An independent history of playVolume 01 October 2026
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176 games

01

Mega Drive 1992 Platformer

Sonic the Hedgehog 2

Branching routes and the Spin Dash make speed something to learn. Playing it beside Mario World exposes two very different uses of a platforming level.

02

Mega Drive 1992 Beat ’em up

Streets of Rage 2

The throws make crowded fights manageable, the four fighters reward experimentation, and the music deserves to be heard through a full session.

03

Mega Drive 1993 Run and gun

Gunstar Heroes

Weapon combinations keep familiar encounters flexible, while Treasure continually finds something new for the next boss to do.

04

Mega Drive 1993 Role-playing

Phantasy Star IV

Its comic-panel scenes and party relationships give the Mega Drive a substantial science-fiction RPG to set beside its better-known action games.

05

Mega Drive 1993 Action platformer

Shinobi III: Return of the Ninja Master

Musashi’s movement rewards practice. A passage that once consumed several lives can eventually become the part you most want to replay.

06

Mega Drive 1995 Platformer

Ristar

Grabbing changes how a platformer works. Ristar’s arms turn enemies and poles into possibilities you would miss by simply looking for somewhere to jump.

07

Mega Drive 1994 Action platformer

Castlevania: Bloodlines

The whip and spear offer different ways through Konami’s distorted scenery. This is a separate Castlevania worth comparing with the SNES games.

08

Mega Drive 1992 Shoot ’em up

Thunder Force IV

The opening stages show the force of its scrolling scenery and sound. A full clear asks for much more practice than an informed sample does.

09

Mega Drive 1993 Tactical role-playing

Shining Force II

The tactical battles are easy to read, and the companions give you reasons to care about keeping weaker units involved.

10

Mega Drive 1994 Run and gun

Contra: Hard Corps

Character-specific weapons and branching routes make repeated attempts interesting. Sample a few encounters before deciding whether a full clear appeals.

01

Super Nintendo 1990 Platformer

Super Mario World

A good place to begin the SNES library. Its optional exits reward curiosity, and Yoshi and the cape keep familiar levels open to new approaches.

02

Super Nintendo 1991 Action adventure

The Legend of Zelda: A Link to the Past

Equipment makes the map worth revisiting. The pleasure is remembering a blocked route just as you find the means to open it.

03

Super Nintendo 1994 Action adventure

Super Metroid

Zebes gradually becomes a place you know. New abilities change familiar rooms, making exploration and movement inseparable.

04

Super Nintendo 1995 Role-playing

Chrono Trigger

Changes of era keep the adventure moving, while a small cast and combined attacks make its relationships matter in battle.

05

Super Nintendo 1994 Role-playing

Final Fantasy VI

A large cast is given individual work to do, both in combat and in the story. Its quieter scenes deserve as much attention as the opera.

06

Super Nintendo 1995 Platformer

Donkey Kong Country 2: Diddy’s Kong Quest

Diddy and Dixie offer different answers to difficult jumps. Learning when to switch between them adds substance to the search for secrets.

07

Super Nintendo 1995 Platformer

Super Mario World 2: Yoshi’s Island

Aiming eggs and extending jumps make room for careful exploration. The illustrated stages keep finding fresh uses for both.

08

Super Nintendo 1992 Racing

Super Mario Kart

The series began with compact circuits and demanding handling. A second player in Battle Mode helps explain why the formula lasted.

09

Super Nintendo 1994 Role-playing

EarthBound

Its suburban setting gives the jokes somewhere familiar to land. The writing repays some patience with older RPG inconveniences.

10

Super Nintendo 1993 Fighting

Street Fighter II Turbo

Play the SNES conversion with another person to see what happened when arcade rivalry moved into the living room.

01

PC Engine 1993 Action platformer

Castlevania: Rondo of Blood

Deliberate attacks, alternate routes and two distinct characters make a castle worth revisiting. Check the Super CD-ROM² requirements for an original disc.

02

PC Engine 1989 Action role-playing

Ys I & II

A paired adventure gives the CD expansion a clear role in music and storytelling. The English edition makes its clues easier to follow.

03

PC Engine 1993 Action puzzle

Bomberman ’94

Short battles let a group learn by making mistakes together. The threat changes as soon as somebody collects a larger blast.

04

PC Engine 1991 Platformer

Bonk’s Revenge

Head-butts and food power-ups give this platformer its own movement and comic vocabulary.

05

PC Engine 1992 Vertical shooter

Soldier Blade

Weapon management adds decisions to the shooting, and timed challenges make room for short sessions.

06

PC Engine 1989 Horizontal shooter

R-Type

The eight-stage North American conversion is a useful arcade-to-home comparison. Learning to place the Force changes how the corridors read.

07

PC Engine 1989 Turn-based strategy

Military Madness / Nectaris

Support and encirclement turn simple-looking moves into connected decisions. It broadens the collection beyond reflex tests.

08

PC Engine 1989 Action role-playing

Dungeon Explorer

Bring companions if possible: a shared dungeon and differing classes give the five-player format a purpose.

09

PC Engine 1991 Puzzle platformer

Parasol Stars: The Story of Bubble Bobble III

A small set of parasol moves keeps generating new ways to clear a screen, especially with another player.

10

PC Engine 1995 Vertical shooter

Ginga Fukei Densetsu Sapphire

A late Arcade Card release completes the comparison of the platform’s media branches. Start with an available reissue before considering original hardware.

01

Neo Geo AES 1996 Run and gun

Metal Slug

The expressive soldiers, changing weapons and small tank make a direct introduction to Neo Geo action.

02

Neo Geo AES 1994 Fighting

Samurai Shodown II

Weapon reach and recovery turn a short exchange into a substantial decision. Learn it beside another player.

03

Neo Geo AES 1998 Fighting

The King of Fighters ’98

Team selection and two combat systems give a broad view of SNK’s later fighting-game work.

04

Neo Geo AES 2000 Fighting

Garou: Mark of the Wolves

Precise defensive timing and cancellable moves show the hardware’s fighting games still developing at the turn of the century.

05

Neo Geo AES 1994 Sports

Windjammers

Its small court and immediate returns make positioning readable even before either player has learned advanced techniques.

06

Neo Geo AES 1996 Sports

Neo Turf Masters / Big Tournament Golf

The choice of shot matters as much as timing it. Match play gives two players a different pace from the fighting games.

07

Neo Geo AES 1998 Shooter

Blazing Star

Compare its six ships and practise charged shots; an early-stage score target is a useful way into the shooter.

08

Neo Geo AES 1997 Puzzle

Magical Drop III

Pulling pieces down and returning them makes chain-building an active task, with competitive pressure from the other board.

09

Neo Geo AES 1991 Action platformer

Magician Lord

A demanding launch-era adventure shows the early catalogue before the later concentration on fighting games.

10

Neo Geo AES 1992 Sports

Baseball Stars 2

Auto-fielding and exaggerated animation make the contest at the plate approachable without knowing every control at once.

01

NES / Famicom 1988 Platformer

Super Mario Bros. 3

Short, varied stages and a world map make this the strongest first tour of Nintendo’s platform games on the hardware.

02

NES / Famicom 1987 Action adventure

The Legend of Zelda

Explore with a notebook and occasional hints. Its discoveries reward attention, though some concealed entrances remain needlessly obscure.

03

NES / Famicom 1988 Action platformer

Mega Man 2

Choosing a boss also chooses which weapon will change the next stage. Leave time to experiment before tackling the fortress.

04

NES / Famicom 1988 Action adventure

Metroid

The connection between movement upgrades and exploration is worth studying, even if navigation and repeated health recovery limit your patience.

05

NES / Famicom 1987 Action platformer

Castlevania

Careful spacing gives a small move set considerable depth. Learn the timing before trying to hurry through the castle.

06

NES / Famicom 1993 Platformer

Kirby’s Adventure

A forgiving route and interchangeable abilities make room for experimentation. Its 1993 release extends beyond the chapter’s central period.

07

NES / Famicom 1987 Boxing

Punch-Out!!

Watch the opponent and find an opening. The modern Mr. Dream edition should be identified when comparing it with a Tyson cartridge.

08

NES / Famicom 1985 Platformer

Super Mario Bros.

Play alongside Super Mario Bros. 3 to see how much variety Nintendo first extracted from running, jumping and a small set of power-ups.

09

NES / Famicom 1988 Run and gun

Contra

Bring a second player and learn to share the camera. Choose the home conversion, not the arcade entry, in a modern collection.

10

NES / Famicom 1990 Puzzle

Dr. Mario

A two-player puzzle game broadens the journey beyond platforming. Low speed leaves time to see how capsule halves set up later chains.

01

Master System 1987 Role-playing game

Phantasy Star

First-person dungeons and interplanetary travel establish a different setting for the console RPG. Mapping assistance makes a first visit less punishing.

02

Master System 1989 Action adventure

Wonder Boy III: The Dragon’s Trap

Transformations give familiar paths a new purpose and make the compact world rewarding to revisit.

03

Master System 1986 Platformer

Alex Kidd in Miracle World

Vehicles, close-range punches and hand-game contests show how Sega gave its early home character a distinct set of rules.

04

Master System 1991 Platformer

Sonic the Hedgehog (8-bit)

The Master System’s separate stages make this a useful companion to the Mega Drive games, with more room to inspect than the handheld edition.

05

Master System 1988 Shoot ’em up

Power Strike / Aleste

A demanding Compile shooter that rewards weapon familiarity and careful recovery. A short practice session is a reasonable starting point.

06

Master System 1987 Shoot ’em up

Fantasy Zone II: The Tears of Opa-Opa

Warp connections and shopping make this home-designed shooter as much about choosing a route as clearing the screen.

07

Master System 1987 Puzzle platformer

Penguin Land

Protecting the egg turns digging into a planning problem; the editor lets you test your understanding by building one yourself.

08

Master System 1988 Action role-playing game

Wonder Boy in Monster Land

Equipment purchases pull an arcade platform game towards longer-term planning. The home conversion provides a direct comparison with its successor.

09

Master System 1987 Action adventure

Zillion

Terminals, notes and a growing mental map give its infiltration a pace quite different from a straight run-and-gun.

10

Master System 1987 Racing

Enduro Racer

A racing selection that shows how a home conversion could rebuild an arcade premise around a different viewpoint.

01

Saturn 1996 Score attack

NiGHTS into dreams…

Repeat one course and the scoring turns the flight into something you can refine. It gives Saturn an identity beyond its arcade conversions.

02

Saturn 1996 Rail shooter

Panzer Dragoon II Zwei

Branching routes and attacks from several directions make the guided flight worth revisiting.

03

Saturn 1995 Racing

Sega Rally Championship

The small course selection lets surface changes and steering become familiar enough to judge precisely.

04

Saturn 1995 Fighting

Virtua Fighter 2

A Saturn conversion of a 1994 arcade game, built around readable spacing and consequential mistakes.

05

Saturn 1996 Action role-playing

Guardian Heroes

Changing fighting planes gives the illustrated brawl a spatial problem of its own.

06

Saturn 1998 Role-playing

Panzer Dragoon Saga

Circling the opponent gives its RPG combat a different shape from a conventional line of party members.

07

Saturn 1998 Shoot ’em up

Radiant Silvergun

Its weapon set and score-linked growth reward planned routes, though the initial learning load is substantial.

08

Saturn 1996 Action puzzle

Saturn Bomberman

A shared screen makes every bomb a public decision. A small group is enough to discover the appeal.

09

Saturn 1996 Strategy role-playing

Dragon Force

The campaign gives the library a slower strategic thread, with troop choices linking the map to the battle.

10

Saturn 1997 Action adventure

Tomb Raider

The Saturn edition provides a useful comparison with PlayStation. The documented Japanese release follows in 1997.

01

PlayStation 1997 Role-playing

Final Fantasy VII

Materia and a changing party give the long journey room to develop beyond its film sequences.

02

PlayStation 1998 Stealth action

Metal Gear Solid

Patrols, radio conversations and carefully directed encounters give infiltration a distinct rhythm.

03

PlayStation 1997 Action role-playing

Castlevania: Symphony of the Night

The castle rewards memory and return visits, showing how much exploration a 2D game could still offer.

04

PlayStation 1998 Fighting

Tekken 3

The home conversion combines readable fighting with additional modes for experimenting away from a versus match.

05

PlayStation 1997 Racing

Gran Turismo

Licence tests and a garage of tunable road cars make progression as important as the race itself.

06

PlayStation 1998 Survival horror

Resident Evil 2

Fixed views and limited supplies turn the station into a route worth planning.

07

PlayStation 1996 Action adventure

Tomb Raider

The deliberate movement makes the architecture a sequence of distances to understand and cross.

08

PlayStation 1995 Racing

WipEout

A stern first game whose airbrakes and wall penalties make its later refinements easier to appreciate.

09

PlayStation 1996 Platformer

Crash Bandicoot

Its confined routes offer a useful alternative to the open stages of contemporary 3D platformers.

10

PlayStation 1999 Action platformer

Ape Escape

Using the second stick for tools makes the controller requirement central to the play.

01

Nintendo 64 1996 Platformer

Super Mario 64

Movement is enjoyable before any star is collected, and repeated course visits give that movement new purposes.

02

Nintendo 64 1998 Action adventure

The Legend of Zelda: Ocarina of Time

Targeting and contextual actions help keep an expansive adventure readable at close range.

03

Nintendo 64 2000 Action adventure

The Legend of Zelda: Majora’s Mask

A repeating schedule makes accumulated knowledge part of progress. Original hardware requires Expansion Pak.

04

Nintendo 64 1997 First-person shooter

GoldenEye 007

Mission objectives and shared-screen competition make two different uses of the same shooting controls.

05

Nintendo 64 1998 Platformer

Banjo-Kazooie

Landmarks, character moves and collecting give its worlds a density worth exploring.

06

Nintendo 64 1996 Racing

Mario Kart 64

Local races and battle arenas make productive use of the four controller ports.

07

Nintendo 64 1996 Racing

Wave Race 64

The water keeps a familiar corner from becoming an entirely fixed problem.

08

Nintendo 64 1997 Rail shooter

Star Fox 64 / Lylat Wars

A short branching campaign makes route discovery and score improvement easy to revisit.

09

Nintendo 64 1998 Racing

F-Zero X

Boosting spends survival energy, giving every fast section a cost to judge.

10

Nintendo 64 2000 Role-playing

Paper Mario

Readable statistics, badges and timed actions offer a welcoming route into turn-based battles.

01

Dreamcast 1999 Weapon fighting

Soulcalibur

Reach, lateral movement and ring edges give short fights room for sustained learning.

02

Dreamcast 2000 Skating action

Jet Set Radio

Skating routes and vulnerable graffiti stops make a distinctive kind of pursuit.

03

Dreamcast 2000 Arcade driving

Crazy Taxi

Passenger choice turns quick driving into a repeatable route-planning problem.

04

Dreamcast 1999 Adventure

Shenmue

Daily schedules and small interactions make patient investigation the centre of an adventure.

05

Dreamcast 2000 Role-playing

Skies of Arcadia

Airship exploration and shared battle resources support a long, optimistic journey.

06

Dreamcast 2000 Action role-playing

Phantasy Star Online

Offline play preserves the combat loop, while the original network structure explains its social purpose.

07

Dreamcast 2001 Musical rail shooter

Rez

Grouped shots connect a readable rail shooter to the changing texture of its music.

08

Dreamcast 1998 Platform adventure

Sonic Adventure

Its uneven collection of character stories shows several approaches to Sonic in three dimensions.

09

Dreamcast 1999 Competitive puzzle

ChuChu Rocket!

A few arrows produce both deliberate solo puzzles and rapidly changing local competition.

10

Dreamcast 1999 Rhythm action

Space Channel 5

Remembering the pauses makes a short television performance demanding to master.

01

PlayStation 2 2005 Action adventure

Shadow of the Colossus

Reading a creature and finding a place to recover make each climb a distinct encounter.

02

PlayStation 2 2001 Puzzle adventure

ICO

A connected castle becomes a puzzle about helping another person through the same space.

03

PlayStation 2 2001 Stealth action

Metal Gear Solid 2: Sons of Liberty

Responsive stealth systems sit beside a story concerned with instructions and unreliable information.

04

PlayStation 2 2001 Role-playing

Final Fantasy X

Visible turn order and party changes make tactical decisions unusually easy to inspect.

05

PlayStation 2 2002 Open-world action

Grand Theft Auto: Vice City

Familiar streets support improvised escapes and a strongly directed period setting.

06

PlayStation 2 2001 Psychological horror

Silent Hill 2

Sound, uncertain spaces and restrained explanation make exploration carry the horror.

07

PlayStation 2 2004 Rolling action

Katamari Damacy

Growth repeatedly transforms obstacles into rewards and makes scale part of the joke.

08

PlayStation 2 2004 Driving simulation

Gran Turismo 4

Licence exercises and a varied garage reward learning how different cars approach the same road.

09

PlayStation 2 2006 Action adventure

Ōkami

Brush techniques connect visual observation with both exploration and combat.

10

PlayStation 2 2004 Arcade racing

Burnout 3: Takedown

Takedowns give aggressive driving a precise reward while traffic keeps it risky.

01

GameCube 2002 First-person adventure

Metroid Prime

Follow an interconnected world whose routes change with the tools you find.

02

GameCube 2002 Action adventure

The Legend of Zelda: The Wind Waker

Explore a sea whose spacing makes small discoveries feel consequential.

03

GameCube 2005 Survival action

Resident Evil 4

Read crowd pressure and terrain before committing to a shot.

04

GameCube 2001 Platform fighting

Super Smash Bros. Melee

Compare flexible party rules with precise movement and recovery.

05

GameCube 2003 Futuristic racing

F-Zero GX

Learn how a shared boost and damage resource changes a racing line.

06

GameCube 2004 Role-playing adventure

Paper Mario: The Thousand-Year Door

Pair timed battles with partners who give the paper world character.

07

GameCube 2004 Strategy adventure

Pikmin 2

Balance the speed of a divided workforce against its vulnerability.

08

GameCube 2003 Kart racing

Mario Kart: Double Dash!!

Share a kart and discover how cooperation changes familiar racing.

09

GameCube 2002 3D platformer

Super Mario Sunshine

Learn water-assisted movement, then compare stages that remove it.

10

GameCube 2002 Survival horror

Eternal Darkness: Sanity's Requiem

Follow a multi-period horror story whose presentation can mislead you.

01

Xbox 2001 First-person shooter

Halo: Combat Evolved

Test how weapons, enemies and open terrain make encounters replayable.

02

Xbox 2003 Role-playing game

Star Wars: Knights of the Old Republic

Let party conversations and tactical choices shape a Star Wars journey.

03

Xbox 2005 Action adventure

Ninja Gaiden Black

Learn to turn defence into movement under persistent enemy pressure.

04

Xbox 2004 First-person shooter

Halo 2

Play the campaign while distinguishing its surviving modes from its original online history.

05

Xbox 2002 Rail shooter

Panzer Dragoon Orta

Read attacks from several directions and switch dragon forms in response.

06

Xbox 2002 Skating adventure

Jet Set Radio Future

Learn a city through the rails and rooftops that join its districts.

07

Xbox 2003 Racing

Project Gotham Racing 2

Match driving style to an event instead of judging every run by speed alone.

08

Xbox 2005 Platform adventure

Psychonauts

See how a character’s fears can define a platform level.

09

Xbox 2003 Aerial action

Crimson Skies: High Road to Revenge

Use the landscape to break up an aerial pursuit.

10

Xbox 2004 Action role-playing

Fable

Explore how a compact fantasy world reacts to reputation and behaviour.

01

Atari 2600 1980 Action adventure

Adventure

A compact example of how rooms, objects and memory can support an adventure without a text parser.

02

Atari 2600 1982 Scrolling shooter

River Raid

Fuel and adjustable speed make the scrolling route a sequence of decisions rather than a firing exercise.

03

Atari 2600 1982 Shooter

Yars’ Revenge

Its shield, cannon and partial shelter form a distinctive console shooting game worth learning on its own terms.

04

Atari 2600 1982 Platform adventure

Pitfall!

The timed treasure hunt connects precise movement with planning a route through many screens.

05

Atari 2600 1984 Action adventure

H.E.R.O.

Controlled flight and limited equipment make each rescue a concise problem; its 1984 date also follows the library beyond the chapter boundary.

06

Atari 2600 1980 Fixed shooter

Space Invaders

Compare a licensed arcade attraction with the variations and controls of its separately dated home conversion.

07

Atari 2600 1981 Defence shooter

Missile Command

Delayed explosions and scarce ammunition produce a clear, demanding exercise in anticipation.

08

Atari 2600 1981 Multidirectional shooter

Asteroids

A useful comparison with the arcade original, especially for its joystick controls and selectable defensive rules.

01

Intellivision 1982 Action adventure

ADVANCED DUNGEONS & DRAGONS Cartridge

Its dark passages, audible warnings and useful tools give this early console adventure a clear reason to explore carefully.

02

Intellivision 1982 Strategy

Utopia

Island management shows how far console play could extend beyond sport and shooting, especially with a second player sharing the screen.

03

Intellivision 1982 Maze shooter

Night Stalker

Limited ammunition gives each crossing of a familiar maze a purpose, and the keypad controls make positioning consequential.

04

Intellivision 1981 Fixed shooter

Astrosmash

A readable introduction to the disc controller, with a score-driven pace and falling targets that demand different priorities.

01

ColecoVision 1982 Maze chase

Lady Bug

Movable turnstiles make the maze an active part of each escape and give repeated visits to the same passages new consequences.

02

ColecoVision 1982 Platformer

Donkey Kong

The bundled arcade conversion explains ColecoVision’s early appeal, while its three stage types expose the compromises of a home edition.

03

ColecoVision 1983 Maze action

Mr. Do!

Digging, falling apples and a returning ball give the small orchard several interacting ways to solve a chase.

04

ColecoVision 1982 Scrolling shooter

Zaxxon

Altitude and angled scenery introduce a distinct spatial problem, though reading the view requires practice.

01

Game Boy Advance 2002 Exploration action

Metroid Fusion

Follow a directed mission while the station and its most dangerous inhabitant undermine your sense of safety.

02

Game Boy Advance 2001 Turn-based strategy

Advance Wars

Learn how terrain, income and attack ranges turn a small map into a demanding tactical problem.

03

Game Boy Advance 2004 Action adventure

The Legend of Zelda: The Minish Cap

Explore the same landscape at two sizes and watch small details become routes.

04

Game Boy Advance 2003 Exploration action RPG

Castlevania: Aria of Sorrow

Build a changing set of monster abilities while finding your way through a connected castle.

05

Game Boy Advance 2003 Microgame collection

WarioWare, Inc.: Minigame Mania

See how quickly a game can teach a rule, test it and replace it with another.

06

Game Boy Advance 2004 Exploration action

Metroid: Zero Mission

Compare a guided first journey with the extra routes that confident movement opens on a return visit.

07

Game Boy Advance 2003 Tactical RPG

Fire Emblem: The Blazing Blade

Plan around individual soldiers whose survival matters beyond the current map.

08

Game Boy Advance 2001 Role-playing game

Golden Sun

Use magic to solve the environment and experiment with a party shaped by elemental creatures.

09

Game Boy Advance 2003 Action RPG

Mario & Luigi: Superstar Saga

Coordinate two characters through both timed battles and physical comedy.

10

Game Boy Advance 2001 Kart racing

Mario Kart: Super Circuit

Learn the handling of a flat-track racer and the practical limits of original cable multiplayer.

01

Nintendo DS 2005 Kart racing

Mario Kart DS

Compare tight solo missions, racing lines and local competition while using the second-screen map.

02

Nintendo DS 2007 Action RPG

The World Ends with You

Learn a partnership through simultaneous button and stylus combat on separate screens.

03

Nintendo DS 2010 Puzzle adventure

Ghost Trick: Phantom Detective

Read movement and timing in an object puzzle whose solutions change another character’s fate.

04

Nintendo DS 2008 Role-playing

Pokémon Platinum Version

Build a complementary team through Sinnoh, then decide how far to pursue the Battle Frontier.

05

Nintendo DS 2007 Puzzle adventure

Professor Layton and the Curious Village

See how self-contained brainteasers can support a continuing animated mystery.

06

Nintendo DS 2006 Rhythm

Elite Beat Agents

Turn three stylus actions into musical phrases and watch the story respond to your timing.

07

Nintendo DS 2005 Action exploration

Castlevania: Dawn of Sorrow

Explore a castle where enemies also provide new abilities and ingredients for experimentation.

08

Nintendo DS 2005 Turn-based strategy

Advance Wars: Dual Strike

Balance unit matchups and property captures while a second battle competes for attention.

09

Nintendo DS 2006 2D platformer

New Super Mario Bros.

Explore how changing Mario’s size alters a familiar side-on route, then try the local rivalry mode.

10

Nintendo DS 2009 Visual novel / escape-room puzzle

Nine Hours, Nine Persons, Nine Doors

Trace a branching mystery through escape rooms and decisions about who accompanies you.

01

PSP 2004 Music puzzle

Lumines

Build coloured squares around a musical sweep that changes the puzzle’s timing.

02

PSP 2010 Stealth action

Metal Gear Solid: Peace Walker

Follow the exchange between compact stealth missions and an expanding support base.

03

PSP 2005 Anti-gravity racing

WipEout Pure

Learn airbraking and decide when a weapon is more valuable as energy.

04

PSP 2007 Rhythm strategy

Patapon

Use call and response to turn a rhythm into a tactical order.

05

PSP 2008 Hunting action RPG

Monster Hunter Freedom Unite

Study deliberate combat and preparation in a portable hunting game built for solo and shared sessions.

06

PSP 2006 Puzzle platformer

LocoRoco

Guide a changing body by tilting the landscape under it.

07

PSP 2008 Action adventure

God of War: Chains of Olympus

See how a new God of War campaign adapts arena combat and spectacle to PSP.

08

PSP 2007 Action RPG

Crisis Core: Final Fantasy VII

Follow Zack’s prequel through direct combat and the uncertainty of the Digital Mind Wave.

09

PSP 2006 3D platformer

Daxter

Explore a familiar city at a smaller character’s platforming scale.

10

PSP 2006 Tactical RPG

Jeanne d’Arc

Build a tactical turn around the ways adjacent allies can support each other.