Hi, I'm Tim Landers, and I'm a code addict.
I was told this was the best self help group in the world for folks like me!

I'm a freelance software developer, and I've recently re-discovered my calling to be an indie game developer.
This is what I look like when I'm surprised to have my soul stolen by an Infernal Machination...

I've read every page in this thread -- We'll, actually, there were so many posts I just scrolled down every page and stopped to read the intros of folks who took the time to post images.
You folks have already posted many of the games that have left an impression on me, so I'm not going to post the games I've already seen a bunch in here. There are plenty of other games that also made an impact.
I really enjoyed all the nostalgia. Sadly, what once was a visual fountain of memories seems to be experiencing a bit of drought... Nope, not on my watch! (un?)Fortunately, games have been molding my mind for nearly my entire life. Here's the slightly jumbled story of how games designed me:
------
Kingdom of Kroz - 1987


I used to pass over games with just text graphics, Kroz taught me: Gameplay is more important than Graphics.
Islands of Danger (or Islands, also Rescue!) - 1991

Islands's full screen scrolling text gameplay taught me: A little imagination goes a long way. The hint of form is all that's required.
Legend of the Red Dragon - 1989



The other text games led me to discover MUDs. LoRD inspired me to make mods for games. Crossroads of the Elements (not pictured, text only) taught me that the Game Community is even more valuable than the game.
Thank gods the Internet made Line Noise extinct!
Monuments of Mars - 1991

Not obsessing over graphics let me experience more games, and study their design. MoM showed me there can be method to madness, and madness in methods!
Crystal Caves - 1991



C.C. was the First graphical game I ever modded. I learned complexity can limit fun.
Overkill - 1992 : Inspired me to do pixel art, I learned a limited palette isn't a limitation.



Commander Keen also deserves a mention here, but everyone should know of its awesomeness.
Starglider 2 - ~1988ish : What is this 3D Magic?! I must have its power.


LHX Attack Chopper - 1990 : I started to study trig while my classmates learned long division.


Camels are deceptively the most dangerous element in the game. Though completely unarmed, their explodability will drain your ammo reserves leaving you defenseless to bigger threats!
Raiden - 1990 (and sequels) : Power-ups that change to give players a choice = A little player freedom is a good thing.

Dactyle Nightmare & Exorex 1991 -
Virtual Reality

Mind = Blown. Got a job just to pay to play these expensive games every weekend. Learned work ethics.
Bip Bop 2 - 1993 - Shooter + Arkanoid + Puzzle Game = Awesome. Don't take yourself too seriously!



Xargon 2 - 1993 : Subtle steerable bullets? More player freedom, Yay! Anywhere Store? Too much freedom can break the 4th wall.

Epic Pinball - 1993 : Such Smooth full screen scrolling! I had to learn Assembly and C - Bye, BASIC!


Rocket Knight Adventures - 1993: Fell in love with consoles again. Such awesome character designs and variety of gameplay!




One Must Fall - 1994 - (Epic was still making MegaGames) - This
game's intro music is so damn catchy it made me want to start sequencing my own MIDI songs.


Super Puzzle Fighter 2 Turbo - 1996 : Some designs can survive complete re-imaginings. Drop Patterns closely match Fighting Styles of the original game.




Dan can damage you with taunts in this one too -- In fact: All he does is drop the EASIEST pattern to beat, taunting you the whole match! (Akuma's got the hardest pattern)
Virtual On - 1996 : There are many versions of this cyber-battle simulator. The dual arcade unit is still my absolute most favorite thing to do that doesn't involve saliva.




Gaming in public is cool. From this day forward: Regardless of genre, Let the Players be Proud!
Armored Core - 1997 : 3 Playstations in the living room. 2 sys link, 1 for leveling & customizing bots, for YEARS. Past saved items carry to new game = Let the player keep what they earned, it's VALUABLE to them.


Lunar Silver Star Story (and all the others) - This game lives on forever in my dreams, with magical thoughts, where all things are real, unless I dream they're not.......




.....carried on Wings of HOoooope!

You can easily out epic yourself. Every. Time.
Pong, The next level : To teach an old dog new tricks, you must only realize the truth: There is no dog.




Xenogears - 1998 : I considered passing this up about as seriously as I considered not ever breathing again.



Unholy War - 1998 : A Must have. Strategy + Arena matches? Bring it: My pawn-fu can kick your queen-ass.




Brave Fencer Musashi - 1998: Lighthearted games can still be epic.





I had this game's babies. They're so cute that they can only come out at night, usually right next to where they previously shat.
Spin Jam - 2000 : A diamond in the rough. A whole new spin on Bubble Bobble, candy coated for time release addiction. It's OK to design for a niche. The most flavorless games are designed for all tastes.



Anthropomorphic feline? Furry. No, look closer, it really is a dude in a Fursuit.
Legend of Dragoon - 2000 : Precision timed powerups are AWESOME for the first 10 hours! Your playtesters are pros at your game, we are not. Make all parts awesome. If your game is good enough, the players will forgive an aneurysm or two.




L.o.L. : Lack of Love - 2000 : The purity, simplicity, and altruism of L.o.L. transcended gameplay and charged me with a profound Universal truth.



This is a small sampling of the games that helped to shape who I've become. Sorry if I was too enthusiastic, I'm just really passionate about these games... I'll edit the post down if needed.
I'll not pimp any of my own games here. Those are results of the influences above, some even just clones. Hopefully you'll see me and my new works around.
Here's hoping the experiences that find us will be every bit as epic as everything else in this thread!