{"id":2549,"date":"2010-06-28T09:45:23","date_gmt":"2010-06-28T14:45:23","guid":{"rendered":"http:\/\/lungfishopolis.com\/?p=2549"},"modified":"2010-03-23T19:44:54","modified_gmt":"2010-03-24T00:44:54","slug":"top-fifty-45-41","status":"publish","type":"post","link":"https:\/\/greghowley.com\/lungfish\/2010\/06\/top-fifty-45-41\/","title":{"rendered":"Top Fifty: 45-41"},"content":{"rendered":"
Today I’ll continue reviewing my favorite 50 games of all time. Last week, I listed items 50-46<\/a>, and today brings the next five in my list.<\/p>\n 45-Dungeons and Dragons: Tower of Doom<\/a> (Capcom, Arcade, 1993)<\/strong> Tower of Doom was the best of the 4-player arcade cabinet games. You could play a fighter, dwarf, cleric or elf. You could pick up new weapons, extra arrows for your bow, magic items, and gold to spend in a store between levels. The cleric and elf had a list of spells right out of the Player’s Handbook which improved as they went up in level. Everyone except the elf had a shield that was useful in the same way as the Knight’s shield in Trine<\/a>. Plus, certain characters had moves that were performed like the special moves in Street Fighter 2. These were bull rushes, rolls, dive attacks, and slides – as useful for evading traps as they were in melee.The game’s combat was far more technical than most sidescrolling beat-em-ups.<\/p>\n There were branching routes in the game, secret areas, and the list of enemies in the game included kobolds, ghasts, troglodytes, manticores, medusa, a beholder, and a couple dragons for stage bosses. That’s the kind of game you’d never imagine having seen in an arcade, and that’s why the game is on my top fifty list.<\/p>\n 44-Neverwinter Nights<\/a> (Bioware, Windows, 2002)<\/strong> 43-Autoduel<\/a> (Origin Systems, Commodore 64, 1985)<\/strong> The main draw of Autoduel to me was the degree to which you could customize your vehicle. You could create a compact, sedan, station wagon, or van. You could select which tires and which engine to use, and assign armor to the sides and the undercarriage. You could load up with machine guns, recoilless rifles, rocket launchers, flamethrowers, and lasers, positioning them on any side of your vehicle. The game even had smoke screens, oil slicks, mines, and spike droppers.<\/p>\n The best thing is that the game was an RPG. You could take the vehicle out on the road on courier missions, hunts, and missions for the FBI. You’d make money through missions, arena battles, and by selling parts salvaged from other vehicles, and use the cash to upgrade the car you had. Meanwhile, your character’s driving, gunning, and salvage skills would slowly increase.<\/p>\n
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Comparing this updated top 50 list to the list I made years ago, Tower of Doom is one of the few games that has actually moved up. Previously, I’d had it listed in position 50.<\/p>\n
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If it weren’t for the Aurora toolset that let you create your own adventures, complete with its complex scripting engine, this game would never be in my list. I viewed the included adventure in much the same way that I viewed Rivers of Light<\/a> back in the day – as an example of what you could do with the adventure construction set they’d handed you. And I spent long evenings for a year building my adventure, complete with custom music and custom rules for wandering monsters and setting camp. My adventure had four possible endings.<\/p>\n
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For a game that was released twenty-five years ago, I do a lot of thinking about and writing about Autoduel. And if I could see only one old game remade as a modern video game, this would be it.<\/p>\n