#70: Crash Team Racing
(Naughty Dog - Playstation, 1999)
Here it is, you guys: the secret behind every great kart racer.
The God damn jumps.
Every kart racer that even came close to the top 100 makes jumping a key mechanic. In Crash Team Racing's case, the bigger your jump is, the bigger the boost you get. If you're playing the game "right" then your driving is a constant stream of boosts from drifting, power-ups, boost pads, and taking huge jumps. If you're driving in a straight line for more than a second or two, you have made mistakes. I mean,
look at this nonsense. The circuit may as well be a damn skate park, and it's as enjoyable as it looks.
The driving's great on its own, but another crucial element is the weaponry. In a broad sense, the quality of a kart racer's weapon balance can be summed up across the entire genre with one simple question: "Does the really good item that the dude in last place gets fuck
everybody over, or just the dude in first place?" For CTR, the answer is the former, which means the balancing is A-OK. Like most kart racers, your arsenal is the standard mix of turbo boosts, protective shields and homing missiles, but the key distinction here is the ability to power them up. Similar to Mario Kart's coins and Diddy Kong Racing's bananas, Wumpa fruit is strewn about CTR's tracks, and collecting ten of them turns every power-up you collect into a buffed version. It's a much better incentive for collection than the standard negligible speed boost.
Not content with taking just the game's banana mechanic, CTR's adventure mode is directly inspired by Diddy Kong Racing. You navigate various hubs and participate in races, challenges, and boss showdowns similar to Rare's kart racer, but Naughty Dog made some improvements that keeps the single player from feeling like a grind, including better collection objectives and a smart usage of Crash 3's crate-laden time attack mode. Your standard multiplayer exhibition races and battle modes are in here, too, but the game's single player is what you should play this for.
As Naughty Dog's first attempt at the genre, Crash Team Racing is impressive to say the least. It feels like an idea from the unfocused Crash Bandicoot: Warped that was given the time and attention it needed to be something great. The tracks are cleverly designed with many challenging shortcuts, the weapons all feel useful yet kept in check, and the driving alone is some of the most fun you can have on the Playstation. I can only think of one kart racer I enjoy more.
#Sixty Niiiiiiine: Def Jam: Fight for NY
(EA Canada, AKI - Playstation 2, 2004)
Whether it's the braggadocio, larger-than-life personas, or its often competitive nature, hip-hop has a surprising amount of common ground with professional wrestling. It's why EA's Def Jam series of games wasn't as out of left field as a lot people claimed it was back in the early 2000s. The first game, Vendetta, was a pretty solid title in the vein of AKI's N64 games (with an injection of EA Sports Big's over-the-top action), but it wouldn't be until Fight for NY that the series' gameplay would evolve beyond its pro wrestling roots and gain more of its own identity.
FFNY still resembles AKI's classic gameplay and there's still plenty of wrestling moves to pull off, but the controls and mechanics have been greatly expanded upon, resulting in something that feels more like a 3D fighting game (likely the reason it was published by EA proper instead of any Sports label). Fighting moves at a rapid pace and is as fluid as AKI's games have ever been, which is a very welcome change from the slow, stiff combat of games like WWF No Mercy and Wrestlemania 2000. The speed of the gameplay really sells the damage you're doing to your opponent in a way that AKI's N64 work never did, and it makes playing the game a shitload of fun. Fights are no longer confined to a ring, which adds a bunch of environmental elements to employ during matches, and significantly expands the game's list of modes. Pinfalls are gone and replaced with a knockout mechanic, putting more emphasis on the fucking insane finishing moves that look like they
kill the opponent more often than not. There's a deep moveset, but nothing is too difficult to pull off, so most of the challenge comes from timing reversals and counters as opposed to learning and executing complex button combinations. FFNY very gracefully walks the line between depth and simplicity, making it a joy to play.
Odds are that if you have any interest in hip-hop, you're going to enjoy what the game's huge roster has to offer. There's a healthy mix of artists from all eras and regions of American hip-hop, including veterans like Ice-T and Slick Rick, modern (for 2004) rappers like Ludacris and David Banner, Wu-Tang members, and an array of original characters. Most of the cast is playing fictionalized versions of themselves, which provides opportunities for some inspired casting, some of which is outside of the Def Jam label or even hip-hop. Your trainer throughout the game is for some reason Black Flag's Henry Rollins, and the big bad of the game's story is played by Snoop Dogg, who does what he does best by being the coolest motherfucker any time he's on screen. Hell, even career badass Danny Trejo somehow found his way into the game, playing the role of Snoop's muscle. It's an incredibly novel cast regardless of your stake in hip-hop music.
It probably goes without saying, but FFNY's hip-hop soundtrack is as robust as its cast. Thankfully, they didn't just slap on a bunch of music from Def Jam artists and call it day. There's plenty of music Def Jam from artists like Redman and Joe Budden, but they also got tracks from Outkast, LL Cool J, and Busta Rhymes. There's a lot of great hip-hop here, and even better fight music.
Def Jam: Fight for NY is easily AKI's best title. I'd tell you that you don't even have to be into hip-hop to get a lot out of it, but it certainly goes a long way for me.
#68: OutRun 2006: Coast 2 Coast
(Sumo Digital, original game by SEGA AM2 - PC, 2006)
OutRun 2 is the culmination of all of SEGA AM2's work in the racing game genre. Almost twenty years of arcade racing experience is put on full display, taking lessons learned from games like Daytona USA and the original OutRun and using them to make the best arcade racer you can play. OutRun 2006: Coast 2 Coast is basically Super OutRun 2 Turbo, and introduces some crucial improvements as well as substantial single player content.
OutRun 2006 has some of the finest driving in any video game. It's the best of both of AM2's racing styles: you're weaving through traffic like an Out Run or Hang-On but also drifting and drafting like a Daytona or Scud Race. New to Coast 2 Coast, the addition of Daytona's slipstream drafting is particularly brilliant in the context of OutRun since it turns traffic into an asset as much as it is an obstacle. And the drifting. Jesus Christ, the drifting. If you're the type of person who loves drifting in racing games, you need to play this. Drifting is so God damn good in OutRun 2. You just tap the brakes for a fraction of a second and you
swing around the corner like you shot a grappling hook at the apex of the turn. There's little else like it.
Outrun 2006 has two sets of 15 tracks, and while they're all about a minute each, they make a lot of content out of them. One of the things 2006 adds to the game is the titular Coast 2 Coast, which is the game's main single player mode. It features more traditional races that you wouldn't get in the standard arcade mode, but the real draw of Coast 2 Coast is its expansion of OutRun 2's goofy batch of side activities from Heart Attack mode. The more interesting sections of Coast 2 Coast will have you dribbling beach balls, cutting ribbons held up by pairs of cars, avoiding UFOs, and crashing into ghosts. There's multiple groups of these creative objectives on each course, meaning there's loads of replay value.
This is a SEGA AM2 racing game we're talking about, so you damn well know the soundtrack is fantastic. The series' trademark South American sound is present in modern arrangements of the original's classic songs as well as brand new compositions. There's more variety as well, with a handful of rock songs, eurobeat remixes, and even a few tracks with vocals (including an appearance by Metal Gear Solid V's Donna Burke). There's also a ton of bonus tracks from the original games, too. The only the missing from the OST is the outstanding set of tracks introduced in the 3DS port of the original game.
Oh wait, you can just
mod them in. Nevermind.
If there's something you love about SEGA arcade racers, you can probably find it here. It's the absolute best of its class, and I can't imagine how you could follow it up. It's hard to get ahold of the PC version these days, but it's absolutely worth it, especially with the mod I linked above.
#67: Grand Theft Auto V
(Rockstar North - PC, 2015)
I kind of like Grand Theft Auto IV, but it feels like the point where Rockstar forgot that GTA games are supposed to be fun. The DLC expansions remedy that issue a bit, but the game still feels as big of a step backwards for the series' entertainment value as a sandbox as it was a step forward in technology and storytelling. Grand Theft Auto V brings the free-wheeling spirit of the PS2 games to the modern era, and it feels like the sequel to San Andreas that most people wanted out of IV.
I could get into the nitty-gritty, but I can't resist the urge to summarize GTA V's gameplay as "like IV, but better in every way." Cars still have a semblance of realism to their handling, but in stark contrast to GTA IV's boats with wheels, they're actually fun to drive this time around. Combat isn't quite Max Payne like it probably should be, but it flows a lot more smoothly than it has before. Loads of stuff I sorely missed from San Andreas is finally back, so you have more to fuck around with than a relatively tame repertoire of weapons and vehicles. The feature set isn't quite up to par with San Andreas, but that's more on my standards than anything.
GTA V isn't a groundbreaking game when it comes to narrative, but it's, like a lot of the game, fun. The voice-over performances (particularly from Steven Ogg and Slink "Black Jesus" Johnson) are potent, going a long way towards making characters likeable and cutscenes engaging. They've definitely come a long way from when characters sounded like either a celebrity reading lines or a blatant stereotype. Rockstar's trademark cynicism is here, but the tone is nowhere near as overbearingly bleak as it is in IV, which was often serious to a fault. GTA V's story is still, well, a story from a video game, but it's the brand of goofy that Rockstar excels at and the vehicle for some of the best missions in the series.
It doesn't "feel" as big as the San Andreas of 2004, but GTA V's world definitely feels lived in. Like Grand Theft Auto IV's Liberty City, there's an impressive amount of detail and set dressing, but more importantly, a lot of the game's side content involves unique encounters with the inhabitants of San Andreas. The game's Strangers & Freaks missions are much more substantial than IV's random encounters and offer more variety than the Odd Jobs of the PS2 games. They're similar to (if not quite as ridiculous as) Yakuza's substories, where you'll have offbeat and sometimes hilarious stories that play out over multiple encounters. It's a perfect companion to Rockstar's warped world view.
Speaking of which, there's also GTA Online. It's not the revelatory massively-multiplayer online experience a lot of people built it up to be before release, but it's an entertaining diversion in its own right. There's all sorts of shit to do, from races to heists to minigames, but the free mode is what I find myself messing around in most. Not to get too pretentious, but GTA Online's free mode is fascinating because the wild-west nature of the Internet and the wealth of things to do combine to create what feels like an incidental microcosm of Rockstar's fucked outlook on society. Maybe it's just my luck, but the most interesting experiences you can have with GTA Online are with random people. There's a sea of players that shoot on sight, sure, but I've run into impromptu fireworks battles, real children sweet-talking polygonal strippers over the voice chat, BMX bandits that grind rails while blowing people away with shotguns, and all sorts of other weird shit. The Strangers & Freaks of GTA Online are actual people, and it's a hell of a thing. The next time you find yourself near another player's blip, maybe consider checking it out instead of dodging it. You might find yourself
waking up in a new Bugatti.
Grand Theft Auto V isn't quite my favorite in the series, but it's hard to argue that it isn't the most well-made of them. There's a level of polish here that few other games have, and it pays off in every facet.
#66: Super Mario Land 2: 6 Golden Coins
(Nintendo R&D1 - Game Boy, 1992)
Super Mario Land 2: 6 Golden Coins was made in a bizarro world where the development team decided that the level themes should be creative and that coins should be used as a currency, of all things. What kind of sick
fucks would do such a thing?
SML2 was developed mostly by the Metroid 2 team, and is Miyamoto and Tezuka-free. You'd think this could lead to disaster, but 6 Golden Coins is one of the most refreshing games in the series. You start off with a fairly-plain intro stage that has the requisite Koopas and Goombas, but as soon as you're done that stage the game opens up and reveals a set of some of the most interesting worlds a 2D Mario has ever seen.
Now, don't get things misconstrued, here. I'm not talking about themes like "oh you're in a city" or anything that's interesting just because it hasn't been in a Mario game before. I'm talking about things like working your way up a gigantic clockwork Mario statue to face off against the Three Little Pigs, or riding a bubble all the way up to the damn Moon. Even the more generic themes have clever implementations: the Tree Zone has a stage that takes place inside the titular tree where you work your way through sap, using it to defy gravity and progress through the level. These worlds even feature unique enemies, with a particularly inspired example being the Pumpkin Zone's monsters based on Japanese folklore.
Even the game's hallowed mechanics are given a change-up. As I mentioned, coins are treated as a currency, meaning that the counter doesn't roll over and give you an extra life at 100. Instead, the game keeps track of how many enemies you defeat, giving you lives based on that. It's a clever mechanic since it gives an incentive to something players might normally avoid. In turn, coins are used on slot machines that can give you a quick power-up fix or a boatload of lives. These changes aren't groundbreaking or anything, but like I said, they're refreshing.
Normally I'd tell you that it goes without saying that Mario games have good gameplay, but frankly, the original Super Mario Land was kiiiinda shitty. It just felt "off" in a way that made it a bit of a chore to play. Thankfully, SML2 fixes things. You don't immediately dart down when you walk off a cliff anymore, and your inertia is kept more in check, giving you a better sense of control over your movements. The improved physics and more ambitious level design make this one of the best playing Game Boy games.
I wish we would get more Mario platformers like Super Mario Land 2. It's classic Mario through and through, but it has a style and feel all its own. Maybe giving the reins to a team removed from the core series wouldn't always work out, but 6 Golden Coins is a damn good reason for Nintendo to try it more often.
Shit, I probably could've saved myself a bunch of time explaining why this game rules by just saying it introduced Wario. Bowser's not even
mentioned.