Dance Dance Revolution — Retro Gaming Essentials (No. 51)

Do you know what it’s all about?

No, really. 

Do you know what it’s all about?

You do the hokey pokey and you turn yourself around.

That’s what it’s all about.

(I apologize for nothing.)

Hokey pokey dalliances aside, I thought it was important to include a proper, traditional rhythm game in this countdown of my 100 essential retro games, and well, when you think on that for more than two seconds, the best possible choice really begins to make itself obvious.

You see, I think it’s the activity level here that really sets “Dance Dance Revolution” apart. A spirited evolution of the genre that demanded its participants stand up and get moving in order to have any sort of success, “DDR” took over arcades and helped usher in a true golden age for rhythm games.

I don’t think I’m overstating that either. I mean, we can argue that certain games have come along since that have done this sort of thing even better, and we can likewise argue that the activity doesn’t mean so much as the music itself and therefore a less active game might have a case for being considered more important to the games industry at large.

My argument in this discussion is this: Why else would this concept be imitated so gosh-darn much after this if this sucker wasn’t super meaningful to people? Here, you get two things – rhythm and dance – in concert, and moreover, it’s a communal experience, encouraging people to participate in pairs. And when it works, it REALLY works. 

Truly, that IS what it’s all about.

Dance Dance Revolution at a glance:

Genre: Dance/rhythm
Released: 1999
Platform: Arcade
Guinness World Record: Most Widely Used Video Game in Schools
Continue reading Dance Dance Revolution — Retro Gaming Essentials (No. 51)

SimCity — Retro Gaming Essentials (No. 50)

We’ve reached No. 50!

At varying points throughout this countdown of Retro Gaming Essentials, I’ve had several “come to Jesus” moments where I’ve had to re-evaluate my ranking. 

Often, these internal conversations have occurred at noteworthy markers, such as when we hit the Top 20 with “Super Mario Kart” or the Top 30 with “Tony Hawk’s Pro Skater.” 

The conversations, such that they are, generally go something like this:

“Would I feel like a dumbass if this game wasn’t (or was) included in my Top (whatever)?”

That acts as a tie-breaker and helps me crystalize my recommendations. And when you boil it down, that’s really what this list is – a list of games I think should be experienced. Not just my personal favorites, and not just the games that seem important: Concessions on both points will be had, in the interest of providing a resource that is a little more worthwhile as a whole. 

And that resource is this: What games, at the end of the day, do I recommend people play (and why)?

Building off of that, if we’re saying to folks, “Hey, play these 50 games,” I don’t see how that list of 50 can be at all close to complete if we don’t talk about “SimCity” (and by extension “The Sims”).

Any reasonable approximation of the history of video gaming requires that conversation.

So, as we put a bow on 50 reviews of some of the best games in existence (with the intention of someday reaching a tidy 100), I say this with full confidence: 

Any gamer looking to play some of the all time greats should 100% include SimCity (or one of its sequels) on their to-do list.

SimCity at a glance:

Genre: Building simulation
Released: 1989
Platform: PC
“Game of the Year” from Computer Gaming Monthly
Continue reading SimCity — Retro Gaming Essentials (No. 50)

Star Parodier — Retro Gaming Essentials (No. 49)

We haven’t really talked about Japanese imports in this countdown yet (present company excepted), and it feels like a pretty important part of the games industry at large … so let’s maybe do that, yeah?

Bonus: It gives me an excuse to talk about what is just a dang delightful game.

So, let’s go ahead and discuss “Star Parodier,” an excellent “cute ‘em up” that somehow didn’t get ported to America for a couple of decades despite it being a feast visually, aurally, and gameplay-wise, while also being that rarest of things shooters so often fail to even remotely consider during planning and development: 

It’s approachable.

Star Parodier at a glance:

Genre: Shooter
Released: 1992
Platform: PC Engine Super CD
9/10 score from Nintendo Life
Continue reading Star Parodier — Retro Gaming Essentials (No. 49)

Mega Man 3 — Retro Gaming Essentials (No. 48)

I don’t know that I’m going to have much more room for series duplicates and sequels in the rest of this countdown

And yet, here we are anyway.

I mean, sure, we’re still going to have to see some covered ground as we go along, because I just have too much fondness for particular games to leave them off. And if we can acknowledge that sometimes sequels can exceed the original work (as we have done), we can likewise acknowledge that sometimes they don’t *quite* get there … yet they have a great deal of value just the same.

Even more than that,  if I’m honest with myself (and you), I can also allow that on occasion, my own choice for elevation in this list is more of a coin flip than a definitive proclamation. In other words, the relative quality between two choices for inclusion from a particular property might be essentially equal.

So, let us state for the record that even though it feels a shame to lean into a specific series often during a countdown of this sort (since it will inevitably result in the exclusion of other series), it is also not entirely without merit. Truly, sometimes, the games in question simply just deserve to be here.

For me at least, the real litmus test, above and beyond personal attachment, historical importance, or even quality, is going to be how distinctive an experience you might get from game to game within a particular series.

I can wince a little at all of the Mario games we have on this list so far, but only for appearance’s sake, because when you peer a little closer, you’ll see a unique experience from one game to the next.

To elaborate, Mario 1 was the original promise of continued fun and excitement. Mario 2 was the colorful oddball sequel that innovated. Mario 3 was excellence personified. Mario World was even more excellence personified. Mario 64 was a groundbreaker. And so on, and so on.

It’s the same with Castlevania. “Dracula’s Curse” is perhaps the best possible example of old-school “NES-hard” platforming, “Rondo of Blood” was the transitional game, introducing more dynamic branching levels and upping the visuals and sound, and “Symphony of the Night” was the natural end point for that evolution, going for more explorer-based action.

With all of that considered, you can probably pretty safely guess why we’re now going to talk a little about Mega Man 3. Sure, I have a personal attachment to it. But it’s also a titan among 8-bit platformers giving it a historical relevance, and it’s roughly as good as the game we already covered – Mega Man 2

But ALSO, it’s here because it’s distinct enough from Mega Man 2 to merit inclusion on its own.

Mega Man 3 at a glance:

Genre: Side-scrolling platformer
Released: 1990
Platform: NES
GamePro’s third-greatest 8-bit video game of all time
Continue reading Mega Man 3 — Retro Gaming Essentials (No. 48)

Teenage Mutant Ninja Turtles — Retro Gaming Essentials (No. 46)

This section of the countdown might seem a little like the department of redundancy department. 

The next few titles we’ll be featuring in this space are games in series that I love that already had representation in the countdown, and yet, here I am, saying you should play this other game too.

The onus then falls on me to make the case for why people should play not just the game that falls higher on the list (in this case, “Teenage Mutant Ninja Turtles IV: Turtles in Time“), but for them to play that game AND this one.

In the case of the arcade classic beat ‘em up “Teenage Mutant Ninja Turtles,” we’re going to be looking at three distinct things, I’d say.

  1. The importance of the coin-op brawler as a genre within video games.
  2. The massive cultural relevance of the ninja turtles.
  3. Why this game, itself, is fun.

So yeah, let’s get to it. Why should someone play that other turtles game … and this turtles game too?

Let’s read on to find out!

Teenage Mutant Ninja Turtles at a glance:

Genre: Beat ’em up
Released: 1989
Platform: Arcade
Konami’s highest-grossing arcade game.
Continue reading Teenage Mutant Ninja Turtles — Retro Gaming Essentials (No. 46)

Halo: Combat Evolved — Retro Gaming Essentials (No. 44)

There’s a pattern you see with video games, which probably isn’t all that unique to the medium when you really think about it, but nevertheless, it’s something you see a lot of in gaming in particular.

An initial game in a potential franchise will launch, generally with pretty good “bones” – perhaps it’s got a great concept, or maybe it nails some element that can become foundational later on – but the thing nevertheless isn’t 100 percent on point. 

Not yet. 

The game has some rough edges, some problems, and some things you wish weren’t there. 

We can guess that it needed more time in the oven. Or even that it was probably realistically pushed about as far as anyone could expect for a first crack at the thing. But either way, the end result is the same: It doesn’t have polish.

It was a proper idea, but it’s just not quite there yet.

When the sequel(s) come along, that’s when you see your desired refinement occur. Everything that worked about the first game gets built upon and expanded. Everything that didn’t work gets thrown out. 

More of the good. Less of the bad. 

What emerges is generally a better game than what you had before. 

Now, there are plenty of examples of sequels that don’t follow this script — games that deviate too wildly from a winning formula, games that fail to improve upon what came before,* or worst of all games that were given to a team of developers who just weren’t up to the challenge of duplicating what made the entity special to begin with. These are your “disappointment” sequels. 

* Probably the most notorious examples of this are your annual EASports-type releases of games that barely change what came the year before. You’ve gotta squint to see what’s been improved from one game to the next. “Hey, the rosters are slightly different … buy it now!”

But by and large, if you want to talk about some of the most successful sequels in history – universally beloved hits like Mega Man 2, Street Fighter II, Tecmo Super Bowl, Sonic the Hedgehog 2, and Donkey Kong Country 2 (just to name a few) – those games didn’t necessarily reinvent the wheel. They built on what had previously been established, and they did so with brilliance.

A game comes out. It establishes a franchise. It’s improved in the sequel(s). And off we go.

Thus, we can say that in general, there’s simply a level of presentation and polish that’s present in a sequel that you don’t see in an original outing. The first game in the series is going to be a little rough or janky in comparison. 

It’s the sequels that nail the concept.

And THIS is what makes “Halo: Combat Evolved” a remarkable game.

It sticks the landing on the very first attempt.

Halo: Combat Evolved at a glance:

Genre: First-person shooter
Released: 2001
Platform: Xbox
IGN’s fourth-best FPS ever
Continue reading Halo: Combat Evolved — Retro Gaming Essentials (No. 44)

Shadow of the Colossus — Retro Gaming Essentials (No. 43)

You’re riding your horse through a barren landscape, one oddly devoid of life. 

Unsettlingly so.

A haze covers everything, muting all colors and hindering your ability to see things clearly.

This world is not our own. Moreover, it’s dreamlike … it doesn’t feel entirely real. 

You’ve been directed to this task, of riding your horse to an unclear destination, by a thundering voice from the sky, speaking a language you don’t recognize (but which has still conveniently been translated for you so that you might understand at a most basic level). 

Everything here is foreign.

The voice instructed you to slay a number of giants in order that you might save your female companion. 

She was quite very clearly deceased when you examined her, but you’re unwilling to accept that. An option to save her has been presented. You’ve been given direction, and this is more comforting than having to slog through the fog with no sense of where to go.

You encounter a cliff, which necessitates leaving your horse behind, and you scale that cliff.

Up ahead, you see the outline of a structure within another cliff wall. Perhaps it is scalable as well?

As you venture closer, you are in awe as this structure begins to rearrange itself and come to life, towering above you into the sky: a colossus lumbering toward you, intent on clubbing you to death with its giant weapon.

You are in awe because this is completely foreign to anything you’ve experienced before in your life.

I outline the above scenario, cribbed directly from the opening moments of “Shadow of the Colossus,” because I think it’s worth understanding upfront that this game when it debuted was unlike anything else that had come before. And to date, some 20 years later, we still haven’t seen the game’s formula recreated in quite the same way either. 

Its impact on the gaming industry stretches far and wide, as elements present here have inspired developers for two decades now. Trying to recapture those senses of awe and scale has been a favorite pastime of the industry ever since people first laid eyes on this spectacle of a game.

But despite its influence, is there another experience quite like this one anywhere else in video games?

I’d argue no.

And that, more than anything else, is why it’s considered one of the best games of all time.

Shadow of the Colossus at a glance:

Genre: Action-adventure
Released: 2005
Platform: PlayStation 2
GamesRadar’s No. 10 “best game ever”
Continue reading Shadow of the Colossus — Retro Gaming Essentials (No. 43)

Tekken 3 — Retro Gaming Essentials (No. 42)

If you’ve ever wanted to fight a panda bear, an animated log, an alien samurai, or a wrestler in a jaguar mask, boy, do I have the game for you!

The very first thing that jumps out at you when you encounter Tekken 3 for the first time is its completely wackadoodle roster of bizarre characters, some of the tamest of which are Jackie Chan and Bruce Lee knockoffs, who both happen to be completely over-the-top caricatures of their real-life selves (and are positively bad-ass). But yeah, those are the tame ones. More typical are the likes of an ogre demon, or an infirm senior citizen scientist, or a cartoon dinosaur.

Color, in this case, is not a problem.

In fact, it’s partly the point.

But let’s be clear about this: it’s not the ENTIRE point. 

If it were, the Tekken series would have long since run out of steam.

Instead, the franchise has gotten better and better, to the point where it has become one of the premiere fighting series on the planet.

So, let’s get into a little of the how and why that happened while we dive into what is largely considered the most impactful entry in the series.

Tekken 3 at a glance:

Genre: Fighting game
Released: 1998
Platform: PlayStation
Complex’s Fourth Best Fighting Game of All Time
Continue reading Tekken 3 — Retro Gaming Essentials (No. 42)

Metal Gear Solid — Retro Gaming Essentials (No. 41)

This has the potential to be one of my shortest write ups yet, as the case for “Metal Gear Solid” is an absurdly strong one.

Put simply, this game popularized an entire video game genre, “the stealth game,” doing the concept better than it had ever been done before, while also making it a viable format for others to emulate. 

So, what you have here ultimately is a quality game which is also an important and influential game.

There you go, case made.

(Naturally, what makes the game “quality” is subject to interpretation, which is why we bother with this whole series in the first place.)

Metal Gear Solid at a glance:

Genre: Stealth game
Released: 1998
Platform: PlayStation
IGN’s Best PlayStation Game Ever
Continue reading Metal Gear Solid — Retro Gaming Essentials (No. 41)

Super Mario 64 — Retro Gaming Essentials (No. 40)

Modern 3D gaming – particularly if we put aside the first-person shooter as being its own distinct category – owes a great deal of appreciation to many trailblazers, but especially two stupidly influential games in particular:

“Super Mario 64” and “Tomb Raider.”

The specifics of how we got to the point that those two games could be as successful as they were is probably a little too boring and certainly too technical (at least for me) to dive into fully. It’s hopefully enough to say that years of development led to advances in the technology (and even a few games reaching the market) that predated the dual releases of Super Mario 64 and Tomb Raider in 1996 (we should acknowledge that lots of people were working hard on this). 

And yet, while all of that development was important, none of it hit with the force of my kids stampeding to the front of a dessert table quite like those two did. 

1996 was a very big year.

The industry was NOT the same afterward.

And so, with that context, we can probably safely say that those two games are essential. They each, in their own specific way, offered the gamer of the mid-90s something new, and they left an undeniable impact on all of the 3D gaming that would come afterward.

Yes, there were other 3D games to land that year and in the years following. “Crash Bandicoot” gave Sony its own mascot for their new PlayStation, which in and of itself was no small thing, but if we’re honest, that game was also somewhat limited in its approach and also just not as popular as those other two. 

In a similar way, no one today is pointing to “Bubsy 3D” as being particularly influential in this sphere, because we’re not crazy. (The game was VERY rough around the edges, the main character is generally reviled rather than adored, and it also didn’t sell super well.)

Conversely, we can speak to the fact that Tomb Raider was a well executed and well regarded game that sold over 2.5 million units in its first year of release, and Mario 64 was considered a landmark title by nearly everyone and sold about 3 million copies in six months itself.

So yes, those were the two biggies. And despite differing from one another in fairly significant ways, they deserve to be joined at the hip in these kinds of discussions as being important, influential titles.

Certainly, at the time, I recall vividly that each game was a “killer app” of sorts for their respective consoles. 

Tomb Raider was on the Dreamcast and PC in addition to the PlayStation originally, though it came to become synonymous with Sony’s system (by design … Sony signed an exclusivity deal with Eidos for all of the sequels shortly after the release of the first game). 

Mario, naturally, was strictly Nintendo, through and through.

As a result, gamers were presented with a distinct choice in the mid ‘90s. Go with the new hotness and the PlayStation, personified by one Laura Croft, the curvy star of Tomb Raider. Or stick with the colorful and playful “sandbox” cartoon-like stylings of Nintendo.

Having recently become a college student in 1995, it’s not difficult to understand why I would have gravitated toward Sony at the time.

Circling back to Mario 64 many years after the fact, I was struck by the depth of the controls and the craftsmanship that went into his first 3D offering. And yes, while there is undoubtedly some jank present, the game largely succeeds at its objectives in an impressive manner.

Much of the same can also be said of Tomb Raider, of course, and it deserves its flowers too. But as I look back at the two games and consider which to recommend above the other, I come back to a pretty simple equation.

Mario 64 is more fun.

So, let’s dive into why that is.

Mario 64 at a glance:

Genre: 3D platformer
Released: 1996
Platform: Nintendo 64
No. 4 on EGM’s Top 100 Games of All Time
Continue reading Super Mario 64 — Retro Gaming Essentials (No. 40)