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Top 20 Most Influential Video Games of All Time

these monumental works have shaped the
video game industry into the booming
success it is today hey everyone I’m
Ricky with WatchMojo and today we’re
counting down our picks for the top 20
most influential games of all time
before we begin we publish new videos
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latest videos whether it was pioneering
new and exciting ways to use technology
or introducing vital mechanics and
narrative devices these games have had
the biggest influence on the video game
industry and on gaming as a whole number
20 sim city city management being what
it is it’s hard not to feel a bit
skeptical when someone comes up to you
and says hey there’s a simulation of
that experience that’s one of the most
enjoyable memorable and enduring of its
kind in all gaming history nevertheless
the place that Sim City holds in-game
cannon can only be really described in
such terms it’s a product that
foreshadowed a change in the way we
perceive the minutiae of everyday life
and for good or bad manage to gamify it
for the masses SimCity puts the player
in charge of one of a variety of
selectable cities the original game
notably offering unique scenarios with
real-world cities a practice which it’s
sequels and successors would emulate
everything from taxes to school and
civic service placement to the
satisfaction of citizens is in your
you serve as the unseen hand guiding the
lives of many of virtual citizens this
was the game that for many put Maxis on
the map the broader sim line of games
branched off from Sin City with more
than two decades of beloved releases to
their name
Will Wright co-founder of Maxis was
driven to use the clout afforded to him
by SimCity in order to expand on that
titles virtual sandbox concept his
efforts culminated in interesting genre
experiments like 2008 spore and
foundational works like The Sims number
finish him the announcer declares at the
end of the match the winning player
quickly inputs a series of moves
resulting in an utterly brutal killing
of their opponent’s avatar sometimes its
uppercutting the rival character’s head
clean off other times it’s ripping out
their still-beating heart however the
result is consistently the same someone
dies in horrific fashion Mortal Kombat’s
grasp of graphic violence may seem
quaint by the standards of the present
showcased as it is with pixelated
sprites and basic special effects but in
the 1990s video game violence was very
much a hot-button topic for a reason in
its own twisted way Midway’s classic
fighting game can be seen as a refuting
of the idea that in-game killing is at
all comparable to the real thing
blood splatters limb and organs are
removed without much effort and it’s all
rendered in a fashion comparable to a
really dark cartoon plus the fact that
the game is centered around a fictional
interdimensional combat tournament
involving literal gods and superhuman
fighters should be a clear indicator of
how realistic the scenario is
legislators did not feel the same in
1992 US senators Joe Lieberman and herb
Cole began a series of hearings on the
dangers of video game violence under
threat of government intervention the
game industry was left with little
choice but to established the
Entertainment Software Rating board
which would classify and rate games
based on the perceived appropriate age
for players Mortal Kombat’s changed how
violence is viewed in the industry and
inspired discussions that are still
happening to this day for better or
number 18 goldeneye double-oh-seven
based on the 1995 film starring Pierce
Brosnan Goldeneye was not only the
highest profile Bond game to achieve
financial and critical success it also
managed to thoroughly change the
paradigm by which first-person shooters
were made for consoles rare spent months
doing extensive research utilizing
resources from both the original film’s
creators and their publisher Nintendo
and looking at the ground broken by
light gun games such as Virtua cop the
fruit of their labors was a work of art
that fused the technology of the era
with a sharp vision Goldeneye
excelled in its recreation of the film’s
action scenes its stylistic flourishes
and its balanced tone it offered roots
for run-and-gun action or more
clandestine stealth minded operations
with the selection of weapons being
supportive of player intentions either
way while not necessarily realistic
rares active embrace of real-world
locations and weapons in lieu of
constructing a more fantastical setting
was closer to reality than many shooters
of the time that and the implementation
of competitive multiplayer albeit of the
offline couch co-op variety would prove
vital in the face of gaming’s
progression as a medium today’s military
FPS is and similar games that sell
themselves on the authenticity of their
weapon simulations owe a debt to
Goldeneye double-oh-seven for showing
that there was an audience eager for
such material rare however opted to use
the game as a jumping-off point for
other less grounded titles like Perfect
Dark though the measured fun of gold and
I still peeks through on occasion number
17 super mario 64 mario 1996 was a big
year of changes for gaming particularly
with regards to the evolution of the
platformer the limitations of the
side-scrolling perspective were a thing
of the past
more open and unrestricted worlds could
be implemented thanks to the advent of
3d rendering technology into the fray
came super mario 64 the merits of which
became clear mere moments after booting
up its cartridge Mario Returns
visualized here as a fully
three-dimensional character with
charming animations
and actual voice work the Mushroom
Kingdom shows up as a grand polygonal
playground at the center is Peach’s
castle quaint yet elegant and design
warp pipes were back again but in a more
limited role traveling to different
levels requires Mario to jump through
shimmering paintings furthermore each
level took the patented Mario concept of
being a unique world in itself and
fleshed it out in light of the grander
presentation vast fields of grass snowy
mountains and haunted mansions are just
some of the locales we got to explore in
full with the usual expectation of
Secrets and expansive chambers fulfilled
all that remained at the structural core
of 3d games in general and 3d
platformers especially was shown or
became codified in Super Mario 64 the
range of movement thanks to the Nintendo
64’s analog controls and the shifting
camera angles are of particular note
they’d become the precursor to our
modern conception of video game camera
and movement design number 16 half-life
no waiting for Gordon in the test
chamber as the FPS slowly overtook the
platformer as gaming’s dominant genre
many developers sought to keep shooters
fresh and innovative in order to compete
fantastical settings new combat
mechanics higher resolution textures
anything to keep gamers satisfied and
the money flowing through enter the
valve corporation a group of ex
Microsoft software engineers and non
gaming creative types they aim to
deliver something the gamers hadn’t
quite experienced before a game rooted
in 1950s pulp science fiction but
adapted for the home computer what
players got was half-life a winding tale
of survival amid a harrowing alien
invasion its hook was shockingly simple
the player would stay in the perspective
of Gordon Freeman our voiceless hero for
the entire duration no cutaways to the
aliens perspective no narration
providing backstory for the world just
you and Freeman in the heat of things
this meant more time for deadly
shootouts with helicopters elite
soldiers dead scientists controlled by
the iconic headcrab creatures and
grotesque beings from another dimension
keeping the game focused on
moment-to-moment action isn’t the only
thing half-life
tributed to modern shooter design
throughout the game a number of areas
are dedicated to precise platforming and
elaborate puzzle sequences used to break
up stretches of brutal combat this
specific combination of action and
adventure game elements would be
explored in greater depth not only in
later half-life games but in other
companies works great god gordon freeman
number 15
pokemon red and blue
you walk into tall grass suddenly and
without warning a frantic man in lab
gear appears and shouts don’t go there
he has you follow him back to his
laboratory in town before he explains
himself he’s Professor Oak the world’s a
dangerous place for kids such as
yourself and you need protection
nearby three orbs rest on lab bench
housing three very unique creatures
welcome to the world of Pokemon where
your friends are also your companions
and your fighting force one part bug
hunt one part pet simulator and one part
role-playing game the original Pokemon
titles red and blue weren’t shy about
setting themselves apart from the pack
you guide a team of six creatures Pocket
Monsters shortened to the titular
Pokemon make them strong by battling
other trainers of Pokemon and set out on
an adventure across the fictional region
of can tell everything about red and
blue from the individual designs of
Pokemon to the rock-paper-scissors like
combat system remains brilliant even now
and struck a chord with people back then
the trading system which allowed players
to swap their Pokemon was ahead of its
time and also reflected the sense of
camaraderie Game Freak wanted to
encapsulate see also the two releases
one experience model it’s not surprising
that a franchise worth billions of
dollars in games merchandise and
assorted media spawned from this length
number 14 space war outside of gaming
there are those who might hear names
like Bushnell Bayer or in this case
Steve Russell and think who’s that and
why should I care history isn’t
important to enjoying games to which we
would respond with because honoring
those who shaped this medium and
acknowledging the mediums origins
matters in deciding where we take it
from here early games are an integral
part of the systems and techniques that
are still in use today
a modicum of respect is the least we can
offer in return space war while not the
most intricate production in the early
history of gaming does merit mentioning
here on the grounds that it’s a
foundational work it was conceived by
Harvard University employee Steve
Russell as a showcase of the PvP ones
display capabilities taking the form of
a simple space battle between two
starships the needle and the wedge
circled around a tiny star all of which
were visualized as monochromatic shakes
and attempted to shoot one another with
torpedoes while in motion
programmers love the game they
especially appreciated the simplicity of
its design which allowed them to
recreate the game on other mainframe
computers by the 1970s hundreds of
computers with monitors were produced
further contributing to the
proliferation of space work and in time
coin-op games like computer space and
asteroids were built on the space
shooter concept with great success
leading to gaming as we know it number
thirteen Tecmo Super Bowl at the risk of
inspiring scorn or just plain and simple
confusion we feel the need to mention
this late era and yes game it’s by no
means the most technically advanced
football or general sports simulation
game in existence and it doesn’t have
the degree of content and polish
presented by later releases yet to this
day Tecmo Super Bowl still maintains a
cult following and is enjoyed by those
who know of it part of that may have to
do with what it offered for the time
Tecmo Super Bowl had the official
licenses and permissions of the National
Football League and the National
Football League Players Association
letting the developers make use of then
current NFL team rosters even now you
can jump right in and take command of
the NFL’s best athletes circa 1990
playing according to the then current
NFL season schedule it handily
Illustrated the ways in which game
creators could play with licenses to
great effect which we’ve seen expanded
upon in the many sports games of the
present respectable enough for its
authenticity TSB is also crucially a
good game on its own merits it retains
the more arcade like stylings of the
first Tecmo Bowl but introduced a host
of new features coin toss quarters that
last five minutes the ability to view
statistics and so on other Tecmo Bowl
games and indeed subsequent football
games would run with these elements and
make them fundamental to the concept of
number twelve Dragon Quest room
a little before the founding of Chunsoft
one of its major designers Yuji Horii
was drawn to a game called wizardry
enchanted by the look of its world and
the depths of its mechanics Hodi kept
the game in his thoughts through to his
career at Chunsoft he would eventually
start toying with the elements of
Western role-playing
while working on a game of his own a
game that would combine dialogue driven
storytelling with playful visuals and
character building and so we got Dragon
Quest released in North America under
the name Dragon Warrior to avoid legal
troubles with simulation publications
over the pen-and-paper game Dragon Quest
the central thrust – dragon quests
narrative is quite simple on reflection
there’s a princess who’s been kidnapped
and an evil dragon Lord in a distant
castle that your hero must rescue and
defeat respectively some complications
involving relics and prophetic
instructions arise but in practice the
story is an excuse to engage with a
larger world of magic and mystery the
hero needs to be built up in terms of
combat experience and range of abilities
which means engaging in the time-honored
tradition of random encounters iconic
foes such as the slime exist to be
killed not only for the experience
points but for gold a resource to be
traded for better armor and weapons
boilerplate though this mechanical
design may be for RPGs it’s important to
remember that the formula had to be
introduced for it to become commonplace
Dragon Quest laid the groundwork that
other more complex titles would build
upon indeed if not for Chun softs work
Japanese role-playing may have gone in a
completely different direction number 11
Metal Gear Solid this is snake carnal
can you hear me loud and clear the years
of sony’s inaugural console were
dominated by two types of games
technically proficient titles intended
to showcase the hardware’s potential and
narrative Lee involving games aiming to
add complexity and nuance to the medium
standard quality of storytelling Metal
Gear Solid was among the first titles to
try to merge these two camps into one
singular experience the results of which
remain astounding to this day Metal Gear
Solid tells the story of Solid Snake an
elite soldier pulled out of retirement
in order to investigate and squash an
insurrection in the making venturing
through the stock
hallways of the shadow moses nuclear
disposal site in alaska it soon made
clear to snake that things are more
complicated than they seem the story
twists contorts and proves clever at
every turn managing to explore themes of
genetic destiny and the consequences of
war with surprising care the game takes
many of its cues from Hollywood scene
staging and screenwriting which ended up
foreshadowing efforts by the games
industry to actively mimic or pay homage
to major motion pictures that it manages
to blend Hideo Kojima’s sharp narrative
direction with a varied range of weapons
and among the most enduring of videogame
boss battles is truly spectacular to
behold on top of all that Metal Gear
Solid was also a major driving force for
the emerging stealth game genre various
design elements such as crawling being
quieter than running and limited
ammunition for weapons have since become
commonplace for games where sneaking is
the central mechanic he’s killed three
people yeah say he’s using stealth to
number 10 Street Fighter 2 the world war
for those who frequented arcades in the
early years of the 1990s fighting games
with a lifeblood of those fabled halls
of your tales endure of gaming
enthusiasts gathering around CRT screens
pouring in quarter after quarter
playfully battling for dominance and
what game pray tell is more beloved or
pivotal to the genre than Capcom’s very
own Street Fighter 2 the first Street
Fighter game was a flawed indistinct
experiment in the realm of 1v1 combat
the most substantial success of which
was its garnering of sufficient funds to
support a sequel Street Fighter 2 would
be the faster more diversified follow-up
with a roster of characters quite unlike
any gaming had seen before Japanese
martial artists American Special Force
operators Chinese officers working for
Interpol and an assortment of other
interesting folks were gathered together
for one large international fighting
tournament miraculously this did not
erupt into chaos but instead served as
fertile ground for further
experimentation and genre definition
each fighter has their own unique take
on a given fighting style each with
their own vibrant and fitting special
moves a concept which came about from
bug fixes but has since become industry
standard who woulda guessed the stages
and combatants might perhaps be a bit
too rooted in stereotypical aspects of
certain cultures yet for the time this
was indisputably a step forward for
inclusive representation and of course
there’s the matter of the six button
combos scheme which has found its way
into a number of games too numerous to
list in their entirety all of this to
say that Street Fighter 2 ensured that
even the most casual of fighting game
players could enjoy the experience
without having to memorize controls or
know which button does what however
anyone who did invest the time found a
system as intricate and well-thought-out
as they come number 9 Final Fantasy the
situation was dire for square they
anticipated bankruptcy in the near
future thinking that their then
forthcoming game Final Fantasy would be
their last one of the main designers
Hironobu Sakaguchi was planning to leave
the industry entirely should the game
fail to connect for everyone involved it
seems as though the end was
yet here we are years later with Final
Fantasy having come into its own as a
massively prolific franchise with an
increasingly ironic name that first game
did more than just profit it set
expectations and inspired ideas as to
how Japanese role-playing games should
be made for years to come
what’s even more amusing is that
initially the game appears to adhere to
standardized antis each rope without
much deviation you control a quartet of
heroes the light warriors who were sent
to aid the surrounding lands and restore
four elemental orbs to the rightful
place as events progressed it becomes
clear that the story scope extends
beyond the here and now with issues of
time travel and the lingering impact of
actions coming into sharp focus Final
Fantasy was among the first Japanese
made RPGs to attempt to blend in
elements of Western role-playing like
weaknesses to particular elements it’s
understated ties to the tradition of
tabletop games and its complex world
building for the time made it notable as
a stepping stone towards more refined
JRPGs in the future on a greater scale
it also raised awareness for the role
playing genre in general with many a
gamer citing this as their entry point
into the genre number 8 The Legend of
when she ghetto Miyamoto said about
crafting what would become one of
Nintendo’s flagship franchises his core
concept was rooted in the joys and
tension of exploration he deliberately
drew upon his experiences wandering the
caves and forests near Kyoto as a child
attempting to recapture the sense of
mystery and natural beauty he felt in
his youth The Legend of Zelda reflects
his sensibilities in surprising ways
while subverting expectations of how a
fantasy setting is supposed to be the
realm of Hyrule is not lush and vibrant
but rather comes across as desolate and
harsh antagonistic creatures look around
nearly every corner burn trees line the
myriad paths and the land citizens are
hidden away in the mountains making any
progress as the lone adventurer link
requires a willingness to search every
nook and cranny keeping one’s eyes
peeled for important people in items
exactly is Miyamoto intended it’s kind
of devious how Miyamoto and his team
constructed the world to subtly inspire
and explorers mindset in the player yet
the results that speak for themselves
Lynx quest a mission to rebuild the
fragmented Triforce of wisdom is made
compelling by the drive to search at
one’s own pace this kind of open world
approach to an otherwise classically
minded fantasy fable was game-changing
the lessons learned from The Legend of
Zelda’s successful blend of sword and
sorcery iconography with a lousã
narrative structure still live on in the
sandbox games of today number 7
doom in the days of shareware this was a
pivotal turning point then newcomer Ed’s
software was just emerging as a major
player in the computer game development
scene displaying a clear interest in
pushing forward action game design to
that end
Ed’s ragtag team set about blending
intense shooter gameplay with a
boundary-pushing pseudo 3d game engine
and horror iconography what they came up
with was do a game that tried to deliver
the sights and sounds of b-movie horror
within the context of a first person
action experience its simple premise of
a lone Space Marine setting out to
liberate Mars from Hell spawn was more
of an excuse than anything else what it
was really interested in was letting
players blast
down and vaporize demons to their
heart’s content it almost goes without
saying the doom managed to be an
incredible success thanks in no small
part to its tight combat appropriately
grotesque yet endearing enemies and
hellscape setting many first-person
shooters to this day still rely upon the
core gameplay loops of clearing foes
from rooms and exploring intricately
crafted levels that doom pioneered it
was also pivotal in the realm of online
multiplayer stories of players meeting
up to link up computers and compete in
land battles we’re all too common in the
90s the careful consideration had paid
to its multiplayer suite from offering
maps capable of handling multiple people
running around at once to balancing
weapon damage with player health remains
the bedrock on which all online shooter
many titles have been cited over the
years as the starting point for the
so-called Golden Age of arcade games
roughly stated to have run from 1976 to
1983 the thing is it’s never quite clear
until well after the fact what precisely
was the point at which the world any
world was at its best all we can say
with certainty is that whether at the
time of the release or now space
invaders mattered as an understated step
forward it’s considered one of the first
known entries in the shooter game a
broad descriptor whose most consistent
theme is games in which a weapon is
fired to destroy something or someone in
the case of space invaders your primary
opponents were row after row of slowly
descending alien spaceships and your
task is to blast every single one of
them into oblivion while there were four
shields behind which the player
commanded laser cannon could hide
ultimately their lifespan was limited by
however long it took for laser fire to
cut through them the setup is simple yet
tense in the way that only classic
arcade games could be your rate of fire
is consistent but the ships grow faster
as their numbers decrease eventually
becoming too fast to cut down the
scaling difficulty and increasing speed
worked well in the game’s favor
since the central gameplay is so
functional and easy to grasp there’s
never a moment where the objective is
unclear and the play continues as long
as the player’s reflexes remain OnPoint
complex it may not have been but
foundational to the very idea of
shooters alias e-e-e e-e-e-e never five
a woman named Pauline has been kidnapped
by a giant ape who has taken her to the
top of a construction site you a
carpenter known only as jump man must
climb up each level of the building in
order to save Pauline barrels and oil
drums get tossed in your path and the
way ahead is lined with conveyor belts
and ladders galore this is the setup for
Donkey Kong which fell under the purview
of first-time director Shigeru Miyamoto
and producer gunpei Yokoi Miyamoto’s
design approach was to invent a whole
new way of engaging with games narrative
driven gameplay conveyed by a short
animated scenes jump man or Mario as we
later learn was our working-class hero
Donkey Kong was the villain and Pauline
was the damsel in distress its
implementation of a plot and distinct
characters however rudimentary they may
seem now was groundbreaking for the time
to say nothing of the game being a
notable precursor to the platformer
genre Donkey Kong is seen as one of the
first if not the first in a line of
games with clear stories underlining the
gameplay meaning game narratives as a
concept Oh a great debt to it with this
game Nintendo sought to make a name for
itself in the North American game market
Donkey Kong supposedly earned over 100
million dollars for Nintendo within its
first year the game success set up
Nintendo to thoroughly dominate the
coming decade and allowed their industry
number four Tetris
a lot can be said of the culture that
arose from the Cold War but one thing
that stood out is how brilliance came
from such unexpected places
no one can honestly claim to have
predicted that a random employee of a
Soviet run R&D department would conceive
of the most recognizable puzzle game of
all time and yet here we are decades
later having seen countless incarnations
of Alexey Pajitnov classic Tetris seven
types of blocks vaguely shaped like
letters fall onto a rectangular grid
your job is to position them while I
fall in order to complete row after row
and clear the grid that’s the game in a
nutshell complexity only really rising
from increased speed of the blocks but
that’s it’s great strength tetris has no
need to be overwrought with details in
context it just offers an addictive
gameplay loop and lets the player decide
whether to get invested in it or not
suffice to say this approach has worked
out well for Pajitnov and company the
original game success on home computers
led to the creation of the 1989 version
for the Nintendo Game Boy which is
perhaps the most popular incarnation of
Tetris Pajitnov went on to found the
tetris company enabling him to receive
royalties and expand the tetris brand
for generations to come
number three pong we’d be hard-pressed
to find one person alive who has never
heard of pong the simplicity at play is
almost ridiculous to consider you
control a paddle in a basic game of
table tennis your opponent either a
living human serving as player 2 or a
computer-controlled equivalent makes use
of a paddle opposite yours you move the
paddle up and down in order to deflect a
constantly moving ball into the
opponent’s goal for points and that’s it
that’s the entire game despite what must
have been great skepticism about its
potential for success pong was an
honest-to-goodness smash hit reports
indicated that Atari was able to sell
pong cabinets for several times the
production cost and the presence of pong
clones games that borrow the paddle and
ball deflection concepts for other
purposes speaks leagues about what kind
of impact the original game had on the
version in game industry on the business
side Atari was able to expand and
develop more games for the arcade and
home consumption as
this simple game about virtual table
tennis not only established Atari as a
viable brand approved the viability of
gaming as a profitable industry arcade
owners took notice of the money pong
pulled in which almost certainly ensured
a generation would grow up with one foot
firmly in the world of arcades number
two pac-man he’s a yellow orb with a
he eats pellets while moving in a
straight line horizontally or vertically
he’s chased at every turn by four ghosts
blinky pinky inky and Clyde will kill
him instantly on contact occasionally he
can consume special power-ups to turn
the table on the ghosts making them flee
in fear this is the entire concept from
start to finish of pac-man
a game viewed by many as the video game
it’s by far the most well known in terms
of pop-culture ubiquity references to
the arcade game parody or otherwise can
be found in any number of films and TV
shows most people who know of gaming are
at least familiar with pac-man and can
usually rattle off their knowledge of
the core gameplay at the drop of a hat
part of that can be attributed to the
sheer beautiful simplicity of the game’s
visual language it all takes place on a
black screen overlaid with a blue maze
and yellow dots the aforementioned
pellets with pac-man and the ghosts
standing out with their pastel color
pac-man raised the bar in terms of easy
to comprehend visual cues in the Golden
Age of arcade games
Pacman’s influence on the industry and
the numerous titles inspired by its core
gameplay are the reason why people still
enjoy it statistic number one Super
Mario Brothers when one looks at the
broad scope of the videogame industry
its inception its evolution over the
years the formation of its genres and
themes only one title comes to mind as
truly pivotal the 1985 classic Super
Mario Brothers is that type a game
responsible for inventing and
solidifying the tropes of the 2d
platformer genre as well as giving the
games industry its second win the world
of the Mushroom Kingdom
a case study in a how best to convey
personality and atmosphere within the
limits of an heiress technology it’s
bright pastel color scheme
brick-and-mortar architecture and
animal-like inhabitants were
revolutionary for the time the hero
Mario was ingenious a seemingly ordinary
plumber made superhuman by the games
fantasy setting the jaunty chiptune
soundtrack the charming characteristics
of Mario’s enemies the clever secrets
hidden throughout the levels all of this
would be remarkable and admirable in its
own right what helps cement Super Mario
Brothers as a defining game is it’s
expert craftsmanship and tight gameplay
the jumping mechanics remain hard to
surpass in terms of careful balance
between agility and accessibility the
placement of obstacles and enemies is
downright inspired and power-ups like
the fire flower and star man have
engrained themselves into the public
consciousness there’s one more thing to
consider when talking about why Super
Mario Brothers matters so much to video
games the industry as we know it might
not exist without Super Mario Brothers
after the game crash of 1983 many were
uncertain of Nintendo’s first true home
console the Nintendo Entertainment
System how could a company known
primarily for making toys and playing
cards succeed in the wake of the crash
what couldn’t intend to bring to the
table that would continue nope
save gaming after Atari and others
nearly killed it
Mario was the answer packed in with the
NES at lunch Super Mario Brothers sold
tens of millions of copies over its
lifetime standing as the best-selling
game released for a single console for
its success led to massive sales for the
NES which in turn prompted companies
like Sega to venture into the console
making business in order to compete it
revitalized an entire industry brought
it back from the brink it rescued gaming
at its most dire everything that came
afterwards every accomplishment and
every step forward could not have
existed without the aid of a mustachioed
plumber from Brooklyn that above all is
why Super Mario Brothers is the most
influential video game of all time
there’s no doubt that without these
games I wouldn’t even be here talking to
you guys right now guys thank you so
much for checking out the list please
let us know what games have had the
biggest influence on you in your life
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