55 - Gradius V (Playstation 2)

Gradius V is beautiful. Let's establish that first of all. This is what happens when a supremely talented developer is let loose on a modern console to create a 2D videogame. Glowing lasers, nebulous clouds, dense, twinkling starfields, flames, huge mechanical bosses and of course... some of the most satisfying explosions ever put into a game. The first stage with the Earth spinning around in the background is a visual treat and a stunning introduction. The attention to detail in the ever-moving backdrops throughout gives the game a great sense of place. I own a copy of the 'Perfect' DVD - a playthrough by one of Japan's most skillful gamers - and I often sit and watch the whole thing through. It's a great way to appreciate the artistry on display.

Ironically, Gradius V - developed by the uncompromisingly hardcore team at Treasure - turned out to be arguably the most accessible and playable in the series. It doesn't bash you over the head with insane difficulty the way many of the previous entries did, and any moderately competent player will find themselves slowly but surely progressing further and further with each attempt. One decision that was absolutely essential in this is the fact that the player ship respawns on destruction, with a chance to grab back any Options it had acquired.

It's also very exciting and dramatic, helped in large part by the superlative score by Hitoshi Sakimoto. The cutscene overture at the beginning of level 2 gives me goosebumps every single time.

The modern shmup market maintains a loyal fanbase, enough to keep a handful of specialist developers going. There are worthy entries here and there, but Gradius V simply blows them all away. It's the finest shmup since Treasure's own Ikaruga, and undoubtedly one of the finest ever made.

56 - Sokoban (Various)

All the best puzzle games stem from a very simple concept, and things don't come much simpler than Sokoban. Move boxes into designated positions in a room in the fewest number of steps, progress to the next, slightly trickier room. Irretrievably moving a box into the wrong place means resetting the level and trying again (you can't pull blocks backwards). That's it. No enemies (except a countdown clock in the arcade version), and no lives. Just a whole load of levels with very specific perfect solutions to find.

Of course, like all the best puzzle games it's incredibly addictive. Just beating a room isn't good enough - once that's done you get obsessed with cutting out unnecessary steps to find the most efficient solution.

Sokoban has been released in some form or other on just about every platform you could care to mention, some variants have added hazards and enemies which mixes things up a bit, but the original and best block-slider is still pure Sokoban.

57 - Starflight (Megadrive)

Being a space freak I was thrilled to bits with Starflight on the Megadrive. The 16-bit consoles weren't home to many games with this much depth - this was the kind of thing I'd normally be playing on the Amiga or ST - but Starflight is a game that kept me engrossed for countless hours, and still does.

Right from the start that depth becomes apparent when you have to select and train a crew for your ship, allocating funds to train each in particular skills - some races being more adept at certain tasks than others. Luckily early mistakes can be corrected by firing incompetents and hiring new blood. After assigning jobs it's off to work, which entails exploring the galaxy looking for tradeable commodities, surveying planets for suitable colonisation, and making contact with alien races, among other things. Your spacecraft can be upgraded using the money you make from trading and rewards for successful explorations, and along the way an epic plot unfolds.

The actual controls are very arcade-like. Your ship blasts around the solar systems on an overhead 2D display, and landing on a planet or station is achieved by simply swinging the ship around in enough of an arc to get caught by gravity. Planetfall can be tricky - your ship drops like a rock, and careful use of the thrusters are needed to place it in a safe spot without damage or destruction. The sections where you're directly controlling the craft act as a nice flipside to the planning and record-keeping that's necessary in the other parts of the game. Starflight mixes both together nicely.

58 - Pinball Dreams (Amiga)

Easily one of my most-played Amiga games, Pinball Dreams is still my gold standard when it comes to videogame pinball. Its own sequels offered more tables and increasingly enhanced visuals, but the basic feel of them remained the same - which is to say that the ball behaviour and control felt absolutely right - for a videogame. It also helps that I love every one of the tables on offer here.

This was the Amiga at its best. Colourful, detailed graphics that moved at speed perfectly smoothly, a collection of great tunes that not only complemented the tables but - importantly - didn't grate over time, and an essential responsiveness of control. Other pinball games have come along in the meantime but every one I've tried has left me cold in one way or another. Some fail on the physics, some try to merge the worlds of pinball and videogames and fail to do justice to either. Pinball Dreams and its sequels have a feel all their own... an ideal fusion of the game of pinball and the interface and visuals of a computer game. My own experience of real pinball has unfortunately mostly been the victim of wonky, ill-maintained tables lurking in pub corners, so Pinball Dreams always provided a comfy guarantee on that score.

I still play it regularly, and I even fire up the Amiga and load up my still-working discs from over a decade ago - trying to best the 'Graveyard' highscore my best friend thoughtfully saved onto my high-score table.

One day...!

59 - Gauntlet II (Arcade)

"Red wizard is IT"

One of the most enduring arcade games, Gauntlet is really as straightforward as they come but it's still incredibly good fun. My first experience of it was the Spectrum conversion of the first game, and I remember playing it right through the levels on the tape - and it just hanging on the loading screen as the tape came to a stop at the end of side two!

Later on I got Gauntlet II on the Atari ST, and many, many hours were spent in two-player mode with a friend. We'd jump onto a Gauntlet arcade machine wherever we spotted one and happily divest ourselves of change. Between the two games there's not much to choose, but the extra bits added to the second edge it out in my favourites. Looking back it's a real coin-gobbler, as I suppose all old arcade games were - there's not much in the way of strategic play. It remains superb fun in multiplayer though, and credits on MAME come rather cheaper...

60 - Lords of Chaos (Atari ST)

Another cracking turn-based strategy game from Julian Gollop and co., Lords of Chaos pits a number of wizards against each other magical combat, whilst trying to locate and enter a portal that appears randomly after a number of turns. Wizards can cast various spells - enhancing their own abilities or summoning creatures as allies to help them fight.

An aspect of the game that lends it a bit more depth is the creation of the player's wizard. Points can be allocated across several stats, with the remaining going towards mana for spellcasting. After each successful level the wizard gains more points, and wizards can be saved for use in future adventures. The main game itself is a bit short with only three scenarios, and an additional two in an expansion pack. It is very replayable though, even against the computer. In multiplayer it's.... magic (sorry).

I played it a lot on the Spectrum initially, but the icon-driven interface and improved graphics of the ST version won me over in the end. It's the kind of game that's begging for a modern remake, playable online.

61 - Starglider 2 (Amiga)

Starglider was a great, simple 3D shooter. Enjoyable enough but fairly limited. The sequel came along and blew me away with its depth, scale and technical achievement.

Starglider 2 was one of the first 16-bit games that really hit me with the leap forward that had been made over the Speccy and C64. It wasn't just a prettified version of something on the 8-bits, it was an entirely new level of freedom coupled with fast, smooth filled vector graphics and evocative audio.

The shooter elements are there, but on top of that is a quest that takes you onto and inside the various planets and moons of the Solice star system. The Egrons are back after their defeat in the first game, this time attempting to build a huge space station with which to destroy the planet Novenia. The player's task is to collect the parts and means to construct a neutron bomb with which to destroy the station. The spacecraft Icarus is completely free to travel the system, encountering space pirates between the planets, all manner of enemies on the surfaces and even giant mechanical whales in the upper atmospheres (whose songs provided a unique, landmark moment in Amiga gaming).

Goods can be traded for services and weapons in the supply depots deep beneath the planet surfaces - reached via a series of tunnels. The Icarus can also be refuelled in a variety of ways, the most dangerous being to skim close to Solice itself. There's a wonderful moment in Starglider 2 when you get into space and accelerate to lightspeed... a white flash and the background starfield disappears, leaving you racing along with ships flicking past, barely registering. It's one of the most simple yet satisfying effects I've encountered in a game.

Starglider 2 really gives a sense of a fully-realised, coherent solar system and a grand mission, but with enough immediate action to keep things exciting throughout.

62 - The Secret of Monkey Island (PC)

Guybrush Threepwood's quest to become a fearsome pirate became one of the best-loved adventure games of all time, and rightly so. Secret... is packed from opening to end credits with great characters, sparkling dialogue and genuine laugh-out-loud moments. This is where Lucasarts really hit their stride. While being tightly constructed it allows the player a lot of freedom in completing the various tasks required, which prevents frustration at getting stuck on one section. The highlight is the sword fighting, in which the combatants trade insults and comebacks to determine the outcome.

One of the very few adventure games I can play over and over again, just for the fun of it.

63 - R-Type I (PC Engine)

R-Type is drenched in gaming memories for me. I first discovered it in the smoky back room of the local arcade, and right from the off I knew it was something special. It was the first time I'd played a shmup where the environment felt such an integral part of the experience, as opposed to something to just crash into. Of course the Force orb was an infamous innovation, and the variety of weaponry lent a strategic feel to the proceedings (though to be fair you can adapt any of the weapons to the immediate task). I plunged many 10 pence pieces into that machine, and it gave me a good grounding for the home versions to follow.

No home version impressed quite like the PC Engine, though. I bought a PC Engine around 1988, and with it I got a couple of nondescript platform games... and R-Type. The platformers were quickly forgotten about and I settled down to a long, long period of playing nothing but R-Type (partly because I couldn't actually afford any more PC Engine games). Every single attack pattern is etched on my brain, and I played that PCE version so much that it became a kind of Zen exercise... true zone gaming.

The problem with R-Type is that it tails off in quality and innovation past level four, and the second half of the game doesn't live up to the promise of the first. Which is why R-Type I for the PC Engine makes an entry into my 100, and not the complete arcade version. R-Type I contains only the first four levels of the game, with the latter half appearing on a separate card, naturally titled R-Type II.

64 - Final Fantasy XII (Playstation 2)

Final Fantasy games were always quite different from each other in terms of specific systems - equipment, magic, abilities etc. but the basic template of the console RPG was always fairly rigid. By the time FFXII neared completion I'd had enough of the genre, and every entry I tried in any series left me cold. Mainly I no longer had the patience for random encounters and the necessary amounts of levelling required to progress.

Everything I heard about XII lifted my hopes. A team that had created some of my favourite games, no random battles, a gameworld scaled to the player characters and an intricate combat system that took care of the more mundane tasks. By the time the game released my anticipation for it was huge.

I wasn't disappointed. It's amazing what was squeezed out of the PS2 hardware purely in visual terms. The vast world of Ivalice has detail bursting from every corner, densely populated cities and towns, and everything is beautifully animated. It's genuinely enjoyable to just wander around the zones taking in the sights. It's a tour de force for the PS2, a perfect swansong for the machine.

The gameplay matches the technical achievement every step of the way. It's actually fun to run around and fight! The lack of a separate battle screen makes the game flow superbly, chaining together enemies as you make your way through each area. Boss fights are intensely tactical affairs, forcing you to adapt to changing situations on the fly.
Where other RPGs have held my interest through their stories or the compulsion to manipulate and exploit the various systems, Final Fantasy XII is a game I actually enjoy playing. You can lose yourself for hours in optional sidequests - the clan hunts being particularly addictive - and for the stat hounds the AI gambit system and license board has enough depth to keep you experimenting and tinkering through the night.

On a story level it's Yasumi Matsuno's usual blend of political intrigue, shady dealings and double-crosses. The plot is almost secondary to the experience of playing though. The epic feel of the game is enhanced by a magnificent score. Hitoshi Sakimoto bringing his big orchestral guns to bear and pulling off the substantial task with aplomb.

Final Fantasy XII took a series in desperate need of a change and single-handedly breathed new life into it. Rarely have my hopes been met so completely by a game I was looking forward to.

65 - Stargate (Arcade)

I'm rubbish at Stargate - I'll admit that from the off. I'm rubbish at Defender, too. That doesn't stop me from returning to this time and time again to get myself thrashed by a proper old-school classic. A few things are added that make me favour Stargate over its parent - a greater variety of enemies, a cloaking device, highly random hyperspace power and of course the Stargate itself, whose function changes depending on the game situation at the time.

I've played plenty of variants over a lot of platforms over the years, but when it comes down to it Stargate is one of those that doesn't really need any updating, and it certainly doesn't need any graphical embellishments. Having the onscreen action looking relatively simple is a blessing in something so insanely intense.

That doesn't mean it's not pretty though. Multicoloured enemies zip around the screen, explosions are glorious bursts of particles, and of course the laser is probably one of the most satisfying weapons to grace a shoot 'em up. Couple all this with the wonderfully raucous sound effects and you've got yourself the very essence of arcade gaming.

66 - Ys: The Oath In Felghana (PC)

Falcom took the third entry from their flagship franchise - a side-on platform action adventure on the 8 and 16-bit consoles - and gave it one hell of an overhaul. One of the most stunning remakes ever made, Felghana is a thrilling action RPG that stands toe-to-toe with any other entry in the genre. The 2D viewpoint is discarded in favour of an elevated 3D view, with beautifully rendered and animated environments ranging from gloomy caverns to snowcapped peaks.

The basic plot and structure remains the same. Red-haired hero Adol Christin, returning with his pal Dogi to Dogi's hometown, once again has to battle against an insidious evil and save the people of Redmont town. In game terms this means thrashing through hundreds of enemies over a variety of areas and facing off against some vicious old-school bosses.

Adol can collect money and precious items with which to upgrade and buy new equipment, and he levels up with experience. He also gains abilities along the way such as double-jump, dash and various magics. A cool element of the gameplay is that as enemies are dispatched they drop power-up items that give various bonuses for a certain period - increased attack power, magic, experience etc. It really encourages the player to keep moving and get stuck into the next group of bad guys, and this makes the game flow beautifully.

Of course, this being an Ys game special mention has to go to the soundtrack. Ys III probably had the best soundtrack in the series to start with, but the reworked version for Felghana is amazing, and undoubtedly one of the all-time greats. Every area has a memorable tune at the very least, but the dungeons are accompanied by some awesome rock arrangements.

As of the moment, Felghana has yet to receive any kind of western release (and it looks increasingly likely there won't be one), but it's perfectly playable with the minimum of guides, and a translation patch is nearing completion. It is a shame that such a stunning game in an overlooked genre remains somewhat obscure.

67 - Solar Jetman (NES)

Solar Jetman has something of a reputation for being an overly difficult game, which surprises me because it's one of the few games I've played above and beyond the call of duty. Even in the days where I'd spend all my free time playing games I didn't finish many, but I did finish this. I love Solar Jetman so much I even mapped the thing, which was really quite pointless.

In the vein of Gravitar and Thrust the player has to navigate a series of cavernous worlds, collecting fuel, crystals and ship parts and depositing them back at the landing craft. Jetman set out initially in a pod, which could rotate through 360 degrees, fire a weapon and tractor items back to the ship. If the pod got destroyed Jetman would be exposed and vulnerable in just his space-suit, and had to get back to his landing craft for another pod. He could still shoot in this form but couldn't take a hit.

The handling in Solar Jetman was pretty tricky and at times very frustrating - especially when carrying a particularly heavy load. You could upgrade the pods between levels though, which lent it a nice dimension that most other gravity games lacked. I was always impressed with the technical achievement of the game on the NES, and it seemed such an unlikely candidate for a console release at the time - much more thoughtful and slower-paced than most. Very welcome for a NES owner wanting a bit more to get his teeth into.

68 - Tower of Babel (Amiga)

Tower of Babel was one of the defining Amiga games for me. I was completely addicted to it for months, even creating my own towers (for no-one to play, seeing as nobody I knew played Tower of Babel...)

Anyway! It's a cracking puzzle game. You take control of three robots, each with a particular function: Zapper, Pusher, and Grabber, and tackle a series of levels in which particular objectives have to be met. Often the aim is to collect 'Klondikes' using the Grabber, but of course it's not as simple as that. Obstacles and enemies in the environment need to be overcome with careful planning, each level being an intricate puzzle with a definite solution. As the levels get more demanding you can even program your robots with a set of commands, Big Trak-style, then run them at once. It appeals to the really obsessive part of me, that likes to dissect a game completely and find a perfect solution or 100% completion.

The filled vector graphics haven't aged a bit, and the stately pace of it still draws you in. Throwing in a complete toolset to build your own levels just tops it off perfectly - it's great fun to play around with.

Tower of Babel perfectly represents a certain era and kind of game that I dearly miss.


69 - Syndicate (Amiga)

Syndicate is a cracking mix of strategy, action and RPG that gleefully throws morals out the window. It works on plenty of levels - the missions themselves being immense fun, co-ordinating your team of agents as they infiltrate the various levels and letting loose with a wide range of destructive weaponry. The sound and animation that goes with the shotgun is incredibly satisfying, to name just one thing. But then there's sniper lasers, rocket launchers, flamethrowers (who could ever forget the agonized screams of a flaming victim?). You can even steal vehicles and use them offensively.

The other side of the game is the company and team management. Thankfully the company economics is kept down to managing tax rates and making sure the countries you've captured don't revolt (this simply means having to re-do whatever mission is necessary to recapture it). Team building (literally) is a ton of fun. Your company uses its funds to research new technologies. Weapons, bionic upgrades, high-tech equipment. Everything your team needs to grow and take on the increasingly challenging missions. It's very satisfying to mould an agent into a super-fast, near-indestructible killing machine from the weak and vulnerable assassin that takes on the first mission.

With a great deal of replay value in the missions, Syndicate is a true classic that's still fantastically good fun today.

70 - Soukyugurentai (Saturn)

Soukyugurentai is a sadly overlooked entry in the Saturn's shmup lineup which I think is finally starting to gain wider appreciation. Like most Raizing efforts the action is incredibly fast and the screen is peppered with gunfire - though it's no bullet-hell shmup. It uses a lock-on system similar to Layer Section, and much use is made of the 3D space below the player's craft. This leads to some great dramatic moments in the action, such as a rapid descent through the clouds to attack waves of tanks, or a boss ship zooming up from the distance, past the player and off screen before finally settling into place.

A really great score from Hitoshi Sakimoto rounds off the package. A gem of a game that's easily picked up for very little - a refreshing change in the world of Saturn shmups.

71 - Speedball 2 (Amiga)

The Bitmap Brothers updated their early 16-bit future sport game with style to spare, bringing in a larger playing area and a deeper team management system alongside their distinctive metallic visuals.

Taking the down-on-its-luck team Brutal Deluxe up through the leagues was a blast, and there was plenty of tinkering to be done along the way, using your spoils to upgrade your squad with implants and replacement limbs. Things quickly became tough as you went from a division you'd dominated to the bottom rung of the next.

The usual high level of presentation is matched by fluid gameplay and a solid structure. A tremendously fun and satisfying game.

72 - Ikaruga (Dreamcast)

As the Dreamcast started to dwindle from the commercial scene, a lot of people rested their hopes on Treasure to deliver a great swansong for the machine. I hadn't played Radiant Silvergun at the time, so I didn't have any particular expectations going in. I just knew I fancied a new shmup and the thing looked awfully pretty in preview screens. As soon as it appeared at the local importer I threw down the cash, and spent the next couple of months a grinning, nervous wreck.

Ikaruga is tough. From the outset it really seems impenetrable because the instinct is to play it as a traditional shooter. It becomes clear that you have to approach it differently though, and things start to click into place. Treasure crafted a precise little puzzle with Ikaruga, with really only one solution. There's certainly plenty there for the obsessives to chase. The unbroken chain, the 1 credit clear, Dot Eater title. Perfecting the game is a serious proposition.


Of course, I never perfected it! I came very close to the 1CC but drifted away from it and never went back with the same level of dedication. Since then I like to fire it up now and again and just play casually.

73 - Day of the Tentacle (PC)

In the early 90s Lucasarts were on a roll, and their adventure game division was in the middle of an unbroken run of classic games. Perhaps only Origin at the time had the same level of adoration and fan loyalty. The original SCUMM interface had been refined over several games, and it reached its zenith with DOTT before being completely overhauled for the next game - Sam and Max Hit the Road. This was also one of the first SCUMM games to feature full voice acting on the CD version, and it goes without saying that the quality of characterization across the board was top-notch.

The plot is a mishmash of 50s B-movie staples, geek humour and pop culture satire, bursting with sight gags, puns and irreverent scenes (handing out exploding cigars to the founding fathers!). A genius bit of design came with the idea of the three kids working separately in three different time zones, but occupying the same space (Dr. Ed's mansion). This required some pretty inventive thinking and some fiendish puzzles. The great thing was, with so much going on if you found yourself stumped with one character you could switch to another and continue their part for a while instead of just banging your head.

Visually the game is very bold, with a super-exaggerated design in both the characters and environments. A love letter from the heyday of 256-colour VGA... PC games never looked better in my opinion.

74 - Cave Story (PC)

It's that darling of the PC indie scene! A game that's constantly in danger of being overhyped, but one that genuinely justifies the praise it gets. If this were released on the Super Nintendo people would have happily paid full price for it, and it would stand alongside the machine's other classic platformers. The fact that it's a free game created solely by one guy really gives hope to the oldschool fans - that one guy with enough talent and vision can create something great and get it out there for people to enjoy.

Cave Story takes its basic template from the Metroid games. A large gameworld that opens up to the player as they progress and gain abilities. There's not so much emphasis on backtracking though, it's more of a straightforward progression with a few sidequests here and there. Control of the main character has a superb weight, and different weapons can be cycled through easily for different situations.

There's a basic RPG element in terms of powering up your weapons, finding new equipment and increasing your life meter, and there are some clever uses of your equipment to overcome obstacles (firing downwards with the fully powered-up basic gun will thrust you into the air, jetpac-style). As you take hits though your weapons can lose power, but luckily energy crystals dropped by defeated enemies are plentiful. You'll need those weapons powered up, too, for some furious boss battles.

The visuals are pure pixellated beauty, superbly animated and full of character. The soundtrack is a little on the strange side but contains some wonderful tunes, and overall it fits the atmosphere of the game perfectly. On top of that the story is intriguing and charming. Really, what more could you want from a platform adventure?

75 - Puzzle Bobble (Super Nintendo)

While I'm not a particular fan of Bub and Bob's platform adventures, I find this spin-off series completely charming and addictive. Like all the best puzzle games the setup is simple - fire coloured bubbles onto other bubbles, stick three together and they pop. Each screen must be cleared within a time limit to move onto the next.

A few bubbles crop up that have special effects, like lightning bolts or waterfalls - essentially things that clear out a lot of bubbles at once. Mainly though it's about carefully aiming the bubble gun to stick the things right where you need them.

Buckets of cute but nicely challenging, it also has one of the most insanely catchy/annoying tunes ever written.

76 - Virus (Various)

The Archimedes computers at school were really only good for one thing: they all had a copy of Zarch lurking somewhere. Baffled the heck out of everyone that tried it. Thankfully it turned up on the other home computers as Virus. It still baffled a lot of people, though...

The premise is simple: Alien craft are traveling the landscape, spreading a virus that's destroying the land. Your job, piloting a highly maneuverable skimmer, is to take out the invaders before the virus spreads beyond repair. Each level takes place over a relatively small map area, and clearing out the enemies takes you onto the next.

The action plays out over a colourful patchwork 3D landscape that scrolls into view as the player flies over it, and the alien seeders float low over it while their escort craft patrol the higher skies. Movement of the player craft is an extremely delicate affair, capable of rotation through all axes. Controlling it with the mouse requires a great deal of skill and patience, so it's lucky that there's also a keyboard control option. The difficulty of the controls brought the game under harsh criticism at the time, and it's true that they aren't the easiest to get to grips with.

Despite the plentiful accidental crashes though, Virus remains a beguiling game. I love the strange atmosphere brought on by the visuals and the graceful movement of the craft. Just flying low over the landscape at speed is great fun. It's a game that's worth trying to master.

77 - Doom: The Roguelike (PC)

Aah... ASCII. Beautiful, isn't it? There has been a trend in recent years to turn the Roguelike template towards 'action' games. Castlevania, Aliens, Metroid, and more. This is my favourite though. It's the longest-developed and best supported, and that shows in the solidity of it.

It's very straightforward, which is perfect. You have an array of weapons and armour, ammo and medpacks. Apart from that it's off to work turning demons and ex-humans inside out. Music and sound effects are uncommon for Roguelikes but they're essential here. There are even destructible environments thanks to acid barrels and explosives. Turning an action-packed FPS into a turn-based ASCII game seems like a ridiculous idea at first, but the amazing thing is that it works so brilliantly. Of course it makes it a different beast altogether from its inspiration, but it's every bit as thrilling and intense.

78 - Pac-Man Championship Edition (Xbox 360)

Pac-Man C.E. surprised the hell out of me, as I think it did a lot of people. It turned up on Live Arcade and I didn't give it a second thought. I'm not a fan of Pac-Man and never have been. After hearing a bit of buzz about it from people that also weren't too keen on the original I thought I'd check it out at least.

Wow. This is how you take an established classic and rework it. The graphics are improved only in the sense that the resolution is upgraded, and a few special effects added (lightsources, glowing effects). In all other respects it looks like Pac-Man, and it's perfect. The controls are spot-on (though sometimes the accuracy required suffers from the 360s analogue sticks) and everything moves smoothly. Squelchy sound effects are present and correct, along with a reasonably throwaway tune - fine but neither memorable or annoying.

Instead of a purely endless mode the focus here is on a number of timed modes. Highscores are still the aim though - and to be honest its more about the score than surviving the time limit, as extra lives rack up pretty swiftly. It's a game perfectly designed for a 5 or 10-minute bash.

Pac-Man C.E. is one of the best reworkings of an old game I've ever had the pleasure of playing.

79 - Frequency (Playstation 2)

Frequency is probably the most 'in the zone' game I can imagine, and for a few months back in 2002 I was completely obsessed with it. I'd play it in the morning before leaving for work and find my fingers absent-mindedly tapping out note sections on any available surface throughout the day.

The premise is simple and perfectly executed: The player moves along a geometric tunnel, each side, or 'lane' of which represents a musical element in a particular song - drums, bass, guitar, vocals, and so on. Spread across each lane are nodes that have to be hit on time as they pass through the player's interface at the bottom of the screen. Hitting all the nodes in a section of the song activates that instrument for the next few bars, and the player can move onto another instrument by rotating the tunnel. In this way the song is built up and score multipliers are won by activating multiple sections without breaking the chain. Missing notes not only breaks the chain and forces the player to wait for the next bar to pick it up, but energy is lost. Run out of energy and it's game over.

Things start very simply, with notes to the left, centre and right spaced out very generously, playing along to slow-tempo songs. Aside from a couple of difficulty spikes the game is structured very well, and eventually the player finds themself rattling off lighting-fast combos on the top tier of songs. This is where that zone comes in. There are moments during Frequency where your mind simply detaches itself from your fingers and lets them do the work. Somehow you find yourself getting through chains of notes you can barely follow with your eyes, and that's an amazing feeling.

Harmonix have gone on to tweak and reinvent their rhythm action template, but so far they've failed to hit the purity and perfect structure of Frequency again.

80 - Contra III (Super Nintendo)

Oh yeah.

The picture pretty much sums up the greatness of Contra III: Destruction. Fire. Guns. It's a truly awesome action game that from the off never lets up. There's a great variety in the stages, too, from side-on run and gun to top-down free-roaming to high-speed jetbike riding. The game really mixes it up in terms of what the player has to do and as a consequence the entire thing flows beautifully and keeps you completely focused.

There are some great boss encounters along the way - the giant Snatcher-style robot that claws a door open being particularly memorable. It's quite challenging and I daresay a little cheap in places, but it's so much fun to play you always come back for more. This was probably the first thing on the SNES that really blew me away and made it quite obvious that - as far as arcade games go - it was streets ahead of the Amiga and even Megadrive stuff I had been playing.

The soundtrack is stunning, one of the finest scores to come out of the SNES. Exciting, pumping techno and rock that perfectly complements the action, and there are plenty of meaty sound effects to round it off (great explosions especially).

81 - Resident Evil 3 (Playstation)

Resident Evil 3 tends to be considered a bit of a water-treading entry in the series, not really adding anything to the main thrust of the plot that runs through the games. I think what people forget is that it's also a superbly structured action adventure that - while offering nothing new or essential in terms of the Resi canon - can stand toe-to-toe with its predecessors when it comes to thrills and overall polish.

The story of Jill Valentine's escape from Raccoon City is more streamlined than the relatively stately first game and first half of the second. Naturally there's the puzzle element and a bit of to-and-fro, but it doesn't hang about much and the pace really does lend a feeling of desperation. It's also something of a chase movie, with the Nemesis mutant stalking Jill throughout. There's a nice little section where the game overlaps a little with Resi 2, which helps add a sense of continuity to the Raccoon City tale.

There are a couple of technical improvements, mainly the 180-degree turn and the fact that you can actually walk up and down stairs freely, and the visuals retain that wonderfully gritty look. Partly out of design and partly out of necessity.

It's also very replayable, both in the main story mode and the truly superb Mercenaries bonus mode - a timed run through a section of the city to rescue survivors. Each successful run unlocks a profile for a character - 9 in all. A frivolous touch but it's very compelling to collect them all. Overall, Resident Evil 3 remains one of my favourite action adventure games. It's a good, solid entry that's just really well-made and entertaining.

82 - Gravity-Force (Amiga)

As the title suggests, this is another gravity game. Here though there is a more complicated task at hand. You have to navigate your craft through 49 caves, picking up cargoes and returning them to your base. A variety of obstacles are out to stop you doing just that, from fixed gun emplacements to huge ships that roam freely around the levels. Thankfully your ship is armed too (though some enemies are invulnerable to your fire).

The weight of the cargo affects the handling of your craft, and later levels become very tricky indeed - planning out your routes based on your fuel reserves and whether to go for multiple trips or try to take as much as possible at once. One feature that makes the game easier is that whatever you achieve during a life stays completed when you respawn after a crash or unlucky encounter. Also, every five levels you get a password to start fresh from there when you next play. It's also a little more forgiving than most with regard to landing your craft (you don't have to be precisely level or moving at a snail's pace to land safely).

The one-player game is challenging and fun enough, but there are also a couple of two-player modes: Race and Battle. Both are fairly self-explanatory and immense fun. For Battle mode, think Combat but with that added element of gravity. This two-player aspect was taken a notch higher in the sequels Gravity-Force 2 and Gravity Power, but the lure of the one-player mode makes this a favourite with me.

83 - The Great Escape (Spectrum)

This game has really held up amazingly well. It's every bit as thrilling, tense and rewarding as it ever was. It still looks great, too.

There's something so appealing about the sneakiness of the task at hand. Nipping out at night, avoiding the guards and spotlights... carefully breaking away from the day-to-day routine to pick up the Red Cross parcel, or move some contraband through your tunnel. Even though it's a pretty short, small-scale game it remains very replayable because it's so much fun. It's by far my favourite of the raft of isometric games that appeared on the Spectrum.

84 - Millennium 2.2 (Atari ST)

Here's another example of a game having just the right balance of depth and simplicity. I was hooked on this back in the day and despite (or perhaps because of) its straightforward accessibility I still consider it one of the best 'static screen' strategy games ever made.

Earth has become uninhabitable and as commander of a solitary moon base it's your job to repopulate the solar system. Starting out with 100 colonists, no spacecraft and barely more than a battery for power you have to research technology, gather resources to build improvements, spacecraft and defences, and finally reach out to the other planets and moons with fresh colonies. Before long however you find you're not alone in your ambitions and a race for supremacy begins.

Millennium 2.2 concentrates solely on the expansion of the colonists. There are no elections to worry about, no provision of food or entertainment, no economy to manage. It's a streamlined number and it's all the better for it. I've since played strategy games that take micomanagement to insane new levels, and I always drop out overwhelmed and bored. Millennium 2.2 does get slightly bogged down in the end game when you have dozens of spacecraft and colonies to oversee, but the interface is so intuitive and the visuals so refreshingly simple and functional that never becomes too much of a chore.

85 - Earth Shaker (Spectrum)

The tunneling / gem collecting / puzzle solving game has cropped up in many guises over many platforms, and so many of them blur together that its almost pointless to choose a favourite. Right from Repton 2 on the Acorn Electron - my first experience of the genre - I've been a fan, and I've dipped into many takes on the formula. What I like about Earth Shaker is that it holds up in terms of control, technical performance and challenge, and it adds a few extra elements that make it a little more interesting than the majority.

Of course basically you have to collect gems and exit the level without getting crushed by any falling items, and before running out of time (or beans in this case), but there's also the overall puzzle elements of doing so without cutting off access to any of the gems, and a variety of obstacles that can help or hinder you.

86 - Metroid Zero Mission (Game Boy Advance)

I'm not a diehard fan of the Metroid series, and in fact I let it pass me by almost completely until I played Zero Mission last year. I had dabbled in Super Metroid a few times but it never grabbed me for one reason or other. Zero Mission grabbed me with both hands, and didn't let go until I'd finished it. Hell - coming remotely close to finishing any game these days is something for me, so this one did something very right.

I can only trot out the usual praises for the Metroid style: A player character whose abilities grow as she explores, thereby opening up access to previously inaccessible areas, a tremendously atmospheric and varied set of environments complemented by an evocative soundtrack, and finally a puzzle-solving aspect that covers the entire gameworld. The movement of Samus is so solid and satisfying that simply running around the levels is a pleasure - and actually alleviates what might otherwise be tiresome backtracking (though in the case of Zero Mission the back and forth is punctuated by plenty of new events and secrets).

This is my favourite Metroid game, which obviously discounts Super Metroid from appearing higher in this list. I prefer the controls and feel of Zero Mission, and that's enough to stand it apart because to be honest the Metroid template didn't change much between the two in terms of structure.

87 - Street Fighter Alpha 2 (Saturn)

This is, for me, where the Street Fighter series reached its peak. Midway between the slightly clunky simplicity of the original and the expert-centric Street Fighter III. I mostly played SFII on the SNES in its original conversion, and boy did I play it. I can't think of many games aside from RPGs that I've put so much time into, but SFII was a regular after-school feature hours every night for months.

Since that time I haven't revisited it much (it's so geared towards two-player as are all beat 'em ups), but the time I spent with Alpha 2 on the Saturn convinced me that this was as good as it got. Many would argue for Alpha 3 but I dislike the -isms, and generally found that it was there that the series started to overcomplicate (indeed, SF IIIs counter/combo system does nothing but leave me aching for simpler times).

Nice clean visuals, well animated enough and good old-fashioned, no-nonsense bonecrunching fun.

88 - Zanac Neo (Playstation)

A rather unsung gem in the realm of great shmups. Zanac Neo was Compiles last hurrah, but what a send-off it was. Anyone who's played Zanac or Aleste or most other Compile shmups will know the score as far as gameplay goes (they never strayed too far from their particular template). What Neo does is take all that and polish it to perfection. The action moves incredibly fast, and this is a game more about reflexes and pure instinct than memorization and bullet patterns.

Having said that though, it is rather easy. Extra lives stack up throughout the game and only really start to dwindle during the last stage and boss. Grabbing hold of one of the many available orange spheres grants a couple of seconds of invincibility which helps you through the hairier situations. In the end though it's just incredibly good fun to play. It's a pure arcade blaster with no regard for scenery, score systems or any of the things that a lot of modern shmups get hung up on. It's literally a blast.

89 - Final Fantasy VIII (Playstation)

Well well, what have we here. Probably one of the more controversial entries in the FF series. Coming as it did after the spectacular success and near-universal praise for VII, this one shook up the formula so much that it became very divisive. A few things factor into this: FFVII was a lot of peoples introduction to the series - particularly in Europe - so they tended not to be familiar with the fact that a lot of things change between every FF and always have, right from the start. Out went Materia and in came Junctioning, a system that baffled as much as it impressed. Secondly, cute superdeformed characters were out and replaced with realistic-looking human characters (or as realistic as the PS could manage at the time). The plot was a shambles. An ever-so-slightly mopey main character topped off the concoction, and as Metal Gear Solid 2 discovered, gamers tend to prefer liking their onscreen character.

Enough of that though, because what we have here is a magnificently flawed RPG. One that despite its faults has a heck of a lot going for it in terms of systems and structure. The plot is almost irrelevant - and indeed becomes so convoluted and unfocused that it's barely worth following - and character relationships are handled as clumsily as ever, but let's get to the nitty gritty. I play RPGs for the overwhelming reason that I like to mess about with stats and systems, and FFVIII has a great mechanic lurking beneath its surface. Character abilities and attributes can be customized on the fly and switched around at will, and the Guardian Force abilities allow for a whole extra bunch of nifty tricks. The scope for abuse is massive, and its fair to say that if you have the patience to work out how, you can be pretty much invincible from very early on. Wouldn't that spoil it, though? No... because that's why I play it - to work these things out and exploit them. It's certainly not for the story!

The funny thing is that despite actually achieving the goals of maxing the starts and essentially 'doing all there is to do', I can always happily return to FFVIII and do it again. There are very few 'big' games that I can say that about.

FFVIII was created whan Playstation development was really starting to hit its stride, and as a consequence its one of the more attractive and technically accomplished games for the system. It also features a great soundtrack. In fact it contains my favourite boss tune from the series yet - The Extreme.

The true icing on the cake is the Triple Triad card game. I spent many hours simply wandering around playing cards with NPCs in order to complete the set. I loved it so much I even pondered dropping a few hundred pounds on a real set of cards, before coming to my senses and realising I wouldn't actually have anyone to play with...

90 - The Lords of Midnight (Spectrum)

The lands of the Free are in peril, threatened by the foul Witchking of Midnight, Doomdark. It's up to the player to control and command the Lords of Midnight in an effort to both counter Doomdark's encroaching armies, and build an army strong enough to take the fight to him. That's just half of the story though: the player can also choose to take Morkin on a solitary quest into Doomdark's domain to destroy the Ice Crown - the source of Doomdark's powers. Only Morkin can do this, as he is immune to the ice fear that terrifies the Free, thanks to his ownership of the Moon Ring.

It's all a bit Tolkien, but that doesn't matter one bit. What we have here is a true classic. A sprawling epic that takes a great deal of planning and strategy to beat. Its most attractive feature is undoubtedly the first-person viewpoint, with movement through 8 compass directions and a consistent landscape with varying terrain and obstacles. As the heroes travel throughout the land they can recruit other lords and their armies, garrison soldiers at keeps and citadels, storm the enemy's fortresses and meet them in the field of battle.

Perhaps the most remarkable thing is that Mike Singleton squeezed this epic into a 48k Spectrum. The sequel, Doomdark's Revenge offered more tactical variety and is every bit as good, but I've been enchanted by this original since I first attempted it many years ago.

91 - Lunar Lander (Arcade)

The first of a number of entries that employ a particular mechanic that I'm a fan of, namely gravity. Delicately controlling a craft or character while working against the force of gravity and conserving fuel. This is the idea at its most basic - simply directing a landing craft onto a suitably flat section of a landscape. The smaller the section the higher the score. Coming in uneven or too fast results in a crash and failure.

Lunar Lander has been remade countless times over many platforms (I was most familiar with an Amiga public domain version until I came across the arcade original). In any incarnation it remains one of the most rewarding and nerve-wracking gaming experiences available, and proof positive of the power of simplicity in game design.

92 - Thunder Force III (Megadrive)

Some would argue for the fourth entry in Tecno Soft's shmup series, but TFIII came along at a perfect time for me. I was deeply in love with the Megadrive and this game pretty much encapsulated everything that was great about the machine. It's a stunning technical achievement - fast, furious and very challenging. It's a real old-school shmup, forcing improvement as much by memorization as reactionary skills.

The icing on the cake is the soundtrack, which is probably one of the finest ever created for a videogame. Every single stage has a fantastic, memorable tune which really made the Megadrive's FM chip sing. In my opinion few developers could get a handle on how to best use the machine's distinctive sound, but Tecno Soft certainly had it down to a fine art.

93 - Motos (Arcade)

One of the most maddeningly frustrating but hugely addictive games I've ever played. I used to have it for the Spectrum, and I poured hours into it. I even have a dim recollection of finishing it (I did used to finish games back in those days). The Speccy version was excellently done, but I'm choosing the arcade version for its smoothness and colour.

The aim of the game is simply to bump into your adversaries and force them off the edge of the playing area. They're trying to do the same to you, and there are more of them. You can get items that increase your bumping power and let you jump over gaps... aaaand that's about it! Simple stuff, but there's something uniquely compelling and tense about being in the midst of several enemies, trying to manoeuvre yourself into a controlling position.

Oh, and if you're taking too long on a screen the squares start getting destroyed one by one.

Motos is a wonderful little game, one that sprung from a simple initial idea and carried it out without overdoing things. It has that special purity that the best arcade games share.

94 - Stunt Car Racer (Atari ST / Amiga)

Racing game maestro (Sir) Geoff Crammond went a little off his own beaten track with this extremely fun game, which sees a pair of dune buggy-style vehicles competing on some truly crazy courses. Things start off fairly sedate to ease you in, but soon you're quite literally ski-jumping your vehicle around some very punishing tracks. Even these buggies can only take so much damage though, indicated by an ever-lengthening crack along the rollbar and a few popped rivets.

The key to the game is learning precisely the right speed at which to tackle every jump and bump - as well as keeping the car on the track, naturally! Stunt Car Racer has a very special feel to it... the handling of the car over the undulating track is pitched just right - a perfect balance of control and chaos. Reaching the top of division 1 was very challenging but incredibly rewarding. You could even link up two computers for head-to-head action, cross-platform.

Boom!

I wonder if anyone can actually draw a picture involving explosions, gunfire or any kind of flying vehicles without voicing the sound effects as they work. I know I'm not alone in this...

95 - Zak McKracken and the Alien Mindbenders (Various)

I'd dabbled in adventure games on the Spectrum, text-input stuff with the occasional splash of graphics, but I was never a devoted fan of the genre. That all changed when I got an Atari ST and was simultaneously exposed to Sierra and (then) Lucasfilm Games. The Sierra games captivated me for a while (particularly King's Quest III), but once I'd tasted the SCUMM system there was no going back. I was instantly smitten.

One particular thing about Zak McKracken was that it was funny. Really genuinely funny in all kinds of ways, from dumb slapstick to clever puns and sight gags. Even when I was completely stumped - and I often was - I just loved being in this world, and the great SCUMM system played a large part in that. Big, colorful graphics, smooth animation, and epic locations that spanned not only the Earth but visited space and Mars to boot. I remember being incredibly geekily impressed that you had to use the airlock properly on the Mars spacecraft!

The storyline was incredibly silly and that did impact negatively on the puzzles somewhat (some rather outlandish thinking was required in a few cases). Still, it wasn't enough to deter me from spending a large amount of time with the game, and I still give it a play through every couple of years. It's aged beautifully.

Zak McKracken began a long-lasting love affair with Lucasarts adventures. It was a terrifically fresh and entertaining start for me, but there was even better to come...

96 - Interphase (Atari ST / Amiga)


Interphase was one of the few games that tackled the Cyberpunk genre and pulled it off with complete success. While other games concentrated on the exterior world of the future, Interphase took you inside an advanced computer system - Cyberspace, to all intents and purposes. The aim of the game is to interact and modify this virtual representation of a corrupt corporation's security system, enabling a counterpart in the physical world to pass unhindered from floor to floor (12 in all) of the actual building itself, in order to retrieve and destroy a dangerous 'Dreamtrack' program - devised by the corporation to subliminally brainwash users.

Real-world doors, security cameras, lifts and the like are represented by their controlling mechanisms in the virtual space. When your partner comes up against a locked door you have to find it and disable the lock, for example. A strong puzzle element comes into play from planning a route through each floor, making sure your partner doesn't fall foul of any security measures. Of course, the virtual space is also teeming with hazards and enemies, so there is a great balance between tactical thought and straightforward action.

The game still looks great today, thanks to its simple but effective polygonal styling. A quite unique idea that still plays like a charm.

97 - Strider (Megadrive)

There's a kind of roughness to the Megadrive conversion of Strider that appeals to me. It's a bit glitchy and a bit buggy but there's something about the speed of it, the sheer abandon of the action that elevates it above its arcade parent.

Strider is one of the most intensely exciting platform arcade games ever made. It's jam-packed with cool moments and memorable environments and it moves like the wind. There's some story or other in there but who cares about that - it's all about jumping, sliding, swinging and sprinting your way around an admittedly small bunch of levels, slicing up anything in your way. This was I think the first game I played where the soundtrack cued perfectly with the action onscreen, too. That alone lends it a sense of cinematic drama that other more pedestrian platformers lack.

It's such a shame Capcom kind of forgot about this great character. The possibilities for level design alone are enticing, given the athletic abilities of the hero. A pretty decent 3D-2D sequel turned up years later but it was really no match for this short but oh so sweet experience.

98 - Galaga '88 (Arcade)


I spent many 10ps in the Galaxian machine of the local chip shop when I was a kid (standing on the stool and all that rose-tinted stuff), and although I never really got any good at the thing it always mesmerized me. A few years later Namco perfected the template with Galaga '88, which I first experienced on the PC Engine (a fine conversion indeed). The core gameplay remains the same, rows of aliens fly onto the screen and join together in a shuffling chorus line, occasionally making divebomb attacks at the player who has to simply clear them out to progress.

There are a few extra things bunged in such as bonus stages (Dimensions, as the game has it) and some modest power-ups, but it's the simplicity of that basic game that keeps it surprisingly fresh and addictive. Some obvious cosmetic additions such as more detailed sprites and a very satisfying range of sound effects are welcome and give it the slight aesthetic edge over previous incarnations.

I'm still rubbish at it, though.

Vectrex


Even though I've been a gamer almost as far back as I can remember and have been through a myriad of different machines, for some reason I never considered trying a Vectrex. Never thought about it, never looked into it or even read much about it. I am a retrogamer at heart but I do have a rather dim view of early 80s home consoles. I don't feel they've aged well at all. I recently got hold of an Atari 2600 - luckily very cheap - and spent all of 20 seconds with each game I had before consigning it to the loft.

Something that should have been very obvious occurred to me recently though... What are a few of my favourite 'things' about games? Well, for one I like old-school pixel art, and for another I love vector graphics. I've been playing things like Thrust Xtreme and Geometry Wars a lot lately, and I've always had this deep-down feeling that this is how videogames should look. The perfect simplicity of shapes built from coloured lines. It never ages aesthetically, and to this day I consider games like Tempest and Gravitron to be among the most attractive ever made.

With this in mind I turned my attention towards the Vectrex. It's an old console but being vector-based as it is it remains completely fresh. After a bit of messing about with emulators I bit the bullet and went ebaying. Picked up a bargain and within a couple of days I had it. I'm not disappointed, it really is a lovely little machine. Emulation doesn't quite do the Vectrex justice because a PC monitor can't replicate the lovely glow and ghosting effects you get from a CRT screen. In this regard it's one of the few cases where I'd advocate owning and using the original hardware purely from a playability perspective (as opposed to, say, collecting SNES stuff which is perfectly emulated).

The games are naturally centred around old-school arcade staples. Highscores are the order of the day here, which fits perfectly with my main gaming sensibilities these days. Although the machine was doomed by its untimely entry into the videogame market right before the '84 crash, it's one of the most avidly supported homebrew platforms out there. People still make games for it (the original lineup and inner working of the machine have been generously given over to the public domain by the manufacturer), and some people actually produce proper cartridges - some going as far as to lavish them with full box, instructions and coloured overlay for the screen.

I'm having a ton of fun with it and I highly recommend picking one up.

http://en.wikipedia.org/wiki/Vectrex
http://www.vectrexnews.com/

99 - Dodonpachi (Arcade)


Balancing precariously on the point where bullet hell shmups took over more traditional ones in the arcades, this is still my favourite from the Cave stable. From a gameplay point of view it eases you in quite gently, gradually throwing more and more at you. Unlike the ultra-niche domain the genre has become these days, Dodonpachi makes you believe you can actually crack it without spending every waking moment of your existence memorizing bullet patterns and scoring systems.

The icing on the cake is that it's gloriously noisy and it has a kind of gritty low-tech look to it that perfectly fits the no-nonsense destruction.

100 - Armada Online (PC)


I've been tooling about with the alpha version of this for a few months, but even with a severely limited functionality it makes its way into my 100. I enjoyed the Dreamcast original very much. Straightforward, fast-paced and rather addictive. Armada Online takes that and turns the pace down somewhat, focusing on a more tactical level of combat and different areas offering different objectives and play styles.

Essentially the game consists of a number of combat objectives that players can team up to take on. Alliances are formed, preparations are made, then its off to fight the bad guys. Aside from the combat there are ship upgrades, personal skills that affect your combat, mining and trade abilities, and 'influence', which allows you to purchase limited-time bonuses. There are also plans for a fairly in-depth item creation element. So it's perfect for a quick blast but promises to offer the kind of depth that keeps online gamers coming back for more.

Everything is mouse controlled, with the option to use keys for equipment shortcuts. Using your weapons wisely is important, as each one takes its toll on your ship's energy banks. As you rise up the technical ladder you'll be tougher and more maneuverable, but as with all these games you have very humble beginnings. These early parts can feel a bit slow (dare I use the fateful word grind), but it's also remarkably relaxing. It's absolutely gorgeous too, the perfect blend of 3D objects and a 2D playing field. There's a lot still to be implemented but even at this stage its an impressive piece of work.

Top 100 Games

What with everyone and their dog compiling their lists of the hundred bestest videogames ever, I thought what the heck - I love making lists so I may as well do the same. Of course the difference with this one is that it's my 100 favourite videogames. Mine all mine.

This will take me ages to do but whatever - the list is compiled already, it's just up to me to post an entry ever now and then! For the most part there is no particular order to them until I get to the very top, which is pretty much set in stone.

Transformers

I can't really say I'm disappointed with this film, because I went in with Bay - level expectations and I got exactly that. The most frustrating thing is that there's good stuff in there, but it's buried below tonnes of ham-fisted emotional efforts and clumsy, chaotic action scenes.

The good stuff being the early parts of the film. The build-up of tension and mystery as unknown assailants prey on the military, and a new car exhibits some very odd behaviour. All of this is wiped off the screen once the central device (literally) of the story comes into play and the film barrels about from set-piece to set-piece - mostly without any logical reason (why for example do the Autobots waste time creeping around Sam's garden when the item they're after is so desperately vital? With giant robots rampaging all over the place do we really care whether or not Sam's parents see them?). Later on Sam is tasked with taking the Allspark to the roof of a building on foot - something any one of the Autobots could have done in seconds.

Performances are fine... Leboeuf in particular I was impressed with. John Turturro has fun with an atypical role, providing some decent comedy. The only weak spots come with a couple of the bit parts and Megan Fox, who is vapid beyond belief. I could have entirely lived without the secondary plot involving the soldiers from Qatar, but I suppose you have to throw a bone to the US military ego when you're borrowing their stuff.

I guess special mention should go to the Transformers themselves, which are realised completely convincingly. Unfortunately for them Bay's lack of flair with action reduces most of them to a blurry mess of metal shot from handheld close-up. Everything feels too tight and if anything really needs a sense of scale it's giant robots beating the crap out of each other. I never got that tingly feeling I wanted when Prime and Megatron were set to face off (indeed, that fight kind of fizzled to a close without me even realising at first).

All in all a passable dumb summer flick, but nothing special at all and amazingly quite boring in places.