MY GAMING JOURNEY GROWING UP

Some highlights from my gaming journey, from my first games played to young adulthood. It emphasizes milestones in game history that shaped my own tastes. The full list and write-ups for each game can be found at r/backloggd (residentleever).

8-Bit Era Banner
=== THE 8-BIT ERA ===
1986
Alex Kidd in Miracle World
Alex Kidd box art
My first game played was either this, Super Mario Bros. or possibly Hang-On for the Master System. Alex Kidd is a surprisingly deep platformer that felt like a true leap forward from standard arcade fair. Beyond jumping and punching and levels that scrolled either horizontally or vertically, it featured an inventory system, vehicle segments, item shops, and dungeon-like switch puzzles in the maze-like castle levels. Settling boss fights with rock-paper-scissors provided an element that any kid could relate to (although in retrospect, it's my least favorite aspect due to being more luck-based even if a later item lets you see what the opponent is thinking and it is possible to follow a set pattern to skip them), and the NPC encounters made the game feel like a living, interactive world.
1986-1987
Fantasy Zone & OutRun
Fantasy Zone
A duo of arcade classics that proved how much personality and agency action games could offer. Fantasy Zone introduced Defender-style looping worlds to my young mind, surreal pastel art, and a strategic shop system where players budgeted for speed and weapons. Do I go for the fastest, but also riskier ship engine? Which bomb works best against this boss? Stuff like that. The ending also had a psychological twist to it that you didn't see in any other console games at the time. Meanwhile, OutRun delivered impressive pseudo-3D thrill rides in hilly landscapes, branching highway routes, multiple and often funny endings and selectable soundtracks. Both games' music also stood out from the crowd with their latin and jazz fusion/pop/rock flavor.
1987
Zillion
Zillion
A tense, sci-fi infiltration adventure that was ahead of its time in some ways. It captivated players through swapping between characters on the fly, using x-ray glasses to spot hidden alarm traps, and hacking computer terminals to disable defenses, reveal map layouts, or teleport to safety. There was also a fourth wall breaking element to the gun used in the cool intro and in-game, since it's visually identical to the Master System's light gun which we also owned, as well as in Opa-Opa from Fantasy Zone being featured as the "level up" icon and on the continue screen in the game. In retrospect these meta and cross-media elements were a pretty smart branding tactic by Sega, also used by Nintendo around this time and later on. While it probably should've had a save system, I'll never forget the adrenaline rush of beating the boss and escaping the underground enemy base on a limited timer. This was very much a Master System owner's Metroid at the time - but even better!
1988
Golvellius: Valley of Doom
Golvellius
A standout 8-bit hybrid that cleverly blends top-down Zelda-style exploration with side-scrolling platforming and vertical shoot 'em up cave sequences. Featuring a memorable 80s anime art style, well executed localization (unusual at the time), and a great PSG/FM soundtrack, it builds a surprisingly rich world which raised my expectations on world-building in later games. Mechanically, it also offers unique combat quirks and finding hidden shortcuts using special mobility gear like the ascent boots to unlock more of the game world. Though gold grinding can feel a bit padded now, and the auto-scrolling action sections are too rigid in some ways, its varied boss fights, presentation and genre-shifting structure make it a classic 8-bit ARPG.
1989
Wonder Boy III: The Dragon’s Trap
Wonder Boy III
A masterclass in 8-bit platform adventure and Metroidvania/Zelda-like design. It features near-perfect pacing, several anthropomorphic animal transformations, hidden form-swapping secrets, gear that lets you both destroy and create certain blocks, and gear shops run by smoking pirate pigs. Transforming between lizard-, mouse-, piranha-, lion- and hawk-man forms granted distinct abilities that opened up the world. The depth of these transformations, as well as how you could suddenly explore freely and even underwater blew my young mind at the time. By comparison, in the first Wonder Boy (I didn't play Monster Land until later on) you only ran from left to right, stayed in human form with one weapon only, and water would kill you. On a side note, its opening sequence directly connects to its prequel - pioneering a famous storytelling trope later popularized by Castlevania: Symphony of the Night.
1988/1990
Mega Man 2 & 3
MM2 & MM3
Mega Man 2 essentially completed the famous formula that the rest of its series would stick with, building on the ability copying blueprint laid by the original. By expanding the boss roster, introducing a password system, and giving us a four energy tank inventory alongside iconic weapons like the Metal Blade, it was far more polished and accessible. While it still harbors its share of late-80s trial & error like the dreaded Heat Man disappearing blocks or strict weapon ammo gates in Wily’s fortress, the great pacing, visual direction, and legendary soundtrack keep it at the top of the list among the NES entries. Alongside Mega Man 3, which was a mechanical evolution that introduced sliding and additional mobility through Rush, while fixing most of the already minor control issues of its predecessor. It also delivered harder boss patterns with hit invincibility, and saved E-Tanks after continues, however the experience felt slightly unpolished and rushed in that it used recycled Mega Man 2 boss encounters to pad out the late-game, slowdown was more frequent, and items like Rush Marine were largely redundant. Still, it was good enough that it's hard to pick a definitive winner in retrospect.
1988/1990
Super Mario Bros. 3
SMB3
A monumental achievement in 8-bit game design. It vastly expanded the scope of platformers by introducing interactive hub maps (one for each world/area), suit-based power-ups like the raccoon suit which let Mario fly and temporarily turn into a statue, and a large inventory that let players pick which power up to use when entering a level. Secret warp flutes, the inclusion of Mario Bros. in 2-player mode, and memorable encounters with the Koopa Kids on the now iconic airships were just a few of the other standout features to my young self. The sheer variety, tight controls, and depth of world-building (for the genre) set a standard that later 2D platformers struggled to match for years.
16-Bit Era Banner
=== 16-BIT ERA ===
1988
International Karate +
IK+
IK+ was the go-to chaotic multiplayer versus experience among my Amiga-owning relatives before Street Fighter II arrived. Three players on screen at once meant alliances shifted by the second, and landing a well-timed split kick that caught both opponents simultaneously was pure satisfaction. It featured surprising move variety, fluid, expressive animation, and stellar music. Shield and bomb-kicking mini-games added extra variety between rounds, while touches like the over the top sound effects and infamous ability to drop your pants with a keypress gave it an unforgettable charm that kept it relevant for years.
1989
It Came from the Desert
It Came from the Desert
An unusually ambitious blend of genres, this title combined graphic adventure gameplay with action sequences, dialogue choices, horror elements, and time management in a small, open-ended, fictional desert town called Lizard Breath. Lifting its premise straight from 1950s creature feature movies, it sold the giant ant concept through rich atmosphere, art direction, and escalating paranoia. Keeping track of NPC schedules, gathering evidence, and timed events made the town feel alive, while interactive nightmare sequences and sudden ant encounters kept the tension high. Though the action was simple and some clues obscure, its cinematic presentation, world-building and genre-mixing felt ahead of its time.
1990/1991
Dyna Blaster (Bomberman)
Bomberman
Bomberman was an early multiplayer addiction, alongside games like Micro Machines and Streets of Rage 1-2 (co-op). There's something timeless about the tension of trapping opponents with a well-placed bomb in chaotic single-screen action. The Amiga version captured almost everything from the PC Engine version while adding a great new ending track. Upgrading blast radius, bomb count, and speed is simple but satisfying, while the skull virus mechanic - where negative effects spread on contact - added to the chaos. Although the single-player story mode was slow and repetitive with just one power-up per level, the multiplayer more than made up for it, even with only a single arena. Somehow I only played the first GB Bomberman besides this one at the time, but I've later explored the rest of the series as well as introduced it to the next generation.
1991
Quackshot
Quackshot
Capturing the feel of an interactive cartoon, this Disney adventure sent me and others on an Indiana Jones-style treasure hunt across Egypt, Viking lands, Transylvania and more. It set itself apart from standard action platformers through utility gating - upgrading plunger types to create wall platforms or latch onto enemies to reach previously inaccessible areas, alongside an item-trading sequence that expanded its worldbuilding. Despite somewhat clunky sliding mechanics, mostly simple boss fights, and lack of a save system, its progression and presentation delivered a stellar action adventure experience among the mostly action- and sports-focused games that I otherwise played on the Mega Drive at the time. A good gateway game for anyone looking to get into platform adventure/Metroidvania games.
1991
Sonic the Hedgehog
Sonic
A high-speed showcase that had a huge wow factor in 1991. Its momentum-based, pinball-like physics, curved loops, and multiple branching paths gave platforming an unprecedented sense of speed and fluidity. Backed by an art-deco aesthetic, a great synth pop/R&B soundtrack, and a forgiving ring shield system, it gave Sega an instant icon and a stylish identity. While Sonic 2's spindash did improve the overall flow of the game (later added to the first in Sonic Jam and some hacks), with practice this is also a very fast game and most of the now infamously slower levels actually do have hidden shortcuts in them. I wish I still had my Sonic (and Mega Man, Shinobi, etc.) drawings I used to make at the time.
1991
Another World
Another World
Dropping players into a sci-fi "stranger in a strange land" narrative, this cinematic platformer often felt like a waking nightmare in video game form. It replaced traditional game UI and text in favor of visual storytelling and smooth, rotoscoped character graphics made from filled polygons. Despite brutal trial & error mechanics (I did end up having more fun with Flashback and Blackthorne later on), its incredible atmosphere, variety and cooperative AI ally segments had a big impact on me at the time. The intro in particular is one of the best of the '90s and even beyond.
1991
The Legend of Zelda: A Link to the Past
ALttP
A masterwork of 16-bit design that felt like an entire alternate world to live in. Starting with a tense "tutorial which doesn't feel like one" rescue in the rain, it opened up into a dense Hyrule brimming with memorable locations and encounters, rich lore (expanded on via the official guide and the manga featured in Nintendo Power), and parallel light/dark dimensions. Eventually it turns into more of an open world game, and does so in an elegant way. Tight puzzle dungeons, an expansive and memorable item arsenal, and unmatched polish for years to come made exploration of its world incredibly rewarding.
1992
Dune II
Dune II
A groundbreaking title that laid the blueprint for the entire real-time strategy genre. Drawing inspiration from earlier strategy games like Civilization and Herzog Zwei, it translated the tension of base building, spice harvesting, and real-time tactical combat into an accessible, empowering experience. Protecting harvesters from giant sandworms while scouting the unexplored terrain and commanding a small army of individual units and infantry squads felt entirely fresh - like my GI Joe toys and Warhammer miniature soldiers come to life. Dune II established the core RTS template that hits like Command & Conquer and Warcraft would later refine, showing a more mature and complex side of what action gaming could offer.
1991
Street Fighter II
SF2
A true generational moment that defined the modern fighting game with its special moves and diverse roster focus. It bridged the gap between instant accessibility and competitive depth. Featuring a varied selection of ten martial artists from all over the world, iconic special moves like the hadouken and spinning bird kick, and an emergent combo system (although basic by later games' standards), it transformed arcade and home console culture. I don't remember why, but strangely I barely played this (on SNES and MD) against others at the time. I do remember my faves though: Vega, Ken and Chun-Li.
1992
Flashback: The Quest for Identity
Flashback
A cyberpunk, action adventure evolution of the cinematic platformer. It paired its impressive rotoscoped motion in a more expansive adventure filled with NPC interactions, inventory management, and tactical gadgetry - most notably a clever teleporter beacon that you could throw. Smooth animation, impressive cutscenes and atmospheric world building made its sci-fi tale of alien conspiracy feel like playing through a film. Much more successfully so, mind you, than contemporary FMV titles, or some later games like Metal Gear Solid that were plagued by endless, passive dialogue scenes.
1993
The Legend of Zelda: Link's Awakening
Link's Awakening
A remarkable achievement on the limited Game Boy hardware, translating the look and mechanics of A Link to the Past into a portable format while deepening the experience with more distinct dungeons, evolving character relations and side-scrolling segments. What truly set it apart was its tone: Koholint Island’s surreal dream world - with character cameos, phone booths, and a wistful, ominous atmosphere - gave it a unique personality which still stands out. The animal village, Marin's song, and the emotional weight of the final reveal combined to create a world that felt alive, with the monochrome limitations of the Game Boy somehow working in its favor.
1994
Super Metroid
Super Metroid
The pinnacle of the Metroidvania subgenre, even today. Super Metroid relies on masterful environmental storytelling, subtle sci-fi horror, an expansive and exciting set of abilities and tools, and a unmatched sense of isolation on the pirate infested planet Zebes. With fluid movement including 8-way aiming and two modes of jumping, and sequence-breaking mechanics like wall-jumping and the unofficial mock-balling, it delivers a masterclass in open-ended exploration and player empowerment oscillation. This was also one of the few games that my dad showed any interest in at the time, letting me play it while he watched until I'd get stuck for too long.
1994
Donkey Kong Country
DKC
An audiovisual landmark that made the SNES feel almost like next-gen hardware - it was one of the games that finally made us buy the SNES. Rare’s pre-rendered 3D models and environmental weather effects were paired with David Wise’s iconic soundtrack. Of course, it was a great platformer as well; one that sat in a middle ground between Mario and Sonic. Tag-teaming between Donkey and Diddy, riding animal helpers, and rhythmically speeding through barrel-cannon sequences made it some of the most fun to be had with games back in 1994.
1995
Secret of Evermore
Secret of Evermore
An underrated, highly polished Western-developed (but heavily influenced by the Japanese Secret of Mana as you may have guessed) ARPG that served as an excellent entry point into the genre. Its distinct alchemy system substituted traditional magic points for resource gathering, sending your shapeshifting dog to sniff out hidden spell ingredients across the environment. Traversing a time-bending landscape - spanning prehistoric jungles, ancient Rome, gothic castles, and a futuristic space station - kept momentum high, while witty, pop culture-tinged dialogue and an atmospheric Jeremy Soule soundtrack gave the journey a charm all its own.
3D & Mid-Late '90s PC Era Banner
=== 3D & MID-LATE '90S PC ERA ===
1993
SimCity 2000
SimCity 2000
A monumental leap forward for city-building simulators that made management feel both sophisticated, relatively accessible, and rewarding. Its isometric perspective brought sprawling urban centers to life, while introducing intricate layers like subway networks, mountain tunnels, water pipe systems, financial bonds, and precise zoning ratios. The game rewarded long-term planning while actively pushing back against poor management - aggressively cutting public funding had immediate, visible consequences. It offered a deep, in some ways educational sandbox that empowered players to build, optimize, and maintain living virtual cities. Or if you just wanted to mess around, you could cheat and not have to worry about the economical aspect.
1993
Star Fox
Star Fox
The first great 3D game experience for many, introduced to some Swedes in a dark tent at the Stockholm Water Festival (Vattenfestivalen). Powered by the Super FX chip, its custom polygonal graphics represented a radical shift from the era's typical pseudo-3D, sprite-based titles. Controlling Fox McCloud through abstract cityscapes and tight corridors felt like a huge leap forward from Space Harrier and After Burner. Alongside arcade juggernauts like Daytona USA, Ridge Racer and Virtua Fighter, and PC pioneers like Stunts and Doom, it fundamentally altered the trajectory of the industry while shaping my expectations on 3D games to come.
1995
Warcraft II: Tides of Darkness
Warcraft II
A cornerstone RTS that brought high-fantasy warfare to life with speed, precision, and personality. It featured fully voice-acted mission briefings, fun unit responses where if you kept clicking, the unit would get more talkative and eventually annoyed. Besides land combat, there was the more methodical naval and aerial (or air to ground and vice versa) combat, many new and creative spells, and the introduction of fog of war. Warcraft II set a new bar for the genre while introducing me and many other players to LAN (and later Battle.net) multiplayer sessions.
1996
Diablo
Diablo
An atmospheric dark fantasy dungeon crawler that perfected the addictive loop of fighting your way through an unexplored dungeon while packing your bags with unidentified loot, returning to town with a town portal spell to trade and repair, then going back down to repeat the process. Descending 16 floors beneath the small town of Tristram was a dungeon that offered procedurally generated layouts, color-coded equipment drops, well presented lore, and eerie sound design. Combined with the town portal mechanic, corpse running and early online multiplayer on Battle.net (PvP or PvE in co-op), it set the new gold standard for Action RPGs. And thanks to modern source port DevilutionX, the game remains remarkably playable even in the 2020s.
1996
Command & Conquer: Red Alert
C&C: Red Alert
Taking the real-time strategy foundation of its predecessor (which I played after this one) and pushing it further, this entry delivered an alternate-history war with two vastly distinct factions. Pitting Soviet Tesla Coils and heavy armor against Allied Cruiser support and stealth tech gave matches tactical depth, and made each faction feel quite distinct. The campaign excelled through varied, story-driven missions - ranging from base building to tense indoor infiltrations - punctuated by live-action cutscenes that struck just the right balance between serious and campy, and further enhanced by iconic unit voicework. Backed by chaotic eight-player multiplayer with fun tech like atomic strikes and chronosphere teleportation, it set a new benchmark for visceral, large scale RTS gameplay, though in retrospect I would say that Warcraft II was the overall better controlling game.
1996
Strife
Strife
A pioneering hybrid that pushed the Doom engine far beyond straightforward shooting by weaving in deep action-RPG mechanics. Set in a distinct sci-fi medieval world, it dropped players into an interconnected hub filled with shopkeepers, talkative NPCs, quest-driven stat upgrades, and fully voiced radio communications. Branching faction choices provided distinct level paths and multiple endings, offering a level of narrative agency and replayability rarely seen in mid-'90s shooters. Though its stealth mechanics didn't amount to much and the later sewer section were tedious, its vision for an immersive, story-driven FPS was years ahead of its time - only rivaled by the far less approachable System Shock from 1994, which I didn't play at the time.
1997
Final Fantasy VII
FF7
A cultural phenomenon that served as the gateway JRPG for a generation outside of Japan. It helped further several new friendships for me at school, and led to some very bad attempts at anime-style hairdos by those friends. Transitioning to cinematic 3D battles, pre-rendered cyberpunk backgrounds, and groundbreaking CGI cutscenes, it told an ambitious story centered on Cloud's complex identity, while also exploring several other party characters in-depth. Driven by Nobuo Uematsu’s legendary soundtrack and a flexible Materia magic system, and memorable locations like Midgar, Gold Saucer and Cosmo Canyon, it properly introduced me to a very different, but equally compelling take on RPGs.
1998
StarCraft
StarCraft
A strategic masterpiece defined by three wildly asymmetric, immaculately balanced factions: Terran, Zerg, and Protoss. With an epic sci-fi campaign, refined control features like rally points and unit queues, and a thriving map editor custom game ecosystem, it became an online multiplayer juggernaut that dominated competitive gaming for years. It wouldn't have been possible without Blizzard's continued support and receptiveness to player feedback, balance patching the game many times and adding the replay feature.
1998
Half-Life
Half-Life
A leap forward for first-person shooters that abandoned traditional levels and cutscenes in favor of seamless, in-engine storytelling. Experiencing the Black Mesa incident and its direct consequences - alongside surprisingly tactical, coordinated enemy AI - redefined narrative immersion and spawned a legendary modding legacy, including Counter-Strike.
1998
Fallout 2
Fallout 2
A high-water mark for computer role-playing games that defined total player freedom. Its expansive post-apocalyptic West Coast setting responded dynamically to your character build, seamlessly accommodating everything from a high-charisma diplomat to a low-intelligence bruiser. Detailed turn-based combat allowed targeting of individual body parts, while its quests systematically rewarded creative problem-solving and dark humor. Despite a slow opening, clunky inventory menus, and unpredictable companion AI, its depth, moral ambiguity, and sheer reactivity remain a masterclass in RPG design.
1998
Baldur's Gate
BG
My proper entry into fantasy-themed CRPGs. Coming off Fallout 2, Baldur's Gate was a stark contrast. Despite a high difficulty curve and an initially overwhelming character creation system, its eloquent, witty writing, vast medieval fantasy world filled with dense forests, monasteries, ruins and grand cities, and staggering spell variety eventually hooked me. The moral weight of dialogue choices, the option to take an evil-aligned path with its unique companion options, and the seamless addition of the Tales of the Sword Coast expansion (especially Durlag's Tower) kept me coming back to its world. And then, exporting my character at the end made finishing it feel like just the beginning of a grand adventure.
1998
Resident Evil 2
Resident Evil 2
A survival horror milestone with blockbuster production values, and my introduction to action gameplay in its specific kind of 2.5D with fixed camera angles. Expanding the outbreak from the prequel to the burning streets and sprawling police station of Raccoon City, its increased variety and dual-scenario "A/B" structure for Leon and Claire created high replayability. Stalking threats like the relentless Tyrant, strict inventory limitations, calculated jump scare scenes and terrifying ambient audio kept the tension high.
1999
Heroes of Might & Magic III
Heroes III
A stellar turn-based strategy and RPG hybrid that struck a near-perfect balance between strategic planning, exploration, and character progression. Developing towns, hunting for artifacts, customizing heroes, and commanding hex-based tactical battles made it easy to lose track of time in both campaigns and multiplayer sessions. Its nine distinct factions felt truly unique thanks to varied creature lineups, hero specialties, and iconic town themes. Though some balance quirks exist, the sheer depth of spells, map encounters, and modern fan efforts like the HD+ mod's quality-of-life enhancements ensure this strategy classic has aged remarkably well.
1999/1998
Starsiege & Starsiege: Tribes
Starsiege
I got Starsiege and Tribes as a bundle and they represented two very different but equally memorable experiences. Starsiege was my first proper mech game - the large open landscapes, the squad combat, the in-depth customization and the expanded lore delivered through in-game message boards and cutscenes gave made its world come alive in a way I hadn't really seen before. Another cool touch was being able to play as the invading alien faction. Tribes (shazbot) was something else entirely, a team-based MP only FPS with tons of creativity and huge teams of 16+ players. The jetpack-based movement combined with the skiing mechanic, where you'd build up speed across slopes and launch yourself across vast open levels, created a flow that you couldn't find elsewhere at the time. The class system, the base building elements like the placement of turrets, capture the flag and other modes like defend & destroy across wide outdoor landscapes with seamless indoor to outdoor transitions, and the team coordination via the interactive map and voice hotkeys gave it a tactical depth that rewarded players who put the time in.

MY GAMING PLATFORM JOURNEY

The hardware I actually owned growing up, and roughly when I was playing it - plus what I got to play at friends' and relatives' places along the way.

1
Sega Master System
Where it started
Sega Master System
I started with console gaming around 1987–1988 as a young kid, when the Sega Master System became our family's first console. Even our dad, who had little interest in games, would occasionally join in for some Outrun, and he was actually pretty good at it. The SMS shaped my early tastes across genres: shooters in Astro Warrior, Fantasy Zone, Safari Hunt and Space Harrier, racing in Enduro Racer and Outrun, sports in Slap Shot and Great Golf, platforming and more in Shinobi and Alex Kidd in Miracle World, and action adventure in Zillion, Golvellius and Wonder Boy III: The Dragon's Trap. Among others. Most of these games were played with my older brother in a player/pauser dynamic and eventually toe-operated pause sessions on a small CRT in my own room. Looking back, the SMS made a strong impression through its visuals, the console coming with a built-in game and looking almost like a spaceship, genre mixing in novel ways, and the uncomfortable yet cool 3D glasses.

I also played NES and some Game & Watch with friends and relatives. While we owned the SMS, the NES was so ubiquitous in Sweden that I played it often anyway - even subscribing to Nintendo Power for a while, which says something about Nintendo's marketing reach. At friends' and cousins' houses I played the popular hits (Castlevania, Mario, Mega Man, TMNT, Ducktales, Chip & Dale, Ninja Gaiden) plus some more overlooked games like Faxanadu, Blaster Master, Gremlins 2, Little Nemo, Adventures of Lolo, Batman and more. Zelda 2 and Metroid never quite clicked for me, possibly because I'd already played their SMS equivalents, but I think my cousins (who had a ton of NES games over the years, even some imports) were also less interested in playing/showing them off as they had already beaten them. Looking back, developers took real risks with the NES, blending RPG and strategy elements from computer games with arcade-style action design or trying completely new concepts like rhythm gaming via a dance mat (Dance Aerobics). Nintendo carved out what became the template for '90s console gaming and beyond, while the controller design, sound chip, and introduction of battery saves remain genuinely impressive legacies.
2
Mega Drive, Game Boy, Game Gear & PC
Going 16-bit
Mega Drive/Genesis, Game Boy, Game Gear, Mega CD & PC
The Mega Drive might be the console I've spent the most time with in total. Having gone from SMS straight to MD/GEN when our dad brought one home from an overseas trip, it was our introduction to the next console generation, and we basically went into it completely uninformed. The early games felt tough and even a bit scary to kid me (Altered Beast, ESWAT, Revenge of Shinobi, Thunder Force II, Mystic Defender), but as Sega leaned into Disney platformers, Streets of Rage, and Sonic, I had some of my best times during this period. The MD was a backwards-compatible console with a comically oversized adapter, plenty of new IPs that mostly stayed one-offs, and an ahead of its time add-on in the the Mega CD. While we got the MCD pretty early on, for some reason we didn't end up buying *any* additional games for it - meaning we played the Sega Classics collection and the Sol-Feace/Cobra Command double pack a lot. Having played many more of the MD's and MCD's games now than back then, the library isn't the bulk of my personal top 40 games of all time, but it is full of hidden B+ tier gems alongside a decent amount of As. Its relaxed licensing model also enabled real creativity (Herzog Zwei, Toejam & Earl, Ecco, Haunting, Road Rash, etc.), the sound chip still impresses me via homebrew tricks today, and the six-button controller remains one of the best ever made. It's Sega's most iconic console for good reason.

A year or two into this period is also when I started playing on a PC myself, sharing a 486 with SVGA, a CD-ROM drive and Windows 3.1 with my older brother in the early '90s - a nice setup for the time except for one glaring gap: no sound card, and we didn't even realize we could upgrade it ourselves! I still got my computer game sound fixes at friends' houses and via a relative's Amiga, though I never got to hear the impressive Roland MT-32 module at the time. Consoles were still the main gaming platforms for people my age in Sweden at this point, but PC games like Space Hulk, Another World and Flashback, Dune II, Lemmings, Stunts, X-Wing and the Doom demo showed a different kind of appeal - more complex and seemingly mature experiences, and impressive for the time 3D worlds. The biggest takeaways for me looking back are those early 3D efforts, the beginnings of systemic design that shaped some of my all-time favorite PC games, and "save anywhere" becoming standard, which I still love abusing to this day.

While I never owned an Amiga, I played one intensely at my cousins' (one my mom's side) place starting around 1992, mostly on their A500 IIRC, and it's where I properly experienced Dune II, Cannon Fodder, Lemmings, North & South, It Came from the Desert, SimCity, Syndicate and plenty more, including local multiplayer favorites like Dyna Blaster/Bomberman, IK+ and Micro Machines. Some exclusives too, like Ruff 'n Tumble and Moonstone. They pirated *a lot* of games. Another family friend's older kid also showed me games like Corporation and Xenon 2 a bit earlier, and messing around with a music keyboard on the Amiga helped spark a lasting interest in game music for me. Looking back, the Amiga's sampled audio, strong presentation across genres, local multiplayer, and sheer genre variety are some of the standouts of its sometimes overlooked legacy.

The Game Boy was the first Nintendo system we owned, a Christmas gift for my brother in 1990 I believe. It felt good to now be a part of the club, growing up in the mostly Nintendo-dominated Sweden. Beyond Super Mario Land, though, it was often hit or miss early on. Sure, there were some standouts like Gargoyle's Quest, Batman and the challenging Kwirk, but also a fair share of duds, and Tetris barely interested us despite its later reputation. 1992-94 changed that, as Super Mario Land 2, Zelda: Link's Awakening, Castlevania II: Belmont's Revenge and Wario Land turned it into a system I played often while not at home. This was right around when we also got the Game Gear, which tended to take over whenever we had access to a socket. My last GB memories were on a green Pocket model, playing Mortal Kombat 2 after my mom made me return the SNES version in horror - a decent port considering the hardware, though its late bosses eventually frustrated me enough to damage the screen. By 1998 I'd moved on entirely and missed Pokémon and the Game Boy Color, closing out my hands-on time with the system for years to come.
Speaking of the Game Gear, this little console impressed us with its TV tuner and excellent color palette, and being able to play Wonder Boy III on the go (or connected to the wall while the TV was occupied, which was more common) was amazing at the time. While my collection was relatively small, I'd gain temporary access to a bunch more of its games via a borrowed pirate multicart (Sonic, Popils, GG Shinobi, Ninja Gaiden and more), which I'm very thankful for as I never really knew anyone that owned it at the time. The GG library might not have been quite on par with the GB's, and some great games were either left in Japan or never made it to Sweden at the time, but I still think it's a pretty cool little system. With an adaptor, you even had access to most of the SMS library!
3
Super Nintendo
16-bit era continues
Super Nintendo & LaserActive
The SNES felt like a "lightning in a bottle" period for Nintendo's franchises, and my introduction was Super Mario World at a supermarket, getting stuck until another kid taught me how to use the cape. I'd finish it later with my cousin, who'd owned a SNES since late 1992. Finally getting my own in 1994 with DKC and Mario All-Stars also gave me better access to Zelda: A Link to the Past and Super Metroid (the latter being the one other game that actually interested my dad somewhat). Adventures I hadn't realized I was missing after growing up on SMS equivalents like Zillion and Golvellius and not finding any of them on the MD besides Quackshot. My ALttP story is a bit unusual - I owned Link's Awakening on GB while my cousin had ALttP, and when my mom bought me a Zelda strategy guide meant to help with my own game but which was actually made for his, it let me become the expert on his copy long before I properly played it myself. One year before that, Star Fox blew me away in a dark festival tent (Vattenfestivalen) as probably my first real 3D game. Super Metroid (1994) remains a top 5 favorite, taking months to beat with help from my brother, friends, and one basically useless call to the Nintendo hotline. By 1995, while I was still playing some MD games too (such as Earthworm Jim 2 and NHL '95), the SNES was definitely top priority and I loved 100%ing Yoshi's Island, as well as getting into console ARPGs via Secret of Evermore. Looking back, the "bigger and better" approach to game design, pretty impressive sample-based audio, refined shoulder button controller, trading games with friends and relatives, and the Super FX chip stand out the most to me about this great console.

One year before we got the SNES, my dad bought us the LaserActive as a laserdisc player. In case you don't know, this was a movie player and laserdisc FMV game playing system, long before the PS2 made multi-media truly mainstream for consoles. You could also upgrade it with a module to play either MD and MCD, or PC Engine and its CD games. Ours had the MD and MCD module attached to it, since the PC Engine was never released here. While we had a decent amount of games for it (considering how small and obscure the library was), most of them were duds, but I did really enjoy Rocket Coaster and Hyperion at the time, and was impressed by theirs and Pyramid Patrol's CGI, as well as Triad Stone's anime cutscenes. Alongside these systems I was of course still playing on that 486 PC I mentioned earlier, discovering SimCity 2000, Rise of the Triad, Jazz Jackrabbit, Ultima VIII and Warcraft II around 1994-1995. Soon I'd get a better PC, one of my very own, and get to finally experience the magic of PC game audio at home!
4
PlayStation
Into 3D
PlayStation & PC
This console was the one to have during the industry's big 2D to 3D transition, though its popularity in Sweden was a slow burn for me (and I assume most others) at first, with 16-bit console games and various PC games still dividing my attention through the mid-'90s. It really clicked around 1996 when Wipeout hit the news and Tomb Raider became the most talked about game at school, though many classmates were still holding out for better PCs or the N64. Which makes sense given Sweden's Nintendo-leaning history as well as our growing computer culture at the time. We rented a PS1 with Tomb Raider in late '96/early '97 - with no memory card and being confused by the controls, it wasn't the easiest game to get into, but it impressed me enough to be interested in getting one. I finally did in late 1997 with Tomb Raider 2, Tekken 2 and Ace Combat 2, which I played obsessively alongside friends who now had their own consoles for trading games and gaming sleepovers. FF7 became a genuine phenomenon during those years, probably outcompeting even Ocarina of Time for most people's attention. Looking back, the explosion in creativity, the demo discs (which I amassed a large collection of), local multiplayer, and lower game costs stand out the most. While not every PS1 game holds up, its distinct, more mature-leaning image (helped by sharper advertising than the competition's) and the still-solid DualShock controller remain a big part of why this era is still fondly remembered by me and others.

After Quake, Duke Nukem 3D, Tomb Raider and Diablo arrived in 1996, some classmates started treating the PC as their main platform - I was myself hooked on C&C: Red Alert and Diablo, as well as on Colonization, Dungeon Keeper and Settlers II which I played at a friend's house. By 1998 I had my own Dell or Intel Pentium PC, soon followed by a Voodoo 2 graphics card, and Unreal which blew me away with its detail, lighting and scale. In 1998 I got properly into CRPGs via Baldur's Gate, Fallout 2, and Heroes of Might & Magic 3, while I was also very much hooked on multiplayer Starcraft and Age of Empires (anyone remember the Internet Gaming Zone?).
The tradeoff to getting a Windows PC was stability - mine would periodically stop booting and I'd sheepishly ask my dad to fix it - but demo discs from magazines like PC Gamer let me sample many games, and getting ADSL as my first internet connection opened up serious multiplayer gaming through Battle.net. Quake II, Tribes, Half-Life and Counter-strike, and LAN parties with friends, alongside the early internet culture of game guides, downloaded music and more, Starcraft replays, and discovering emulators around 1999 are some of the things that made this a magical time in my gaming history. I did reject Ultima Online outright over its subscription fee though, a stance I still hold today. Oh, and I got a bit of N64 time in with friends and relatives as well, most notably Turok, GoldenEye and Star Fox 64 (one of the few great games on the console).
5
PlayStation 2 and Game Boy Advance
6th gen
PlayStation 2, Game Boy Advance & PC
I got the GBA around the time I entered young adulthood. Its more concise, gameplay-focused games kept pulling me back: Metroid Fusion, Castlevania: Circle of the Moon, Mega Man Zero, Advance Wars and others felt like a continuation of the SNES era just as I was growing disillusioned with the cinematic, teenage male fantasy focus of many contemporary console and PC games. Early on it meant local multiplayer with relatives, while the mid '00s brought some deeper dives into its library (Astro Boy, Minish Cap and the masterpiece that is Mother 3) but also 8-bit emulation via a red GBA SP. I probably played as many or more "new to me" 8-bit games during that time as I did back when they were new! Looking back, I still consider the SP (or a backlit modded original) one of the best portables ever made, with several games that hold their own against 16-bit classics, strong backward compatibility, and clever workarounds for its reduced face button count in several games - even if it's more remembered for SNES ports than its original library deserves.

Though I'd gotten a PS1 relatively late, I was an early PS2 adopter in late 2001, drawn in by FF10, Tekken Tag Tournament, and Gran Turismo 3 - none of which I actually finished, since the early '00s were largely "lost" years for me on contemporary console gaming. Instead adulthood, music, relationships, and travel took priority, leaving me spending more time on PC games in-between browsing and chatting sessions, and GBA games, instead. Part of my disinterest was that the era felt stuck making safe gameplay tweaks while leaning hard into "teenage male fantasy" narratives with increasingly long, self-serious and technically advanced cutscenes that didn't have the thematic depth to match them. There were of course some exceptions like Silent Hill 2, Beyond Good and Evil, and Killer7, but control and/or pacing issues often lost me at the time. In more recent years I've circled back and enjoyed Ratchet & Clank, Psychonauts, Sands of Time and God of War. I even beat GTA 3 (I still consider it a mediocre game, but I liked the driving at night while listening to the radio part). My main takeaways now are the seamless traversal in games like Spider-Man 2, wider twin-stick adoption, physics-driven destruction in Burnout 3, and the groundwork it and its contemporaries laid for online gaming and art games. Overall it's landing for me as a solid "good, not great" system that I appreciate more now than I did back then.

The next PC might've been a Dell Dimension 9100 from around 2004, which ran Half-Life 2 rather well. Warhammer 40K: Dawn of War hooked me for a while, but I could never get my friends into it in the same way as with Starcraft. I also played some GameCube at friends' and relatives' places - didn't convince me to get it at the time (my cousins on my mom's side had a habit of introducing games mid-way through and laughing as I got killed in minutes trying them out - Metroid Prime was one such game), but I've since revisited it in emulation and consider it somewhat overlooked.