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Four decades of interactive design
Ranked on design ambition, mechanical polish and the degree to which a title became a template others copied. Launch-day state matters — games that shipped broken carry that penalty even after patches.
Top of the category
Four decades of design ambition, judged against what actually shipped
Nintendo · 1985
Miyamoto built a physics engine out of a single jump arc and taught an entire generation to read a 2D screen for hidden depth. Released two years after the 1983 crash, it single-handedly convinced retailers video games were not a fad.
Nintendo · 1998
Miyamoto and Aonuma solved the problem of 3D combat by inventing Z-targeting, a lock-on system so intuitive that virtually every action game made since has some version of it.
Alexey Pajitnov · 1984
Pajitnov built it on a Soviet government computer with no thought of commercial release, and the legal fight over its rights afterward is nearly as dramatic as the puzzle logic itself, which needed zero revision to remain perfect four decades later.
2 lists
Each list states its own criteria and cadence. Most recent data refresh: 1 Jul 2026.
Entertainment
Film, television, music, games and the stories in between.
Top 49 rankings are editorial. Scores are produced from the published criteria on each list and are refreshed on the cadence stated there. Figures shown across this section are curated demonstration data.