Mostly decent, some laughably bad, but it really adds a lot to the ambiance.

Back when we had the "favorite fictional species" LoC, I had Ur-Quan at #1. They have the best villain backstory I've ever heard

It's 100% free, and can be found here: http://sc2.sourceforge.net/ (http://sc2.sourceforge.net/)

An HD version is also in the works. http://sourceforge.net/projects/urquanmastershd/ (http://sourceforge.net/projects/urquanmastershd/)
Title: Re: LoC 73 - Top 52 Video Games of the '90s
Post by: Pak-Man on August 06, 2013, 08:00:36 AM
Well that changed EVERYTHING.

I.. found some time to do some preliminary calculations. Turns out I skipped gojikranz's list for the same reason. (Sorry!) The #50 entry now has 26 points, which means the 24- and 25-pointers don't make the cut anymore.

As it happens, I've written up all of the 24-pointers (They were the bottom 7), and the 25-pointers were going to make up all of tonight's entries.

Tell ya what I'm gonna do. Starting tonight, we'll begin the REAL Top 50. The 24-pointers I wrote up are now bonus entries. Enjoy them. We'll be seeing the 2 entries that got voted up later on. I've deleted them. I'm going to do all of the 25-pointers as additional bonus-entries at some point, because I hate to see these titles get bumped off of the list. Especially after writing up the 24-pointers.

Sorry for the confusion!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: goflyblind on August 06, 2013, 09:42:40 AM
i would make a joke about the updated list being DLC, but that wasn't around in the nineties.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Relaxing Dragon on August 06, 2013, 10:01:40 AM
i would make a joke about the updated list being DLC, but that wasn't around in the nineties.

Perhaps a downloadable patch? Or an expansion pack? Remember those?
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Zombie Monty on August 06, 2013, 01:32:01 PM
Pak just needed one of these babies to tweak the List.

(http://www.mentalfloss.com/blogs/wp-content/uploads/2012/10/game_genie_nes.jpg)
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Raven on August 06, 2013, 03:59:17 PM
Sucks that the list got messed up, but Bonus Entries are cool too.

Anyway, Dragon Warrior IV was my favorite in the series and probably one of my top 3 NES games.  I loaned my copy to a friend who lost it and then refused to replace it because "the game sucked anyway."  I'm having a hard time remembering if I actually finished it or not.  I may have to get an emulator for my phone or something. 

Right there with you on FF VIII Pak.  I tried to give it a fair shake but after a couple of hours I decided I pretty much hated it.  Haven't played another Final Fantasy since.  I even quit playing VII when I found out you were supposed to get Aries back and they didn't bother to put that into the US release.   I've played through my II and III on the SNES a bunch though.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 06, 2013, 10:41:56 PM
OK. Let's try that again:

#50 –Final Fantasy Tactics

(26 Points) 3 of 16 Lists - Highest Ranking - #6 – Cjones
(http://upload.wikimedia.org/wikipedia/en/4/4b/Fftbox.jpg)
Names don't matter. What's important is how you live your life.
Release Date:  June 20, 1997
Just the facts/Stuff I wiki'd:
Final Fantasy Tactics is a tactical role-playing game developed and published by Square (now Square Enix) for the Sony PlayStation video game console. It is the first game of the Final Fantasy Tactics series and was released in Japan in June 1997 and in the United States in January 1998. The game combines thematic elements of the Final Fantasy video game series with a game engine and battle system unlike those previously seen in the franchise. In contrast to other 32-bit era Final Fantasy titles, Final Fantasy Tactics uses a 3D, isometric, rotatable playing field, with bitmap sprite characters.
 
Final Fantasy Tactics is set in a fictional medieval-inspired kingdom called Ivalice created by Yasumi Matsuno. The game's story follows Ramza Beoulve, a highborn cadet who finds himself thrust into the middle of an intricate military conflict known as The Lion War, where two opposing noble factions are coveting the throne of the kingdom. As the story progresses, Ramza and his allies discover a sinister plot behind the war.
 
A spinoff title, Final Fantasy Tactics Advance, was released for the Nintendo Game Boy Advance in 2003 and a sequel to that title, Final Fantasy Tactics A2: Grimoire of the Rift, was released in 2007 for the Nintendo DS. Various other games have also utilized the Ivalice setting, including Vagrant Story for the PlayStation and Final Fantasy XII for the PlayStation 2. An enhanced port of Final Fantasy Tactics, Final Fantasy Tactics: The War of the Lions, was released in 2007 as part of Square Enix's Ivalice Alliance project. Overall, the game received positive reviews from gaming magazines and websites and has become a cult classic since its release.

The gameplay of Final Fantasy Tactics differs in several key areas from other titles in the Final Fantasy series. Instead of a generic battle screen, with the player's characters on one side and the enemies on the other, encounters take place on three-dimensional, isometric fields. Characters move on a battlefield composed of square tiles; movement and action ranges are determined by the character's statistics and job class.

 Pak's Thoughts – Tactics and Final Fantasy are two great tastes that taste great together. I never made it as far into this game as I would have liked, thanks to me being in college at the time, but I have the PSP remake just waiting for me…
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 06, 2013, 10:42:31 PM
#49 –Worms Armageddon

(27 Points) 2 of 16 Lists - Highest Ranking - #11 - Gojikranz
(http://upload.wikimedia.org/wikipedia/en/e/e5/Wa-win-cover.jpg)
His tail was split, and his energy lost.
 How many more will this dreaded war cost?
Release Date:  May 31, 1999
Just the facts/Stuff I wiki'd:
Worms Armageddon is an artillery strategy game developed by Team17 and part of the Worms series. The player controls a team of up to eight worms in combat against opposing teams.
 
Gameplay is turn-based, with each team moving in sequence (which is determined randomly) across two-dimensional terrain. During a single turn, a team can only move one of its worms (unless the Select Worm item is used). Worms can walk and jump, as well as (when the proper items are available) swing by rope, parachute, teleport, and bungee. The objective of a traditional match is to defeat all opposing teams by killing their worms, although in the campaign some missions have other objectives (such as collecting a specific crate).
 
Each worm begins the round with a specific amount of health (which is predefined by the chosen game options or by scripting in campaign levels). When hit with a weapon, the worm will lose health depending on the power of the weapon and the directness of the hit. A worm can be killed either by having its health reduced to zero or being knocked into the water around and below the level.
The game includes a wide variety of weapons, including melee, projectile, and explosive weapons, as well as airstrike-based attacks. Some are based on real-life arms, such as the shotgun, bazooka, and hand grenade. Others are more fanciful and cartoonish, such as the sheep, which serves as a mobile explosive, or the skunk, which releases poisonous gas.
 
In addition to normal weapons, each team (during team creation) chooses a special weapon which becomes available to them after a certain number of turns. The special weapons are more powerful than regular weapons and often offer special abilities. Also, super weapons will rarely fall in weapon crates. These weapons are often based on cartoonish themes (such as the French Sheep Strike) and usually devastating in power.
 
In homage to the film Monty Python and the Holy Grail, one of the game weapons is a Holy Hand Grenade, with a sound-effect reminiscent of the Hallelujah chorus from Handel's Messiah.

Pak's Thoughts – This game will always be extra-special to me because it was the first game I got to play with Tyrant during our long-distance relationship days. The real fun of Worms isn’t in how much damage you can do to your opponent, but in how much damage you can do to yourself. You think you have the perfect shot, but you misjudge the wind, or it bounces off a teeny bit of terrain, or you just couldn’t get far away enough in time, and BOOM. Everything backfires and you’ve taken out half of your own squadron. Hilarity ensues.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 06, 2013, 10:43:08 PM
#48 –Earthbound

(27 Points) 2 of 16 Lists - Highest Ranking - #1 – Pak-Man
(http://upload.wikimedia.org/wikipedia/en/1/1f/EarthBound_Box.jpg)
There are many difficult times ahead, but you must keep your sense of humor.
Release Date:  August 27, 1994

Just the facts/Stuff I wiki'd:
EarthBound, originally released as Mother 2: Gyiyg Strikes Back in Japan, is a role-playing video game co-developed by Ape and HAL Laboratory and published by Nintendo for the Super Nintendo Entertainment System video game console. It was designed by Shigesato Itoi, who also developed its predecessor, the Japan-exclusive Mother. The game was released as Mother 2 in Japan on August 27, 1994, and rebranded as EarthBound for its June 5, 1995 North American release.[2] Despite its poor sales figures, the game has been lauded by gamers for its humorous depictions of American culture and parody of the role-playing video game genre, and has since become a cult classic. The game was rereleased on the Wii U Virtual Console in Japan on March 20, 2013 and was released for North America and, for the first time, Europe and Australia, on July 18, 2013.

EarthBound roughly takes place in the 1990s. Throughout the game, four characters, known as the Chosen Four, come to compose the party in the game. The player is able to change the default name of these four characters.
 
The player controls Ness, a young boy possessing strong psychic abilities. Early in the story, he meets an alien named Buzz Buzz with the appearance of a bee, who explains the quest that Ness must embark on. Over the course of his quest, Ness is joined by three other children his age: Paula, another powerful psychic; Jeff, a mechanical genius and child prodigy; and Poo, a martial arts master with some psychic ability.
 
The game's main antagonist is Giygas, an alien from a distant galaxy with the power to influence people using their own evil nature. While he is extremely powerful, the true extent of his own power has destroyed his capacity for rational thought, rendering him unable to control his power on his own.

 Pak's Thoughts – I love this game so much. It’s so refreshing to play an RPG that doesn’t take place in the distant future or a magical version of the past, and doesn’t take itself too seriously. The epic boss battle at the end is easily one of the most disturbing and memorable moments in gaming history.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 06, 2013, 10:43:43 PM
#47 –Mortal Kombat

(27 Points) 3 of 16 Lists - Highest Ranking - #11 – Raven
(http://upload.wikimedia.org/wikipedia/en/3/33/Mortal_Kombat_cover.JPG)
Get over here!
Release Date:  October 8, 1992
Just the facts/Stuff I wiki'd:
Mortal Kombat is a 1992 arcade fighting game developed and published by Midway as the first title in the Mortal Kombat series. It introduced many key aspects of the series, including the unique five-button control scheme and gory finishing moves. The game focuses on the journey of the monk Liu Kang to save Earth from the evil sorcerer Shang Tsung, ending with their confrontation on the tournament known as Mortal Kombat.
 
The game spawned numerous sequels, as well as a successful 1995 film adaptation, and is one of the most popular fighting games to date. Mortal Kombat was subsequently released by Acclaim Entertainment for nearly every home video game platform of the time and became a best-selling game, as well as one of the most controversial video games for its depiction of gore and violence using realistic digitized graphics, fermenting the ESRB rating M17+.

The game takes place in Earthrealm, where a tournament is being held at Shang Tsung's Island, on which seven of its locations serve as stages in the game. The player receives information about the characters in biographies displayed during the attract mode. Additional information about the characters and their motivations for entering the tournament is received upon completion of the game with each character.
 
The original Mortal Kombat is the only game in the series to not have an introduction video explaining its plot. The story was fully explained in subsequent games, starting with Mortal Kombat II. The introduction to Mortal Kombat II explains that Shang Tsung was banished to Earthrealm 500 years ago and with the help of the monstrous Goro is able to seize control of the Mortal Kombat tournament in an attempt to doom the realm.
 
The storyline of the first Mortal Kombat was later adapted into Paul W. S. Anderson's film Mortal Kombat, including an animated prequel titled Mortal Kombat: The Journey Begins, released direct-to-video.
Mortal Kombat included seven playable characters, all of which would eventually become trademark characters and appear in sequels. The game was developed with digitized sprites based on actors. The protagonist of the game is the Shaolin martial artist Liu Kang, played by Ho Sung Pak, who enters the tournament to defeat sorcerer Shang Tsung, the main antagonist and final boss (also played by Sung Pak).
 
Elizabeth Malecki played the Special Forces agent Sonya Blade, who is pursuing the Black Dragon mercenary Kano (played by Richard Divizio). Carlos Pesina played Raiden, the god of Thunder, while his brother Daniel Pesina played Hollywood movie star Johnny Cage and the Lin-Kuei warrior Sub-Zero as well as the game's two other ninja characters. The blue color of Sub-Zero's costume was changed to yellow to create the ninja specter Scorpion and to green for the game's secret character Reptile (though the costume used for motion capturing was actually red). Mortal Kombat would become famous for these palette swaps, and later games would continue it.
 
The four-armed Shokan warrior Goro serves as the sub boss of the game, being a half-human, half-dragon beast much stronger than the other characters, and unaffected by some of their maneuvers. The character's stop motion model was created by Curt Chiarelli. When fighting on the Pit stage, the player could qualify to fight the secret character Reptile by meeting a special set of conditions. Goro, Shang Tsung, and Reptile were not playable in the original game, but would become playable in sequels. The Masked Guard in the Courtyard stage was portrayed by Mortal Kombat developer John Vogel.

Pak's Thoughts – Mortal Kombat is way too stiff for my taste. It just doesn’t flow like many of the other fighting games out there. It did make for a fun weekend to rent it, put it in 2-player mode and try to pull off all the fatalities, though.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 06, 2013, 10:44:18 PM
#46 –The Legend of Zelda: Link’s Awakening

(29 Points) 3 of 16 Lists - Highest Ranking - #10 – Rainbow Dash
(http://upload.wikimedia.org/wikipedia/en/e/e9/Links_Awakening_box.jpg)
We were born of nightmares... To take over this world, we made the Wind Fish sleep endlessly!
Release Date:  June 6, 1993

Just the facts/Stuff I wiki'd:
The Legend of Zelda: Link's Awakening is a 1993 action-adventure video game developed by Nintendo Entertainment Analysis and Development and published by Nintendo for the Game Boy. It is the fourth installment in the Legend of Zelda series, and the first for a handheld game console.
 
Link's Awakening began as a port of the Super Nintendo title The Legend of Zelda: A Link to the Past, developed after-hours by Nintendo staff. It grew into an original project under the direction of Takashi Tezuka, with a story and script created by Yoshiaki Koizumi and Kensuke Tanabe. It is one of the few Zelda games not to take place in the fictional land of Hyrule, and does not feature Princess Zelda or the fictitious Triforce relic. Instead, protagonist Link begins the game stranded on Koholint Island, a place guarded by a creature called the Wind Fish. Assuming the role of Link, the player fights monsters and solves puzzles while searching for eight musical instruments that will awaken the sleeping Wind Fish and allow him to escape from the island.
 
Link's Awakening was critically and commercially successful. Critics praised the game's depth and number of features; complaints focused on its control scheme and monochrome graphics. A remake called The Legend of Zelda: Link's Awakening DX was released for the Game Boy Color in 1998; it features color graphics, compatibility with the Game Boy Printer, and an exclusive color-based dungeon. Together, the two versions of the game have sold more than six million units worldwide, and have appeared on multiple game publications' lists of the best games of all time.

Link's Awakening began as an unsanctioned side project; programmer Kazuaki Morita created a Zelda-like game with one of the first Game Boy development kits, and used it to experiment with the platform's capabilities. Other staff members of the Nintendo Entertainment Analysis and Development division joined him after-hours, and worked on the game in what seemed to them like an "afterschool club". The results of these experiments with the Game Boy started to look promising, and following the 1991 release of the Super Nintendo game The Legend of Zelda: A Link to the Past, director Takashi Tezuka asked permission to develop a handheld Zelda title; he intended it to be a port of A Link to the Past, but it evolved into an original game. The majority of the team that had created the Super Nintendo Zelda game was reassembled to advance this new project. Altogether, it took them one and a half years to develop Link's Awakening.

 Pak's Thoughts – It took a special kind of game to get me to spend hours at a time with the original Gameboy. The old LCD screen meant finding just the right spot in the house with just the right light and holding it at just the right angle. Despite the protests of my wrists, I couldn’t put this game down. Not until I had every heart-container, unlocked the master sword, and beat the game.
That’s all for tonight! Hopefully I’ll have time tomorrow to play catch-up!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Relaxing Dragon on August 07, 2013, 12:26:58 AM
I'm reasonably certain that Link's Awakening was the first Zelda game I ever encountered, seeing as I had a Game Boy before I got an N64. Some of my fondest early gaming memories come from slowly figuring my way through all the dungeons, getting all the photographs, figuring out where that last heart piece was... and then there's the general craziness (and slight depression, if you think about it), that is the ending. It's sorta weird looking when you look back now, but that version of the Link sprite stuck with me for quite a long time. To say nothing of a lot of the original enemies (like those little Like Likes, those little Orc things that shot fireballs, and even Chain Chomp making a cameo).

And also the nifty color dungeon for those of us who played this on the Game Boy Color.

Meanwhile, I probably should get around to playing Earthbound.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 07, 2013, 04:56:40 PM
#45 –Rollercoaster Tycoon

(30 Points) 2 of 16 Lists - Highest Ranking - #7 –Relaxing Dragon
(http://upload.wikimedia.org/wikipedia/en/1/1d/Rct-box.jpg)
Deep in the forest, build a thriving theme park in a large cleared area.
Release Date:  March 31, 1999
Just the facts/Stuff I wiki'd:
RollerCoaster Tycoon is a construction and management simulation video game that simulates amusement park management. Developed by MicroProse and Chris Sawyer and published by Hasbro Interactive, the game was released for Microsoft Windows on March 31, 1999 and was later ported to the Xbox game console. It will be ported to iOS and Android OS in Q3 2013. It is the first game in the RollerCoaster Tycoon series and is followed by RollerCoaster Tycoon 2, RollerCoaster Tycoon 3, and RollerCoaster Tycoon 3D.

RollerCoaster Tycoon itself has received two expansion packs: Added Attractions (released in the US as Corkscrew Follies) in 1999, and Loopy Landscapes in 2000. Two special editions were released: RollerCoaster Tycoon Gold/Totally RollerCoaster in 2002, which contained the original game, Corkscrew Follies, and Loopy Landscapes; and RollerCoaster Tycoon Deluxe in 2003, which contained the content in Gold plus more designs for the different customizable rides.

The premise of the game is to complete a series of preset scenarios by successfully building and maintaining amusement parks through business ownership as a theme park entrepreneur. The key to any park is building a large amount and diverse range of rides for the visitors. Players can choose from dozens of roller coaster types and can also build log flumes, carousels, bumper cars, haunted houses, go karts, ferris wheels and swinging ships, among other rides. The player also has the option of building their own roller coaster designs as well as other rides by laying out individual track pieces, choosing the direction, height, and steepness, and adding such elements as zero g rolls, corkscrews, vertical loops, and even on-ride photos, using a tile-based construction system. The intensity and type of rides must be balanced, as visitors' preferences vary significantly from person to person. For example, some guests prefer exciting rides and have high nausea tolerance levels, while other guests are just the opposite.
 
Roller coasters must be designed carefully so that they do not crash. Rides must be properly maintained, for example by increasing ride inspection time, or the chance of a crash caused by ride malfunction increases (very old attractions are also highly susceptible to such malfunctions). When a crash happens, and the player opens the ride without any modifications, the guests will not enter the ride for their safety. In the event of a crash, park guests will die, which will drastically decrease the park rating and will lower the park's popularity.

Chris Sawyer originally wanted to create a sequel to his highly successful Transport Tycoon, but after becoming obsessed with roller coasters, he changed the project into RollerCoaster Tycoon. Sawyer wrote RollerCoaster Tycoon in assembly language, which was rare for a game published in the late 1990s. Some functions were written in C to interface with the Windows operating system.
 
The game was to be called White Knuckle for the majority of the game's development. However, to follow the tradition of the Tycoon titles, the game was renamed accordingly.
 
For his efforts, Sawyer received over $30 million of the $180 million brought in by the highly popular game.
 
A feature length movie adaptation is set to begin production, as Sony Pictures Animation has pre-emptively picked up rights to the video game. Harald Zwart is spearheading the development of the big-screen adaptation as a possible directing project and will executive produce. David Ronn and Jay Scherick are attached to write what will be a live-action/CGI hybrid. Chris Sawyer is represented by London based interactive rights agency, Marjacq Micro Ltd.

Pak's Thoughts – I’m a sucker for a good tycoon game, and Rollercoaster Tycoon is easily the best. Every time I go to an amusement park, I come home with an insatiable urge to play this game.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 07, 2013, 04:57:48 PM
#44 –Dark Forces

(31 Points) 2 of 16 Lists - Highest Ranking - #5 - Gojikranz
(http://upload.wikimedia.org/wikipedia/en/4/4f/Dark_Forces_box_cover.jpg)
A new type of stormtrooper that can take out a Rebel base that quickly? I should have kept working for the Empire. 

Release Date:  February 15, 1995

Just the facts/Stuff I wiki'd:
Star Wars: Dark Forces is a first-person shooter video game developed and published by LucasArts. It was released in 1995 for DOS and Apple Macintosh, and in 1996 for the PlayStation. The storyline of Dark Forces is set in the Star Wars fictional universe and follows the character Kyle Katarn, a mercenary working on behalf of the Rebel Alliance. He discovers the Empire's "Dark Trooper Project", which involves the development of a series of powerful new battle droids and power-armored stormtroopers.
 
Dark Forces uses the Jedi game engine, which was developed specifically for the game. The engine adds gameplay features to the first-person shooter genre which were uncommon at the time of release. These features include level designs with multiple floors and the ability to look up and down.
 
Critics gave very favorable reviews to the DOS and Macintosh versions of Dark Forces, but not to the PlayStation version. The DOS and Macintosh versions were praised for the level design and technological advances. The PlayStation version was criticized for having poor graphics and slow frame rates, reducing the playability of the game. A sequel to Dark Forces, Star Wars Jedi Knight: Dark Forces II, followed in 1997.

Dark Forces is a first-person shooter (FPS). The player controls protagonist Kyle Katarn from a first-person perspective, with a focus on combat against various creatures and characters from the Star Wars universe, although the game also includes environmental puzzles and hazards. Dark Forces follows a central storyline outlined in mission briefings and cutscenes. Each mission includes specific objectives which are related to the story.[3] The missions take place in a variety of environments across the Star Wars universe, including a Star Destroyer interior, Jabba the Hutt's space yacht, and the planet Coruscant, where the player must infiltrate a computer vault.[4]
 
Dark Forces gameplay expands on the FPS standards set by Doom (1993) and features gameplay elements that are now common in the FPS genre. These include the ability to look up and down, duck, and jump. A variety of power-ups are made available to the player, including health, shields, weapons and ammunition. The game also features several non-combat items to aid the player. The head lamp illuminates the area in front of the player, but will reveal the player's position to enemies in dark rooms. Ice cleats provide traction in icy areas, and an air mask protects the player from areas with toxic atmosphere. Many inventory items are powered by batteries (separate from weapon ammunition types) which can be found around the levels.
 
For combat, the player may use fists, explosive land mines and thermal detonators, as well as blasters and other ranged weapons. Gameplay leans towards ranged combat, although some enemies have melee attacks such as punching, biting, and using axes. All player weapons except the fist require ammunition, which can be collected in power-ups. Many weapons also offer an alternate fire mode. The player has health and shields which are damaged by enemy attacks and some environmental hazards, and may be replenished through power-ups.
 
In addition to combat, Dark Forces provides physical obstacles for the character, such as jumping from ledges or traversing across flowing rivers, and includes multi-step puzzles such as mazes controlled by switches.

Pak's Thoughts – It was pretty much Doom with a Star Wars skin, but it was the first game to really immerse you in the Star Wars universe. Blasters (to me) are way more fun than machine guns, and I’ll take aliens over demons any day.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 07, 2013, 04:58:52 PM
#43 –Super Star Wars

(31 Points) 2 of 16 Lists - Highest Ranking - #4 - Monty
(http://upload.wikimedia.org/wikipedia/en/1/17/Super_Star_Wars_box_art.jpg)
A Long Time Ago, In a Galaxy Far, Far Away…

Release Date:  June 1, 1992

Just the facts/Stuff I wiki'd:
Super Star Wars is a Super NES game based on the film Star Wars Episode IV: A New Hope which was released in 1992 and re-released on the Virtual Console in 2009. It is the SNES equivalent of the Star Wars NES game. Super Star Wars features mostly run and gun gameplay, although it has stages which feature other challenges, such as driving a landspeeder or piloting an X-wing. It also features multiple playable characters with different abilities.
 
The game was followed by two sequels based on the subsequent Star Wars films, Super Star Wars: The Empire Strikes Back and Super Star Wars: Return of the Jedi.

Super Star Wars generally follows the plot of Star Wars Episode IV: A New Hope, although some allowances were made to adapt the story to suit an action game. For example, instead of simply buying C-3PO and R2-D2 from the Jawas, Luke Skywalker must fight his way to the top of a Jawa sandcrawler while leaping from a series of moving conveyor belts. Brief cutscenes between levels tell an abbreviated version of the film's story. Later stages allow the player to control smuggler and pilot Han Solo or Chewbacca the Wookiee. The game also features several vehicle-based levels in which the player takes control of an X-Wing or a landspeeder.
 
Most the stages consist of run and gun gameplay, with several different upgrades available to the standard blaster weapon. Luke can also wield a lightsaber after acquiring it from Obi Wan Kenobi. The end of the game has players reenacting Luke's Death Star trench run to destroy the Death Star, with Darth Vader confronting the player in his TIE Advanced x1.

Originally, the game design was planned to give the characters a dark black outline around their bodies, similar to Ultima VIII: Pagan. However, this idea was abandoned, as it was thought to make the characters too cartoonish-looking.
 
There was a trash compactor level that was deleted from the game due to memory constraints. An image was published in an issue of Electronic Gaming Monthly around the time of the game's release.
 
A PC port of Super Star Wars was in the works since 1994, by a Danish game company Brain Bug and produced by Softgold. This version would deliver an enhanced audio-visual experience compared to the SNES version, with the levels and gameplay left intact. The game was almost completed but in 1995 LucasArts decided to halt the development and cancel the release. This unreleased version is available on the Internet.

Pak's Thoughts – I had trouble understanding the term “Play Control” in video game reviews until I played this game. Everything is so fluid and Luke does exactly what I want him to. I think this might be my favorite “run-and-gun” game ever, and I played the entire trilogy start to finish. The liberties taken to make the original trilogy into an action game were a hoot, too. Luke probably killed more Jawas than the Empire, and more Sand People than his dad!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 07, 2013, 04:59:49 PM
#42–Mortal Kombat II

(31 Points) 2 of 16 Lists - Highest Ranking - #3 - Raven
(http://upload.wikimedia.org/wikipedia/en/5/5f/Mortal_Kombat_II_arcade.png)
Toasty!

Release Date:  1993

Just the facts/Stuff I wiki'd:
Mortal Kombat II (commonly abbreviated as MKII) is a competitive fighting game originally produced by Midway Games for the arcades in 1993 and then ported to multiple home systems, including the PC, Amiga, Game Boy, Game Gear, Sega Genesis, Sega Saturn, SNES and the various PlayStation consoles.
 
Mortal Kombat II was the second game in the Mortal Kombat series, improving the gameplay and expanding the mythos of the 1992's original Mortal Kombat, notably introducing multiple and varied Fatalities and several iconic characters, such as Kitana, Kung Lao, Mileena and the series' recurring villain, Shao Kahn. The game's plot continues on from the first part, featuring the next Mortal Kombat tournament being set in the otherdimensional realm of Outworld, with the Outworld and Earthrealm representatives fighting each other on the way to the evil emperor of Outworld, Shao Kahn.
 
The game was an unprecedented commercial success and was generally acclaimed by critics, including receiving many annual awards and being featured in various top lists in the years to come, but also sparked a major video game controversy due to its over-the-top violent content. Its legacy include a spin-off game Mortal Kombat: Shaolin Monks and having the greatest influence on the 2011 reboot game Mortal Kombat, as well as inspiring numerous video game clones.

The game marked introduction of multiple Fatalities (post-match animations of the victorious characters executing their defeated foes) as well as additional, non-lethal finishing moves to the franchise: Babalities (turning the opponent into a crying baby), Friendships (a non-malicious interaction, such as dancing or giving a gift to the defeated opponent) and additional stage-specific Fatalities (the winner uppercutting his or her opponent into an abyss below, spikes in the ceiling, or a pool of acid in the background). Finishing moves, however, can not be performed against the defeated bosses and secret characters who do not have finishing moves.

As in the case of the first Mortal Kombat game, the absurdly bloody content of Mortal Kombat II became the subject of a great deal of controversy regarding violent video games. According to IGN, "Mortal Kombat II wore its notoriety as a badge of honor, boasting about it in promotional materials, and even parodying it in-game." MKII was put in the index of the works allegedly harmful to young people by the German Federal Department for Media Harmful to Young Persons (BPjM) and all versions of the game except this for the Game Boy were subjected to being confiscated from the nation's market for violating the German Penal Code by showing excessive violence and cruel acts against representions of human beings. Due to regional censorship, the game was also released with green-colored blood and black-and-white Fatality sequences in Japan. In 2012, Boon recalled: "I've always had the position that the rating system was a good idea and should be put in place. Once Mortal Kombat II came out, there was a rating system in place. We were an M-rated game, and everybody knew the content that was in there, so it became almost a non-issue." Tobias agreed, saying that they "were content with the M for mature on our packaging."
 
Pak's Thoughts – I don’t have much to say about this one that I didn’t say about the first, but I do remember this setting off a huge mess of violent-for-the-sake-of-violence video games. It seemed like every other game that came out after this one had blood-splatter options. I never really objected to violence in video games, but they needed something more to draw me in.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 07, 2013, 05:00:26 PM
#39 – ToeJam & Earl

(32 Points) 2 of 16 Lists - Highest Ranking - #7 - Raven
(http://upload.wikimedia.org/wikipedia/en/c/c7/ToeJam_%26_Earl.png)
Funnnn-ky!
Release Date:  1991
Just the facts/Stuff I wiki'd:
ToeJam & Earl is an action video game developed by Johnson Voorsanger Productions and published by Sega for the Mega Drive video game console. Released in 1991, it centers on the titular ToeJam and Earl—alien rappers who have crash-landed on Earth. As they attempt to escape the planet, players assume the role of either character and collect pieces of their wrecked spacecraft. ToeJam & Earl's design was heavily influenced by the role-playing video game Rogue, and took from it such features as the random generation of levels and items. It references and parodies 1980s urban culture and is set to a funk soundtrack.
 
The game was positively received by critics, who praised its originality, soundtrack, humor and two-player cooperative mode. It attained sleeper hit status despite low initial sales, and its protagonists were used as mascots by Sega. The game was re-released for the Wii's Virtual Console in December 2006 and re-released again on PlayStation Network and Xbox Live Arcade in November 2012.
ToeJam & Earl takes place from a top-down perspective in a 2D game world. Its gameplay mechanics were inspired by Rogue, which has led to its description as a Roguelike or dungeon-crawl game. The game contains both single-player and two-player cooperative modes. The latter displays a single screen when both characters are near each other, but splits it apart when they are not. Playing the game with two players reveals dialogue and jokes between the characters not heard in the single player game.
 
The game is set on Earth, which is represented by randomly generated islands that float in space, each one a layer above the last. They are connected by elevators. Some islands contain pieces of spacecraft wreckage, of which the player must collect 10 to win the game. The player character drops to the island below if he falls from an island's edge, which necessitates that the player again locate an elevator. Each island is populated by antagonistic "Earthlings", such as phantom ice-cream trucks, aggressive packs of "nerds", giant hamsters, Bogeymen, man-eating mailboxes, and chickens armed with mortars that shoot tomatoes. Certain Earthlings aid the player. The game has been described as "largely non-violent", as the protagonists can only attack enemies with thrown tomatoes—one of many temporary, randomly generated power-ups.
 
Power-ups are contained in wrapped presents, which are categorized by appearance. The contents of a present are unknown to the player until it is opened; afterwards, all presents of that appearance are identified. Identification of presents' contents is a central gameplay mechanic. Each power-up has a unique effect: while one might increase the player characters' running speed, another distracts enemies. Certain presents contain harmful power-ups, such the loss of a "life", or the "randomizer", which hides the identity of all presents. In the game's cooperative mode, if one player character opens a present in the vicinity of the other, its contents affect both characters. As players open more presents, the chances of accidentally opening the randomizer are increased, which prevents the game from becoming easier as more presents are identified.

ToeJam & Earl creator Greg Johnson became a fan of Rogue as a university student. After he left university, he worked on games for Electronic Arts, including Starflight (1986). After the completion of Starflight 2, Johnson conceived ToeJam & Earl—first the characters, then the plot—while on a beach in Hawaii. The idea was a combination of Rogue's gameplay concepts and a lighter version of Starflight's science-fiction themes. Johnson met programmer Mark Voorsanger through a mutual friend, while walking on Mount Tam in 1989. He related the concept of ToeJam & Earl to Voorsanger, and the two resolved to make the game together. They formed Johnson Voorsanger Productions, and serious work on the game began soon after. Their status as commercial game designers allowed them to meet with Sega of America, and they used cards covered in landscape drawings to demonstrate their idea of randomly generated levels. Sega marketing manager Hugh Bowen was immediately interested in the concept and he enlisted the aid of producer Scott Berfield to sell the game to management; Sega wanted innovative games and new mascots to compete with Nintendo.
 
The game's small development team was composed of Johnson's previous colleagues, and its music was composed by John Baker. The team's goal was to make a humorous game that was "original, easy to understand and offered an immediate response to the player's actions". The designers wanted to include a two-player mode so that they could play together, and considered ToeJam & Earl "a two player game with a one player option." While Sega believed that hardware issues would prevent the feature from working, Voorsanger successfully implemented it. In a 1992 interview with Sega Visions, Johnson stated that the characters ToeJam and Earl evolved as reflections of his and Voorsanger's personalities. Voorsanger disagreed, and called the characters "two different aspects of Greg's personality". Steve Purcell (Of Sam & Max Fame) has stated that he contributed character designs to the game.
 
 Pak's Thoughts – This game holds up insanely well. If you ever enjoyed it, pick it up and play it. You’ll feel just as compelled to rebuild ToeJam & Earl’s ship as you were back then.  The sense of humor is great too, and multiplayer is a blast.

That’s it for now! I’ll try to get another 5 up later tonight!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Darth Geek on August 07, 2013, 05:46:28 PM
#45 –Rollercoaster Tycoon


I LOVED this game! If I had submitted a list, it would have been #1 easily (I'm not a gamer). I used to play this as a complete sociopath. To the point where it kinda scared me after a while.
  I once built a park on a mostly watery area completely out of boardwalks. Then when it was heavily populated, removed the segments to get to the Information booth (where people had to go to register complaints). Then proceeded to delete all the boardwalk parts as people were on them, letting them all drown. Because they couldn't get to the booth to make complaints, everyone died yet I had a perfect score because I had no complaints.
  I would also build really cool rollercoasters that got very popular so there would be a long line. Then shut it down, but most of the people would stay in line. Remove some of the pieces, so that the ride would be guaranteed to crash (this works best for coasters that have vertical portions where the cars go up then stop and then backwards). Then open it back up again and it will fill up with people that were already in line (and presumably saw me do this), where they will subsequently crash hilariously and die.
  I would play normally most of the time, of course. And it was really satisfying to get a very popular park paying attention to all the management stuff. But man, I remember that game as proof positive I have a fucked up side.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 07, 2013, 08:31:36 PM
#40 –X-COM: UFO Defense

(33 Points) 2 of 16 Lists - Highest Ranking - #2 - Compound
(http://upload.wikimedia.org/wikipedia/en/9/93/X-COM_-_UFO_Defense_Coverart.png)
Warning. Warning. UFO Detected.
Release Date:  March 1994
Just the facts/Stuff I wiki'd:
UFO: Enemy Unknown (marketed as X-COM: UFO Defense in North America) is a science fiction strategy video game developed by Mythos Games and MicroProse. It was published by MicroProse in 1994 for the PC DOS and Amiga computers and the Amiga CD32 console, and in 1995 for the PlayStation. Its European PlayStation release is titled X-COM: Enemy Unknown.
 
Originally planned by Julian Gollop as a sequel to Target Games' 1988 Laser Squad, the game mixes real-time management simulation with turn-based tactics. The player takes the role of commander of X-COM – a clandestine, international paramilitary organization defending Earth from alien invasion. Through the game, the player is tasked with issuing orders to individual X-COM troops in a series of turn-based tactical missions. At strategic scale, the player directs the research and development of new technologies, builds and expands X-COM's bases, manages the organization's finances and personnel, and monitors and responds to UFO activity.
 
The game received strong reviews and was commercially successful, acquiring a cult following among strategy fans; several publications listed UFO: Enemy Unknown as one of top video games ever made, including IGN ranking it as the best PC game of all time in 2000 and 2007. It was the first and best received entry in the X-COM series, and has directly inspired several similar games, including UFO: Aftermath, UFO: Alien Invasion, UFO: Extraterrestrials and Xenonauts. A remake of the game, XCOM: Enemy Unknown, was created by Firaxis Games and published by 2K Games in 2012.

The game takes place within two distinct views, called the Geoscape and the Battlescape. According to GameSpy, "Playing it again in 2012, it comes off as both completely brilliant and slightly insane. In effect, X-COM melds an SSI Gold Box RPG with a highly detailed 4X game like Master of Orion, making it in some ways two entirely different games."
 
The game begins on January 1, 1999, with the player choosing a location for their first base on the Geoscape screen: a global view representation of Earth as seen from space (displaying X-COM bases and aircraft, detected UFOs, alien bases, and sites of alien activity). The player can view the X-COM bases and make changes to them, equip fighter aircraft, order supplies and personnel (soldiers, scientists and engineers), direct research efforts, schedule manufacturing of advanced equipment, sell alien artifacts to raise money, and deploy X-COM aircraft to either patrol designated locations, intercept UFOs, or send X-COM ground troops on missions using transport aircraft.
 
Funding is provided by the 16 founding nations of X-COM. At the end of each month, a funding report is provided, where nations can choose to increase or decrease their level of funding based on their perceived progress of the X-COM project. Any of these nations may quit, if the nation's government has been infiltrated by the invaders. Through reverse engineering of recovered alien artifacts, X-COM is able to develop better technology to combat the alien menace, and eventually uncover how to defeat it.

Pak's Thoughts – I completely missed out on X-COM. I had heard of it, and it was exactly the kind of game I loved playing at the time, but I never got around to picking up a copy until just a few years ago, when I picked it up during a Steam sale. It’s a hard game to get into when you don’t have the manual right in front of you. Compound actually wrote up a wonderful walk-through that I will totally print out and use someday soon. :^) http://forum.rifftrax.com/index.php?topic=17856.msg543274#msg543274
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 07, 2013, 08:32:42 PM
#39 –Final Fantasy IV

(33 Points) 3 of 16 Lists - Highest Ranking - #11 - goflyblind
(http://i212.photobucket.com/albums/cc83/pakgor/Final_Fantasy_II_SNES_Box_Art_zpsbff189ab.jpg)
You spoony bard!
Release Date:  July 19, 1991

Just the facts/Stuff I wiki'd:
Final Fantasy IV is a role-playing video game developed and published by Square (now Square Enix) in 1991 as a part of the Final Fantasy series. The game was originally released for the Super Famicom in Japan and has since been rereleased for many other platforms with varying modifications. The game was re-titled Final Fantasy II during its initial release outside of Japan as the original Final Fantasy II and Final Fantasy III had not been released outside of Japan at the time. However, later localizations used the original title.
 
The game's story follows Cecil, a dark knight, as he tries to prevent the sorcerer Golbez from seizing powerful crystals and destroying the world. He is joined on this quest by a frequently changing group of allies, several of whom die, become injured, or are otherwise incapacitated by an unfortunate occurrence. Final Fantasy IV introduced innovations that became staples of the Final Fantasy series and role-playing games in general. Its "Active Time Battle" system was used in five subsequent Final Fantasy games, and unlike prior games in the series, IV gave each character their own unchangeable character class.
 
With its character-driven plot, use of new technologies and critically acclaimed score by Nobuo Uematsu, Final Fantasy IV is regarded as a landmark of the series and role-playing genre. It is considered to be one of the first role-playing games to feature a complex, involving plot, and is thought to have pioneered the idea of dramatic storytelling in RPGs. The various incarnations of the game have sold more than four million copies worldwide. An enhanced remake, also called Final Fantasy IV, with 3D graphics was released for the Nintendo DS in 2007 and 2008. A sequel, Final Fantasy IV: The After Years, was released for Japanese mobile phones in 2008, and worldwide via the Wii Shop Channel on June 1, 2009. In 2011, both Final Fantasy IV and The After Years were released for the PlayStation Portable as part of the compilation Final Fantasy IV: The Complete Collection, which also included a new game, set between the two; Final Fantasy IV: Interlude. An iOS port of the Nintendo DS remake was released on December 20, 2012, as well as an Android version on June 4, 2013.

The game's script had to be reduced to one fourth of its original length due to cartridge storage limits, but Tokita made sure only "unnecessary dialogue" was cut, rather than actual story elements. As the graphical capacities of the Super Famicom allowed Yoshitaka Amano to make more elaborate character designs than in the previous installments, with the characters' personalities already evident from the images, Tokita felt the reduced script length improved the pacing of the game. Still, he acknowledges that some parts of the story were "unclear" or were not "looked at in depth" until later ports and remakes. One of the ideas not included, due to time and space constraints, was a dungeon near the end of the game where each character would have to progress on their own—this dungeon would only be included in the Game Boy Advance version of the game, as the Lunar Ruins.

Pak's Thoughts – A lot of people cite Final Fantasy VI and VII as the best of the series, but this one is my jam. I was hooked on the melodrama from the beginning and the soundtrack remains one of my favorite video game soundtracks to this day. It also features one of the most confusing battles of all time, where when you’re in a battle where you should totally be fighting your opponent, a voice keeps interrupting and telling you not to fight him.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 07, 2013, 08:33:47 PM
#38 –Sam & Max Hit the Road

(37 Points) 2 of 16 Lists - Highest Ranking - #5 – Pak-Man
(http://upload.wikimedia.org/wikipedia/en/7/76/Sam_%26_Max_Hit_the_Road_artwork.jpg)
Sam: Aw, it's a cute little hypercephalic kitten.
Max: I'll call him "Mittens", because I think he'd make a fine pair of them.

Release Date:  November 1993
Just the facts/Stuff I wiki'd:
Sam & Max Hit the Road is a graphic adventure video game released by LucasArts during the company's adventure games era. The game was originally released for MS-DOS in 1993 and for Mac OS in 1995. A 2002 re-release included compatibility with Windows. The game is based on the comic characters of Sam and Max, the "Freelance Police", an anthropomorphic dog and "hyperkinetic rabbity thing". The characters, created by Steve Purcell, originally debuted in a 1987 comic book series. Based on the 1989 Sam & Max comic On the Road, the duo take the case of a missing bigfoot from a nearby carnival, traveling to many Americana tourist sites to solve the mystery.
 
LucasArts began development of the game in 1992 with the intention to use new settings and characters after the success of the past Maniac Mansion and Monkey Island adventure titles. Series creator Steve Purcell, then a LucasArts employee, was one of the lead designers on the project. Sam & Max Hit the Road is the ninth game to use the SCUMM adventure game engine, and also integrated the iMUSE audio system developed by Michael Land and Peter McConnell. The game was one of the first to incorporate full voice talent for its characters; the two titular characters were voiced by professional voice actors Bill Farmer and Nick Jameson.
 
The game received critical acclaim on release, and was praised for its humor, voice acting, graphics, music and gameplay. It is now regarded as a classic point-and-click adventure game and is often listed in publishers' lists of top games of all time. Several attempts to produce sequels were cancelled, ultimately resulting in the franchise moving from LucasArts to Telltale Games.

Sam & Max Hit the Road was developed by a small team at LucasArts, many of whom had previous experience working on other LucasArts adventure games. The game was designed by Sean Clark, Michael Stemmle, Sam & Max creator Steve Purcell and his future wife Collette Michaud, all of whom had worked on Indiana Jones and the Fate of Atlantis. Sam and Max first appeared as video game characters as internal testing material for SCUMM engine programmers recently employed by LucasArts; Steve Purcell created animated versions of the characters and an office backdrop for the programmers to practice on. Soon after, Sam & Max comic strips by Steve Purcell were published in LucasArts' quarterly newsletter. After a positive reaction from fans to the strips and out of a wish to use new characters and settings after the success of the Monkey Island and Maniac Mansion franchises, LucasArts offered in 1992 to create a video game out of the characters
 
The game was based on the 1989 Sam & Max comic On The Road, which featured the two on a journey across the United States. Several of the game's tourist traps were based on real locations experienced by the developers; Steve Purcell recollects a childhood visit to a "Frog Rock"—one of the locations featured in the game—and remembered thinking "That's it? It doesn't even look like a frog!" A chain of "Snuckey's" roadside stores and attractions was a tribute to the Stuckey's chain which Purcell and his family often stopped at during road trips.
 
Sam & Max was one of the first games to include a full speech soundtrack and music, which for Steve Purcell was a "dream opportunity" to hear his creations speak. Steve Purcell describes casting Bill Farmer in the role of Sam as his audition tape "was very dry; he wasn’t trying too hard to sell the lines". Actor Nick Jameson was cast to voice Max. The game's jazz score was composed by LucasArts' Clint Bajakian, Michael Land and Peter McConnell, and was incorporated into the game using Land and McConnell's iMUSE engine, which allowed for audio to be synchronized with the visuals. High quality versions of four of the game's tracks were included on the CD version of the game. Sam & Max Hit the Road was released simultaneously on floppy disk and CD-ROM; only the CD version of the game contained full in-game speech and music. Fans of the game have since recreated the game's MIDI soundtrack in higher quality MP3 format.
 
As the Sam & Max comics had a more adult tone, Steve Purcell expected LucasArts to cut back "the edgier material" from the game. However, he expressed that he was pleased with how LucasArts allowed him to stay close to his original vision for the game. The game's various minigames were included to allow players to take a break from solving the main game's puzzles and play something "short and silly". Sam & Max Hit the Road also signified a major change in development for games on the SCUMM engine. The user interface was entirely rehauled from that introduced in Maniac Mansion and built upon in subsequent games. Instead of selecting a verb function from a list at the bottom of the screen and clicking on an in-game entity, Sam & Max Hit the Road compressed all verb functions into the mouse cursor, which players could cycle through using the right-mouse button. The inventory was also moved off the main screen to a sub-screen accessible by a small icon on the screen. According to Steve Purcell, this cleared space on the screen to "expand on the excellent backgrounds and also made interaction much quicker and less laborious than LucasArts' previous adventure games" The conversation trees were also affected by this; Michael Stemmle proposed removing the text-based selection menu used in previous LucasArts' adventure games in favor of icons representing topics of discussion as "nothing would kill a joke worse than reading it before you hear it". Several of these innovations were retained for future LucasArts adventure games.

Pak's Thoughts – I was a Sierra purist for a very long time and purposely avoided the LucasArts games. Sam and Max looked interesting enough to make me break that self-imposed rule, and it showed me how very wrong I’d been. A lot of games succeed at being funny, but very few succeed in making me laugh. This is a game that makes me laugh to this day.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 07, 2013, 08:35:05 PM
#37 –Gran Turismo

(38 Points) 2 of 16 Lists - Highest Ranking - #2 – goflyblind
(http://upload.wikimedia.org/wikipedia/en/a/a4/Gran_Turismo_-_Cover_-_North_America.jpg)
Vroooom!
Release Date:  November 1993

Just the facts/Stuff I wiki'd:
Gran Turismo (abbreviated GT, commonly abbreviated GT1) is a racing simulator designed by Kazunori Yamauchi. Gran Turismo was developed and published by Sony Computer Entertainment in 1997 for the PlayStation video game console. The game's development group was established as Polyphony Digital in 1998.
 
After five years of development time, it was well-received publicly and critically, shipping a total of 10.85 million copies worldwide as of April 30, 2008, and scoring an average of 95% in GameRankings' aggregate. The game has started a series, and to date has spawned over 10 spin-offs and sequels.

Gran Turismo is fundamentally based on the racing simulator genre. The player must maneuver a car to compete against artificially intelligent drivers on various race tracks. The game uses two different modes: Arcade Mode and Simulation Mode (Gran Turismo Mode in PAL and Japanese versions). In the arcade mode, the player can freely choose the courses and vehicles they wish to use. Winning races unlocks additional cars and courses.
 
However, simulation mode requires the player to earn different levels of driver's licenses in order to qualify for events, and earn credits (money), trophies and prize cars by winning race championships. Winning one particular championship also unlocks a video and a few additional demonstration tracks. Credits can be used to purchase additional vehicles, and for parts and tuning.
 
Gran Turismo features 140 cars and 11 race tracks (as well as their reversed versions). Two Honda del Sol cars from 1995 were included in the Japanese version, but were removed from the North American and European versions. They can be found in the North American version's code (and are unlockable via a GameShark cheat device). In addition to the hidden del Sols, there is also a 1967 Chevrolet Corvette and a 1998 Mazda Roadster exclusive to the Arcade mode. The Corvette and Roadster can also be accessed via GameShark.

Pak's Thoughts – I’ve got nothing. I never played it. Racing simulators aren’t interesting to me, unless you’re piloting a rocket car of some sort in the future, or maybe a go-kart. :^)
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 07, 2013, 08:36:11 PM
#36 –Warcraft II: Tides of Darkness

(40 Points) 3 of 16 Lists - Highest Ranking - #10 – goflyblind
(http://upload.wikimedia.org/wikipedia/en/e/e3/Warcraft-2-Tides-Of-Darkness-Pc.jpg)
Work Complete.

Release Date:  December 9, 1995

Just the facts/Stuff I wiki'd:
Warcraft II: Tides of Darkness is a fantasy-themed real-time strategy (RTS) game published by Blizzard Entertainment and first released for DOS in 1995 and for Mac OS in 1996. The main game, Warcraft II: Tides of Darkness, earned enthusiastic reviews, won most of the major PC gaming awards in 1996, and sold over 2 million copies.
 
Later in 1996 Blizzard released an expansion pack Warcraft II: Beyond the Dark Portal for DOS and Mac OS, and a compilation Warcraft II: The Dark Saga for the Sony PlayStation and Sega Saturn. The Battle.net Edition, released in 1999, provided Blizzard's online gaming service, Battle.net, and replaced the MS-DOS version with a Windows one.
 
Players must collect resources, and produce buildings and units in order to defeat an opponent in combat on the ground, in the air and in some maps at sea. The more advanced combat units are produced at the same buildings as the basic units but also need the assistance of other buildings, or must be produced at buildings that have prerequisite buildings. The majority of the main screen shows the part of the territory on which the gamer is currently operating, and the minimap can select another location to appear in the larger display. The fog of war completely hides all territory which the gamer's has not explored, and shows only terrain but hides opponents' units and buildings if none of the gamer's units are present.
 
Warcraft II 's predecessor Warcraft: Orcs & Humans, released in 1994, gained good reviews, collected three awards and was a finalist for three others, and achieved solid commercial success. The game was the first typical RTS to be presented in a medieval setting and, by bringing multiplayer facilities to a wider audience, made this mode essential for future RTS titles. Warcraft: Orcs & Humans laid the ground for Blizzard's style of RTS, which emphasized personality and storyline.

Pak's Thoughts – Wow I wish I had saved a copy of this the first time I posted it. I’m pretty sure my original thoughts were that this game holds up extremely well, thanks to its awesome cartoony graphics, and that the action confirmation sound bites were very annoying to those who were not playing the game.

That’s it for today! We’re back on track! Expect 5 more tomorrow!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: BBQ Platypus on August 07, 2013, 10:27:41 PM
Huh.  Missed this list.  Wonder if anybody voted for Daggerfall like I would have.  (Would have missed #1 on account of the bugs, though - Descent would have taken that spot).
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 08, 2013, 07:00:07 AM
I have to say, the hard part of this list has been doing write-ups instead of actually playing the games I'm writing about. As soon as this list is over, I'm going to start up a game of Rollercoaster Tycoon, play some ToeJam and Earl, maybe get into X-COM and Star Control, playing through Sam & Max again would be fun... And we're not even half-through yet. :^)
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 08, 2013, 07:55:48 AM
Damn.  Starting to wonder if much of anything on my list made the big list.  Warcraft 2 is the only thing so far.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 08, 2013, 08:01:49 AM
One thing I'll always remember about Link's Awakening was that in those days, the portable games didn't have color.  I played it on my Super Game Boy, the attachment that let you load Game Boy games on to a Super Nintendo.  Super Game Boy allowed you to play on a bigger screen but also let you add colors to the games.  Games released after the Super Game Boy (such as the early Pokemon games) made use of the device and had their own preloaded colors that you couldn't modify, but older games like Link's Awakening did not.  You could choose from some presets or define your own, but the interface to define your own was pretty rigid.  I think what the Super Game Boy did was basically turn the whole game into a big paint-by-numbers kit, but there were only 4 different numbers and hence four different colors.  You could customize your colors either by selecting colors manually or by entering a code at the bottom of the screen.  The code basically let you "save" a color set that you liked, since it could be difficult to fine tune it.  Link's Awakening was the only game I ever really found a color set that I thought looked nice, and I wrote that code down and put it in every time I played.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 08, 2013, 08:13:30 AM
Damn.  Starting to wonder if much of anything on my list made the big list.  Warcraft 2 is the only thing so far.

Don't despair. You have a lot coming further up the list. Your list had a lot of popular choices, actually. :^)
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 08, 2013, 08:21:02 AM
The original Warcraft was good, but it suffered severely from poor control.  In most RTS games, you can double click on a group of similar units to select them, or drag the mouse to enclose a group in a box.  Then you can assign them to digit groups to call them back up with the press of a number key.  And you can move them around with a right click.

In Warcraft, you had to hold down control to get the box to come up for dragging.  You had to hold down shift to select individual units, and you couldn't assign them to number groups.  Also I think the group size was limited to 4.  Also you had to explicitly tell units and groups to move (instead of just right clicking).

I wish they hadn't replaced the orc wolf raiders with ogres in the sequels.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Relaxing Dragon on August 08, 2013, 04:57:58 PM
#45 –Rollercoaster Tycoon

(30 Points) 2 of 16 Lists - Highest Ranking - #7 –Relaxing Dragon
(http://upload.wikimedia.org/wikipedia/en/1/1d/Rct-box.jpg)

Wow did this game consume my life for a good chunk of elementary school. It was one of those games that just well and truly absorbed me, to the point where I was thinking about it when I wasn't playing and fretting over doing every little thing right when I was. I made at least one lifelong friend via the fact that I was at his house one day (he was the friend of a friend at the time) and had this game on his computer. I got my babysitter totally hooked on it, and we ended up swapping strategies on the ride home from school sometimes. I'd get legitimately excited every I got a new research update in the game, since it meant a new something or other to mess with (that little light-blue text just brightened my day, even if whatever I'd just researched was something I didn't particularly need). I'd put loads of work into stuff that didn't do make much of a difference as far as game mechanics were concerned, but which still made a difference to me. Because dammit, when I design a park, I want it to be one that I or anyone else here in the real world would enjoy when they visited it. I'd be tinkering with the landscaping and ornaments, where the food court was situated compared to the rest of the park, how the paths circled around, everything. And then I'd try to rebuild the coasters from the theme parks around my house (Great America and Santa Cruz Beach Boardwalk, if anyone's curious). Trouble was, I always seemed to have trouble building coasters because they'd turn out to be far too intense (although I just think my park patrons were a bunch of babies). Other than that, I generally stayed successful in making a solid park that worked in and out of the game.

Except for the hedge mazes. I'd go overboard on those, to the point where I had one that covered a good third of my park. I don't think a single guest ever managed to make it out, but damn if that line didn't take up the whole rest of the park.

I still love and play RollerCoaster Tycoon 2 from time to time, although never got into the third. I honestly greatly prefer the old-school 2-D, 4-view graphics to the fully 3D ones. The game had considerably more charm (and, in my opinion, detail) that way, especially when looking at the designs of the coasters. And RCT2 has all the right amounts of upgrades, add-ons, and new additions, while still retaining that old-school charm. One of my favorite games ever, it is.

Come to think of it, I don't think I've pulled it out for a while. I'll have to change that when I get home today...
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 08, 2013, 11:42:31 PM
#35 –You Don’t Know Jack

(41 Points) 2 of 16 Lists - Highest Ranking - #2 - ColeStratton
(http://i212.photobucket.com/albums/cc83/pakgor/ydtkpc0f_zps9b9bf8ed.jpg)
Well, look at you playing "Jack" all by yourself. Here, I'll let you in on a little secret – You’re gonna win!
Release Date:  September 12, 1995

Just the facts/Stuff I wiki'd:
You Don't Know Jack (commonly abbreviated YDKJ) is a series of computer games developed by Jellyvision and Berkeley Systems, as well as the title of the first game in the series. YDKJ, framed as a game show "where high culture and pop culture collide", combines trivia with comedy.

In 1991, Jellyvision's former identity, Learn Television, released the award-winning film, “The Mind's Treasure Chest,” which featured lead character Jack Patterson. When Learn Television sought to use new multimedia technologies to create a more active learning experience, the company teamed up with Follett Software Company and developed "That's a Fact, Jack!", a reading motivation CD-ROM game show series covering young adult fiction, targeted to 3rd through 10th graders. The game would give a title for a child to read, and then ask questions related to that title.
 
The idea for You Don't Know Jack began while That's a Fact, Jack! was still in development. The game's title comes from the less vulgar version of the phrase "You don't know jack shit." Jellyvision's website has this explanation as to why You Don't Know Jack was made:
 
"Way back in the early 90s, Jellyvision decided to test the waters of mainstream interactive entertainment by beginning a partnership with Berkeley Systems, of "Flying Toasters" fame. Berkeley Systems asked us if we could apply the concepts of a game show to an adult trivia game. Since no one at Jellyvision at the time actually liked trivia games, we tried to figure out how to make trivia questions fun and engaging to us. When we realized that it was possible to ask about both Shakespeare and Scooby-Doo in the same question, YOU DON'T KNOW JACK was born.”

The game can be played by one, two, or three players. The game opens with a green room segment, in which the players are prompted to enter their names and given instructions for play. The audio during this segment includes rehearsing singers, a busy producer, and a harassed studio manager/host. The only graphics are a large "On Air/Stand By" sign in the middle of the screen, visual representations of the players' button assignments, and a box for name entry.
 
YDKJ offers the choice of playing a 7- or 21-question game. There is a brief intermission after the tenth question. Most questions are multiple choice, with some occasional free-entry questions, or mini-games.
 
Before each question, one player is given a choice of three categories. Each has a humorous title that has some connection to the topic of the corresponding question. After a short animated introduction, which is often accompanied with a sung jingle about the question number, the host asks the question. Typically, the question is multiple choice, and the first player to "buzz in" and give the correct answer wins the money for that question and gets to choose the next category. If a player answers incorrectly, he or she loses money, but not before the host wisecracks about it.
 
In multi-player games, each player is allowed one chance to "screw" an opponent in each half of a full game, or once in an entire short game. Using the "screw" forces the opponent to give an answer to a question within ten seconds. If the player who is "screwed" answers correctly, he or she wins the money while the player who "screwed" him or her loses money.

Pak's Thoughts – I always wanted to get a multiplayer version of this game going on, but was a bit short on friends in that phase of my life and my brothers were a little too young for the snappy banter. I loved playing single-player, though, and was always impressed at what a good job the game did at making it feel like there was a living host.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 08, 2013, 11:43:33 PM
#34 –Pokémon Red/Blue/Green

(41 Points) 4 of 16 Lists - Highest Ranking - #11 – Relaxing Dragon
(http://upload.wikimedia.org/wikipedia/en/e/e9/Pok%C3%A9mon_box_art_-_Red_Version.jpg)
A wild Jigglypuff appears!
Release Date:  February 27, 1996

Just the facts/Stuff I wiki'd:
Pokémon Red Version and Blue Version, originally released in Japan as Pocket Monsters: Red & Green, are role-playing video games developed by Game Freak and published by Nintendo for the Game Boy. They are the first installments of the Pokémon series. They were first released in Japan in 1996 as Red and Green, with Blue being released later in the year as a special edition. They were later released as Red and Blue in North America, Europe and Australia over the following three years. Pokémon Yellow, a special edition version, was released roughly a year later.
 
The player controls the main character from an overhead perspective and navigates him throughout the fictional region of Kanto in a quest to master Pokémon battling. The goal of the games is to become the champion of the region by defeating the eight Gym Leaders, allowing access to the top four Pokémon trainers in the land, the Elite Four. Another objective is to complete the Pokédex, an in-game encyclopedia, by obtaining the 151 available Pokémon. The nefarious Team Rocket provide an antagonistic force, as does the player's childhood rival. Red and Blue also utilize the Game Link Cable, which connects two games together and allows Pokémon to be traded or battled between games. Both titles are independent of each other but feature largely the same plot and, while they can be played separately, it is necessary for players to trade among the two in order to obtain all of the first 150 Pokémon. The 151st Pokémon (Mew) is available only through a glitch in the game or an official distribution by Nintendo.
 
Red and Blue received strong reviews; critics praised the multiplayer options, especially the concept of trading. They received an aggregated score of 89% on Game Rankings and are perennially ranked on top-game lists including at least four years on IGN's Top 100 Games of All Time. The games' releases marked the beginning of what would become a multi-billion dollar franchise, jointly selling millions of copies worldwide, and in 2009 they appeared in the Guinness Book of World Records under "Best selling RPG on the Game Boy" and "Best selling RPG of all time."

Red and Blue are in a third-person, overhead perspective and consist of three basic screens: an overworld, in which the player navigates the main character; a side-view battle screen; and a menu interface, in which the player configures his or her Pokémon, items, or gameplay settings.
 
The player can use his or her Pokémon to battle other Pokémon. When the player encounters a wild Pokémon or is challenged by a trainer, the screen switches to a turn-based battle screen that displays the engaged Pokémon. During battle, the player may select a maneuver for his or her Pokémon to fight using one of four moves, use an item, switch his or her active Pokémon, or attempt to flee. Pokémon have hit points (HP); when a Pokémon's HP is reduced to zero, it faints and can no longer battle until it is revived. Once an enemy Pokémon faints, the player's Pokémon involved in the battle receive a certain number of experience points (EXP). After accumulating enough EXP, a Pokémon will level up. A Pokémon's level controls its physical properties, such as the battle statistics acquired, and the moves learned. At certain levels, the Pokémon may also evolve. These evolutions affect the statistics and also the levels at which new moves are learnt (higher levels of evolution gain more statistics per level, although they may not learn new moves as early, if at all, compared with the lower levels of evolution.
 
Catching Pokémon is another essential element of the gameplay. During battle with a wild Pokémon, the player may throw a Poké Ball at it. If the Pokémon is successfully caught, it will come under the ownership of the player. Factors in the success rate of capture include the HP of the target Pokémon and the type of Poké Ball used: the lower the target's HP and the stronger the Poké Ball, the higher the success rate of capture. The ultimate goal of the games is to complete the entries in the Pokédex, a comprehensive Pokémon encyclopedia, by capturing, evolving, and trading to obtain all 151 creatures.
 
Pokémon Red and Blue allow players to trade Pokémon between two cartridges via a Game Link Cable. This method of trading must be done to fully complete the Pokédex, since certain Pokémon will only evolve upon being traded and each of the two games have version-exclusive Pokémon. The Link Cable also makes it possible to battle another player's Pokémon team.
 
Pak's Thoughts – I became a fan of Pokémon during the very brief period of time before Pokémania kicked in. Before the cartoon caught on, and before the merchandising blitz that would follow, there was nothing to distinguish Pokémon from other RPGs other than its rock-paper-scissors mechanics and the monster-catching aspect, and that was enough to hook me. The anime wasn’t bad, really. In fact it might have been one of the most accurate video game to cartoon translations ever made. But then it exploded and suddenly Pokémon was viewed as this evil merchandising juggernaut for little kids. It never spoiled the game for me. I was already hooked. It just means that I’ve had to explain myself to every other adult who has ever discovered that I still play Pokémon games. I caught all 150 of the original Pokémon on my Pokémon Red cartridge (Never made it to an official distribution to snag a Mewtwo, though) and even though the game is happy to remind me that it took 100+ hours out of my life, I never felt like it was a waste.

Incidentally, Microsoft Word knows that there’s supposed to be an accent mark over the “e” in Pokémon. That’s gotta be worth some cred, right?
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 08, 2013, 11:44:06 PM
#33 –Star Wars: TIE Fighter

(42 Points) 2 of 16 Lists - Highest Ranking - #4 – Gojikranz
(http://upload.wikimedia.org/wikipedia/en/7/7d/Swtiefightercd.jpg)
This rebel stronghold has no hope of escape! Commence the attack! 
Release Date:  July 1994

Just the facts/Stuff I wiki'd:
Star Wars: TIE Fighter, a 1994 space flight simulator/space combat computer game, is the sequel to Star Wars: X-Wing. It places the player in the role of an Imperial starfighter pilot during events that occur between Star Wars Episode V: The Empire Strikes Back and Star Wars Episode VI: Return of the Jedi.
 
Lawrence Holland and Edward Kilham's Totally Games studio, which released X-Wing the year before, designed TIE Fighter. Based on X-Wing's game engine, TIE Fighter supports Gouraud shading and adds gameplay features and craft not available in X-Wing. TIE Fighter was updated and re-released several times, and it was a critical success.

The game's plot begins soon after the Empire's victory on Hoth in The Empire Strikes Back. As with X-Wing, the player's character is unnamed in the game; however, an included novella and Prima Publishing's strategy guide name the character Maarek Steele and provide a background narrative. In addition to fighting Rebel Alliance forces, the player flies against pirates, combatants in a civil war, and traitorous Imperial forces. The original game ends with the player preventing a coup against Emperor Palpatine and being personally rewarded during a large ceremony. Subsequent expansions focus on Admiral Thrawn's efforts to stop an Imperial traitor; the final mission of the second expansion concludes just before the climactic battle at the end of Return of the Jedi. Despite playing on the side of the Star Wars saga's villain, the game presents Imperial forces as maintainers of peace and order in a tumultuous galaxy.
 
The storyline is divided across several battles, each of which has four to eight missions. Although some of the battles can be played out of order, individual missions within each battle are played linearly. Mission briefings and debriefings, cutscenes, and in-flight communication advance the story.

Pak's Thoughts – I was already into space combat sims when this came out thanks to Wing Commander, and the Star Wars setting just made the game a thousand times more awesome. I also remember this game as the thing that introduced me to the concept of the “Expanded Universe.” Darth Vader? And it’s not set during the movies? They can do that!?
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 08, 2013, 11:44:48 PM
#32 –Shining Force II

(42 Points) 2 of 16 Lists - Highest Ranking - #4 – Thrifty Version II
(http://upload.wikimedia.org/wikipedia/en/2/23/Shining_Force_II.jpg)
You...snot nose!
Release Date:  October 1, 1993

Just the facts/Stuff I wiki'd:
Shining Force II is a tactical role-playing game for the Mega Drive/Genesis console developed by Sonic! Software Planning in 1994. The storyline is not directly connected to the original Shining Force, although a Game Gear title, Shining Force Gaiden: Final Conflict, links the two games' plots.
 
The game is much longer than the first, and more free-roaming. There is no chapter system, so the player can return to previously visited parts of the world. There are also two different ways of promoting many characters.
 
Shining Force II is a tactical role-playing game. The player assumes the role of the Shining Force leader, Bowie. When not in combat, the player can explore towns and other locales, talk with people, and set the members and equipment of the army. Some towns have a headquarters where the player can inspect and talk with his allies. While roaming through town or moving throughout the world, one can find both visible and hidden treasures and interact with certain objects.
 
Each ally unit is represented by a character with a background and personality. Some of these characters are hidden, requiring specific events to occur before they will join the force. Each ally unit also has a class, which defines the abilities for that unit. These abilities range from what type of weapons they can use to what kind of spells they can learn. Units can become stronger by fighting enemies and performing various actions which gives them experience points (EXP), which allow them to gain levels. Once a unit reaches level 20, that character has the ability to advance to more powerful class through promotion. Some characters have two different classes they may be promoted to, one of which is only accessible using a special hidden item.
 
Battles take place on a square grid, and each unit occupies a single square. Battle is turn-based. Each turn, a character can move and perform one action: either attack, cast a spell, or use an item. Some commands, such as equipping or dropping an item during the turn, do not count as actions.
 
The battle is won if all enemies are defeated, or if the enemy commander is defeated. If Bowie is defeated in combat or withdraws, the battle is lost and the player is returned to the nearest town, where he can recover his allies and fight the same battle again.

Pak's Thoughts – This was my first introduction to the tactical RPG and it was love at first sight. I devoured it and eventually played through the first Shining Force via the awesome SEGA Channel. (For those who didn’t get to experience its brief run, you paid a fee per month to get unlimited cable downloads of SEGA games right to your Genesis. Great way to try new games!)
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 08, 2013, 11:45:08 PM
#31 –Lunar: The Silver Star/Silver Star Story Complete

(42 Points) 2 of 16 Lists - Highest Ranking - #3 – Thrifty Version II
(http://upload.wikimedia.org/wikipedia/en/0/0b/LTSS_E_Boxart.jpg)
You...snot nose!
Release Date:  June 16, 1992

Just the facts/Stuff I wiki'd:
Lunar: The Silver Star is a role-playing video game developed by Game Arts and Studio Alex for the Sega CD (Mega-CD in North America) console. Originally released in Japan on June 16, 1992 to critical acclaim, the game was translated and released in English by Working Designs the following year.

The first game in the Lunar series, it set the standard for other follow-up titles, and was followed by a direct sequel, Lunar: Eternal Blue in 1994. Since the game's original release, three enhanced remakes have been produced for various systems: Lunar: Silver Star Story Complete in 1996, Lunar Legend in 2002, and Lunar: Silver Star Harmony in 2009.

The game takes place in the fantasy land of Lunar, a small habitable world orbiting the massive, barren Blue Star, forming a loose parallel between the game's world and the Earth and its moon. Centuries before the start of the game, the Blue Star was rendered unlivable by years of war. The powerful and benevolent goddess Althena relocated humanity to the Silver Star, the world of Lunar, and entrusted four dragons to safeguard the elements of the new world. From this point on, those who would use the power of the dragons to serve the goddess and protect the world were known as "Dragonmasters", and no such Dragonmaster was more revered than Dyne, a legendary hero who defended the goddess and succumbed to an unknown fate. The stories surrounding Dyne's exploits would form the life model for a young boy named Alex, the game's protagonist and central character, who also aspires to become a Dragonmaster himself. When a childish adventure later turns to discovering an ancient dragon, Alex and his friends must journey across the world to gather the necessary power to become the next Dragonmaster, and save the world in the process. Many of the locations of Lunar: The Silver Star were given a deliberate "northern" feel to present an environment that was cooler than the settings of most role-playing games, if only to allow the characters to wear more clothing. Many towns and locations were based on areas of Russia and Medieval Europe.

Designed as a "different kind of RPG", Lunar: The Silver Star made use of the up-and-coming disc format by featuring CD-quality audio, video playback, and voice acting to narrate a fantasy story set in a magical world. Critically acclaimed, it became the number one selling Sega CD title in Japan and remains the second highest-selling Mega-CD title of all time.
 
 Pak's Thoughts – I never had a chance to get into this one. We didn’t get a Sega CD until many many years later, and when the Playstation remake came out, I was neck-deep in college, but my brother was obsessed. I do miss Working Designs. They had a habit of releasing some of the most awesome niche RPGs ever made, and they put all their heart and soul into the packaging. I really should pick this up sometime.

That’s it for tonight, folks! 5 more tomorrow!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 09, 2013, 02:15:20 AM
Pak's Thoughts – This was my first introduction to the tactical RPG and it was love at first sight. I devoured it and eventually played through the first Shining Force via the awesome SEGA Channel. (For those who didn’t get to experience its brief run, you paid a fee per month to get unlimited cable downloads of SEGA games right to your Genesis. Great way to try new games!)

Man I totally forgot about the Sega Channel until now.  That was a 90s precursor to services like Steam.  It seemed so revolutionary.

SF2 has tremendous replay value because of the way the team is set up.  You get something like 30 members on your team, but you can only have 12 out at a time.  There's a sort of implicit level cap because you need 100 XP to level up at any level, but eventually monsters only give you 1 XP.  By about level 50, the strongest monsters in the game are giving you the 1 XP.  The only way around this is by exploiting spellcasting XP.  I liked to use KARNA and SARAH, who could learn Boost 2.  If you used Boost 2 on your entire team, it was an automatic 49 points.  Spam this for a while and you max out your level.  You get a level 99 Master Monk who can knock off like 1/6 of Zeon's HP in one attack, and is so durable that Zeon barely scratches her.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Raven on August 09, 2013, 06:31:07 AM
Glad someone else had Shining Force II.  One of the only Genesis RPGs that was truly excellent. 
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: CJones on August 09, 2013, 02:19:01 PM
Oh damn, Tie Fighter. Somebody smack me. I remembered another of the best 3D space flight sims ever, but I forgot THE best. Tie Fighter was the shit. I owned both X-Wing and Tie Fighter and their expansions, but nothing beat Tie Fighter.

This was also one of the first games I used my new found hex editor skills to hack my save file. Ah, the good ol' days.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Charles Castle on August 09, 2013, 04:47:59 PM
Glad to see Lunar made another list, as I had it at #7. I totally whiffed on Tie Fighter also. Oh well.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 09, 2013, 05:39:20 PM
Lunar was the first game I ever saw that had good, quality music and full motion animation.  Luna's song on the ship was particularly good and gets me choked up when I watch it.

http://www.youtube.com/v/FZ8nyFGuqBo?version=3&hl=en_US
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: CJones on August 09, 2013, 06:52:32 PM
I was never a fan of Lunar:SSSC, (and yes, I did own the Working Designs PS1 version), but that just reminded me of another game. A WD translated Saturn game I sorely forgot about. I sure hope it turns up later on the list.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: The Lurker on August 09, 2013, 07:09:50 PM
Another list missed.  Anyone remember Mindmaze, the trivia maze game that used to come with Encarta?
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 10, 2013, 02:22:49 PM
#30 –Sonic the Hedgehog 2

(42 Points) 2 of 16 Lists - Highest Ranking - #1 – Gojikranz
(http://upload.wikimedia.org/wikipedia/en/9/9f/Sonic2_European_Box.jpg)
Find the Emeralds, free the animals, and squash Robotnik forever! 
Release Date:  November 21, 1992

Just the facts/Stuff I wiki'd:
Sonic the Hedgehog 2 is a platform video game developed by Sonic Team and Sega Technical Institute, and published by Sega. Originally released for the Mega Drive/Sega Genesis in 1992, it was re-released for the Wii's Virtual Console on June 11, 2007 in North America, June 19, 2007 in Japan and on July 6, 2007 in Europe. The game was re-released on Xbox Live Arcade on September 12, 2007 and on iOS on April 20, 2010.
 
The story focuses on the protagonist Sonic the Hedgehog and his friend, a fox named Miles "Tails" Prower, who must stop the series antagonist Dr. Ivo Robotnik from stealing the Chaos Emeralds to power the Death Egg. Sonic and Tails must defeat Robotnik's army and free their friends.
 
The game has sold over 6 million copies, making it the second best selling game on the Sega Genesis, behind only its predecessor (both of which were packaged with the Genesis at different points in its lifespan). The game was compatible with Sonic & Knuckles, which possessed a "lock-on" feature which allowed the player to play as Knuckles the Echidna.
 
Sonic the Hedgehog 2 is a platform game in which the player characters are the titular Sonic the Hedgehog and Miles "Tails" Prower. The game's premise of builds upon the basic set-up of the original Sonic the Hedgehog game. Sonic's nemesis Dr. Ivo Robotnik is planning world domination with his army of animals he's placed into robots, and continues to seek the power of the seven Chaos Emeralds - this time, to construct his ultimate weapon, an armored space station known as the Death Egg. The goal of the game is to collect the seven Emeralds from Robotnik.
 
The game plays as a 2D sidescrolling platformer, with the player directing Sonic through levels and around obstacles within a time limit of 10 minutes. Along the way, rings are collected and enemies are defeated. Star posts serve as checkpoints, where if Sonic loses a life, he would return to one. A life is lost when Sonic is attacked by an enemy without rings, falls off-screen or exceeds the act's ten-minute limit. If all lives are lost, the "Game Over" screen will appear. When the player has collected at least 50 rings, star posts can be run past for an optional Special Stage. There are a total of eleven zones; the first seven zones have two acts each, while Metropolis, the eighth zone, has three acts, and the last three zones have one act each. At the end of the last act of most levels, the player must fight and defeat Dr. Robotnik.
 
At the game's start, the player can select to either play as Sonic, Tails or both. In the latter mode, players control Sonic while Tails runs along beside him. A second player can join in at any time and control Tails separately, but the screen always stays centered on Sonic, frequently leaving Tails off-screen.
 
Improvements over the original Sonic the Hedgehog include significantly larger levels, faster gameplay, and a new stunt called the "Super Dash Attack", or "Spin Dash". The move allows Sonic to curl in a ball and spin while staying stationary, eventually resulting in a speed boost.
 
If Sonic collects every Chaos Emerald in the game by completing all of the special stages, he is able to change into Super Sonic. Sonic changes into his Super Form when he has collected at least 50 rings and jumps into the air. At this point, he turns yellow and becomes invincible. Additionally, his speed, acceleration, and jump height are all increased as well. While in this state, one ring is lost per second. When the player has no rings remaining or reaches the end of the act, Sonic reverts to his normal state. This also unlocks a different ending that shows Super Sonic flying by the Tornado, whereas not getting the emeralds leads to an ending with Sonic in his normal state riding on the Tornado.
 
Pak's Thoughts – The entire Sonic series was a blast. I always liked to play as Tails, which meant falling off-screen a lot while one of my brothers dashed ahead. It also meant the boss battles were pretty much all on me, since it didn’t matter if Tails died. 
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 10, 2013, 02:23:21 PM
#29 –F-Zero

(42 Points) 3 of 16 Lists - Highest Ranking - #4 – goflyblind
(http://upload.wikimedia.org/wikipedia/en/2/21/F-Zero.jpg)
Real men don’t use brakes! 
Release Date:  November 21, 1990

Just the facts/Stuff I wiki'd:
F-Zero is a futuristic racing video game developed by Nintendo EAD and published by Nintendo for the Super Nintendo Entertainment System (SNES). The game was released in Japan on November 21, 1990, in North America on August 23, 1991, and in Europe on June 4, 1992. F-Zero is the first game of the F-Zero series and was one of the two launch titles for the SNES in Japan, but was accompanied by additional initial titles in North America and Europe.
 
The game takes place in the year 2560, where multi-billionaires with lethargic lifestyles created a new form of entertainment based on the Formula One races called "F-Zero". The player can choose between one of four characters in the game, each with their respective hovercars. The player then can race against computer controlled characters in fifteen tracks divided into three leagues.
 
F-Zero is acknowledged by critics to be the game that set a standard for the racing genre and the creation of the futuristic sub-genre. Critics lauded F-Zero for its fast and challenging gameplay, variety of tracks, and extensive use of the graphical mode called "Mode 7". This graphics-rendering technique was an innovative technological achievement at the time that made racing games more realistic, the first of which was F-Zero. As a result, the title reinvigorated the genre and inspired the future creation of numerous racing games. In retrospective reviews of the game critics agreed that it should have used a multiplayer mode. F-Zero became part of the Player's Choice line by selling at least a million copies.

The objective of the game is to beat opponents to the finish line while avoiding hazards such as slip zones and magnets that pull the vehicle off-center in an effort to make the player damage their vehicle or fall completely off the track. Each machine has a power meter, which serves as a measurement of the machine's durability; it decreases when the machine collides with land mines, the side of the track or another vehicle. Energy can be replenished by driving over pit areas placed near the home straight or nearby.
 
A race in F-Zero consists of five laps around the track. The player must complete each lap in a successively higher place to avoid disqualification from the race. For each lap completed, the player is rewarded with an approximate four-second speed boost called the "Super Jet" and a number of points determined by place. An on-screen display will be shaded green to indicate that a boost can be used, however the player is limited to saving up to three at a time. If a certain amount of points are accumulated, an extra "spare machine" is acquired that gives the player another chance to retry the course. Tracks may feature two methods for temporarily boosting speeds; jump plates launch vehicles into the air thus providing additional acceleration for those not at full speed and dash zones greatly increases the racer's speed on the ground. F-Zero includes two modes of play. In the Grand Prix mode, the player chooses a league and races against other vehicles through each track in that league while avoiding disqualification. The Practice mode allows the player to practice seven of the courses from the Grand Prix mode.
 
F-Zero has a total of fifteen tracks divided into three leagues: Knight, Queen, and King. Difficulty is determined by the league selected and difficulty level chosen. The game has three initial difficulty levels: beginner, standard, and expert. The master difficulty level is available for a given league once that league on the expert class is completed. The multiple courses of Death Wind, Port Town, and Red Canyon have a pathway that is not accessible unless the player is on another iteration of those tracks, which then in turn closes the path previously available. Unlike most F-Zero games, there are three iterations of Mute City that shows it in either a day, evening, or night setting.

Pak's Thoughts – Now here’s a racing title I can get behind! I bought this game with hard-saved allowance along with my Super Nintendo and just sat on it for a couple years. Then one summer, I decided to get good. I learned every track, and beat every course. I used Samurai Goro, but Pico was my favorite racer. The soundtrack is one of my favorite game soundtracks of all time, with Big Blue and Red Canyon’s songs being my personal favorites.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 10, 2013, 02:24:20 PM
#28 –Silent Hill

(44 Points) 2 of 16 Lists - Highest Ranking – #4 – Tyrant/Relaxing Dragon
(http://upload.wikimedia.org/wikipedia/en/9/96/Silent_Hill_video_game_cover.png)
Did you see those monsters? Have you ever seen such apparitions? Ever even heard of such things? You and I both know, creatures like that don't exist.

Release Date:  January 31, 1999

Just the facts/Stuff I wiki'd:
Silent Hill is a survival horror video game for the PlayStation published by Konami and developed by Team Silent, a Konami Computer Entertainment Tokyo group. The first installment in the Silent Hill series, the game was released in North America in January 1999, and in Japan and Europe later that year. Silent Hill uses a third-person view, with real-time 3D environments. To mitigate limitations of the hardware, developers liberally used fog and darkness to muddle the graphics. Unlike earlier survival horror games that focused on protagonists with combat training, the player character of Silent Hill is an "everyman".
 
The game follows Harry Mason as he searches for his missing adopted daughter in the eponymous fictional American town of Silent Hill; stumbling upon a cult conducting a ritual to revive a deity it worships, he discovers her true origin. Five game endings are possible, depending on actions taken by the player, including one joke ending.
 
Silent Hill received positive reviews from critics on its release and was commercially successful. It is considered a defining title in the survival horror genre, moving away from B movie horror elements, toward a psychological style of horror emphasizing atmosphere. Various adaptations of Silent Hill have been released, including a 2001 visual novel, the 2006 feature film Silent Hill, and a 2009 reimagining of the game, titled Silent Hill: Shattered Memories.

The objective of the player is to guide main protagonist and player character Harry Mason through a monster-filled town as he searches for his lost daughter, Cheryl. Silent Hill's gameplay consists of combat, exploration, and puzzle-solving. The game uses a third-person view, with the camera occasionally switching to other angles for dramatic effect, in pre-scripted areas. This is a change from older survival horror games, which shifted constantly through a variety of camera angles. Because Silent Hill has no heads-up display, the player must consult a separate menu to check Harry's "health".
 
Harry confronts monsters in each area with both melee weapons and firearms. An ordinary man with minimal experience with firearms, Harry cannot sustain many blows from enemies, and gasps for breath after sprinting. His inexperience in handling firearms means that his aim, and therefore the player's targeting of enemies, is often unsteady. A portable radio alerts Harry to the presence of nearby creatures with bursts of static.
 
The player can locate and collect maps of each area, stylistically similar to tourist maps. Accessible from the menu and readable only when sufficient light is present, each map is marked with places of interest. Visibility is mostly low due to fog and darkness; the latter is prevalent in the "Otherworld". The player locates a pocket-size flashlight early in the game, but the light beam illuminates only a few feet. Navigating through Silent Hill requires the player to find keys and solve puzzles.

The game was created by Team Silent, a group of staff members within the Konami Computer Entertainment Tokyo studio. The new owners of its parent company Konami sought to produce a game that would be successful in the United States. For this reason, a Hollywood-like atmosphere was proposed for Silent Hill. The staff members that were assigned to the game's development had failed at their previous projects. They intended to leave Konami, as they were not allowed to realize their own ideas, and were not compatible with the company's other teams. According to composer Akira Yamaoka, the developers did not know how to proceed with the Silent Hill project, either. As the time passed, the personnel and management of Konami lost their faith in the game, and the members of Team Silent increasingly felt like outsiders. Despite the profit-oriented approach of the parent company, however, the developers of Silent Hill had much artistic freedom because the game was still produced as in the era of lower-budget 2D titles. Eventually, the development staff decided to ignore the limits of Konami's initial plan, and to make Silent Hill a game that would appeal to the emotions of players instead.
 
For this purpose, the team introduced a "fear of the unknown" as a psychological type of horror. The plot was made vague and occasionally contradictory to leave its true meaning in the dark, and to make players reflect upon unexplained parts.

Pak's Thoughts – I’ve never played through Silent Hill by myself, but I’ve watched enough of it to know that this game is about a thousand kinds of creepy. It’s very cerebral. It gets in your head. When my brother, a high school student at the time, played through this game, I had to walk him to the kitchen for a drink of water at night. There’s something special about a game that can draw you in that far.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 10, 2013, 02:25:01 PM
#27 –Mario Kart 64

(44 Points) 4 of 16 Lists - Highest Ranking – #13 - ColeStratton
(http://upload.wikimedia.org/wikipedia/en/7/7e/Mario_Kart_64box.png)
I'm-a Wario! I'm-a gonna win! 
Release Date:  December 14, 1996

Just the facts/Stuff I wiki'd:
Mario Kart 64 is a Mario racing game developed and published by Nintendo for the Nintendo 64 video game console. It is the successor to Super Mario Kart for the Super Nintendo Entertainment System and is the second Mario Kart game. It was released first in Japan on December 14, 1996 and in North America and Europe in 1997.
 
Changes from the original include the move to polygon-based true 3D computer graphics for track design, and the inclusion of four-player support. Players take control of characters from the Mario universe, who race around a variety of tracks with items that can either harm opponents or aid the user. The move to three-dimensional graphics allowed for track features not possible with the original game's Mode 7 graphics, such as changes in elevation, bridges, walls, and pits. However, the characters and items remained 2D pre-rendered sprites.
 
The game was critically well received and was a bestseller. Mario Kart 64 was one of the first games in the series to feature Charles Martinet as the voice of both Luigi and Wario.

There are sixteen tracks that are based on different locations seen in Mario video games. Each track has a unique shape, containing various obstacles, hazards, and short-cuts.
 
Items are picked up by players when they drive through item boxes. Each item has an effect such as launching shells at opponents, consuming a mushroom to gain a temporary boost in speed, or placing bananas on the ground for opponents to later slip on. AI-controlled racers are able to use all the items except for red, green and blue shells.

Pak's Thoughts – Toad was my go-to racer in the original Super Mario Kart, but his voice acting in this game talked me out of using him. I’ve gotten used to it since then, but it was way too srhill for me at the time, and you hear your racer talk a LOT in this game. The game itself is everything a sequel should be, adding to the original while not taking anything away.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 10, 2013, 02:26:12 PM
#26 –Master of Magic

(45 Points) 2 of 16 Lists - Highest Ranking – #3 - Cjones
(http://upload.wikimedia.org/wikipedia/en/c/c3/Master_of_Magic_boxcover.jpg)
Old man! You seek the spell of mastery! 
Release Date:  September 1994

Just the facts/Stuff I wiki'd:
Master of Magic is a single-player, fantasy turn-based strategy 4X genre video game created by Simtex and published for MS-DOS by MicroProse in 1994. The player is a wizard attempting to dominate two linked worlds. From a small settlement, the player manages resources, builds cities and armies, and researches spells, growing an empire and fighting the other wizards.
 
Master of Magic's early versions had many bugs, and were heavily criticized by reviewers. The last official patch version 1.31, released in March 1995, fixed many of the bugs and implemented updates to the AI. The patched version was received more positively by reviewers.

A world is randomly generated each game, with player input on land size, the strength of magic, game difficulty, and other features. The player can customize the skills, spell choices, and appearance of their wizard, choosing one of fourteen races for the starting city.
 
The gameplay starts as units explore surroundings, pushing back the strategic map's fog of war. Among the exploration goals are defeating monsters guarding treasure, finding the best locations for new cities, discovering the Towers of Wizardry that link the planes Arcanus and Myrror, and locating the cities of enemy wizards.
 
Cities are established by settlers, then upgraded by adding buildings improving the economy. Cities produce food, gold and mana. Military units require food and gold upkeep; spellcasters consume mana in combat.
 
At the same time as colonizing territory, new magical spells are researched. Spells are either used in or out of combat.
 
Battles for squares in the strategic map are resolved in an isometric turn-based view that shows unit positions and the effect of magical spells.

Pak's Thoughts – This is another one to add to my list of games that I have installed on my computer and I know I’d love if I played them for a while, but never got around to. It seems like Civilization, but with a Fantasy theme. Is that about right, MoM fans?

That’s it for today, and that’s the bottom 25! I’m taking the rest of the weekend off (Although I might post a few bonus entries if I find time) and will continue the list on Monday night!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Mrs. Dick Courier on August 10, 2013, 02:45:41 PM
#27 –Mario Kart 64

(44 Points) 4 of 16 Lists - Highest Ranking – #13 - ColeStratton
(http://upload.wikimedia.org/wikipedia/en/7/7e/Mario_Kart_64box.png)
I'm-a Wario! I'm-a gonna win! 
Release Date:  December 14, 1996

Just the facts/Stuff I wiki'd:
Mario Kart 64 is a Mario racing game developed and published by Nintendo for the Nintendo 64 video game console. It is the successor to Super Mario Kart for the Super Nintendo Entertainment System and is the second Mario Kart game. It was released first in Japan on December 14, 1996 and in North America and Europe in 1997.
 
Changes from the original include the move to polygon-based true 3D computer graphics for track design, and the inclusion of four-player support. Players take control of characters from the Mario universe, who race around a variety of tracks with items that can either harm opponents or aid the user. The move to three-dimensional graphics allowed for track features not possible with the original game's Mode 7 graphics, such as changes in elevation, bridges, walls, and pits. However, the characters and items remained 2D pre-rendered sprites.
 
The game was critically well received and was a bestseller. Mario Kart 64 was one of the first games in the series to feature Charles Martinet as the voice of both Luigi and Wario.

There are sixteen tracks that are based on different locations seen in Mario video games. Each track has a unique shape, containing various obstacles, hazards, and short-cuts.
 
Items are picked up by players when they drive through item boxes. Each item has an effect such as launching shells at opponents, consuming a mushroom to gain a temporary boost in speed, or placing bananas on the ground for opponents to later slip on. AI-controlled racers are able to use all the items except for red, green and blue shells.

Pak's Thoughts – Toad was my go-to racer in the original Super Mario Kart, but his voice acting in this game talked me out of using him. I’ve gotten used to it since then, but it was way too srhill for me at the time, and you hear your racer talk a LOT in this game. The game itself is everything a sequel should be, adding to the original while not taking anything away.

I usually played Luigi.  Thought the sounds were hilarious.  Especially when he got hit by the train.  Which happened quite often.  He would also take dips in the water a lot.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 10, 2013, 04:08:32 PM
I played F-Zero on the Wii Virtual Console in front of my 10 year old nephew earlier this year.  He heckled the game for its terrible graphics.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: CJones on August 10, 2013, 04:31:16 PM
Master of Magic is and always will be one of my all time favorite games. It's very much like a cross between Civilization and Magic: The Gathering. One thing that MoM does that Civ V still doesn't let you do is load ground units onto ships. Why is this a difficult concept?
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Tyrant on August 10, 2013, 04:47:20 PM
Ah, Silent Hill....

 LOVE LOVE LOVE this franchise but I have to be in a very special mood to play any of the games as it feels like I'm gearing up for battle or the dentist or something beforehand. I know too many folks who have said the same thing and most of them weren't able to even finish the first one. What Silent Hill does, it does extremely well.

  I also think the score might be one of the best ever composed for a video game. To call any of it actual music aside from the title themes and such is stretching the concept a bit though I guess it would fit in the ambient genre. I've had literal goosebumps just listening to the music much less playing the games.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Compound on August 11, 2013, 06:14:05 PM
Master of Magic is and always will be one of my all time favorite games. It's very much like a cross between Civilization and Magic: The Gathering. One thing that MoM does that Civ V still doesn't let you do is load ground units onto ships. Why is this a difficult concept?

Because buying transport ships was an unnecessary complication in the game.

Practically every strategy game requires you to build a special ship to move stuff from place to place. Empire, Civ 1-4, Colonization, Age of Wonders, Space Empires, Empires of the Fading Suns, Moo, Imperialism, Sword of the Stars, SMAC, Spaceward Ho!, Victoria, Hearts of Iron, the Total War games... the list goes on and on. And they always caused problems. Players didn't like buying them. They were almost universally defenseless, and players don't like buying stuff that can't shoot or fight back. And they always caused AI issues. Either the AI couldn't defend the damn things, allowing the player to never have to worry about invasions, or they went hyper aggressive on them allowing a player to just pop out an empty transport as bait and then pick off the AI went as it after the transport while ignoring the actual threat. And then there were games like Master of Orion 3 where the AI's default option seems to have been "Build a troop ship" resulting in the AI empires (and you, as unless you were micro managing things, your planets would be trying to build them too) having hundreds of the blasted things rather than, you know, actual ships to defend themselves.

Civ V took the rather reasonable step of saying "You know what? After you get Optics, we're just going to assume that your troops can find a boat when they need one. They'll just fight worse on water to allow actual naval ships to be better, unless you're Polynesia or Songhai." Plus since another one of Civ V's design philosophies was "No more stacks of doom. One unit per hex" having special transport units wouldn't really fit with that.

Besides, if you're not casting water walk or flying on your stacks in Mom so that you didn't have to buy ships in the first place, then you were playing it wrong.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Johnny Unusual on August 11, 2013, 06:23:20 PM
Only one from my list so far.  You Don't Know Jack didn't make it, but I did enjoy it.  The game show based on the game hosted by Paul Reubens seemed like a great idea, but I remember not finding it very good.  Mario Kart 64 beat the original Mario Kart by just being better and having a better sense of speed.  And Final Fantasy II didn't make my list, but it was my introduction to RPGs and was just really cool.  I never actually played, but I watched a friend play and thought it was really cool.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Compound on August 11, 2013, 06:40:28 PM
 And, since Pak asked, let me promote Master of Magic.
 
Picture a Civ game. You start off with a city. You build stuff in it. You make (or conquer) more cities and then expand across the world.
 
Now add in fantasy races, both the traditional types (Humans, Elves, Dwarves, Dark Elves, Halflings) and non standard ones (The Insectoid Klackons, who wandered in from Master of Orion, or the Draconoids). Now each race can build different things, both in towns and in units. Dwarves can build golems and steam cannons and have hammer heavy buildings. The dark elves can build stealthy Nightblades, who generally can't be seen. Elves can build longbows and pegasi riders. Klackons can build giant stag beetles to stampede over their foes. Beastmen, well, they can't build much at all. (The races weren't balanced.) Conquer an elf town, and that town can start building elf units to go with your little lizard folks.
 
Now add in your wizard, ruling the empire. Your wizard can specialize in 0-5 fields of magic and buy various skills. The more books in a certain field they have, the better spells that can be cast. Those spells can either enhance your units, or be used in combat or change things on the master map. Want to increase the gold yield of a city? There's a spell for that. Cast a slow spell in combat? There's a spell for that. Want a stack of firebreathing, flying invisible Paladins? You can do that too.  Want to say "I'm going Conan. To hell with magic!" You can do that too.
 
Now add in a tactical combat system. Attack another set of units or a city and you zoom into a turn based tactical combat. If you've seen games of Age of Wonders or Total War or Heroes of Might and Magic, well MoM is where they got the idea from. (Well, technically MoM got it from Master of Orion which came out from the same people.) A good set of units can drastically outfight much tougher foes.
 
Toss all of that together and you get Master of Magic. And some rather hefty bugs in the early versions, but the versions of the game currently out there have mostly fixed those.  It really did add a lot of ideas into the strategy game genre, including the idea of the "neutral stack of creatures that your unit could fight for gold and XP" which later showed up in Warcraft III and was then reused in every MOBA game, making Master of Magic DotA's grandparent.  So send Firaxis part of that Invitational cash, Valve.
 
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: CJones on August 12, 2013, 03:35:03 PM
Yeah, I tried a few 0 spell book games. Can't remember if I ever actually won one (probably not). I was a fan of Alchemy and making my own Artifacts. Some of the ranged units in this game are ludicrously powerful (Halfling Slingers, I'm looking at you). Give your Archer hero (I forget her name) a seriously enchanted bow and she would lay waste to everything. And I remember there was a trick with Nightblades where you could just park them in front of an approaching army, and that's it. Nightblades are invisible, so they couldn't attack them. But they also couldn't walk through them, and were too stupid to just go around. So you could stall them indefinitely.

My favorite aspect of the game though were the spells like Call the Void, Armageddon and Zombie Mastery. Oh, so you want to take the world out with you? Well here's how to do it. You got your zombie apocalypse, the world wide version of Mt Vesuvius, or just flat out nuking other cities.   
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Relaxing Dragon on August 12, 2013, 04:46:47 PM
#28 –Silent Hill

(44 Points) 2 of 16 Lists - Highest Ranking – #4 – Tyrant/Relaxing Dragon

This is the only game on my list that I didn't play as a kid (I was never a Playstation child). I finally got around to it within the past two years, and only then after first playing Silent Hill 2. It really says a lot about how well put together the atmosphere and style of this game is that it was still able to creep the bejeezus out of me. The graphics might be quite dated (which can be a killer in these old 3D games. It's like comparing the original Resident Evil to the GC remake; simply doesn't compare), but the fog was a brilliant touch to cover that up. Plus those ever-present feelings of dread and unease never go away, not with a soundtrack as hair-raisingly creepy as this one.

Weirdly enough, for both this game and the sequel, the one item I could always turn to for comfort (in game) is the map. It's probably the best style map I've ever encountered in a video game. Clean, easy to read, and (most importantly) it gets marked up once you go places. It's always so reassuring, always there for you, always set to let you know where you should start stumbling off to and where you never need to bother with again.

And then there was that one time I totally missed the map for an area, and didn't realize it until I was well and truly hopelessly lost. That was a dark, scary time...
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Quantum Vagina on August 12, 2013, 08:49:25 PM
My goodness, it's good to be back and to see a list that's run properly for once. I tried starting it up on another forum, and it really seemed I was the only one who cared about it. Anyway, I like the hell out of the first half of this list. I may have been a tiny bit young to play some of these games in their prime, but I've played a lot of them retroactively. These beans are quite cool.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 12, 2013, 09:05:25 PM
#25 –Donkey Kong Country

(46 Points) 4 of 16 Lists - Highest Ranking – #7 - Monty
(http://upload.wikimedia.org/wikipedia/en/c/c1/Dkc_snes_boxart.jpg)
Back in my day, we used to have REAL gameplay... We didn't have any of this fancy 3D stuff!

Release Date:  November 21, 1994

Just the facts/Stuff I wiki'd:
Donkey Kong Country is a platform video game developed by Rare that was originally released for the Super Nintendo Entertainment System on November 21, 1994. Donkey Kong Country was the first Donkey Kong game that was not produced or directed by Shigeru Miyamoto, the character's original creator. It was produced by Tim Stamper instead, although Miyamoto was still involved with the project.
 
Following an intense marketing campaign, Donkey Kong Country received very high critical praise and sold over nine million copies worldwide, making it the second best-selling Super Nintendo game.

Donkey Kong Country is a platform game where players must complete forty different side-scrolling levels and recover the Kongs' banana hoard, which has been stolen by the Kremlings. Each level is uniquely themed and consists of varying tasks such as swimming, riding in mine carts, launching out of barrel cannons, or swinging from vine to vine. Players lose a life if they get hit by any enemy or fall off the screen. To defeat an enemy, players can either execute a roll, jump or groundslam (a move reserved only for Donkey Kong). However, some enemies cannot be taken down like this, so the player must throw a barrel or use the assistance of an animal. Enemies vary in difficulty, usually becoming tougher to take down as the game progresses. When the player has lost all their lives, the game is over. However, the player can gain additional lives by collecting items scattered throughout the levels, including bananas; golden letters that spell out K–O–N–G; extra life balloons; and golden animal tokens that lead to bonus levels. There are also many secret passages that can lead to bonus games where the player can earn additional lives or other items.
 
Players of Donkey Kong Country control one of two characters: Donkey Kong or his nephew Diddy. The player can switch between characters if they are both on the screen. Donkey is the larger and stronger of the two, and can defeat enemies more easily. Diddy is faster and more agile, but not as powerful. In several levels, players can gain assistance from various animals, who are found by breaking open crates. These helpers include Rambi the Rhino, Expresso the Ostrich, Enguarde the Swordfish, Winky the Frog, and Squawks the Parrot. Each animal can be found in an appropriately themed level: for example, Enguarde can only be found underwater, and Squawks will be found in caves. Some animals can also give players access to bonus games.
 
The game offers single-player and multiplayer game modes. Multiplayer allows two players to play alternatively in one of two different modes: the competitive "Contest" mode or the cooperative "Team" mode. In Contest mode, each player controls a different set of Kongs and take turns playing each level as quickly as possible; the objective is to complete the most levels in the fastest time. In Team mode, each player takes the role of one of the two Kongs and play as a tag team: the active player's Kong will control the progression of the two players while the other player is dormant; the other player takes control if the active player loses his Kong from damage or if the active decides to switch out.
 
Donkey Kong Country uses a series of map screens to track the players' progress. Between each level, players control their character on the map screen, navigating to the next level they want to play. Each level on the map is marked with an icon: unfinished levels are marked by Kremlings (the game's main enemy), while friendly areas are marked by members of the Kong family. Every individual world map screen has one boss enemy at the end of the course, which must be defeated to travel back to the main map screen of the whole island. It is possible to access previous world maps without defeating the boss by finding Funky Kong and borrowing his barrel plane. Players use this ability to select the world from the main screen, then the level within it. During play the game interface hides most game-related information, such as the number of bananas, letters, and animal tokens collected, as well as the number of lives remaining. When an item is collected, the relevant information briefly appears on the screen.

The game was revolutionary in that it was one of the first games for a mainstream home video game console to use pre-rendered 3D graphics. It was a technique that was also used in the 1993 Finnish game Stardust for Amiga and Rare's Killer Instinct. Many later 3D video games also used pre-rendered 3D together with fully 3D objects. Rare took significant financial risks in purchasing the expensive SGI equipment used to render the graphics. A new compression technique they developed in house allowed them to incorporate more detail and animation for each sprite for a given memory footprint than previously achieved on the SNES, which better captured the pre-rendered graphics. Both Nintendo and Rare refer to the technique for the creating the game's graphics as "ACM" (Advanced Computer Modeling).

Pak's Thoughts – It wasn’t too hard to beat Donkey Kong Country, but it was a tough game to max out. The save file taunted me and I spent a solid week playing the game and jumping down every suspicious pit in search of secret areas. I eventually got the save file up to 99%, which I think was the maximum, since it didn’t save after beating the game. Either that or I missed something somewhere. Still had a lot of fun, and those graphics were really something in their day.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 12, 2013, 09:05:57 PM
#24 –Teenage Mutant Ninja Turtles: Turtles in Time

(47 Points) 4 of 16 Lists - Highest Ranking – #8 – Pak-Man
(http://upload.wikimedia.org/wikipedia/en/4/4e/Turtles_in_Time_%28SNES_cover%29.jpg)
Hey, Shredder! Bring that statue back, you bloated beanbag!

Release Date:  September 18, 1991

Just the facts/Stuff I wiki'd:
Teenage Mutant Ninja Turtles: Turtles in Time, released as Teenage Mutant Hero Turtles: Turtles in Time in Europe, is an arcade video game produced by Konami. A sequel to the original Teenage Mutant Ninja Turtles (TMNT) arcade game, it is a scrolling beat 'em up based mainly on the 1987 TMNT animated series. Originally an arcade game, Turtles in Time was ported to the Super Nintendo Entertainment System in 1992, whereupon it was retitled to serve as a sequel to Teenage Mutant Ninja Turtles III: The Manhattan Project. That same year, a game that borrowed many elements, Teenage Mutant Ninja Turtles: The Hyperstone Heist was released for the Sega Mega Drive/Genesis.
 
Up to four players (two players in the SNES version) can take control of Leonardo, Donatello, Michaelangelo, and Raphael. Each playable character has his own strengths and weaknesses. New features in this game include the ability to execute a power attack by hitting an enemy several times in a row, and the ability to slam Foot Soldiers into surrounding enemies.
 
The game features the same control scheme of the previous arcade release—a joystick for movement, an attack button and a jump button. Certain joystick/button combinations can make a Turtle run, perform a slide or dash attack, jump higher, perform a stationary or directed air attack, or perform a special attack. Players guide the turtles through a series of levels, starting out in the streets of New York City before being transported to levels representing various eras of history. In each level, players face enemies from both the 1987 cartoon and the feature film Teenage Mutant Ninja Turtles II: The Secret of the Ooze, including foot soldiers, stone warriors and Tokka and Rahzar as end-of-level bosses.

The introductory cut scene of the game details the game's plot. It begins with the Turtles watching a TV newscast on a Sunday evening, with April O'Neil reporting from Liberty Island. Suddenly, Krang flies in using a giant exosuit (seen occasionally in the animated series) and steals the Statue of Liberty, moments before Shredder hijacks the airwaves to laugh at the Turtles.
 
The Turtles jump into action in downtown New York and pursue the Foot to the streets and the city sewers (then to the Technodrome in the SNES version), where Shredder sends them through a time warp. The Turtles must fight Shredder's army in both the past and the future in order to get home.

Pak's Thoughts – Before the home version came out, me and my cousin decided to take down the arcade game. It took us $20 each, but we managed to beat the whole thing. When it came out on the SNES, it was an insta-buy, and me and my brothers beat it again and again. We were never able to pull it off without the Konami code, though.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 12, 2013, 09:06:21 PM
#23 –Super Smash Bros.

(49 Points) 4 of 16 Lists - Highest Ranking – #10 – Johnny Unusual
(http://upload.wikimedia.org/wikipedia/en/4/42/Supersmashbox.jpg)
Show me your moves!

Release Date:  January 21, 1999

Just the facts/Stuff I wiki'd:
Super Smash Bros., released in Japan as Nintendo All Star! Dairantō Smash Brothers, is a fighting game developed by HAL Laboratory and published by Nintendo for the Nintendo 64. It was released in Japan on January 21, 1999, in North America on April 26, 1999, and in Europe on November 19, 1999. Super Smash Bros. is the first game in the Super Smash Bros. series, followed by Super Smash Bros. Melee for GameCube in 2001, Super Smash Bros. Brawl for Wii in 2008, and Super Smash Bros. for Nintendo 3DS and Wii U, expected to release in 2014 on the 3DS and Wii U systems.
 
The game is a crossover between several different Nintendo franchises, including Mario, The Legend of Zelda and Kirby. Super Smash Bros. received mostly positive reviews from the media and was commercially successful, selling over 4.9 million copies, with 2.93 million sold in the United States and 1.97 million copies sold in Japan.

The Super Smash Bros. series is a departure from many fighting games; instead of winning by depleting an opponent's life bar, Smash Bros. players seek to knock opposing characters off a stage. Each player has a damage total, represented by a percentage, which rises as damage is taken and can exceed 100%, with a maximum damage of 999%. As this percentage rises, the character can be knocked progressively farther by an opponent's attacks. To KO an opponent, the player must send that character flying off the edge of the stage, which is not an enclosed arena but rather an area with open boundaries, many suspended in an otherwise empty space. When knocked off the stage, a character may use jumping moves in an attempt to return; some characters have longer-ranged jumps and may have an easier time "recovering" than others. Additionally, characters have different weights, making it harder for heavier opponents to be knocked off the edge, but reciprocally harder for them to recover once sent flying.
 
While games such as Street Fighter and Tekken require players to memorize relatively lengthy and complicated button-input combinations often specific to only a particular character, Super Smash Bros. uses the same control combinations to access all moves for all characters. Characters are additionally not limited to only facing opponents, instead being allowed to run around freely on the stage. The game focuses more on aerial and platforming skills than other fighting games, with relatively larger, more-dynamic stages rather than a simple flat platform. Smash Bros. also implements blocking and dodging mechanics. Grabbing and throwing other characters are also possible.
 
Various weapons and power-ups can be used in battle to inflict damage, recover health, or dispense additional items. They fall randomly onto the stage in the form of items from Nintendo franchises, such as Koopa shells, hammers, and Poké Balls. The nine multiplayer stages are locations taken from or in the style of Nintendo franchises, such as Planet Zebes from Metroid and Sector Z from Star Fox. Although stages are rendered in three dimensions, players can only move within a two-dimensional plane. Stages are dynamic, ranging from simple moving platforms to dramatic alterations of the entire stage. Each stage offers unique gameplay and strategic motives, making the chosen stage an additional factor in the fight.
 
Up to four people can play in multiplayer mode, which has specific rules predetermined by the players. Stock and timed matches are two of the multiplayer modes of play. This gives each player a certain amount of lives or a selected time limit, before beginning the match. Free for all or team battles are also of choice during matches using stock or time. A winner is declared once time runs out, or if all players except one or a team has lost all of their lives. A multiplayer game may also end in a tie if two or more players have the same score when time expires, which causes the round to end in sudden death.

With only a small budget and little promotion, Super Smash Bros. was intended to be released only in Japan, but its huge success there saw the game released worldwide. Super Smash Bros. was commercially successful, and became a Nintendo 64 Player's Choice title. In Japan, 1.97 million copies were sold, and 2.93 million have been sold in the United States as of 2008.

Pak's Thoughts – This game is pure gaming euphoria for any fan of Nintendo. The fact that it contained 2 of my personal favorite Nintendo characters (Ness and Jigglypuff – Too bad they didn’t control well…) was just icing. It kept me busy, too, because there always seemed to be something new to unlock.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 12, 2013, 09:06:38 PM
#22 –Day of the Tentacle

(51 Points) 4 of 16 Lists - Highest Ranking – #5 - ColeStratton
(http://upload.wikimedia.org/wikipedia/en/7/79/Day_of_the_Tentacle_artwork.jpg)
You know what they say: "If you want to save the world, you have to push a few old ladies down the stairs."

Release Date:  June 1993

Just the facts/Stuff I wiki'd:
Day of the Tentacle, also known as Maniac Mansion II: Day of the Tentacle, is a 1993 graphic adventure game developed and published by LucasArts. It is the sequel to the 1987 game Maniac Mansion. The game's plot follows Bernard Bernoulli and his friends Hoagie and Laverne as they attempt to stop the evil Purple Tentacle—a sentient, disembodied tentacle—from taking over the world. The player takes control of the three and solves puzzles while using time travel to explore different periods of history.
 
Dave Grossman and Tim Schafer co-led the game's development, their first time in such a role. The pair carried over a limited amount of elements from Maniac Mansion and forwent the character selection aspect to simplify development. Inspirations included Chuck Jones cartoons and the history of the United States. Day of the Tentacle is the eighth LucasArts title to use the SCUMM engine, and the company's first title to feature voice acting.
 
The game was released simultaneously on floppy disk and CD-ROM to critical acclaim and commercial success. Critics focused on its cartoon-style visuals and comedic elements. Day of the Tentacle has featured regularly in lists of "top" games published more than a decade after its release, and aspects have been referenced in popular culture.

Day of the Tentacle follows the point-and-click two-dimensional adventure game formula, first established by the original Maniac Mansion. Players direct the controllable characters around the game world by clicking with the computer mouse. To interact with the game world, players choose from a set of nine commands arrayed on the screen (such as "pick up", "use", or "talk to") and then on an object in the world. This was the last SCUMM game to use the original interface of having the bottom of the screen being taken up by a verb selection and inventory; starting with the next game to use the SCUMM engine, Sam & Max Hit the Road, the engine was modified to scroll through a more concise list of verbs with the right mouse button and having the inventory on a separate screen.
 
Day of the Tentacle uses time travel extensively; early in the game, the three main protagonists are separated across time by the effects of a faulty time machine. The player, after completing certain puzzles, can then freely switch between these characters, interacting with the game's world in the separate time periods. Certain small inventory items can be shared by placing the item into the "Chron-o-Johns", modified portable toilets that instantly transport objects to the other time period, while other items are shared by simply leaving the item in a past time period to be picked up by a character in a future period. Changes made to a past time period will affect a future one, and many of the game's puzzles are based on the effect of time travel, aging of certain items, and alterations of the time stream. For example, one puzzle requires the player, while in the future era where Purple Tentacle has succeeded, to send a medical chart of a Tentacle back to the past, having it used as the design of the American flag, then collecting one such flag in the future to be used as a Tentacle disguise to allow that character to roam freely.
 
In Maniac Mansion, the playable characters can be killed by various sequences of events. LucasArts adopted a different philosophy towards its adventure games in 1990, beginning with Loom. Their philosophy was that the game should not punish the player for exploring the game world. Accordingly, in most LucasArts adventure games released after Loom, including Day of the Tentacle, the player character cannot die.
 
The whole original Maniac Mansion game can be played on a computer resembling a Commodore 64 inside the Day of the Tentacle game; this practice has since been repeated by other game developers, but at the time of Day of the Tentacle's release, it was unprecedented.

Pak's Thoughts – After Sam & Max, this game cemented my love of LucasArts adventure games. The graphics were beautiful in their day, the animation was awesome and the voice acting was sublime. Bernard, Hoagie and Laverne were all full of so much personality. I clicked on EVERYTHING as many times as was necessary to hear everything they had to say.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 12, 2013, 09:07:17 PM
#21 –Castlevania: Symphony of the Night

(51 Points) 4 of 16 Lists - Highest Ranking – #2 – Thrifty Version II
(http://upload.wikimedia.org/wikipedia/en/c/cf/Castlevania_SOTN_PAL.jpg)
What is a man? A miserable little pile of secrets! But enough talk... Have at you!

Release Date:  March 20, 1997

Just the facts/Stuff I wiki'd:
Castlevania: Symphony of the Night is an action role-playing video game developed and published by Konami in 1997. It is the direct sequel to Castlevania: Rondo of Blood and features Dracula's dhampir son, Alucard, as the protagonist. Its initial commercial success was limited, but it was critically praised, gained sales through word-of-mouth and eventually became a hit; GameRankings and Metacritic list its approval score for the original PlayStation version at or above 93%. It has since been re-released on several other gaming consoles and is now usually considered a sleeper hit and a cult classic of video gaming.
 
Symphony of the Night was an important milestone of the Castlevania series. It steered the series away from the standard level-by-level platforming formula of older titles and introduced a new style of open-ended gameplay mixed with role-playing game-like elements that would be emulated by most of its successors. A similar, earlier form of this type of gameplay existed in Castlevania II: Simon's Quest.

Like many installments of the Castlevania series, Symphony of the Night uses a 2D side-scrolling style of gameplay. The objective of the game is to guide primary player character Alucard through the undead-filled castle, as he sets out to defeat the vampire Dracula. Symphony of the Night follows a nonlinear style of gameplay; at the game's beginning, Alucard can only access certain areas of the castle, but by obtaining the three forms (a wolf, bat, and mist) that he can shapeshift into, he gradually explores the castle. A map carried by Alucard automatically updates to reflect the player's progress through the castle. While previous protagonists of the series have traditionally used whips as their main weapon, Alucard can find and use weapons ranging from edged weapons—typically swords and knives—to knuckles and expendable items, such as neutron bombs or javelins. He can also obtain health restoratives, various equipment and items to boost his attributes; all located on an inventory. Relics found throughout the castle will provide him with different abilities, such as being able to double jump. A bestiary kept by the castle's librarian, who also functions as a shopkeeper, shows the different monsters encounted by the player, and the items they dropped when defeated.
 
Additionally, Symphony of the Night incorporates elements found in role-playing games. His hit points determine the maximum amount of damage he can withstand before dying, while his magic points decide how often a magical attack may be cast. Additionally, he possesses four other attributes: strength, the power of his physical attack; defense, his resilience to damage inflicted by the monsters; intelligence, the recovery speed of magic points; and luck, the frequency of items dropped by enemies. Defeating monsters provides him with experience points, and he will level up after reaching a predetermined amount, increasing his attributes in the process. Alucard may cast eight different spells, which requires the player to input directional combinations and will use up varying amounts of his magic points. Over the course of the game, Alucard can acquire the ability to summon familiars: they function as complementary entities, aiding him in battle and exploration. The North American version of the game includes the Fairy, Demon, Ghost, Bat, and Sword familiars. The original Japanese version of the game included the Nose Devil (functionally identical to the Demon, but with a Tengu mask) and Pixie familiars as well.
 
Alternative modes of gameplay can be unlocked after the completion of the game. By inputting Richter Belmont's name as the user name, the player can choose to play as him; Richter uses a whip as his primary weapon and various subweapons. In addition to Richter Mode, you can also input AXEARMOR as a name and it will grant Alucard with the Axe Lord Armor item which will transform his sprite into an axe armor.  Two other alternative modes see Alucard as the player character, but with certain items, and increased or decreased attributes.

Pak's Thoughts – Metroid and Castlevania are two great tastes that taste great together. It was here that “Metroid-Style” gameplay became known as “Metroidvania.” Exploring the corridors and filling out the map was a fun and challenging affair. We had imported the Sega Saturn version, which meant I got to select more playable characters, but had no idea what the story was until years later, when I downloaded it on Xbox Live Arcade (My first download!).

That’s it for tonight! I MIGHT not be able to get the next 5 up tomorrow, and in the event that I can’t, I’ll be posting 10 up on Wednesday. Everything from here on reads like a list of games that every gamer worth their salt should play at least once. Discuss!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Rainbow Dash on August 12, 2013, 09:10:13 PM
So, can anyone here beat Symphony of the Night without the sword of ultimate bullshit that is the Crissagrim?

Because I sure can't.  I love that sword.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Raven on August 12, 2013, 09:17:32 PM
Can't believe I forgot Turtles in Time.  That's one of my all time favorite brawlers.  Had Donkey Kong Country on my list though.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Johnny Unusual on August 12, 2013, 09:30:19 PM
I've heard Symphony of the Night is amazing, but I never played any of the Castlevania games except the first, Super Castlevania and the not much liked CastleVania 64.

Donkey Kong Country was an amazingly fun game.  It's one of those games that gives you a wonderful sense of euphoria when you plow through enemies or smash bananas out of the ground.

The early 90's where a great time for the beat-em-ups and I really had to make some hard choices of what to leave off (I think I left the Simpsons arcade off of my list).  The gameplay in Turtles in Time was phenomenal and addicting with lots of shout-outs to the cartoon (and surprisingly obscure monsters and villains).

I like fighting games, but Super Smash Bros really changed things, mixing it with platform gaming and making cool ideas like damage increasing rather than life force depleting, and beating them off the stage rather than just killing them.  So very very fun and it gets better with each game.

Day of the Tentacle is the only LucasArts adventure game I had the pleasure of playing.  And it was great.  Good humour, fun puzzles and a load of personality.  While it lacked the sort of open world non-linear feel of the original Maniac Mansion, it made up for it with overall style and creativity!

http://www.youtube.com/v/0HaYZsc66Bk
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: gojikranz on August 12, 2013, 10:01:41 PM
glad to see the list going well.  some great stuff on here.  Tie Fighter was pretty much my life when we got it.  still love it makes me want to pull out the old joystick and get back in. 

dark forces was also huge we weren't allowed doom but dark forces was apparently appropriate but those dark troopers still scared the shit out of us.

sonic 2 was my favorite as a youngster but i never beat the thing without cheating for many years but when i finally did it was quite satisfying. 

looking forward to the rest!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 13, 2013, 03:17:31 AM
So, can anyone here beat Symphony of the Night without the sword of ultimate bullshit that is the Crissagrim?

Because I sure can't.  I love that sword.
I just used the Alucard Sword.  Symphony of the Night is pretty easy.  It gets a lot tougher when you reach the upside-down castle, but I think that's just because you're sorta underlevelled at that point.  Eventually you learn to maneuver, and you get more HP and durability, and it becomes easier.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: CJones on August 13, 2013, 10:51:00 AM
So, can anyone here beat Symphony of the Night without the sword of ultimate bullshit that is the Crissagrim?

Because I sure can't.  I love that sword.

Oh my God the Crissagrim. I blind played SotN my first time through, so I had no knowledge of this. Got it from a randomn drop by pure luck. Easily one of the most overpowered weapons in video game history. Killed the final boss in about 10 seconds.

And yes, I did later replay the whole game without picking it up.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 14, 2013, 09:24:53 PM
Let's get this show back on the road!

#20 –Civilization

(56 Points) 3 of 16 Lists - Highest Ranking – #1 - Compound
(http://upload.wikimedia.org/wikipedia/en/e/ec/Civilizationboxart.jpg)
The fruits of intelligence were many: fire, tools, and weapons, the hunt, farming, and the sharing of food, the family, the village, and the tribe. Now it required but one more ingredient: a great Leader to unite the quarreling tribes to harness the power of the land to build a legacy that would stand the test of time: a CIVILIZATION!

Release Date:  Late 1991

Just the facts/Stuff I wiki'd:
Sid Meier's Civilization is a turn-based strategy "4X"-type strategy video game created by Sid Meier and Bruce Shelley for MicroProse in 1991. The game's objective is to "Build an empire to stand the test of time." It begins in 4000 BC and the players attempt to expand and develop their empires through the ages from the ancient era until modern and near-future times. It is also known simply as Civilization, or abbreviated to Civ or Civ I.
 
Civilization was originally developed for DOS running on a PC. It has undergone numerous revisions for various platforms (including Windows, Macintosh, Amiga, Atari ST, PlayStation, N-Gage and Super Nintendo) and now exists in several versions. A multiplayer remake, Sid Meier's CivNet was released for the PC in 1995. The N-Gage version was the last game released for the system in North America.

Civilization is a turn-based single- or multiplayer strategy game. The player takes on the role of the ruler of a civilization, starting with only one settler unit and one warrior, and attempts to build an empire in competition with one to eleven other civilizations. The game requires a fair amount of micromanagement (although less than any of the simulation games). Along with the larger tasks of exploration, warfare and diplomacy, the player has to make decisions about where to build new cities, which improvements or units to build in each city, which advances in knowledge should be sought (and at what rate), and how to transform the land surrounding the cities for maximum benefit. From time to time the player's towns may be harassed by barbarians, units with no specific nationality and no named leader. These threats only come from unclaimed land or sea, so that over time there are fewer and fewer places from which barbarians will emanate.
 
Before the game begins, the player chooses which historical or current civilization to play. In contrast to later games in the Civilization series, this is largely a cosmetic choice, affecting titles, city names, musical heralds, and color. The choice does affect their starting position on the "Play on Earth" map, and thus different resources in one's initial cities, but has no effect on starting position when starting a random world game or a customized world game. The player's choice of civilization also prevents the computer from being able to play as that civilization or the other civilization of the same color, and since computer-controlled opponents display certain traits of their civilizations this affects gameplay as well. The Aztecs are both fiercely expansionist and generally extremely wealthy, for example. Other civilizations include the Americans, the Mongols, and Romans. Each civilization is led by a famous historical figure, such as Mohandas K. Gandhi for India.
 
The scope of Civilization is larger than most other games. The game begins in 4000 BC, before the Bronze Age, and can last through to AD 2050 (on the easiest setting) with Space Age and "future technologies". At the start of the game there are no cities anywhere in the world: the player controls one or two settler units, which can be used to found new cities in appropriate sites (and those cities may build other settler units, which can go out and found new cities, thus expanding the empire). Settlers can also alter terrain, build improvements such as mines and irrigation, build roads to connect cities, and later in the game they can construct railroads which offer unlimited movement.
 
As time advances, new technologies are developed; these technologies are the primary way in which the game changes and grows. At the start, players choose from advances such as pottery, the wheel, and the alphabet to, near the end of the game, nuclear fission and spaceflight. Players can gain a large advantage if their civilization is the first to learn a particular technology (the secrets of flight, for example) and put it to use in a military or other context. Most advances give access to new units, city improvements or derivative technologies: for example, the chariot unit becomes available after the wheel is developed, and the granary building becomes available to build after pottery is developed. The whole system of advancements from beginning to end is called the technology tree, or simply the Tech tree; this concept has been adopted in many other strategy games. Since only one tech may be "researched" at any given time, the order in which technologies are chosen makes a considerable difference in the outcome of the game and generally reflects the player's preferred style of gameplay.
 
Players can also build Wonders of the World in each of the epochs of the game, subject only to obtaining the prerequisite knowledge. These wonders are important achievements of society, science, culture and defense, ranging from the Pyramids and the Great Wall in the Ancient age, to Copernicus' Observatory and Magellan's Expedition in the middle period, up to the Apollo program, the United Nations, and the Manhattan Project in the modern era. Each wonder can only be built once in the world, and requires a lot of resources to build, far more than most other city buildings or units. Wonders provide unique benefits to the controlling civilization. For example, Magellan's Expedition increases the movement rate of naval units. Wonders typically affect either the city in which they are built (for example, the Colossus), every city on the continent (for example, the Hanging Gardens), or the civilization as a whole (for example, Darwin's Voyage). Some wonders are made obsolete by new technologies.
 
The game can be won by having the highest score by AD 2050, taking over all other civilizations' capitals, reaching the end of the future era with the highest score, getting the most diplomatic votes, or by winning the space race by reaching the star system of Alpha Centauri.

Meier admits to "borrowing" many of the technology tree ideas from a board game also called Civilization, published in the United Kingdom in 1980 by Hartland Trefoil (later by Gibson Games), and in the United States in 1981 by Avalon Hill. The early versions of the game even included a flier of information and ordering materials for the board game. There is a board game based on the computer game version of Civilization that was published in 2002.

Pak's Thoughts – It was actually the Super Nintendo version of Civilization that introduced me to the series. I rented it from the local video store out of curiosity and immediately knew I’d discovered something special. To this day, when I feel like some nostalgia, I’ll pop the Super Nintendo cartridge in and play for a while. I have to make sure to clear every night for the next few weeks, though, because once I’m in, I can’t walk away for a long time.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 14, 2013, 09:25:21 PM
#19 –Super Metroid

(57 Points) 3 of 16 Lists - Highest Ranking – #2 - Tyrant
(http://upload.wikimedia.org/wikipedia/en/e/e4/Smetroidbox.jpg)
The last Metroid is in captivity. The galaxy is at peace…

Release Date:  March 19, 1994

Just the facts/Stuff I wiki'd:
Super Metroid is an action-adventure video game and the third game in the Metroid series; the introduction alternatively refers to the game as Metroid 3. It was designed by Nintendo Research & Development 1, programmed by Intelligent Systems, and published by Nintendo for the Super Nintendo Entertainment System video game console. The game was released in Japan on March 19, 1994, in North America on April 18, 1994, and in Europe and Australia on July 28, 1994.
 
Under development for 18 months, Super Metroid was directed and written by Yoshio Sakamoto, and produced by Makoto Kano with Gunpei Yokoi serving as general manager. The game's story follows bounty hunter Samus Aran as she attempts to retrieve a stolen Metroid from the Space Pirates.
 
The game received universal acclaim, earning an aggregated score of 96 percent from Game Rankings, making it the website's ninth highest-rated game. Electronic Gaming Monthly named it the Game of the Month for May 1994, gave it an Editor's Choice Award, awarded it as the Best Action Game of 1994, and named it the Best Game of All Time in 2003. In 2007, IGN ranked Super Metroid seventh in its list of Top 100 Games of All Time. Despite a positive critical reaction, the game sold poorly in Japan, but fared better in North America and Europe. Nevertheless, due to the game's critical success, Nintendo placed it on their Player's Choice marketing label.

Super Metroid is an action-platform game which primarily takes place on the fictional planet Zebes, which is a large, open-ended world with areas connected by doors and elevators. The player controls Samus Aran as she searches the planet for a Metroid that was stolen by Ridley, the leader of the Space Pirates. Along the way, the player collects power-ups that enhance Samus' armor and weaponry, as well as grant her special abilities such as the Space Jump, which allows her to jump infinite times to cover great distances. These abilities allow Samus to access areas that were previously inaccessible.
 
The game introduces several new concepts to the series. Among them are the ability to enable and disable weapons and abilities in an inventory screen, and a Moon Walk ability, named after the popular dance move of the same name, which allows Samus to walk backwards while firing or charging her weapon. The game also features the ability to combine Samus' weapon beams. In addition, the save system from Metroid II: Return of Samus returns in Super Metroid, which allows the player to save and restart the game at any of the save points scattered around the planet, instead of the original title's complex and reverse engineerable password system. The player can also save the game at Samus' gunship, which fully recharges her health and ammunition as well.

Pak's Thoughts – And here’s the other half of the “Metroidvania” term. From the space pirate invasion at the beginning to the epic finale, Super Metroid delights all the senses. I love the music in this game! The instruments all sound so BIG. The open-world exploration is delicious. I also loved the way everything burst into a satisfying slimy explosion.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 14, 2013, 09:25:50 PM
#18 –Chrono Trigger

(57 Points) 4 of 16 Lists - Highest Ranking – #3 – Rainbow Dash
(http://upload.wikimedia.org/wikipedia/en/a/a7/Chrono_Trigger.jpg)
We have'th our own will! 

Release Date:  March 11, 1995

Just the facts/Stuff I wiki'd:
Chrono Trigger is a role-playing video game developed and published by Square (now Square Enix) for the Super Nintendo Entertainment System in 1995. Chrono Trigger's development team included three designers that Square dubbed the "Dream Team": Hironobu Sakaguchi, the creator of Square's Final Fantasy series; Yuji Horii, a freelance designer and creator of Enix's popular Dragon Quest series; and Akira Toriyama, a freelance manga artist famed for his work with Dragon Quest and Dragon Ball. Kazuhiko Aoki produced the game, Masato Kato wrote most of the plot, while composer Yasunori Mitsuda scored most of the game before falling ill and deferring remaining tracks to Final Fantasy composer Nobuo Uematsu. The game's story follows a group of adventurers who travel through time to prevent a global catastrophe.

Chrono Trigger was a critical and commercial success upon release and is considered today to be one of the greatest video games of all time. Nintendo Power magazine described aspects of Chrono Trigger as revolutionary, including its multiple endings, plot-related sidequests focusing on character development, unique battle system, and detailed graphics.

Chrono Trigger features standard role-playing video game gameplay with several innovations. The player controls the protagonist and his companions in the game's two-dimensional fictional world, consisting of various forests, cities, and dungeons. Navigation occurs via an overworld map, depicting the landscape from a scaled down overhead view. Areas such as forests, cities, and similar places are depicted as more realistic scaled down maps, in which players can converse with locals to procure items and services, solve puzzles and challenges, or encounter enemies. Chrono Trigger's gameplay deviates from that of traditional RPGs in that, rather than appearing in random encounters, many enemies are openly visible on field maps or lie in wait to ambush the party. Contact with enemies on a field map initiates a battle that occurs directly on the map rather than on a separate battle screen.

Chrono Trigger features several other unique gameplay traits, including time travel. Players have access to seven eras of the game world's history, and past actions affect future events. Throughout history, players find new allies, complete side quests, and search for keynote villains. Time travel is accomplished via portals and pillars of light called "time gates", as well as a time machine named Epoch. The game contains thirteen unique endings; the ending the player receives depends on when and how he or she reaches and completes the game's final battle. Chrono Trigger also introduces a New Game+ option; after completing the game, the player may begin a new game with the same character levels, techniques, and equipment, excluding money, with which he or she ended the previous play through. However, certain items central to the storyline are removed and must be found again, such as the sword Masamune. Square has since employed the New Game+ concept in later titles, including Chrono Cross, Parasite Eve, Vagrant Story and Final Fantasy X-2.

Pak's Thoughts – I never quite finished Chrono Trigger. There was nothing wrong with it. In fact, it seemed like some of the best storytelling I’d seen in an RPG up to that point, but I was starting college and the game took a back seat to other things. I can’t deny its charm, though, and really need to play through the DS version I picked up…
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 14, 2013, 09:26:14 PM
#17 –StarCraft

(57 Points) 5 of 16 Lists - Highest Ranking – #5 – Thrifty Version II
(http://upload.wikimedia.org/wikipedia/en/9/93/StarCraft_box_art.jpg)
The Zerg have taken everything from me: my home, my family, my friends. I know that nothing I do can bring those things back, but I'll be damned if I just sit on my hands and wait for the end. I want a piece of 'em, all right. I'm in.

Release Date:  March 31, 1998

Just the facts/Stuff I wiki'd:
StarCraft is a military science fiction real-time strategy video game developed and published by Blizzard Entertainment and released for Microsoft Windows on March 31, 1998. The game later spawned a franchise, and is the first game of the StarCraft series. Work on the game started shortly after Warcraft II: Tides of Darkness's release in 1995. StarCraft debuted at the 1996 E3, where it was unfavorably compared to Warcraft II; as a result, the project was entirely overhauled and then showcased to public in early 1997, receiving a far more positive response.
 
Set in a fictitious timeline during the Earth's 25th century, the game revolves around three species fighting for dominance in a distant part of the Milky Way galaxy known as the Koprulu Sector: the Terrans, humans exiled from Earth skilled at adapting to any situation; the Zerg, a race of insectoid aliens in pursuit of genetic perfection, obsessed with assimilating other races; and the Protoss, a humanoid species with advanced technology and psionic abilities, attempting to preserve their civilization and strict philosophical way of living from the Zerg.
 
Many of the industry's journalists have praised StarCraft as one of the best and most important video games of all time, and for having raised the bar for developing real-time strategy games. With more than 11 million copies sold worldwide as of February 2009, StarCraft is one of the best-selling games for the personal computer. The game has been praised for pioneering the use of unique factions in real-time strategy gameplay and for a compelling story. StarCraft's multiplayer is particularly popular in South Korea, where players and teams participate in professional competitions, earn sponsorships, and compete in televised tournaments.

Blizzard Entertainment's use of three distinct races in StarCraft is widely credited with revolutionizing the real-time strategy genre. All units are unique to their respective races and while rough comparisons can be drawn between certain types of units in the technology tree, every unit performs differently and requires different tactics for a player to succeed.
 
The enigmatic Protoss have access to powerful units and machinery and advanced technologies such as energy shields and localized warp capabilities, powered by their psionic traits. However, their forces have lengthy and expensive manufacturing processes, encouraging players to follow a strategy of the quality of their units over the quantity. The insectoid Zerg possess entirely organic units and structures, which can be produced quickly and at a far cheaper cost to resources, but are accordingly weaker, relying on sheer numbers and speed to overwhelm enemies. The Terrans provide a middle ground between the other two races, providing units that are versatile and flexible. They have access to a range of more ballistic military technologies and machinery, such as tanks and nuclear weapons.
 
Although each race is unique in its composition, no race has an innate advantage over the other. Each species is balanced out so that while they have different strengths, powers, and abilities their overall strength is the same. The balance stays complete via infrequent patches (game updates) provided by Blizzard.
 
StarCraft features artificial intelligence which scales in difficulty, although the player cannot change the difficulty level in the single-player campaigns. Each campaign starts with enemy factions running easy AI modes, scaling through the course of the campaign to the hardest AI modes. In the level editor provided with the game, a designer has access to four levels of AI difficulties: "easy", "medium", "hard" and "insane", each setting differing in the units and technologies allowed to an AI faction and the extent of the AI's tactical and strategic planning. The single-player campaign consists of thirty missions, split into ten for each race.
 
Pak's Thoughts – Here’s a game with so much staying power you can still go to your local Wal-Mart and pick up a copy! It’s everything I love about Warcraft wrapped in a Sci-Fi setting with an awesome soundtrack to back it up. I never got into the multiplayer game, but I’ve watched my brother “Zerg-Rush” many an unsuspecting opponent.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 14, 2013, 09:26:42 PM
#16 –Super Mario Kart

(58 Points) 3 of 16 Lists - Highest Ranking – #1 – Raven
(http://upload.wikimedia.org/wikipedia/en/3/38/Supermariokart_box.JPG)
Where racing becomes an adventure!

Release Date:  August 27, 1992

Just the facts/Stuff I wiki'd:
Super Mario Kart is a 1992 go-kart racing video game developed by Nintendo EAD for the Super Nintendo Entertainment System (SNES). The first game of the Mario Kart series, it was launched in Japan on August 27, 1992, in North America on September 1, 1992, and in Europe on January 21, 1993. Selling eight million copies worldwide, the game went on to become the third best selling SNES game of all time.
 
In Super Mario Kart the player takes control of one of eight Mario series characters, each with differing capabilities. In single player mode players can race against computer controlled characters in multi-race cups over three difficulty levels. During the races, offensive and speed boosting power-ups can be used to gain an advantage. Alternatively players can race against the clock in a Time Trial mode. In multi-player mode two players can simultaneously take part in the cups or can race against each other one-on-one in Match Race mode. In a third multiplayer mode – Battle Mode – the aim is to defeat the other players by attacking them with power-ups, destroying balloons which surround each kart.
 
Super Mario Kart received positive reviews and has been praised for its presentation, innovation and use of Mode 7 graphics. It has been ranked among the best games of all time by several organizations including Edge, IGN, The Age and GameSpot, while Guinness World Records has named it as the top console game ever. It is often credited with creating the kart-racing sub-genre of video games, leading other developers to try to duplicate its success. The game is also seen as having been key to expanding the Mario series into non-platforming games. This diversity has led to it becoming the best-selling game franchise of all time.

During the game, players take control of one of eight Mario franchise characters and drive karts around tracks with a Mario franchise theme. In order to begin racing and battling, Lakitu will come in with the traffic light hanging on a fishing pole, which starts the countdown. When the light turns green, the race or battle officially begins. During a race, the player's viewpoint is from behind his or her kart. The goal of the game is to either finish a race ahead of other racers, who are controlled by the computer and other players, or complete a circuit in the fastest time. There is also a battle mode in which the aim is to attack the karts of the other human players.
 
Tiles marked with question marks are arrayed on the race tracks; they give special abilities (power-ups) to a player's kart if the vehicle passes over them. Power-ups, such as the ability to throw shells and bananas, allow racers to hit others with the objects, causing them to spin and lose control. A kart that obtains the star power-up is temporary invulnerable to attack. Computer players have specific special powers associated with each character, that they are able to use throughout the race. Lines of coins are found on the tracks in competitive race modes. By running over these coins, a kart collects them and increases its top speed. Having coins also helps players when their kart is hit by another: instead of spinning and losing control, they lose a coin. Coins are also lost when karts are struck by power-ups or fall off the tracks.
 
The game features advanced maneuvers such as power sliding and hopping. Power sliding allows a kart to maintain its speed while turning, although executing the maneuver for too long causes the kart to spin. Hopping helps a kart execute tighter turns: the kart makes a short hop and turns in the air, speeding off in the new direction when it lands.
 
Pak's Thoughts – I devoured this game when it came out. I know intellectually that the game only gets improved each time a sequel comes out, but none of them have ever been able to top the original in my mind.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 14, 2013, 09:27:21 PM
#15 –Battletoads

(59 Points) 4 of 16 Lists - Highest Ranking – #3 - Monty
(http://upload.wikimedia.org/wikipedia/en/e/e8/Battletoads_Coverart.png)
I haven't seen such a dismal failure since the last time you failed!

Release Date:  June 1991

Just the facts/Stuff I wiki'd:
Battletoads is a platformer video game created by Tim and Chris Stamper and developed by Rare as the first installment of the Battletoads series. It was originally released for the Nintendo Entertainment System in 1991.
 
Battletoads is arguably one of the most graphically advanced video games ever released for the NES, at a time when the video game market was turning to the Sega Mega Drive/Genesis and Super Nintendo Entertainment System. The game became famous for its extreme difficulty and humorous ways of beating enemies, as during finishing attacks, the character's body parts transform into gigantic, exaggerated appendages for devastating attacks and comic effect.
 
The levels of Battletoads vary in gameplay style. Most prominent are "beat-em-up" levels that appear as either traditional side-scrolling stages or as isometric platforming stages, in which the players progress by defeating enemies. The players can finish off enemies in special ways, such as punching or kicking with an enlarged fist or boot, or by transforming into a wrecking ball.
 
In obstacle course and race levels, the character must dodge a series of obstacles while driving or flying at high speed, or outrun an enemy that can instantly kill a player's character. Other levels include a climbing/jumping "snake maze", an underwater level with lethal spikes and dangerous monsters, and two "tower climb" levels.
 
There are four "warp points" hidden in various levels that, when found, allow the player to automatically advance by two levels. The players start with three lives each time the game is started or continued after receiving a game over.

Pak's Thoughts – I bought into the advance hype for this game and had my allowance saved up for it on opening day. Yes, it’s as brutally hard as they say, but I never regretted the purchase. I could never beat it, but hours upon hours of play helped me memorize that darned speed-bike stage. I don’t know if I’d be able to do it today, though.

Hey! Wanna see the worst thing you’ve ever seen?
http://www.youtube.com/v/GlRMunEPAYg
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 14, 2013, 09:27:39 PM
#14–Doom

(60 Points) 4 of 16 Lists - Highest Ranking – #7 – Tejava Joe
(http://upload.wikimedia.org/wikipedia/en/5/57/Doom_cover_art.jpg)
Besides, someone was gonna pay for what happened to Daisy, your pet rabbit.

Release Date:  December 10, 1993

Just the facts/Stuff I wiki'd:
Doom (typeset as DOOM in official documents) is a 1993 science fiction horror-themed first-person shooter video game by id Software. It is considered one of the most significant and influential titles in the video game industry, for having ushered in the popularity of the first-person shooter genre. The game is divided into three nine-level episodes. The Ultimate Doom, an updated release of the original game featuring a fourth episode, was released in 1995.
 
In Doom, players assume the role of a space marine, who became popularly known as "Doomguy", fighting their way through hordes of invading demons from Hell. With one third of the game, nine levels, distributed as shareware, Doom was played by an estimated 10 million people within two years of its release, popularizing the mode of gameplay and spawning a gaming subculture. It is widely known as one of the most important video games of all time for having popularized the first-person shooter genre, pioneering immersive 3D graphics, networked multiplayer gaming, and support for customized additions and modifications via packaged files in a data archive known as "WADs". As a sign of its effect on the industry, first-person shooter games from the genre's boom in the 90s, helped in no less part by the game's release, became known simply as "Doom clones". Its graphic and interactive violence however, as well as its satanic imagery, also made it the subject of considerable controversy.
 
Once the game's source code was released in 1997, it spawned even more adaptations, as fans further ported the code to countless devices. The series started to lose mainstream appeal as the technology of the Doom game engine was surpassed in the mid-1990s, although fans have continued making WADs, speedruns, and modifications to the original.

Being a first-person shooter, Doom is experienced through the eyes of the main character. This character is not named throughout the game. The game's designer, John Romero, has pointed out that this is so the player feels more involved in the game: "There was never a name for the DOOM marine because it's supposed to be you." At its core, the gameplay is similar to classic shooter games (such as Space Invaders), presenting the player with the challenge of surviving while shooting every enemy in sight, but with its pseudo-3D first-person perspective giving environments a spatial representation that has a major effect on the level design and gameplay experience.
 
In order for the game to be completed, the marine must fight through Phobos, Deimos, and then Hell itself, each presented as an episode containing eight distinct levels, along with an optional ninth hidden level for each one. The Ultimate Doom, the retail store version of the game, adds a fourth episode, Thy Flesh Consumed. Set between the end of Doom and before Doom II, this episode was developed by independent level designers with id's approval, and was designed for expert Doom players seeking a major challenge (being considerably more difficult than the original episodes).
 
The objective of each level is simply to locate the exit room that leads to the next area, marked with an exit sign and/or a special kind of door, while surviving all hazards on the way. Among the obstacles are demonic monsters, pits of toxic or radioactive slime, ceilings that lower and crush anything below them, and locked doors for which require a keycard, skull-shaped key device, or remote switch must be located. The levels are sometimes labyrinthine and feature plenty of items such as additional ammo, health increases and other "power-ups" along the way, as well as the occasional secret areas which are not immediately obvious as a reward for players who explore more carefully. To ease navigation through the levels, a full screen automap is available and shows the areas explored to that point. Many versions of Doom (and its sequels) include secret levels which are accessed by the player discovering alternate exits, often hidden behind secret doors, hidden passageways, or in areas which are difficult to reach.

Pak's Thoughts – I only ever played through the Shareware demo. To this day, the first person shooter is my Achilles heel. I just can’t get a mental map of the area in my head and end up going back and forth between 2 or 3 rooms. I get the appeal, though. Blowing away hordes of demons with all manner of weaponry is always a good time.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 14, 2013, 09:28:01 PM
#13–NBA Jam

(61 Points) 5 of 16 Lists - Highest Ranking – #9 – Monty
(http://upload.wikimedia.org/wikipedia/en/a/a0/Nbajam.jpg)
Boomshakalaka!

Release Date:  1993

Just the facts/Stuff I wiki'd:
NBA Jam is a basketball arcade game developed by Midway in 1993. It is the first entry in the NBA Jam series. The main designer and programmer for this game was Mark Turmell. Midway had previously released such sports games as Arch Rivals in 1989, High Impact in 1990, and Super High Impact in 1991. The gameplay of NBA Jam is based on Arch Rivals, another 2-on-2 basketball video game. However, it was the release of NBA Jam that brought mainstream success to the genre.
 
The game became exceptionally popular, and generated a significant amount of money for arcades after its release, creating revenue of $1 billion in quarters.
 
The release of NBA Jam gave rise to a new genre of sports games which were based around fast, action-packed gameplay and exaggerated realism, a formula which Midway would also later apply to the sports of football (NFL Blitz), and hockey (2 on 2 Open Ice Challenge).

NBA Jam, which featured 2-on-2 basketball, is one of the first real playable basketball arcade games, and is also one of the first sports games to feature NBA-licensed teams and players, and their real digitized likenesses.
 
A key feature of NBA Jam is the exaggerated nature of the play - players jump many times above their own height, making slam dunks that defy both human capabilities and the laws of physics. There are no fouls, free throws, or violations except goaltending and 24-second violations. This meant the player is able to freely shove or elbow his opponent out of the way. Additionally, the game has an "on fire" feature, where if one player makes three baskets in a row, he becomes "on fire" and has unlimited turbo and has increased shooting precision. The "on fire" mode continues until the other team scores, or until the player who is on fire scores 4 additional consecutive baskets while "on fire."
 
The game is filled with easter eggs, special features and players activated by initials or button/joystick combinations. For example, pressing A five times and right five times on any Sega Genesis controller would activate "Super Clean Floors". This feature would cause characters to fall if they ran too fast or changed direction too quickly. And players can enter special codes to unlock hidden players, ranging from US President Bill Clinton to Hugo the Charlotte Hornets mascot. Early versions of the sequel, NBA Jam Tournament Edition, allows players to put in codes that allow people to play as characters from Mortal Kombat, but the NBA, uneasy over the controversies surrounding Mortal Kombat's levels of violence, forced Midway to remove these characters in later updates. On the arcade machine, there is also a hidden 'tank' game that allows you to run around a 3D wireframe field. In order to access this mode however, you were required to be able to toggle the on/off switch located behind the machine. While the game was powering back on, you would hold Up + all buttons on player 1 and Down + all buttons on player 2.

Pak's Thoughts – NBA Jam was a blast. I don’t like Sports Games, but this one cut out all of the rules and technicalities of the game until it became something fun to play. I probably had more fun playing with the cheat codes and secret characters than I did playing the game. If you’ve never seen Al Gore somersault into the air and slam dunk a basketball, you haven’t lived!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 14, 2013, 09:28:35 PM
#12–The Legend of Zelda: The Ocarina of Time

(62 Points) 5 of 16 Lists - Highest Ranking – #1 – Relaxing Dragon, #1 out of 1 – Tripe H. Redux
(http://upload.wikimedia.org/wikipedia/en/8/8e/The_Legend_of_Zelda_Ocarina_of_Time_box_art.png)
Hey! Listen!

Release Date:  1993

Just the facts/Stuff I wiki'd:
The Legend of Zelda: Ocarina of Time is an action-adventure video game developed by Nintendo's Entertainment Analysis and Development division for the Nintendo 64 video game console. It was released in Japan on November 21, 1998; in North America on November 23, 1998; and in Europe on December 11, 1998. Originally developed for the Nintendo 64DD peripheral, the game was instead released on a 256-megabit (32-megabyte) cartridge, which was the largest-capacity cartridge Nintendo produced at that time. Ocarina of Time is the fifth game in The Legend of Zelda series, and the first with 3D graphics.
 
The player controls the series' trademark hero, Link, in the land of Hyrule. Link sets out on a quest to stop Ganondorf, King of the Gerudo tribe, from obtaining the Triforce, a sacred relic that grants the wishes of its holder. Link travels through time and navigates various dungeons to awaken sages who have the power to seal Ganondorf away forever. Music plays an important role—to progress, the player must learn to play and perform several songs on an ocarina. The game was responsible for generating an increased interest in and rise in sales of the ocarina.
 
Ocarina of Time's gameplay system introduced features such as a target lock system and context-sensitive buttons that have since become common elements in 3D adventure games. In Japan, it sold over 820,000 copies in 1998, becoming the tenth-best-selling game of that year. During its lifetime, Ocarina of Time sold 1.14 million copies in Japan and over 7.6 million copies worldwide. The game won the Grand Prize in the Interactive Art division at the Japan Media Arts Festival, won six honors at the 2nd Annual Interactive Achievement Awards, and received an overwhelmingly positive critical reception. The title is widely considered by critics and gamers alike to be the greatest video game ever made. In 2008 and 2010, Guinness World Records declared that Ocarina of Time is the highest-rated game ever reviewed.
 
Ocarina of Time is an action-adventure game with role-playing and puzzle elements. The player controls Link from a third-person perspective, in a three-dimensional space. Link primarily fights with a sword and shield, but he can also use other weapons such as projectiles, bombs, and magic spells. Much of the game is spent in battle, but some parts require the use of stealth. Exploration is another important aspect of gameplay; the player may notice inaccessible areas and return later to find them explorable after obtaining a new item, such as the bomb, to blast open doors, or the hookshot, to reach far places.

Link gains new abilities by collecting items and weapons found in dungeons or in the overworld. Ocarina of Time has several optional side-quests, or minor objectives that the player can choose to complete or ignore. Completing the side-quests usually results in rewards, normally in the form of weapons or abilities. In one side-quest, Link trades items he cannot use himself among non-player characters. This trading sequence features ten items and ends with Link receiving an item he can use, the two-handed Biggoron Sword, the largest and strongest sword in the game. In another side-quest, Link can acquire a horse named Epona. This allows him to travel faster, but attacking while riding is restricted to arrows.[31] In order to get Epona, Link must learn her song while he is a child. However, he is only able to ride her when he and Epona are both adults.
 
Link is given the Fairy Ocarina near the beginning of the game, which is later replaced by the Ocarina of Time, given to him by Princess Zelda. Throughout the game, Link learns twelve melodies that allow him to solve various puzzles and teleport to previously visited locations in the game. The Ocarina of Time is also used to claim the Master Sword in the Temple of Time. When Link takes the sword, he is sealed for seven years, until he becomes an adult, and therefore strong enough to wield the Master Sword. Young Link and adult Link have different abilities. For example, only adult Link can use the Fairy Bow and only young Link can fit through certain small passages. After completing the Forest Temple, Link can travel freely between the two time periods by replacing or taking the sword. The melodies and notes are played with the "C" and "A" buttons on the Nintendo 64 controller or the C analogue stick on the GameCube controller.

Pak's Thoughts – I never quite made it through Ocarina of Time. I have some of the same problems I have with 3D shooters. I’m never quite sure where I am in space and time. I’m getting better, though and every time I play through I make it closer to the end. Maybe picking up the 3DS remake will eliminate some of my spatial relationship problems…
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 14, 2013, 09:28:57 PM
#11–Sonic the Hedgehog

(64 Points) 5 of 16 Lists - Highest Ranking – #8 - Monty
(http://upload.wikimedia.org/wikipedia/en/e/e9/Sonic1_box_usa.jpg)
Super Speed! Super Graphics! Super Attitude!

Release Date:  June 23, 1991

Just the facts/Stuff I wiki'd:
Sonic the Hedgehog is a platform video game developed by Sonic Team and published by Sega for the Sega Mega Drive/Genesis. First released in North America, Europe, and Australia on June 23, 1991, the game is the first installment in the Sonic the Hedgehog series, chronicling the adventures of the titular character in his quest to defeat the series' antagonist Dr. Robotnik. The game's story focuses on Sonic's efforts to stop Dr. Robotnik's plans for world domination, release the animals Dr. Robotnik has trapped, and collect six magical emeralds known as the Chaos Emeralds.
 
Development of Sonic the Hedgehog began in 1990, when Sega ordered its AM8 development team to develop a game featuring a mascot for the company. After a hedgehog was decided on as the main character, the development group was renamed Sonic Team.
 
Sonic the Hedgehog received positive reviews from critics, who praised the game's visuals and its sense of speed. It was commercially successful, increasing the popularity of the Mega Drive/Genesis and establishing Sonic the Hedgehog as the company's mascot. Its success led to the development of subsequent games in the Sonic the Hedgehog series, as well as the creation of a media franchise of spin-off products featuring the character.

The game is split up into zones, each of which is split into three acts. The player must navigate through each zone to progress. At the end of each zone's third act, the player confronts Dr. Robotnik, who pilots a vehicle, in a boss fight with a theme unique to that zone. After completing the sixth zone, the player continues directly to the Final Zone for the last encounter with Robotnik. The player is given a certain number of lives, which are lost when Sonic collides with hazardous enemies or objects, falls off-screen, or exceeds an act's ten-minute time limit. If all lives are lost at any point in the game, the "Game Over" screen will appear, at which point the player can return to the beginning of the act with three lives if the player obtains continues from Special Stages.
 
The game plays as a 2D side-scrolling platformer. The gameplay centers around Sonic's ability to run at high speed through levels that include springs, slopes, high falls, and loop-the-loops. The levels are populated with hazards in the form of animals Dr. Robotnik has trapped inside mechanical bodies (named "badniks" in the Western game manuals). The player must also avoid rows of sharp spikes, bottomless pits, and other obstacles. Sonic's main means of attack is the Spin Attack, in which he curls into a ball and rotates rapidly, damaging enemies and certain obstacles upon collision. This can be performed by jumping in the air or by pressing down on the D-Pad while moving on the ground.

Sonic the Hedgehog added the element of momentum-based physics to the standard platform formula and introduced other unique elements as well, such as the loops, springboards, high-speed devices, and the rings, which are permanently associated with the series. While the speed contributed to the mix, the execution of the platforming element influenced the development of various 2D video games, including a subsequent wave of similar "mascot-based platforming games", such as Bubsy, Aero the Acrobat, Ristar, Earthworm Jim, and many others.

Pak's Thoughts – In the early days of the great console wars, I refused to play any Sega games at all, so it would take me a few years to learn Sonic’s charm, but I can’t deny it, now. This game epitomizes ‘90s ‘tude in all the right ways.

All caught up! Tune in tomorrow as we begin the Top 10!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Raven on August 14, 2013, 10:37:39 PM
My best friend and I had to repaint a shed to get the original Sonic the Hedgehog game and that was the longest project of our lives at that point.  Totally worth it though.  Can't tell you how many hours we spent on that game the first week we had it though. 

NBA Jam was just outstanding.  Spent a lot of money in the arcade on that one. 

Battletoads was as hard as everyone remembers. 

I didn't like any of the sequels of Super Mario Kart so this one was clearly my favorite.  Sometimes if my friends and I get together and have Retro gaming nights almost always end up in a Mario Kart tourney. 
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Relaxing Dragon on August 14, 2013, 10:57:16 PM
Ah, Ocorana of Time. Though not my favorite of the Zelda games (that honor belongs to Majora's Mask, which missed the cut here by about a year), it certainly had a strong impact on my gaming career. One of the greatest games ever, for sure, if simply for it's unprecedented scope (for a 3D N64 game). This seemingly enormous world to explore, a grand set of temples, puzzles, action, adventure, RPG elements, sidequests, cool characters and creatures... it was more than my young child self could handle at the time.

Also, I'll be taking the music of this game to the grave (I had the most striking nostalgia rush when I watched Scott Pilgrim and they play some of the music over the dream sequence. Like Edgar Wright said, they were nursery rhymes for a generation).
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: CJones on August 14, 2013, 11:38:55 PM
I fucking loved Battletoads. I had it at number 4. One spot behind Monty. Yes it is hard as nails, but I did eventually get to the point where I could beat the whole game with no warps, no continues, no cheating and a hell of a lot of 1up's. Mostly from the second stage.

Most people I knew who owned it got stuck on stage 3, the speeder bike stage. They should consider themselves lucky for not making it to the Karnath's Lair. And then there's my most hated level in the game: The Gaia Tubes. Yeah, I nearly smashed my controller from the number of times I ran out of continues on that level.

It short, play this game. I'd love to see a modern day remake of the original BattleToads, all difficulty intact,
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Tripe on August 15, 2013, 05:57:31 AM
#12–The Legend of Zelda: The Ocarina of Time

(62 Points) 5 of 16 Lists - Highest Ranking – #1 – Relaxing Dragon, #1 out of 1 – Tripe H. Redux
(http://upload.wikimedia.org/wikipedia/en/8/8e/The_Legend_of_Zelda_Ocarina_of_Time_box_art.png)
Hey! Listen!
Only game I've ever completed and not become bored with about a quarter of the way through.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Tyrant on August 15, 2013, 06:06:06 AM
What? Super Metroid all the way up at #19? Whatsa matter with you, Rifftrax people??!!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Johnny Unusual on August 15, 2013, 07:41:02 AM
http://www.youtube.com/v/zBzQLCgjkuk

The only Metroid game I've played through and beat was the first one, and that was only a couple years ago.  I love Battletoads, as brutal as it was, but I had it a bit lower on my list.

Chrono Trigger showed the 90's was a great time for both RPG games and especially for Squaresoft.  The time travel aspect was really cool and it had a fun epic feel, while at the same time feeling sort of more intimate than the Final Fantasy games (probably due to the smaller cast).

Ocarina of Time was also pretty amazing (and another fun game with a time travel aspect).

NBA Jam and Sonic where great fun, but they didn't make my list.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: gojikranz on August 15, 2013, 07:57:10 AM
Oops I forgot nba jam. I don't even like basketball but that game was awesome.
Sonic one is good but I think we all know sonic 2 tops it in every way.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Rainbow Dash on August 15, 2013, 09:56:58 AM
Sonic the Hedgehog over Ocarina of Time.

You dun failed people.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 15, 2013, 10:28:25 AM
NBA Jam was one of the only 2 sports games I ever liked.  The other was Gretzky 3D hockey.  I can't really explain why.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Tripe on August 15, 2013, 10:34:40 AM
For those that do love OoT there's some jewlery you can buy:

(http://img1.etsystatic.com/012/0/7297232/il_570xN.448810215_eobr.jpg) (http://www.etsy.com/listing/129357490/zelda-songring-6-ring-collection-sizes-6?ref=related-5)

Click the pic for the page.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 15, 2013, 04:27:40 PM
Entries will be up late tonight because I'm going to catch some silly Starship Troopers thing, but I'm going to try to knock out the entire top 10 when I do.

Friendly Reminder: If you want to host the next list, you have until noon PDT tomorrow, when I'll be posting up the poll.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 16, 2013, 02:26:26 AM
#10–Super Mario 64

(77 Points) 6 of 16 Lists - Highest Ranking – #2 – Relaxing Dragon
(http://upload.wikimedia.org/wikipedia/en/6/6a/Super_Mario_64_box_cover.jpg)
It’s-a ME! Mario!

Release Date:  June 23, 1996

Just the facts/Stuff I wiki'd:
Super Mario 64 is a platform game, published by Nintendo and developed by its EAD division, for the Nintendo 64. Along with Pilotwings 64, it was one of the launch titles for the console. It was released in Japan on June 23, 1996, and later in North America, Europe, and Australia. Super Mario 64 has sold over eleven million copies.
 
As one of the earlier three dimensional (3D) platform games, Super Mario 64 features free-roaming analog degrees of freedom, large open-ended areas, and true 3D polygons as opposed to two-dimensional (2D) sprites. It established a new archetype for the genre, much as Super Mario Bros. did for 2D sidescrolling platformers. Hailed as "revolutionary", the game left a lasting impression on 3D game design, particularly notable for its use of a dynamic camera system and the implementation of its analog control.
 
In going from two to three dimensions, Super Mario 64 placed an emphasis on exploration within vast worlds that require the player to complete multiple diverse missions, replacing the linear obstacle courses of traditional platform games. While doing so, it managed to preserve many gameplay elements and characters of earlier Mario games. The title is acclaimed by many critics and fans as one of the greatest and most revolutionary video games of all time.

Each course is an enclosed world in which the player is free to wander in all directions and discover the environment without time limits. The worlds are filled with enemies that attack Mario as well as friendly creatures that provide assistance, offer information, or ask a favor (such as pink "peace-loving" Bob-omb Buddies). The player gathers stars in each course; some stars only appear after completing certain tasks, often hinted at by the name of the course. These challenges include defeating a boss, solving puzzles, racing an opponent, and gathering coins. As more stars are collected, more areas of the castle hub world become accessible. The player unlocks doors in the castle with keys obtained by defeating Bowser in special courses. There are many hidden mini-courses and other secrets to the game, most containing extra stars needed to complete the game entirely.
 
Some courses have special cap power-ups which augment Mario's abilities. The Wing Cap allows Mario to fly; the Metal Cap makes him immune to most damage, allows him to withstand wind, walk underwater, and be unaffected by noxious gases; and the Vanish Cap renders him partially immaterial and allows him to walk through some obstacles such as wire mesh, as well as granting invulnerability to some forms of damage. Some courses contain cannons that Mario can access by speaking to a pink Bob-omb Buddy. After entering a cannon, Mario can be shot out to reach distant places. When the player has the Wing Cap equipped, cannons can be used to reach high altitudes or fly across most levels quickly.
 
Mario's abilities in Super Mario 64 are far more diverse than those of previous Mario games. The player can make Mario walk, run, jump, crouch, crawl, swim, climb, kick, or punch using the game controller's analog stick and buttons. Special jumps can be executed by combining a regular jump with other actions, including the double and triple jumps (jumping two and three times in a row, respectively), long jump and backflip. There are also special maneuvers, such as wall jumping; jumping from one wall to another in rapid succession to reach areas that would otherwise be too high. The player can pick up and carry certain items, an ability which is used to solve various puzzles, and swim underwater at various speeds. Mario's life energy slowly diminishes while underwater, representing how long he can hold his breath.

Pak's Thoughts – Who can forget hearing Mario’s canonic voice greeting us for the first time? Or that awesome Easter egg where you can stretch his face? Other platformers would later run it into the ground, but going on a scavenger hunt for all 120 stars was a blast, and it’s still better than many of the imitators that would come years later.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 16, 2013, 02:26:45 AM
#9–The Secret of Monkey Island

(81 Points) 4 of 16 Lists - Highest Ranking – #4 – ColeStratton
(http://upload.wikimedia.org/wikipedia/en/a/a8/The_Secret_of_Monkey_Island_artwork.jpg)
How appropriate! You fight like a cow!

Release Date:  October 1990

Just the facts/Stuff I wiki'd:
The Secret of Monkey Island is a 1990 point-and-click graphic adventure game developed and published by Lucasfilm Games. It takes place in a fantastical version of the Caribbean during the age of piracy. The player assumes the role of Guybrush Threepwood, a young man who dreams of becoming a pirate and explores fictional islands while solving puzzles.
 
The game was conceived in 1988 by Lucasfilm employee Ron Gilbert, who designed it with Tim Schafer and Dave Grossman. Gilbert's frustrations with contemporary adventure titles led him to make the player character's death impossible, which meant that gameplay focused the game on exploration. The atmosphere was based on that of the Pirates of the Caribbean theme park ride. The Secret of Monkey Island was the fifth game built with the SCUMM engine, which was heavily modified to include a more user-friendly interface.
 
The Secret of Monkey Island is a 2D adventure game played from a third-person perspective. Via a point-and-click interface, the player guides protagonist Guybrush Threepwood through the game's world and interacts with the environment by selecting from twelve verb commands (nine in newer versions) such as "talk to" for communicating with characters and "pick up" for collecting items between commands and the world's objects in order to successfully solve puzzles and thus progress in the game. While conversing with other characters, the player may choose between topics for discussion that are listed in a dialog tree; the game is one of the first to incorporate such a system. The in-game action is frequently interrupted by cutscenes, non-interactive animated sequences that are used to provide information about character personalities and advance the plot. Like other LucasArts adventure games, The Secret of Monkey Island features a design philosophy that makes the player character's death nearly impossible (Guybrush does drown if he stays underwater for more than ten minutes).

The game's plot, as described by Dave Grossman: “It’s a story about this young man who comes to an island in search of his life’s dream. He’s pursuing his career goals and he discovers love in the process and winds up thinking that was actually more important than what he was doing to begin with. You’re laughing, but there’s actually something deeper going on as well.” When work on the plot began, Gilbert discovered that Schafer's and Grossman's writing styles were too different to form a cohesive whole: Grossman's was "very kind of a dry, sarcastic humor" and Schafer's was "just a little more in your face". In reaction, Gilbert assigned them to different characters and story moments depending on what type of comedy was required. Grossman believed that this benefited the game's writing, as he and Schafer "were all funny in slightly different ways, and it worked well together". Schafer and Grossman wrote most of the dialogue while they were programming the game; as a result, much of it was improvised. Some of the dialogue was based on the designers' personal experiences, such as Guybrush's line "I had a feeling in hell there would be mushrooms", which came from Schafer's own hatred of fungi.

Pak's Thoughts – I try to play through this one once a year, usually around Talk-Like-A-Pirate Day. The pirate atmosphere is so much fun, and the sense of humor is top notch. Guybrush Threepwood is such a great character and LeChuck is a perfect foil.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 16, 2013, 02:27:31 AM
 
#8–Final Fantasy VI

(93 Points) 5 of 16 Lists - Highest Ranking – #2 – Rainbow Dash
(http://upload.wikimedia.org/wikipedia/en/0/05/Final_Fantasy_VI.jpg)
Phooey! Emperor Gesthal's stupid orders! Edgar, you pinhead! Why do you have to live in the middle of a stinking desert?!? These recon jobs are the pits! ...AHEM! There's SAND on my boots!

Release Date:  April 2, 1994

Just the facts/Stuff I wiki'd:
Final Fantasy VI is a role-playing video game developed and published by Square (now Square Enix), released in 1994 for the Super Nintendo Entertainment System as a part of the Final Fantasy series. Set in a fantasy world with a technology level equivalent to that of the Second Industrial Revolution, the game's story focuses on a group of rebels as they seek to overthrow an imperial dictatorship. The game features fourteen permanent playable characters, the most of any game in the main series.
 
It was ported by Tose with minor differences to Sony's PlayStation in 1999 and Nintendo's Game Boy Advance in 2006, and it was released for the Wii's Virtual Console in Japan in March 15, 2011, followed by the PAL region on March 18, 2011 and North America on June 30, 2011. The game was known as Final Fantasy III when it was first released in North America, as the original Final Fantasy III had not been released outside of Japan at the time. However, later localizations used the original title. Final Fantasy VI was the first game in the series to be directed by someone other than producer and series creator Hironobu Sakaguchi; the role was filled instead by Yoshinori Kitase and Hiroyuki Ito. Yoshitaka Amano, a long-time contributor to the Final Fantasy series, returned as the image and character designer, while regular composer Nobuo Uematsu wrote the game's score, which has been released on several soundtrack albums.
 
Released to critical acclaim, Final Fantasy VI was a landmark title for the role-playing genre and is often considered one of the greatest video games of all time. Its Super Nintendo and PlayStation versions have sold over 3.48 million copies worldwide to date as a stand-alone game, as well as over 750,000 copies as part of the Japanese Final Fantasy Collection and the North American Final Fantasy Anthology. Final Fantasy VI has won numerous awards since its release.

Final Fantasy VI features fourteen permanent playable characters, the most of any game in the main series, as well as several secondary characters who are only briefly controlled by the player. The starting character, Terra Branford, is a reserved half-human, half-esper girl who spent most of her life as a slave to the Empire, thanks to a mind-controlling device, and is unfamiliar with love. Other primary characters include Locke Cole, a treasure hunter and rebel sympathizer with a powerful impulse to protect women; Celes Chere, a former general of the Empire, who joined the Returners after being jailed for questioning imperial practices; Edgar Figaro, a consummate womanizer and the king of Figaro, who claims allegiance to the Empire while secretly supplying aid to the Returners; Sabin Rene Figaro, Edgar's brother, who fled the royal court in order to pursue his own path and hone his martial arts skills; Cyan Garamonde, a loyal knight to the kingdom of Doma who lost his family and friends as a result of Kefka poisoning the kingdom's water supply; Setzer Gabbiani, a habitual gambler and thrill seeker; Shadow, a ninja mercenary, who offers his services to both the Empire and the Returners at various stages throughout the game; Relm Arrowny, a young but tough artistic girl with magical powers; Strago Magus, Relm's elderly grandfather and a Blue Mage; Gau, a feral child surviving since infancy in the harsh wilderness known as the Veldt; Mog, a Moogle from the mines of Narshe; Umaro, a savage but loyal sasquatch also from Narshe, talked into joining the Returners through Mog's persuasion; and Gogo, a mysterious, fully shrouded master of the art of mimicry.
 
Most of the main characters in the game hold a significant grudge against the Empire and, in particular, Kefka, who serves as one of the game's main antagonists along with Emperor Gestahl. The supporting character Ultros serves as a recurring villain and comic relief throughout the game. A handful of Final Fantasy VI characters have reappeared in later games, such as Secret of Evermore. Additionally, Final Fantasy SGI, a short tech demo produced for the Silicon Graphics Onyx workstation, featured polygon-based 3D renderings of Locke, Terra, and Shadow.

Pak's Thoughts – Here’s the game that sold the US on Japanese-Style RPGs. There are so many great moments in this game. The discovery of Gau on the Veldt, Celeste’s impromptu opera performance, Ultros’ awesome moustache-twirling villainy, the art gallery… Final Fantasy IV will always be my favorite, but it’s not hard to see why this one is a hot contender for the best Final Fantasy game ever.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 16, 2013, 02:27:57 AM
#7–Gunstar Heroes

(94 Points) 4 of 16 Lists - Highest Ranking – #1 – Charles Hussein Castle
(http://upload.wikimedia.org/wikipedia/en/8/80/Gunstar_Heroes.jpg)
The Peaceful Planet of Gunstar 9 Has Been Invaded!

Release Date:  September 9, 1993

Just the facts/Stuff I wiki'd:
Gunstar Heroes is a run and gun video game developed by Treasure and published by Sega. Treasure's debut game was originally released on the Sega Mega Drive/Genesis in late 1993, and later on, ported to the Game Gear by M2.

Gunstar Heroes is a side scrolling shooter. The player has four weapons to choose from, and these four can be combined in pairs to create an additional 10 weapons, for a total of 14. In addition to the weapons, the player can engage enemies in close quarters combat. It is possible to grab and toss enemies, perform sliding and jumping attacks and a long-range skid.
 
Unlike most games in the genre, the player has a life total calculated in numbers. Death to a player requires multiple hits but just one death will issue the option to continue from the start of the level or to end the game. Players have unlimited continues.
 
The main highlight of the game are its boss encounters, which often feature large enemies made up of multiple sprites allowing for fluid movement.

Pak's Thoughts – Here’s a surprise entry to the top 10. Not because it doesn’t deserve it, but because it’s not one of the titles that jumps to mind immediately when one thinks of ‘90s games. This game doesn’t mess around. You fight through a level for just a minute or two and get right to the awesome boss battles. My personal favorite part of the game was the dice maze. I’ve never seen dice used to propel a run-and-gun game before or since.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 16, 2013, 02:28:28 AM
#6–Final Fantasy VII

(100 Points) 7 of 16 Lists - Highest Ranking – #1 – Thrifty Version II
(http://upload.wikimedia.org/wikipedia/en/c/c2/Final_Fantasy_VII_Box_Art.jpg)
If everything's a dream, don't wake me.

Release Date:  January 31, 1997

Just the facts/Stuff I wiki'd:
Final Fantasy VII is a role-playing video game developed by Square (now Square Enix) as the seventh installment in the Final Fantasy series. It was released in 1997 for the Sony PlayStation.
 
Final Fantasy VII follows protagonist Cloud Strife, a mercenary who initially joins the eco-terrorist rebel organization AVALANCHE to stop the world-controlling megacorporation Shinra from draining the life of the planet for use as an energy source. As the story progresses, Cloud and his allies become involved in a larger world-threatening conflict, facing off against Sephiroth, the game's main antagonist.
 
Development of Final Fantasy VII began in 1994. The game was originally intended for release on the Super Nintendo Entertainment System, but was moved to the Nintendo 64. However, since the Nintendo 64's cartridges lacked the required storage capacity, Square decided to release the game for the CD-ROM based PlayStation instead. Final Fantasy VII was produced by Hironobu Sakaguchi and directed by Yoshinori Kitase. The music was composed by Final Fantasy veteran Nobuo Uematsu, while the series' long-time character designer, Yoshitaka Amano, was replaced by Tetsuya Nomura.
 
Helped by a large pre-release promotional campaign, Final Fantasy VII became an immediate critical and commercial success. It has continued to sell solidly—10 million copies were sold by May 2010, making it the best-selling title in the series. Final Fantasy VII was praised for its graphics, gameplay, music and story. Criticism primarily pertained to its English localization. It has retrospectively been acknowledged as the game that popularized the Japanese role-playing video game style outside of its home market, and has frequently ranked highly on various top game lists. The popularity of the title led Square Enix to produce a series of prequels and sequels for different platforms under the collective title Compilation of Final Fantasy VII.

The game's setting is similar to that of Final Fantasy VI insofar as it is a world with considerably more advanced technology than the first five games in the series. Overall, the game's technology and society approximates that of an industrial or post-industrial science fiction milieu. The world of Final Fantasy VII, referred to in the game as "The Planet", but retroactively named "Gaia", is composed of three main land masses. The eastern continent is home to the city of Midgar, an industrial metropolis that serves as the capital city and hosts the headquarters of the Shinra Electric Power Company, which operates as the planet's de facto world government. Other locations on the eastern continent are Junon (Shinra's major military base), Fort Condor (a fort with a huge condor covering up a Mako reactor on top of it), a chocobo ranch, and Kalm (a small town inspired by medieval Europe).
 
The western continent features the Gold Saucer (an amusement park with Corel Prison below), Costa Del Sol (a seaside resort), Gongaga (a small town containing the remains of a destroyed Mako reactor), Nibelheim (a town residing at the base of Mt. Nibel), Rocket Town (the location of Shinra's failed space rocket launch), and Cosmo Canyon. The tribe inhabiting Cosmo Canyon emphasize living in harmony with nature and dedicating themselves to the planet's well-being. Their settlement features an observatory and serves as a research facility for those who wish to participate in a philosophy known as the "Study of Planet Life", a lifestyle that encourages deference for nature and teaches that the planet has a life and energy of its own.
 
Wutai, a village inspired by pre-modern Japan and China, is located on a large island off the western continent. The northernmost continent is a heavily glaciated landmass, and its few settlements include Bone Village (an excavation site), Icicle Inn (a ski resort town), the mythical "City of the Ancients", and the Northern Crater, where the game's climax takes place. There are also underwater locations accessible only by submarine; for example, a sunken Shinra plane transporter.

Pak's Thoughts – It’s not my favorite Final Fantasy, but the entire world fell in love with this game, so who am I to argue? It has some great moments and all of that delicious Final Fantasy melodrama, but I could never sink my teeth into it. I did like to torment my brother when he was playing through the final battle with my own lyrics to the awesome operatic song. “Very, very, very cross! Sephiroth! He’s the boss…”

Couldn’t make it through the whole top 10 tonight, and tomorrow (Well, today, now) is Tyrant and my 10 year anniversary!  (WOO!) Sooo, I don’t know if I’ll have a chance to post up the top 5 today. If I don’t, I’ll totally get it in on Saturday!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Johnny Unusual on August 16, 2013, 02:49:42 AM
No worries.  I really like Final Fantasy VII, but I don't love it as much as others.  I much prefer Kefka's bat-shit insanity and evil to Sephiroth's generic and uninteresting pretty boy villain (not to say that being a pretty boy makes you a bad villain, but it felt like he was trying to hard to be cool while not really being much of anything).  Still, the play mechanics where really fun and the overall world was interesting.  I think VII and X did a better job at mixing the fantasy with the high tech, but this game was nothing to sneeze at.

FF VI was just so... big.  Just epically big, with lots of great characters and a crazy number of different, unique adventures.  I also appreciate how bleak the game was willing to go with the beginning of the second half.  It's a game I never was able to finish.  I was always able to get to the last boss but something always came up and made me too busy to finish the job (in a way, just collecting all of the characters again is a reward unto itself).

Mario 64 was an amazing game.  Very few franchises were able to make the transition from platformer to "3d" with such success.  There were games that looked better, but few that played so good.

Never played Monkey Island.  I really got to get around to that.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Rainbow Dash on August 16, 2013, 07:58:11 AM
FFVII was the start of the end for the series for me.  I still got a good bit of enjoyment out of it, but I really disliked the march from Fantasy to Sci Fi.  I didn't find the characters nearly as enjoyable as 6.  9 was by far my favorite of the PSX Final Fantasy games.  Not only was it a return to Fantasy, but the cast was amazing.  Certainly helps when the main character isn't some brooding emo-kid.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Johnny Unusual on August 16, 2013, 08:08:30 AM
Yeah, I never gave a darn (pardon my language) about Cloud.  Sci-Fi was less of a problem for me and the game is fun, but for all it's strengths, it had a lot of things that didn't work for me.  That said, still a good game and very high on my list, but I think I appreciate it much more technically than for the story.  I think VII was a signifier, but I never looked back after FF X (actually, I played FF X-II, but let's face it, it wasn't worth remembering.  At all.)

BTW, looking at my list, I feel confident I can predict the top 5, but I can't begin to guess the order.  They could appear in any order.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 16, 2013, 08:36:08 AM
I've heard of most of the stuff on the list, even if I never played them.  There's a lot of entries I did play, but forgot about them.  I mostly forgot about PC games.

Final Fantasy 7 was the first Final Fantasy I ever played.  I haven't touched most of them; 7 and 9 were the only ones I played through.  8 and 10 I tried.  11 (the MMORPG) I've played on and off for 9 years.  14 (the newer MMORPG) I tried for 2 days but it was awful.

I loved the Enemy Skill materia.  I hated the glitch that Zombie Dragon would only ever cast Pandora's Box once.  About a year ago, I had a lot of time to kill so I played through for hours and hours on emulated copy and I think I got 5 Master Magic, Command, and Summon materia.  I can just spend days down there in the final dungeon grinding for AP against those magic pots and bouncy-ball thingies.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Mrs. Dick Courier on August 16, 2013, 01:02:13 PM
Nothing before or since can beat Mario for 64 in my opinion.

Nothing.  Its still awesome.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 16, 2013, 02:12:29 PM
I think Mario 64 was on my list.  I liked Super Mario Sunshine better, but it came out in 2002 so it doesn't count.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Relaxing Dragon on August 16, 2013, 03:29:10 PM
Hard to top Mario 64 in my book (although I love Super Mario Sunshine something fierce as well). Was one of the first games I ever got, and I remember being in a constant competition with my little brother as to who could get the most stars first (I don't think I managed to beat the final Bowser before him though, blast it all. Stupid star platform...). I got the re-release when it came out on the DS, and the whole game was still as fun as ever. Just so many levels to get through, and so many stars on each level, not to mention the sheer variety available. I mean, sure, they seem like the stock "lava level, snow level, ghost level, etc.", but damn if they didn't include enough details and changes in each one to keep things fresh. And then they throw in levels like the clock, the rainbow sky, and that one where you could change the water height based on where you jumped into the portrait, and things took another level of crazy. Love it love it love it.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Raven on August 16, 2013, 03:43:09 PM
Looking over my list there are only 2 that I'm absolutely sure will be in the top 5.  I'm pretty sure I can pick some of the others but they weren't on my list.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Zombie Monty on August 16, 2013, 05:22:56 PM
I am sad to say that I forgot Day Of The Tentacle.   :(

It would have been my #1 pick for sure.  For some reason I totally spaced out on PC games for my list.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Rainbow Dash on August 16, 2013, 10:39:01 PM
I'm thinking my #1 is going to end up in the bonus round with 25 points...
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 17, 2013, 08:47:16 PM
#5–Goldeneye 007

(103 Points) 7 of 16 Lists - Highest Ranking – #3 – Johnny Unusual
(http://upload.wikimedia.org/wikipedia/en/3/36/GoldenEye007box.jpg)
Finish the job James - If you can! 

Release Date:  August 23, 1997

Just the facts/Stuff I wiki'd:
GoldenEye 007 is a first-person shooter video game developed by Rare and based on the 1995 James Bond film GoldenEye. It was exclusively released for the Nintendo 64 video game console on August 25 1997. The game features a single-player campaign in which players assume the role of British Secret Intelligence Service agent James Bond as he fights to prevent a criminal syndicate from using a satellite weapon against London to cause a global financial meltdown. The game also includes a split-screen multiplayer mode in which two, three or four players can compete in different types of deathmatch games.
 
GoldenEye 007 was originally conceived as an on-rails shooter inspired by Sega's Virtua Cop, before being redesigned as a free-roaming shooter. The game received highly positive reviews from the gaming media and sold over eight million copies worldwide, making it the third-best-selling Nintendo 64 game. GoldenEye 007 is considered an important game in the history of first-person shooters for demonstrating the viability of game consoles as platforms for the genre, and for signalling a transition from the then-standard Doom-like approach to a more realistic style. It pioneered features that have since become common in first-person shooters, such as varied mission objectives, a zoomable sniper rifle, stealth elements, and a console multiplayer deathmatch mode.
GoldenEye 007 is a first-person shooter that features both single and a multiplayer modes. In the single-player mode, the player takes the role of James Bond through a series of free-roaming 3D levels. Each level requires the player to complete a certain set of objectives – such as collecting or destroying specified items, rescuing hostages, or meeting with friendly non-player characters (NPCs) – and then exit the stage. Some gadgets from the James Bond film series are featured in the game and are often used to complete particular mission objectives; for example, in one level the electromagnetic watch from Live and Let Die is used to acquire a jail cell key.

The multiplayer mode allows two, three or four players to compete against each other in five different types of split screen deathmatch games: Normal, You Only Live Twice, The Living Daylights (Flag Tag), The Man With the Golden Gun, and Licence to Kill. Normal is a basic deathmatch mode in which the main objective is to kill opponents as many times as possible. It can be played as a free-for-all game or in teams. In You Only Live Twice, players only have two lives before they are eliminated from the game, and Licence to Kill is a mode in which players die from a single hit with any weapon. In The Man With the Golden Gun, a single Golden Gun, which is capable of killing opponents with only one shot, is placed in a fixed location on the map; once the Golden Gun is picked up, the only way to re-acquire it is to kill the player holding it. The player with the Golden Gun is unable to pick up body armour while opponents can. In The Living Daylights, a "flag" is placed in a fixed location on the map, and the player who holds it the longest wins. The flag-carrier cannot use weapons but can still collect them to keep opponents from stocking ammunition. Aspects of each gametype can be customised, including the chosen map, class of weapons, and winning condition. As players progress through the single player mode, new maps and characters are unlocked in the multiplayer mode.

Pak's Thoughts – I don’t usually enjoy multiplayer first person shooters, and even I spent hours upon hours playing with/against my brothers. I loved getting that laser that let you shoot through walls. It was so satisfying to kill your opponent from one room over. Single player was a lot of fun too. Who doesn’t want to be James Bond?
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 17, 2013, 08:47:39 PM
 
#4 – Super Mario Bros. 3

(126 Points) 6 of 16 Lists - Highest Ranking - #1 - Tyrant
(http://upload.wikimedia.org/wikipedia/en/a/a5/Super_Mario_Bros._3_coverart.png)

One toot on this whistle will send you to a far away land!

Release Date:  February 12, 1990 (In North America)

Just the facts/Stuff I wiki'd:
Super Mario Bros. 3, also referred to as Super Mario 3 and SMB3, is a platform video game developed and published by Nintendo for the Nintendo Entertainment System (NES), and is the third game in the Super Mario series. The game was released in Japan in 1988, in the United States in 1990, and in Europe in 1991. Development was handled by Nintendo Entertainment Analysis and Development, led by Shigeru Miyamoto, who directed the game along with Takashi Tezuka.
 
The game centers on the quest of Mario and Luigi to save the rulers of seven kingdoms from Bowser, the series' antagonist. The two brothers must travel across eight worlds to restore order to the Mushroom World. It built on the game play of previous Mario games by introducing new power-ups that augment character abilities, and established conventions that were carried over to future games in the series.
 
Prior to its private consumer North American release, game play footage from Super Mario Bros. 3 appeared in the Universal Studios film The Wizard, which helped fuel the game's anticipation among fans. Upon its release, the game was commercially successful and has since become one of the best-selling video games in the industry. Super Mario Bros. 3 was well received by critics and has been included in numerous lists of top 100 video games. The success of the game resulted in an animated television show based on its elements, and in the game's re-release on later Nintendo consoles.

Super Mario Bros. 3 is a two-dimensional platform game in which the player controls the on-screen protagonist (either Mario or Luigi) from a third-person perspective. The game shares similar game mechanics with previous titles in the series—Super Mario Bros., Super Mario Bros.: The Lost Levels, and Super Mario Bros. 2—but introduces several new elements. In addition to the running and jumping moves found in past games, the player can fly and float with the aid of special items, slide down slopes, and execute new types of jumps. Super Mario Bros. 3 is set after the events of previous games. Mario and Luigi embark on a mission on behalf of Princess Toadstool to stop Bowser and his children—the Koopalings—from terrorizing the kings of seven regions in the Mushroom World. The Koopalings stole the kings' magic wands and transformed them into animals. Each region serves as a game world that is divided into stage levels, and an eighth region is included as the final world, Dark Land. The eight worlds feature distinct visual themes; for example, the second world, "Desert Land", contains sand-covered levels with pyramids, while the levels in the fourth world, "Giant Land", are populated with obstacles and enemies four times as large as other worlds.

The player navigates through the game via two game screens: an overworld map and a level playfield. The overworld map displays an overhead representation of the current world and has several paths leading from the world's entrance to a castle. Paths connect to action panels, fortresses and other map icons, and allow players to take different routes to reach the world's goal. Moving the on-screen character to an action panel or fortress will allow access to that level's playfield, a linear stage populated with obstacles and enemies. The majority of the game takes place in these levels, with the player traversing the stage by running, jumping, and dodging or defeating enemies.
 
Completing stages allows the player to progress through the overworld map and to succeeding worlds. Each world features a final stage with a boss to defeat; the first seven worlds feature an airship controlled by one of the Koopalings, while the player battles Bowser in his castle in the eighth world. Other map icons include large boulders and locked doors that impede paths, and special minigames that provide the player a chance to obtain special power-ups. A new feature is the player's option to save power-up items obtained in minigames for later use via a menu accessible at the overworld screen.
 
In addition to special items from previous games like the "Super Mushroom" and "Fire Flower", new power-ups are introduced that provide the player with new options. Items vary in scarcity; for example, 1-up mushrooms, which give the player an extra attempt to play after the character dies, are abundant, while the "magic whistle", which enables the player to bypass certain worlds, only appears three times in the game. The "Super Leaf" and "Tanooki Suit" give Mario raccoon and tanuki appearances respectively and allow him to fly for a short period of time. Other suits include the "Frog Suit," which increases the character's underwater speed and agility and improves jumping height on land, and the "Hammer Suit," which gives Mario the appearance of the Hammer Bros. enemy and allows him to throw hammers at enemies and resist fire attacks. Some abilities provided by the suits are intended to give the player more navigation options in stages. For example, the Frog Suit allows the player to access underwater pipes, and the Tanooki Suit can temporarily transform Mario into an invincible statue, reducing the threat of damage. During the game, Mario can find a Warp Whistle, which will take him to a new area of the game. When using the Whistle, the tune played is the exact melody used from the Whistle in The Legend of Zelda.
 
Super Mario Bros. 3 includes a multiplayer option which allows two players to cooperatively play the game by taking turns at navigating the overworld map and accessing stage levels; the first player controls Mario, while the other controls Luigi. Through this mode, players can also access several minigames, including a remake of the original Mario Bros. arcade game.

Pak's Thoughts: The game so awesome, it made the top 5 in 2 different decades! Most of my thoughts about this game can be found in the Games of the ‘80s thread, but I think I’ll add that like many people, I learned how to find the Warp Flute in the first castle from watching The Wizard. So nobody can say that movie never did anything for anyone…
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 17, 2013, 08:47:57 PM
#3–Street Fighter II

(126 Points) 9 of 16 Lists - Highest Ranking – #1 – Cjones
(http://upload.wikimedia.org/wikipedia/en/1/1d/SF2_JPN_flyer.jpg)
You must defeat my dragon punch to stand a chance! 

Release Date:  February 6, 1991

Just the facts/Stuff I wiki'd:
Street Fighter II: The World Warrior is a competitive fighting game originally released for the arcades in 1991. It is the second entry in the Street Fighter series and the arcade sequel to the original Street Fighter released in 1987. It was Capcom's fourteenth title that ran on the CP System arcade hardware. Street Fighter II improved upon the many concepts introduced in the first game, including the use of command-based special moves and a six-button configuration, while offering players a selection of multiple playable characters, each with their own unique fighting style.
 
The success of Street Fighter II is credited for starting the fighting game boom during the 1990s which inspired other game developers to produce their own fighting game franchises, popularizing the genre. Its success led to a sub-series of updated versions (see below), each offering additional features and characters over previous versions, as well as several home versions. In 1993, sales of Street Fighter II exceeded $1.5 billion in gross revenues, and by 1994, the game had been played by at least 25 million Americans in homes and arcades. The video game console ports to the Super NES and Sega Genesis sold more than 14 million copies, and it remains Capcom's best-selling consumer game of all time.

Street Fighter II follows several of the conventions and rules already established by its original 1987 predecessor. The player engages opponents in one-on-one close quarter combat in a series of best-two-out-of-three matches. The objective of each round is to deplete the opponent's vitality before the timer runs out. If both opponents knock each other out at the same time or the timer runs out with both fighters having an equal amount of vitality left, then a "double KO" or "draw game" is declared and additional rounds will be played until sudden death. In the first Street Fighter II, a match could last up to ten rounds if there was no clear winner; this was reduced to four rounds in Champion Edition and onward. If there is no clear winner by the end of the final round, then either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a 2-player match.
 
After every third match in the single player mode, the player will participate in a "Bonus stage minigame" for additional points. The bonus games includes (in order) a car-breaking event similar to another bonus round featured in Final Fight; a barrel breaking bonus game where the barrels are dropped off from a conveyor belt above the player; and a drum-breaking bonus game where drums are flammable and piled over each other. The bonus games were removed from the arcade version of Super Street Fighter II Turbo (although they are featured in the Game Boy Advance version).
 
Like in the original, the game's controls uses a configuration of an eight-directional joystick and six attack buttons. The player uses the joystick to jump, crouch and move the character towards or away from the opponent, as well as to guard the character from an opponent's attacks. There are three punch buttons and three kick buttons of differing strength and speed (Light, Medium and Heavy). The player can perform a variety of basic moves in any position, including grabbing/throwing attacks, which were not featured in the original Street Fighter. Like in the original, the player can perform special moves by inputting a combination of directional and button-based commands.
 
Street Fighter II differs from its predecessor due to the selection of multiple playable characters, each with distinct fighting styles and special moves. A bug in the game's code enabled the player to "cancel" during the animation of some moves by performing another move, allowing for a combination of several basic and special moves. This "combo" system was later adopted as a standard feature of fighting games, and was expanded upon in subsequent Street Fighter installments.

Street Fighter II was followed by a series of updated versions, each refining the play mechanics, graphics, character roster and other aspects of the game. The first was Street Fighter II: Champion Edition, released for the arcades in 1992, which allowed players to control the four Grand Masters and same character matches. Following the Champion Edition, a wave of bootleg ROM chip upgrades for its arcade cabinets added new gameplay, prompting Capcom's official response with Street Fighter II: Hyper Fighting during the same year, increasing the playing speed and giving some of the characters new special moves. Super Street Fighter II was released in 1993, which marked the change to the more advanced CP System II, allowing for revamped graphics and music, while introducing four new characters. Super Street Fighter II Turbo was released in 1994 and was the last of the Street Fighter II releases for the arcades, which introduced powered-up special moves called Super Combos and added a new hidden character.

Pak's Thoughts – Still one of the best fighters ever made.  I’m the only person I know who can rock it with Dhalsim. The trick is to beat them up as though you were about 3 character lengths forward. Also, that spinny jump kick thing is a life saver.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 17, 2013, 08:48:38 PM
#2 - Super Mario World

(128 Points) 7 of 16 Lists - Highest Ranking – #1 – Johnny Unusual/Monty
(http://upload.wikimedia.org/wikipedia/en/3/32/Super_Mario_World_Coverart.png)
Looks like Bowser is at it again! 

Release Date:  November 21, 1990

Just the facts/Stuff I wiki'd:
Super Mario World, subtitled Super Mario Bros. 4 for its original Japanese release, is a 1990 platform video game developed and published by Nintendo as a pack-in launch title for the Super Family Computer/Super Nintendo Entertainment System (SNES), and is the fourth game in the Super Mario series. Development was handled by Nintendo Entertainment Analysis and Development, led by Shigeru Miyamoto, who directed the game along with Takashi Tezuka.
 
The game centers on the quest of Mario and Luigi to save Dinosaur Land from Bowser, the series' antagonist. The two brothers must travel across seven worlds to restore order to Dinosaur Land. It built on the gameplay of previous Mario games by introducing new power-ups that augment character abilities, and established conventions that were carried over to future games in the series. Super Mario World marked the first appearance of Yoshi, Mario's dinosaur sidekick and riding mount.
 
The game was an overwhelming critical and commercial success, gaining a legacy and selling over 20 million copies worldwide. The game is considered by many to be one of the best and most innovative Mario games ever made.

Super Mario World is a two-dimensional platform game in which the player controls the on-screen protagonist (either Mario or Luigi) from a third-person perspective. The game shares similar gameplay mechanics with previous titles in the series—Super Mario Bros., Super Mario Bros. 2, and Super Mario Bros. 3—but introduces several new elements. In addition to the running and jumping moves found in past games, the player can float with the aid of special items and execute new types of jumps such as the spin jump.

The new suit in the game is the cape feather, which gives Mario a cape and allows him to fly. This suit is also similar to the Racoon Suit from Super Mario Bros. 3 in terms of gameplay mechanics but with a few alterations: you can now hold the B button to fly when Mario is able to do so, and can glide using the cape as a sail.

Pak's Thoughts – I love this game to death. I don’t even need a strategy guide anymore to complete it at 100%. The crisp graphics were amazing in their day, and still look pretty awesome. The music is some of the best the Mario Series has had to offer (With Mario Sunshine being my favorite Soundtrack, but that’s a game for another list!) Plus the Koopa Kids returned, which are favorites of mine.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 17, 2013, 08:49:14 PM
# 1–Shaq-Fu

(Shaq Points) Shaq of 16 Lists - Highest Ranking – #Shaq - Shaq
(http://upload.wikimedia.org/wikipedia/en/e/e9/ShaqFu_logo.png)
Greetings big warrior. You are the one from the stars, I presume? I thought I’d never live to see the day!

Release Date:  October 28, 1994

Just the facts/Stuff I wiki'd:
Shaq Fu is a 2D fighting game released on the Sega Mega Drive/Genesis and Super Nintendo game platforms on October 28, 1994. It was ported to the Amiga, Sega Game Gear and Game Boy platforms in 1995. The game was published by Electronic Arts and developed by the now-defunct Delphine Software International. It features former professional basketball player Shaquille O'Neal (also known as Shaq) as a playable character.

In the game's storyline, Shaquille O'Neal wanders into a kung fu dojo while heading to a charity basketball game in Tokyo, Japan. After speaking with a kung fu master, he stumbles into another dimension, where he must rescue a young boy named Nezu from the evil mummy Sett-Ra.

The Sega Mega Drive/Genesis version of Shaq Fu has five more playable characters (Auroch, Colonel, Diesel, Leotsu and Nezu) and three more stages (The Lab, The Wasteland, and Yasko Mines) than the Super NES version, therefore the Mega Drive/Genesis version has a longer story mode. The North/South Gate stage is accessible in the SNES version with a cheat code, whereas the Mega Drive/Genesis version has the North/South Gate stage available from the start. The Amiga version is the same as the Mega Drive/Genesis version (it even keeps a "Licensed by Sega Enterprises, LTD" leftover from that version in the title screen), but the backgrounds have no animation. It also only has three songs; there is no music during the fights.
 
The Game Boy port has the same seven characters as the Super NES version, whereas the Game Gear port only has six characters. Both the Game Boy and Game Gear versions have no tournament mode or in-game voices. Due to the Game Boy's monochrome screen, the Game Boy version is not in color.
Pak's Thoughts Just kidding!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 17, 2013, 08:49:35 PM
# 1–The Legend of Zelda: A Link to the Past

(135 Points) 7of 16 Lists - Highest Ranking – #3 - goflyblind/Monty
(http://upload.wikimedia.org/wikipedia/en/2/21/The_Legend_of_Zelda_A_Link_to_the_Past_SNES_Game_Cover.jpg)
Oh, ho?... You would like to be totally destroyed? Well, I can't make that wish come true!

Release Date:  November 21, 1991

Just the facts/Stuff I wiki'd:
The Legend of Zelda: A Link to the Past, known as The Legend of Zelda: The Triforce of the Gods in Japan, is a 2D action-adventure video game developed and published by Nintendo for the Super Nintendo Entertainment System video game console. It is the third installment in The Legend of Zelda series and was released in 1991 in Japan and 1992 in North America and Europe. Shigeru Miyamoto and his team were solely responsible for this game's development.
 
The plot of A Link to the Past focuses on Link as he travels on a journey to save Hyrule, defeat Ganon and rescue the seven descendants of the Sages. A Link to the Past uses a 3/4 top-down perspective similar to that of the original The Legend of Zelda, dropping the side scrolling elements of Zelda II: The Adventure of Link. A Link to the Past introduced elements to the series that are still commonplace today, such as the concept of an alternate or parallel world, the Master Sword and other new weapons and items.
 
Released to critical and commercial success, A Link to the Past was a landmark title for Nintendo and is widely considered today to be one of the greatest video games of all time. A Link to the Past has sold over 4 million units world wide and has been ported to both the Game Boy Advance (with slight changes) and the Wii's Virtual Console. Both ports were very popular and contributed to the overall success of the game. A successor to the game, titled The Legend of Zelda: A Link Between Worlds, is currently in development for the Nintendo 3DS.

Instead of continuing to use the side-scrolling perspective introduced to the series by Zelda II: The Adventure of Link, A Link to the Past reverts to an overhead perspective similar to that of the original. While A Link to the Past still uses mechanics and concepts from the original game, it also introduces new elements and innovations. For instance, arrows are now separate items, as bombs are in the original, instead of using a Rupee to fire an arrow. A Link to the Past also takes concepts from The Adventure of Link, such as the magic meter, which is used by items such as the Lamp. Control of Link is more flexible than in previous games, as he can walk diagonally and can run with the aid of the Pegasus Shoes. Link's sword attack was improved to swing sideways instead of merely stabbing forward; this gives his sword a broader range and makes combat easier.
 
Recurring items and techniques were introduced for the first time in A Link to the Past, such as the Hookshot, the Master Sword, the Spin Attack technique, the Ocarina, and the Pegasus Boots. Heart Containers that increase the player's maximum health (hit points) in the earlier two games are present, but many are split into "Pieces of Heart", four of which make up one Heart Container. Most of them are well hidden, adding replay value to the game. All dungeons are multi-level, requiring Link to walk between floors and sometimes fall through holes to land on lower levels.
 
A Link to the Past is the first appearance of what would subsequently become a major Zelda trademark: the existence of two parallel worlds between which the player travels. The first, called the Light World, is the ordinary Hyrule where Link grew up with his uncle. The second is what was once the Sacred Realm, but became the Dark World when Ganon acquired the Triforce. The Dark World is a corrupted version of Hyrule; the water is a dark, unpleasant green color, the grass is dead, skulls replace rocks and pots, and trees have faces. People change forms in the Dark World based on their nature; without an item to prevent it (in this case, the Moon Pearl), Link turns into a pink rabbit. Each location in the Light World corresponds to a similar location in the Dark World, usually with a similar physical structure but an opposite nature (e.g. a desert in the Light World corresponds to a swamp in the Dark World, a peaceful village in the Light World corresponds to a dilapidated town of thieves in the Dark World).
 
Link can travel from the Dark World to the Light World at almost any outside location by using a magic mirror, and can travel back to the Dark World again from the same location using a temporary portal left behind on the map at the point where he reappears in the Light World. Otherwise, Link must use hidden warp locations throughout the Light World to travel from the Light World to the Dark World. Travel between worlds allows for puzzles in A Link to the Past that exploit structural differences between the Light and Dark Worlds, as Link may travel to otherwise inaccessible areas in one world by warping from parallel but accessible locations in the other world.
Pak's Thoughts – Being the nerd I was in High School, I lived vicariously through this game. The idea of scouring the countryside to save the princess from an evil wizard has always been appealing to my nerdy/romantic self, and if I could live out any video game, I’d probably choose this one. The dark world/light world stuff was brilliant. The theme of the Dark World is the music I play in my head whenever I need to tackle things with determination.

Whew! Here we are! I’ll try to post up some bonus entries over the next few days. Thanks to everyone who voted! Keep the conversation going!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: The Lurker on August 17, 2013, 08:53:09 PM
#5–Goldeneye 007


I still remember the floating remote mine trick from that game.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Tyrant on August 17, 2013, 09:10:49 PM
# 1–Shaq-Fu


  Not ashamed to say we had this game and it's so awful it's...awful.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Johnny Unusual on August 17, 2013, 09:13:28 PM
Excellent list.  I thought that Goldeneye might be the winner simply because it is possible the best FPS ever.  I like things like Halo OK, but it really paved the way for Call of Duty and games of that ilk by being about being tricky and finding secrets and hiding spots.  So satisfying when you can outwit the opponent.

The 2 Mario games are also insanely good.  While the Wii is still doing well, this was the last decade of true Nintendo dominance in the field and for good reason.  Sega had a few good games, but the Nintendo ones where ingenuous, groundbreaking and, most importantly, fun!

Street Fighter II is also SOOO good.  It holds up very well and created the formula that all of the other games followed.  I mean, who even remembers Street Fighter I?

Legend of Zelda: A Link to the Past is so very, very good.  The 64 game was very good, but there's something about this one I love so much more.  It's such a colourful fun world and like FFVI just feels huge.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Raven on August 17, 2013, 09:30:42 PM
Lol- Shaq Fu.

I swore Super Mario World was listed already.  Not sure what I was thinking.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Johnny Unusual on August 17, 2013, 09:36:45 PM
Thanks for a great list Pak!

Here's mine

1. Super Mario World
2. Super Mario Bros 3
3. Goldeneye 64
4. The Legend of Zelda: A Link to the Past
5. Final Fantasy VI (AKA Final Fantasy III)
6. Chrono Trigger
7. Mario 64
8. Street Fighter II
9. The Legend of Zelda: The Ocarina of Time
10. Super Smash Bros.
11. Final Fantasy VII
12. Marvel Vs. Capcom : Clash of the Super-Heroes
13. Final Fantasy
14. Donkey Kong Country
15. Super Mario RPG
16. Mario Kart 64
17. Earthworm Jim
18. Final Fight   
19. Star Tropics
20. Parrapa the Rappa
21. Day of the Tentacle
22. Maniac Mansion (for NES)
23. Teenage Mutant Ninja Turtles: Turtles in Time
24. Banjo-Kazooie
25. Battletoads
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Rainbow Dash on August 17, 2013, 10:15:17 PM
Absolutely shocked that we made a top 50 list without Metal Gear Solid on it.


My number 1 was Xenogears, the greatest game ever.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: goflyblind on August 18, 2013, 03:05:58 AM
01. Sim City 2000 (MacOS)
02. Gran Turismo (PS1)
03. Legend of Zelda: A Link to the Past (SNES)
04. F-Zero (SNES)
05. Super Mario World (SNES)
06. Escape Velocity (MacOS)
07. Gran Turismo 2 (PS1)
08. Super Mario Kart (SNES)
09. You Don't Know Jack (MacOS)
10. Warcraft II: Tides of Darkness (MacOS)
11. Final Fantasy IV or II (the one with Cecil and the moon - SNES)
12. SimTower (MacOS)
13. Dirt Bike (by Brad Quick, old MacOS shareware game)
14. Soul Blazer (SNES)
15. Illusion of Gaia (SNES)
16. Warcraft: Orcs & Humans (MacOS)
17. Uniracers (SNES)
18. Civilization (MacOS)
19. Legend of Zelda: Link's Awakening (GB)
20. Super Mario RPG (SNES)
21. Super Street Fighter II: The New Challengers (SNES)
22. MTV Sports: Snowboarding (PS1)
23. Chuck Yeager's Air Combat (MacOS)
24. NHL 2000 (PS1)
25. SimFarm (MacOS)
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: CJones on August 18, 2013, 04:21:04 PM
#3–Street Fighter II

(126 Points) 9 of 16 Lists - Highest Ranking – #1 – Cjones
You must defeat my dragon punch to stand a chance! 

Me and my friends were all huge fans of Street Fighter 2, right from the start. I really miss those days, back when nobody had any idea how to play a fighting game. Pulling of a three hit combo was like the best thing ever. However, the turning point for me was the day I saw some guy using Zangief, and this was the first person I had seen someone who could do his SPD from a standstill. (this was back in the day when it reached like halfway across the screen and did ludicrous damage). He was absolutely slaughtering everyone. From that day on, I knew I had to learn to do that. And I did. I later also played T Hawk and Hugo.

I still play T Hawk in SF4 online. If you ever see someone with the name CAJones7 playing on Windows Live, that's me. I'm not very good anymore I admit, and my controller keeps dying on me. Anyway, here's my list:

1 Street Fighter 2
2 Star Control 2 (later remade into The Ur-Quan Masters, which is free, and highly recommended)
3 Master of Magic
4 Battletoads (I'm not even kidding)

5 Saga Frontier (also not kidding)
6 Final Fantasy Tactics
7 Master of Orion 2
8 Planescape: Torment
9 Ancient Domains of Mystery (better known as ADOM)
10 Shadow of the Colossus - I'm surprised this didn't make it. Or did I just miss it?
11 Legend of Zelda: A Link to the Past
12 Super Mario Bros 3

13 Fallout
14 D&D: Shadow over Mystara
15 Super Metroid
16 Nethack
17 X-Com (the original one)
18 Castlevania: Symphony of the Night
19 Wing Commander 2
20 Guantlet Legends (arcade version)
21 Final Fantasy 7
22 Heroes of Might & Magic 3
23 Tekken 3
24 Zombies Ate My Neighbors
25 Myst

Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Raven on August 18, 2013, 04:25:39 PM
10 Shadow of the Colossus - I'm surprised this didn't make it. Or did I just miss it?

2005 isn't in the 90s.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Charles Castle on August 18, 2013, 11:24:59 PM
1. Gunstar Heroes
2. Final Fantasy VIII

3. Blood Omen: Legacy of Kain
4. Sonic the Hedgehog 2
5. The Secret of Monkey Island

6. Thunderforce 3
7. Lunar the Silver Star
8. Disney's Aladdin (Genesis)
9. Final Fantasy VII
10. Blade Runner
11. Sonic the Hedgehog
12. NBA Showtime: NBA on NBC - I don't know if Pak included this vote as one for NBA Jam or not. Maybe?
13. Flashback: The Quest for Identity
14. Strider
15. Final Fantasy VII - This was supposed to say Final Fantasy Tactics. Woops.
16. Snatcher
17. Thunderforce 4
18. Landstalker
19. Dune
20. Sonic CD
21. Tekken 3
22. Phantasy Star 4
23. Monkey Island 2: LeChuck's Revenge
24. Out Of This World
25. Metal Gear Solid

I never played much on any of the Nintendo consoles (though I spent a lot of time watching Zelda on Super Nintendo and N64), so I pretty much went with Genesis, Playstation and PC. That just means there is a world of games out there still for me to explore. I'll be using this list to help out.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Relaxing Dragon on August 19, 2013, 09:38:20 AM
1. The Legend of Zelda: Ocarina of Time (N64)
2. Super Mario 64 (N64)

3. Pokemon Silver (GBC)
4. Silent Hill (PS)
5. Goldeneye 007 (N64)
6. Super Mario World (SNES)
7. RollerCoaster Tycoon (PC)
8. Starcraft (PC)

9. Star Fox 64 (N64)
10. Metal Slug (Arcade)
11. Pokemon Blue (GB)
12. The Legend of Zelda: Link’s Awakening (GBC)

13. Duke Nukem 3D (PC)
14. Time Crisis II (Arcade)
15. Vigilante 8 (N64)
16. Doom (PC)
17. Beetle Adventure Racing (N64)
18. Rayman 2: The Great Escape (N64)
19. Snowboard Kids 2 (N64)
20. Mario Party (N64)
21. Tom Clancy’s Rainbow Six (PC)
22. Area 51 (Arcade)
23. SimCity 3000 (PC)
24. Pokemon Yellow (GBC)
25. Star Wars: Rogue Squadron (N64)

Like I've said time and time again, I was a bit of a late bloomer when it came to gaming in the 90s, and then almost exclusively on Nintendo consoles. Still, I think most of the ones I expected to make it, made it (I'm gonna chalk up Pokemon Silver's omission to it being so close to the 2000 cutoff that most people skipped it). That said, no Arcade gamers out there? Because I can think of no other good reason for the lack of Metal Slug...
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 19, 2013, 10:28:35 AM
Here's mine.  Trying to remember exactly which made the list.  Quite a few I think.

Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 19, 2013, 10:35:22 AM
Here's mine:

1. Earthbound
2. The Neverhood
3. Civilization
4. Super Mario Bros. 3
5. Sam & Max Hit the Road
6. The Secret of Monkey Island
7. The Legend of Zelda: A Link to the Past
8. Teenage Mutant Ninja Turtles: Turtles in Time

9. Grim Fandango
10. E.V.O: The Search for Eden
11. Super Mario World
12. F-Zero

13. Harvest Moon
14. Day of the Tentacle
15. Space Quest IV: Roger Wilco and the Time Rippers
16. Super Smash Bros.
17. Final Fantasy IV
18. Pokemon Red/Green/Blue

19. X-Wing
20. Final Fantasy VI
21. Wing Commander II
22. Starfox
23. Space Quest V: Roger Wilco - The Next Mutation
24. Soulcalibur
25. Elder Scrolls II: Daggerfall

Can't believe I forgot:

Super Metroid
Majesty
The Misadventures of Tron Bonne
Parappa the Rapper
Super Mario RPG
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Rainbow Dash on August 19, 2013, 10:38:37 AM
Forgot to write down my list, and I can't seem to access my sent messages folder.  It's totally empty...
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 19, 2013, 10:42:35 AM
Forgot to write down my list, and I can't seem to access my sent messages folder.  It's totally empty...
I don't think the forum software saves sent messages by default.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Zombie Monty on August 19, 2013, 10:43:03 AM
Conker's Bad Fur Day

Really wanted to put this on my list but it came out in 2001.  I actually bought my first Nintendo 64 (used from Gamestop by that time) specifically for this game when it came out.  Fantastic game.

Here is my list:

1. Super Mario World
2. Final Fantasy VII
3. Battletoads
4. Super Star Wars
5. Gunstar Heroes
6. Crazy Taxi
7. Donkey Kong Country
8. Sonic The Hedgehog
9. NBA Jam
10. Parappa The Rapper
11. The Legend Of Zelda - A Link To The Past
12. Star Fox
13. Toejam and Earl
14. Street Fighter II Turbo
15. Super Star Wars: The Empire Strikes Back
16. Dr. Mario
17. Metal Slug
18. Mortal Kombat II
19. Bushido Blade
20. Chrono Trigger
21. Castlevania: Symphony of the Night
22. Colony Wars
23. Bubble Symphony (Bubble Bobble 2)
24. Dance Dance Revolution
25. Metal Gear Solid

Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 19, 2013, 10:47:31 AM
Conker's Bad Fur Day

Really wanted to put this on my list but it came out in 2001.

Oops.  My bad.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 19, 2013, 10:48:44 AM
N64 games are hard to place for some reason. It feels like they all came out in the '90s. I was convinced that Paper Mario was a '90s game until I double-checked.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Rainbow Dash on August 19, 2013, 10:51:01 AM
Thanks Pacman for sending me my list.

1.  Xenogears
2.  Final Fantasy VI (III in USA)
3.  Chrono Trigger
4.  Super Metroid
5.  The Legend of Zelda:  A Link to the Past
6.  Super Mario World

7.  Seiken Densetsu 2 (Secret of Mana in USA)
8.  Final Fantasy IX
9.  Metal Gear Solid
10.  The Legend of Zelda:  Link's Awakening
11.  The Legend of Zelda:  The Ocarina of Time
12.  Castlevania:  Symphony of the Night
13.  Goldeneye
14.  Super Mario 64

15.  Chrono Cross
16.  Super Smash Brothers
17.  Super Mario Kart 64

18.  Half Life
19.  Sim City (SNES)
20.  Star Trek:  Starfleet Academy (PC)
21.  The Lion King (SNES)
22.  Illusion of Gaia
23.  Conkers Bad Fur Day
24.  Final Fantasy Tactics
25.  Star Fox
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Relaxing Dragon on August 19, 2013, 11:01:07 AM
N64 games are hard to place for some reason. It feels like they all came out in the '90s. I was convinced that Paper Mario was a '90s game until I double-checked.

I felt the exact same way. I was somewhat stunned to find that both that game and Majora's Mask were post-millennium games.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: ColeStratton on August 19, 2013, 12:51:25 PM
Pretty good list! I leaned heavily on PC games and Nintendo stuff -- I think I'm a bit older than a lot of you, so I was getting out of video games in the mid 90s. Looks like I was the only one who had/cared for Turbo Grafx 16...

1.   Bonk’s Adventure (Turbo Grafix 16)
(http://i44.tinypic.com/358t75v.jpg)
2.   You Don’t Know Jack (PC)
3.   The Simpsons Arcade Game (Arcade)
(http://i42.tinypic.com/2liwxmg.jpg)
4.   The Secret of Monkey Island (PC)
5.   Maniac Mansion II: Day of the Tentacle (PC)
6.   Super Mario Bros. 3 (NES)
7.   Street Fighter II (Arcade)

8.   Commander Keen (PC)
(http://i40.tinypic.com/14uezjq.png)
9.   The 7th Guest (PC)
(http://i43.tinypic.com/w004ur.gif)
10.   NBA Jam (Super NES)
11.   Sonic the Hedgehog (Sega Genesis)
12.   Gran Turismo (Sony Playstation)
13.   Mario Kart 64 (Nintendo 64)
14.   Earthworm Jim (Super NES)
15.   Mortal Kombat (Arcade)

16.   Bravoman (Turbo Grafx 16)
(http://i40.tinypic.com/volc83.gif)
17.   Clayfighter (Super NES)
(http://i42.tinypic.com/292mwt0.jpg)
18.   Kwirk (Gameboy)
(http://i44.tinypic.com/20f22pj.jpg)
19.   Super Mario 64 (Nintendo 64)
20.   GoldenEye 007 (Nintendo 64)

21.   Terminator 2: Judgement Day (Arcade)
(http://i43.tinypic.com/242d9i8.png)
22.   Ecco the Dolphin (Sega Genesis)
(http://i41.tinypic.com/okvip2.jpg)
23.   Wing Commander (PC)
24.   Star Fox (Super NES)
25.   Duke Nukem (PC)
(http://i40.tinypic.com/2s9roxv.png)
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: CJones on August 19, 2013, 12:55:05 PM
10 Shadow of the Colossus - I'm surprised this didn't make it. Or did I just miss it?

2005 isn't in the 90s.

Good point. I don't know what I was thinking...

Actually, yes I do. I few months back on the classic gaming board on GameFAQs, we were doing a list of best classic games, and SotC and Star Control 2 were in the top 10, both of which I nominated. I already had Star Control 2 on this list, so I just automatically put SotC as well.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: gojikranz on August 20, 2013, 09:23:53 AM
Fun list glad gun star heroes made it. That game was legendary for us so great.

Cole I spaced on bonks I loved that game to death my bad.

Surprised no command and conquer or age of empires? 

As someone who never played final fantasy or Zelda I think I had a good chunk of games make the list.
Thanks for putting the list on.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Charles Castle on August 20, 2013, 04:32:21 PM
Pretty good list! I leaned heavily on PC games and Nintendo stuff -- I think I'm a bit older than a lot of you, so I was getting out of video games in the mid 90s. Looks like I was the only one who had/cared for Turbo Grafx 16...
I had Gate of Thunder and Lords of Thunder in the running, but they didn't quite make it. Great shooters, though. I totally spaced out and forgot about Ys Book I & II which almost definitely would have made it.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 21, 2013, 08:06:34 PM
Here come the bonus entries!

BONUS ENTRY–Alien Soldier

(25 Points) 1 of 16 Lists - Highest Ranking – #1 – tejava joe
(http://upload.wikimedia.org/wikipedia/en/e/ec/Alien_Soldier_Coverart.png)
VISUALSHOCK! SPEEDSHOCK! SOUNDSHOCK! NOW IS TIME TO THE 68000 HEART ON FIRE!

Release Date:  February 24, 1995

Just the facts/Stuff I wiki'd:
Alien Soldier is a side-scrolling run and gun video game developed by Treasure for the Sega Mega Drive. The game was released in Japan and Europe, but not physically in the US (one of the few to be released in this pattern), but it can be rather expensive due to its rarity in either region. The game was playable in America on the Sega Channel cable service and has been reissued for PlayStation 2 as part of the Sega Ages Treasure Box disc.
 
The game is listed in Guinness World Records Gamers Edition 2010 under the category "Most boss battles in a run and gun game".

Alien Soldier is unique among side-scrolling shooters in that, instead of long levels with several minor enemies before reaching the boss, the levels are notably short and easy before reaching a boss. This results in the game being mostly boss fights. The game has 25 levels and 31 bosses in total, and two difficulty levels, Supereasy and Superhard. The difficulty of the two levels is largely attributable to the lack of continues (and password-based "saving") available in the Superhard game, which is enabled by default.
 
The top of the screen is dominated by a status bar which gives information about the player current and maximum health, the current and maximum energy of the selected weapon and the current and maximum health of the boss of the stage.
 
Another feature is that if the player were to be hit by an enemy or projectile that would have been fatal, the player's current health will always be reduced to 1 first. The player will only die if he gets hit thereafter, reducing health from 1 to 0. This, in a way, gives the player a second chance to recover and continue with the game.
 
 Pak's Thoughts – Treasure knows what run and gun fans want. They understood that the long slog toward the boss in those games was just that, and decided to release a game that was pure bossy goodness.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 21, 2013, 08:06:56 PM
BONUS ENTRY–Xenogears

(25 Points) 1 of 16 Lists - Highest Ranking – #1 – Rainbow Dash
(http://upload.wikimedia.org/wikipedia/en/6/6f/Xenogears_box.jpg)
Master, sir, did you just see my MAD SKILLZ?

Release Date:  February 11, 1998

Just the facts/Stuff I wiki'd:
Xenogears is a science-fiction role-playing video game developed and published by Squaresoft (now Square Enix) for Sony's PlayStation. It was released on February 11, 1998 in Japan and on October 20, 1998 in North America.

Xenogears follows protagonist Fei Fong Wong and several others as they journey to uncover the truth behind mysterious, cabalistic entities operating in their world. The principles and philosophies of Friedrich Nietzsche, Sigmund Freud and Carl Jung influence the plot, character design, and world of Xenogears. Additionally, the symbols, theological concepts, and devotional practices of several world religions are represented in fictionalized forms in the game. Major psychological themes are the nature of identity and human memory, particularly as these relate to the phenomenon of dissociative identity disorder. The relationship between humanity and machines is central to the game's plot, as indicated by the presence of giant robots dubbed "gears," which almost each playable character can control.
 
Overall, Xenogears was well received by critics, with a 91% rating on Game Rankings and a score of 83 out of 100 at Metacritic. Critics in particular praised the storyline with multiple subplots, the gameplay, the characters, the themes (such as Jungian psychology and Roman Catholicism), and the epic nature. It was voted the 16th best video game of all time by readers of Famitsu in 2006. Xenogears has shipped 1.19 million copies worldwide as of March 31, 2003.
 
Xenogears combines traditional role-playing video game structures such as Square's signature Active Time Battle system with new features particular to the game's martial-arts combat style. It features two slightly different battle systems: in the first the user controls human characters in turn-based combat manipulated through the sequencing of learned combos. The second, making use of "gears," introduces different sets of statistics and abilities for each character. Xenogears features both traditional anime and pre-rendered CGI movie clips by Production I.G to illustrate important plot points.
 
The player advances the protagonist and his companions through a fully three-dimensional fictional world. There is an overworld map with visitable cities, geographical sites, and other important locations spread out across several continents. A couple of locations encountered throughout the game exist not on the original world map, but in the sky. At first, the party only travels on foot, but is eventually permitted to make use of a variety of vehicles, including their gears and the "sand submarine" Yggdrasil.

 Pak's Thoughts – I never gave this one a fair shake, since it looked like one of the many Sci-Fi RPGs square was churning out at the time, but I’m intrigued after writing this up at a game that touches on psychology, philosophy and religion. I might have to give this a download some time…
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 21, 2013, 08:07:12 PM
BONUS ENTRY–Bonk's Adventure

(25 Points) 1 of 16 Lists - Highest Ranking – #1 – ColeStratton
(http://upload.wikimedia.org/wikipedia/en/7/7b/Bonkadventure.jpg)
It’s a real head banger!

Release Date:  1989-1990

Just the facts/Stuff I wiki'd:
Bonk's Adventure is a 2D platform video game developed by Red Company and Atlus that was released in 1989-1990 for the TurboGrafx-16. In Japan it was released as PC Genjin  in 1989, a play on the Japanese name for the system, 'PC Engine'. The game was re-released for the TurboGrafx-16 in the U.S. in 1992 on the Gate of Thunder 4-in-1 game CD-ROM. The game was later ported to the NES, Game Boy, Amiga, arcade systems under different titles (FC Genjin, GB Genjin and BC Genjin).

The game's protagonist is Bonk, a strong caveboy who battles anthropomorphic dinosaurs and other prehistoric themed enemies. Bonk's mission is to rescue Princess Za (a small pink Pleisiosaur-type reptile) who has been kidnapped by the evil King Drool (a large, green, Tyrannosaurus-type dinosaur). In the Arcade version, Bonk is also assisted by a female version of himself.

Bonk attacks enemies by "bonking" them with his large, invincible forehead. Bonk starts the game with three hearts' worth of health, which are depleted to blue as Bonk takes damage, and three extra lives. Bonk's health can be restored in increments by collecting fruits and vegetables.
 
Bonk can also collect pieces of meat as power-ups; these lend him special abilities and make him stronger. There are three stages of power-up: his normal self, a second stage during which he can stun enemies by pounding on the ground, and a third stage where he becomes temporarily invulnerable. Meat can be found in two varieties: big meat and small meat. The effects of meat are additive but wear off over time. A small meat gives Bonk the second stage of meat power but will eventually decay into the first stage of meat power, and then back into regular Bonk. Eating a small meat while in stage two will put Bonk into the third, invincible stage of meat power. And eating either size of meat while in the third stage of meat power-up will reset the timer on Bonk's meat power.
 
Bonk can occasionally collect red heart power-ups that refill an entire heart worth of health, or even more rarely, a large red heart, which restores all of Bonk's missing health. There are also two rare, blue heart power-ups in the game which will increase Bonk's maximum health by one heart.
 
Bonking an enemy will typically knock it backward and slightly into the air. Defeating an enemy yields points and also releases a small "smiley" power-up. Bonk's smileys are totaled at the end of each stage after defeating the boss of that stage. The player is given additional points and a caveman type congratulation based on how many smileys were collected.

 Pak's Thoughts – During the great console wars, I stood loyally by Nintendo, but I always looked with a bit of envy at the Turbografix 16’s Bonk’s Adventure. I finally got to play it decades later on the Wii’s Virtual Console and I wasn’t disappointed. The bonking mechanic is a blast, the power-ups are awesome, and Bonk’s animations are great.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 21, 2013, 08:09:14 PM
BONUS ENTRY–Sim City 2000

(25 Points) 1 of 16 Lists - Highest Ranking – #1 – goflyblind
(http://upload.wikimedia.org/wikipedia/en/d/d4/SimCity_2000_Coverart.png)
We don’t know if it thinks it’s being friendly or what, but it sure is making a mess of downtown!

Release Date:  1994

Just the facts/Stuff I wiki'd:
SimCity 2000 (SC2K) is a city-building simulation video game and the second installment in the SimCity series. SimCity 2000 was first released by Maxis in 1994 for computers running Apple Macintosh Operating System. It was later released on the Amiga, DOS & Microsoft Windows, followed by a release for OS/2.[1] In 1995, SimCity 2000 won "Best Military or Strategy Computer Game" Origins Award.

The unexpected and enduring success of the original SimCity, combined with the relative lack of success with other "Sim" titles, finally motivated the development of a sequel. SimCity 2000 was a major extension of the concept; the view was now dimetric instead of overhead, land could have different elevations, and underground layers were introduced for water pipes and subways.
 
New types of facilities include prisons, schools, libraries, museums, marinas, hospitals and arcologies. Players can build highways, roads, bus depots, railway tracks, subways, train depots and zone land for seaports and airports. There are a total of nine varieties of power plants in SimCity 2000, including coal, oil, natural gas, nuclear, wind turbines, hydroelectric dams (which can only be placed on waterfall tiles), solar and the futuristic fusion power and satellite microwave plant. Most types of power plants have a limited life span and must be rebuilt periodically. Players can build highways to neighboring cities to increase trade and the population.
 
The budget and finance controls are also much more elaborate—tax rates can be set individually for residential, commercial and industrial zones. Enacting city ordinances and connecting to neighboring cities became possible. The budget controls are very important in running the city effectively.
 
Another new addition in SimCity 2000 is the query tool. Using the query tool on tiles reveals information such as structure name and type, altitude, and land value. Certain tiles also display additional information; power plants, for example, display the percentage of power being consumed when queried, and querying roads displays the amount of traffic on that tile. Querying a library and selecting "Ruminate" displays an essay written by Neil Gaiman.
 
Graphics were added for buildings under construction in the residential, commercial, and industrial zones, as well as darkened buildings depicting abandoned buildings as a result of urban decay.
 
News comes in the form of several pre-written newspaper articles with variable names that could either be called up immediately or could be subscribed to on a yearly basis. The newspaper option provided many humorous stories as well as relevant ones, such as new technology, warnings about aging power plants, recent disasters and opinion polls (highlighting city problems). SimCity 2000 is the only game in the entire series to have this feature (besides the discontinued children's version, SimTown), though newer versions have a news ticker. The newspapers had random titles (Times, Post, Herald, etc.), and prices based on the simulated year. Certain newspapers have a special monthly humor advice column by "Miss Sim". Some headlines have no purpose whatsoever in the game, such as "Bald Radio Found" or "Frog Convention".
 
Though there is no "true" victory sequence in SimCity 2000, the "exodus" is a close parallel. An "exodus" occurs during the year 2051 or later, when 300 or more Launch Arcologies are constructed; the following January each one "takes off" into space so that their inhabitants can form new civilizations on distant worlds. This reduces the city's population to those who are not living in the Launch Arcologies, but it also opens wide areas for redevelopment and returns their construction cost to the city treasury. This is related to the event in SimEarth where all cities are moved into rocket-propelled domes that then leave to "found new worlds" (leaving no sentient life behind).
 
The game also included several playable scenarios, in which the player must deal with a disaster (in most, but not all scenarios) and rebuild the city to meet a set of victory conditions. These were based in versions of real-life cities, and some were based on real events such as the Oakland firestorm of 1991, the 1989 Hurricane Hugo in Charleston, South Carolina, or dealing with the 1970s economic recession in Flint, Michigan—but also included more fanciful ones such as a "monster" destroying Hollywood in 2001. More scenarios added with the SCURK included a nuclear meltdown in Manhattan in 2007.

 Pak's Thoughts – Every Sim City fan has their own opinion of when the series reached its peak, and a strong argument can be made for Sim City 2000. The graphics were nice, the Simulation was light enough to be fun, but real enough
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 21, 2013, 08:09:46 PM
BONUS ENTRY–Planescape: Torment

(25 Points) 2 of 16 Lists - Highest Ranking – #8 – Cjones
(http://upload.wikimedia.org/wikipedia/en/0/06/Planescape-torment-box.jpg)
Um... has anyone seen a floating sarcastic skull around here?

Release Date:  December 12, 1999

Just the facts/Stuff I wiki'd:
Planescape: Torment is a role-playing video game developed for Microsoft Windows by Black Isle Studios and released on December 12, 1999 by Interplay Entertainment. It takes place in locations from the multiverse of Planescape, an Advanced Dungeons & Dragons (AD&D) fantasy campaign setting. The game's engine is a modified version of the Infinity Engine, which was also used for BioWare's Baldur's Gate, a previous AD&D game set in the Forgotten Realms.
 
Planescape: Torment is primarily story-driven; combat is given much less prominence than in most contemporary role-playing games. The protagonist, known as The Nameless One, is an immortal who has lived many lives but has forgotten all about them, even forgetting his own name. The game focuses on his journey through the city of Sigil and other planes to reclaim his memories of these previous lives. Several characters in the game may join The Nameless One on his journey, and most of these characters have encountered him in the past or have been influenced by his actions in some way.
 
The game was not a significant commercial success but received widespread critical praise and has since become a cult classic. It was lauded for its immersive dialogue, for the dark and relatively obscure Planescape setting, and for the protagonist's unique persona, which shirked many characteristics of traditional role-playing games. It was considered by video game journalists to be the best role-playing game (RPG) of 1999, and continues to receive attention long after its release.

Planescape: Torment is built on BioWare's Infinity Engine, which presents the player with a two-dimensional world in which player characters are controlled. The game's rules are based on those of Advanced Dungeons & Dragons. The player takes the role of "The Nameless One", an immortal being on a quest to learn why he cannot die. Exploration around the painted scenery is accomplished by clicking on the ground to move, or on objects and characters to interact with them. Items and spells may be employed through hotkeys, "quick slots", or a radial menu. An alternative to armor is the use of magical tattoos, which can be applied to The Nameless One and certain other characters to enhance their abilities.
 
The game begins with character creation, where the player assigns attribute points (such as strength, intelligence, charisma) to The Nameless One. The Nameless One starts the game as a fighter, but the player may later change his character class to thief or wizard, with the option to also change back to fighter, after finding corresponding tutors. The player may recruit adventuring companions over the course of the game; there are seven potential party members, but a maximum of five may accompany the player at any one time. Conversation is frequent among party members, occurring both randomly and during conversations with other non-player characters.
 
Planescape: Torment's gameplay often focuses on the resolution of quests through dialogue rather than combat, and many of the game's combat encounters can be resolved or avoided through dialogue or stealth; a review of the game in incite PC Gaming says that "The game is almost entirely story driven, and by asking the right questions you should only have to get violent a handful of times." The Nameless One carries a journal, which helps the player keep track of the game's numerous quests and subplots. Death of the player character usually imposes no penalty beyond respawning in a different location.
 
Alignment in AD&D—which determines a character's ethical and moral perspective on the independent axes of "good vs. evil" and "law vs. chaos"—is a static property, chosen by the player at the start of a game. In Planescape: Torment, the character begins as a "true neutral" character (that is, neither good nor evil, and neither lawful nor chaotic) and throughout the game, based on the character's actions, this property is incrementally changed. Non-player characters respond to The Nameless One differently, depending on his alignment. A review in NextGen reported that "the game caters to both the goody-goody player who wants to be nice and lawful, and the evil bastards who just want to kill everything and take no guff from anyone".

 Pak's Thoughts – This game was never even on my radar. I only heard about it a couple years ago when everyone was excited it was coming to GOG.com. And up until 2 minutes ago, I was reading it as “Planescape Tournament”. So what’s this? Dialogue and story driven instead of combat focused, you say? I think I have to give this a try sometime…
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 21, 2013, 08:10:20 PM
BONUS ENTRY–Metal Slug

(25 Points) 2 of 16 Lists - Highest Ranking – #10 – Relaxing Dragon
(http://upload.wikimedia.org/wikipedia/en/4/41/Metal_Slug_%28cover%29.jpg)

Release Date:  May 24, 1996

Just the facts/Stuff I wiki'd:
Metal Slug is a run and gun video game developed by Nazca Corporation and published by SNK. It was originally released in 1996 for the Neo-Geo MVS arcade platform. The game is widely known for its sense of humor, fluid hand-drawn animation, and fast paced two-player action. It is the first title in the Metal Slug series.

Gameplay is very basic; the player(s) must shoot constantly at a continual stream of enemies in order to reach the end of each level. At this point, the player confronts a boss, who is usually considerably larger and tougher than regular enemies. On the way through each level, the player can find numerous weapon upgrades and "Metal Slug" tanks. The tank is known as the SV-001 ("SV" stands for Super Vehicle), which not only increases the player's offense, but considerably adds to their defense.
 
In addition to shooting, the player can also perform melee attacks by using a knife and/or kicking. The player does not die simply by coming into contact with enemies, and correspondingly, many of the enemy troops also have melee attacks. Much of the game's scenery is also destructible, and occasionally, this reveals extra items or power-ups, although most of the time it simply results in collateral damage.
 
During the course of a level, the player also encounters POWs, who, if freed, offer the player bonuses in the form of random items or weapons. At the end of each level, the player receives a scoring bonus based on the number of freed POWs. If the player dies before the end of the level, the tally of freed POWs reverts to zero.
 
There are a total of six levels, in locations such as forests, garrisoned cities, snowy mountain valleys, canyons, and military bases.

 Pak's Thoughts – If you’ve never played this game, you’ve never been to an arcade. This game or one of its sequels resided in every arcade from 1996 to present, and since the Neo Geo machines only cost a quarter, it was always the place to go when you’d used up most of your quarters on the big titles.  It’s a darn fun game too. One of the few games that’s way more fun with a second player. The animations are great and the explosions are very satisfying.

OK! That’s it for bonus entries! This list is totally over now! Now to play some of these babies for a while. :^)
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Rainbow Dash on August 22, 2013, 02:36:54 PM
BONUS ENTRY–Xenogears

(25 Points) 1 of 16 Lists - Highest Ranking – #1 – Rainbow Dash
(http://upload.wikimedia.org/wikipedia/en/6/6f/Xenogears_box.jpg)
Master, sir, did you just see my MAD SKILLZ?

Release Date:  February 11, 1998

 Pak's Thoughts – I never gave this one a fair shake, since it looked like one of the many Sci-Fi RPGs square was churning out at the time, but I’m intrigued after writing this up at a game that touches on psychology, philosophy and religion. I might have to give this a download some time…

Xenogears has one of the most in depth stories I have ever seen.  It's the only game I would say went to an almost Tolkien like level of backstory.  There was even a massive 300 page artbook that outlines their planes for 6 games (of which Xengoears was to be the 5th chapter) that spanned over 10,000 years of history.   It has a interesting cast of characters, and amazing music.  The games only downfall was the second disk.  Square wanted the game out and pressured for it's release.  Long as the game already was (most people take 60-70 hours their first playthrough) there was a lot left to do.  Rather than edit down the story and cut stuff they went with doing very, very long cut scenes in the later half of the game.  Telling the player what has been going on and interweaving it with occasional boss fights and other interactive moments.  I found the story so engaging that this did not bug me too much.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: goflyblind on August 22, 2013, 02:41:14 PM
BONUS ENTRY–Sim City 2000

(25 Points) 1 of 16 Lists - Highest Ranking – #1 – goflyblind
(http://upload.wikimedia.org/wikipedia/en/d/d4/SimCity_2000_Coverart.png)

YOU CANNOT CUT BACK ON FUNDING! YOU WILL REGRET THIS!
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: pumpkinpearl on August 22, 2013, 03:12:59 PM
The top of my list for, well, basically all time.

(http://lparchive.org/Secret-of-Mana/2-Secret-of-Mana-Box.jpg)
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 22, 2013, 03:24:19 PM
Was surprised that one didn't make the cut. It was a BLAST to play with two other people and the multitap. I was always the sprite and liked to use the boomarang weapon set.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: pumpkinpearl on August 22, 2013, 03:42:40 PM
I actually never played with the multi-tap, but my friends & I took turns with 2-player.  I've revered this flippin' game so much, I made some tea blends inspired by it.  Hell, the soundtrack is still appealing after all these years.

I'd sort of forgotten about Star Fox over the years, so I'm glad it was on this list.  It might be time to hook up the ol' SNES...
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: gojikranz on August 25, 2013, 02:14:43 PM
bonks adventure was brilliant, for some reason my grandma had a turbo grafx so we would always love to go to grandmas, though for my money bonks revenge was the highlight.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Thrifty Version II on August 25, 2013, 02:18:55 PM
I could never beat Bonk's Adventure if I got any game overs at any point after the first life bar extension power up.  Because if you got a game over, you would lose your life bar extensions permanently.  If I didn't have 5 hearts, I could never make it past the part on level 5 where you have to re-fight all the old bosses.
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Pak-Man on August 29, 2013, 07:17:25 AM
My latest Kickstarter update from Project Fedora suddenly reminds me that I forgot about the Tex Murphy games when I made my list. Those things are a blast..
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Nunyerbiz on September 05, 2013, 08:49:23 PM
Missed out on my chance to make a list... but this one brought back some memories... A few that would have made my list had I been around to contribute:

X-Wing Alliance - PC ('99): After a semi-recent replay... a lot of missions are "inspect these 40 containers and once you inspect number 33, you'll get ambushed"...  and some of the stages later on were ridiculously difficult... but even with some warts, it's probably the pinnacle of the single player 90s space sims.

Parrapa the Rapper - PS1 (96?): Kick... punch... it's all in the mind.... Motherfuck this game because I loved it despite sucking at it and taking months to complete what should have taken four hours. I suck at all the Guitar Hero / Rock Band games too... just thinking about them makes me feel arthritic.

NHL '94 - Sega Genesis: This game will always be synonymous with my college days... There weren't enough NHL teams around to accommodate everybody that wanted in on the dorm-wide tournaments that eventually took root... Brackets were hung on posterboard outside our room... Controllers had to 'certified' by the league officers to ensure no sticky buttons or unresponsive d-pads... we had freakin 'league officers'...  Televisions had to be at least 24" or larger... It got pretty damned crazy.  Eventually we shut the whole thing down when relatively high stakes gambling crept in... as an altercation broke out when a $40 bet on a goddamn video hockey game result wasn't settled in a timely manner... For a minute we thought the dude was going to transfer to a different college... all because the 16bit Whalers upset the 16bit Flames... Fun times.... and a game that actually still holds up pretty well.

Simpsons / X-Men / TMNT four player - two TVs smashed together the one cabinet arcade games: Straightforward beat em ups... but damn if I didn't love every one of them.. Probably the last arcade games I sunk significant quarters into. 

Metal Gear Solid - PS1 ('98?): Probably the first video game ever made that truly made you feel like you were in an action movie.









Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Mrs. Dick Courier on September 05, 2013, 09:30:46 PM
No Snake Rattle and Roll?  I spent quite a long time eating those nibbly pibblies
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Raven on September 06, 2013, 02:49:08 PM
NHL '94 - Sega Genesis: This game will always be synonymous with my college days... There weren't enough NHL teams around to accommodate everybody that wanted in on the dorm-wide tournaments that eventually took root... Brackets were hung on posterboard outside our room... Controllers had to 'certified' by the league officers to ensure no sticky buttons or unresponsive d-pads... we had freakin 'league officers'...  Televisions had to be at least 24" or larger... It got pretty damned crazy.  Eventually we shut the whole thing down when relatively high stakes gambling crept in... as an altercation broke out when a $40 bet on a goddamn video hockey game result wasn't settled in a timely manner... For a minute we thought the dude was going to transfer to a different college... all because the 16bit Whalers upset the 16bit Flames... Fun times.... and a game that actually still holds up pretty well.

I don't think money was involved but we had some physical altercations spawn from this game as well.  Hockey is supposed to result in fights after all.  This was on my list by the way. 
Title: Re: LoC 73 - Top 50 Video Games of the '90s
Post by: Nunyerbiz on September 06, 2013, 05:21:21 PM
Yea, I almost got my ass kicked when visiting a friend at a neighboring college. Wandered past some of his frat brothers playing NHL 94 during a party... and proceeded to not give up the controller mostly the entire night. Then once they were good and pissed, I had them pick my team, of course they gave me Ottawa... BUT... the Senators had Jeff Lazaro... I am convinced he was a deliberate easter egg type of deal... like Jeff's cousin worked for EA.... Because despite only having a 50 overall and not even being on the top forward line, Lazaro was one of the fastest players in the game... borderline unstoppable. Even with Peter 'The Sieve' Sidorkiewicz manning the goal.. Lazaro could win you games all by himself.

The real Lazaro only played like 80 NHL games his entire career, and don't think he appeared in any subsequent NHL titles... but he has a claim to game...  Tecmo Bo Jackson and 94 Jeff Lazaro... the two greatest virtual athletes of all time. But anyways... one guy wasn't happy at all losing to the Sens.. ... and after all the Natty Light that had been consumed... things were starting to escalate. I surrendered the controller and went to a different corner of the frat house.