Super Mario Bros. / Duck Hunt
The Game: Intrepid plumbers Mario and Luigi have fallen back on Mario’s original mandate - rescuing the damsel - as they journey through the kingdom, battling Koopas and braving falls from dizzying heights, all to
rescue the princess (who, as always, seems to be in another castle). In Duck Hunt things are a bit more normal - you’re just trying to nail some ducks in the wild, with the help and encouragement (and, if you let one get away, derisive laughter) from your trusty huntin’ dawg. (Nintendo, 1985)
Memories: Right up there with Atari 2600 Pac-Man in ubiquity, and almost universally loved (think about that for a moment - how many video games reach quite that level of popularity?), Super Mario Bros. was the ticket the NES needed to break into the U.S. market. (Read more about this game…)

The Game: As Stanley the gardener, you’re trying to repel a swarm of pests unleashed by that meanest of pixellated gorillas, while also using your pesticide to propel him off the screen. Protect your flowers and yourself, and wear plenty of Off. (Nintendo, 1986)
The Game: An oversized gorilla kidnaps Mario’s girlfriend and hauls her up to the top of a building which is presumably under construction. You are Mario, dodging Donkey Kong’s never-ending hail of rolling barrels and “foxfires” in your 
The Game: It is the year 2XXX (don’t worry, we couldn’t find it on our calendars either), and Planet X has declared war on Earth’s solar system, sending its finest kaiju into the fray. In this time of our most desperate need, Godzilla and Mothra step forward to defend the Earth and fight for humanity, taking out enemy installations, spacecraft and even those pesky enemy monsters. But even Godzilla and Mothra can only take so much damage… (Toho Studios/Nintendo, 1988)
The Game: You are a marker, trying to claim as much of the playing field as you can by enclosing areas of it. Drawing your boundaries faster is safer, but yields fewer points. A slower draw, which leaves you vulnerable to attack from the Qix and the Sparx, gives you many more points upon the completion of an enclosed area. If the ever-shifting Qix touches your marker or an uncompleted boundary you are drawing, you lose a “life” and start again. And the Sparx, which travel only along the edges of the playing field and along the boundaries of areas of the screen you’ve already enclosed, can destroy you by touching your marker. And if you linger too long, a fuse will begin burning at the beginning of your unfinished boundary, and will eventually catch up with you. (Nintendo/Taito, 1990)