Retro Gamer

THE 100 GREATEST RETRO GAMES

Seeing you’ve joined us for such an important issue, it seemed only right that we look at the many great games that have defined our hobby over the decades. Readers, developers and Retro Gamer contributors have told us about the games they feel have helped define the industry and we’re delighted to share them with you here.

Many of the games on this list are true trailblazers in their respective genres. Some kick-started the very genre itself, while others built on the work of previous games to shape the genre for the better or take it in new and exciting directions.

Of course, not every game necessarily fits this ideal, some define convention or feel so detached from a genre’s staples that they need their own new subcategory to define them – you’ll find those here too.

So what you may ask, qualifies as a retro game for this particular list? Basically the rules from issue 255 allowed for any PC games released in 2007 and before and any console games from the PS2 era, so Xbox, Gamecube, PlayStation 2 and Nintendo’s Game Boy Advance were all eligible, along with any home computers, consoles, handhelds and arcade games before that.

Even with a 2007 cut-off point it meant that thousands upon thousands of games were eligible for inclusion and we saw all sorts of lists, some featured established favourites, while others had odd curiosities that we’re looking forward to trying out. It’s great to see games like Psyvariar, Project Firestart and Moley Christmas being championed as a person’s most important game, even if nobody else voted for them. Gaming can be a greatly personal thing and the emotional impact a game can have on you is really quite something.

While we had a huge number of contributions from everyone, not every game is equal and it’s completely possible that your choices haven’t made the final cut (Nick had an extensive list of games to process in order to hammer out the final 100). Even if your most important retro game of all time hasn’t been included, we hope that you still enjoy trawling through the next 30 pages. And who knows? Maybe the game in question that you hold so dearly is seen that way by others and has actually made the coveted top spot. You’ll just have to read on to find out. (Don’t worry, it’s not Strider.)

100 CIVILIZATION

MICROPROSE • 1991

It’s a true testament to Civilization‘s innovative concept that, despite iterating over more than three decades, the core gameplay mechanisms of exploring, expanding, exploiting and exterminating as you guide your chosen empire from the dawn of man to the space age remain as irresistible as ever. AB

Through the Advances Chart one could play out the ultimate gaming fantasy – managing the course of human progress!
BRENT ELLISON
THE SECRET WORLD

99 PITFALL!

ACTIVISION • 1982

Atari’s original VCS (aka Atari 2600) was good for many things, but certainly not for creating complex platformers. Enter David Crane, who proved with this 1982 classic that he was able to get the absolute maximum out of the console’s feeble hardware: a huge, defining adventure made in just four kilobytes! PK

Taking the lead of what Adventure pioneered, Pitfall! made a grand colourful world of adventure with virtually no data per room/level.
TOM HALL
COMMANDER KEEN, DOOM

98 BOMB JACK

TEHKAN • 1984

Tehkan’s Bomb Jack was a refreshing breather from the banks of shoot- ’em-ups and driving games that dominated arcades throughout the Eighties. Defusing bombs around various famous locations remains an utterly compelling loop, while special mention goes to Elite’s genuinely superb Spectrum and Amstrad CPC home conversions. GM

I never played the arcade version but if it’s as addictive as the Speccie version I would have spent too much money on it.
BILL HARBISON
ARTIST, OCEAN

97 THE SENTINEL

GEOFF CRAMMOND • 1986

It’s telling that there have been so few replications of Geoff Crammond’s epic strategy gem. Yes it might take a long time to draw everything up on the screen, but that just adds to the game’s tense atmosphere. Titles like The Sentinel proved that home computers could offer rich, deep experiences. DJ

Another game that did a lot with a little in terms of visuals and graphics horsepower. Simple clever game design that managed to be quite ominous and sinister somehow.
MARTIN EDMONDSON
SHADOW OF THE BEAST, DRIVER

96 PRINCE OF PERSIA

BRØDERBUND SOFTWARE • 1989

Developed by Jordan Mechner on the Apple II, Prince Of Persia took platform gaming to another level. Aside from using the same rotoscoping technique from his earlier game, Karateka, Mechner imbued Prince Of Persia with clever puzzles, a compelling backstory and a strict one-hour time limit, heralding the start of a long-running franchise. DC

Prince Of Persia not only looked the part, but it FELT the part. It achieved this not by difficulty, but by using music, clever animation, cutscenes and anticipation. In other words, it was cinematic and the game industry has never been the same since.
MIKE MIKA
LLAMASOFT: THE JEFF MINTER STORY, ATARI 50: THE CELEBRATION

95 STARCRAFT

BLIZZARD ENTERTAINMENT • 1998

Arguably more than any other RTS of the time, StarCraft was built from the ground up with multiplayer in mind. It required more quick-thinking planning and skilled reactions than any other RTS from the era, even more than Blizzard’s other RTS title, Warcraft. As a result a strong esports scene built up around the game that has persisted to this day. AB

The one-disc, two-player solution was the breakthrough of [South Korea’s] Baangs, which became the true foundation of competitive online gaming worldwide.
ROGIER VAN KRALINGEN
RETRO GAMER PATRON

94 SHINING FORCE III

CAMELOT SOFTWARE PLANNING/SONIC! SOFTWARE PLANNING • 1999

Split across three scenarios, with only the first being released outside of Japan, Shining Force III continues the saga of one of gaming’s great RPG series. It’s known for its rich, deep and intriguing story as well as its exciting combat cutscenes that include hundreds of variations. FJ

The Saturn deserved more respect and Shining Force III should give many reasons to respect the machine. It’s fantastic to play and look at. And those battle scenes… absolutely wow, even today.
DARREN NICHOLLS
RETRO GAMER PATRON

93 DAY OF THE TENTACLE

LUCASARTS • 1993

LucasArt’s superb sequel to the classic Maniac Mansion is a point-and-click adventure through time. Bernard, Hoagie and Laverne can send items across time to one another through the chrono-john. This clever game design is as impressive now as it was on release and it’s telling that so few games have managed to be as successful with similar concepts. DG

Humour, great art direction, great writing, clever but ridiculous puzzles, history, time travel, it had it all! But wait, who is Tentacle, again?
TIM LONGO
STAR WARS: STARFIGHTER, HALO: INFINITE
I still make the pick up noises from this game to myself sometimes.
ALAN GALLACHER
RETRO GAMER PATRON

92 ULTIMA IV: QUEST OF THE AVATAR

ORIGIN SYSTEMS • 1985

Everyone will have their own personal favourite Ultima game, what with there being so many of these classic CRPGs. But Ultima IV eschewed cliched RPG tropes and a generic goal of hunting the Big Bad Guy as a primary directive for a story and experience centred around morality, self-improvement and spiritual enlightenment. AB

Richard Garriott breathes life into an enormous world and challenges your morals like no other game did in 1985.
NEIL THOMAS
RMCRETRO, THE CAVE

91 ROBOTRON: 2084

VID KIDZ • 1982

While it might not be the first twin-stick shooter, ’s hypnotic

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