Whoa, Game Features X. Gives it an impressive-sounding aura. Soon dispell that.
This game is based on that age-old Jap RPG premise of an ancient civilisation wiping itself out from its hubristic attitude concerning its devastatingly powerful technology. You are a high-ranking official of this ancient (currently present) government, plagued by nightmares about the extinction of your way of life, and struggle to convince your peers about the dangers that lie ahead. Unsure of what will fail first and how, you decide to put together a squad of highly trained and capable agents and put them into a deep stasis, far enough below the Earth to survive the imminent calamity that will burn the world to cinders. When the agents awake, they are to discover how exactly the world fell (by finding the now ancient ruins of their world and checking for clues left behind) and to broadcast back in time to the official, so that they may somehow prevent it from happening. The game is split into two modes: a standard RPG system that follows the agents on their trevails in the post-apocalyptic future and that of the official, as they use both legal (using their governmental powers, which will slowly shrink in stature the more they interfere with government sectors that don't concern them) and steathier illegal (which is the faster and, soon enough, only) means to prevent the disasters that the agent team in the future are able to identify. It always seems odd in these games that a civilisation that can do anything are always powerless to prevent their own destruction, so this game aims to give them a fighting chance for once.
092. Animal Cussing
OK, this isn't so much a game idea as just changing everything the animals in Animal Crossing say (nicknames for you and such) to swears. It's pretty juvenile. How about Animal Kriss Krossing? Including a Jump-Jump minigame and the option to wear pants backwards. Animiller's Crossing? "I can't live... I can't live out here in this little house in the woods! Like a dumb animal! Look in your heart!". Um, let's skip over this one.
093. Shakespeare Game
There aren't enough games based on Shakespeare's plays. Disregarding all the "hey nonny nonnys" and "oh shit, am I learning something? to hell with this game!" disputes for a moment, the Bard's plays are pretty darn violent and filled with potential XPs for the hack'n'slash crowd. A game would probably go something like Kingdom Heart's episodic nature, though far less cutesy of course, where you'd join up with a hero of one story to see it through to its proper conclusion and then move onto the next tale. And in the case of something like Hamlet, loot all the dead bodies before leaving. Plus, Kenneth Branagh can be a recurring boss!
094. Sinistar Remake
Man, just imagine this: A fully 3D space-sim based on Sinistar. Think how many times more menacing Sinistar would be as a gigantic ass skull space station thing in its full 3D glory. You'd be given an arena (more like a big cube of space to fly around in) like usual, filled with asteroids that you have to harvest the Sinisite crystals from to build your Sinibombs before ol' Skullface's minions can rebuild their master, who you'll be able to monitor mid-construction in the center of the little quadrant you're flying around in (complete with space-scaffolding and what have you) due to how friggin' massive the dude is. Like the uncompleted Death Star of Return of the Jedi, only even more pants-crappingly intimidating. Play with a friend to defeat Sinistar and his goons, or play against them as they help transport the Sinisite back to the Hungry One.
095. Special Wizardry And Tactics
A Fantasy-based SWAT team in other words (based on the one seen in the Hawk and Fisher novels. They're good readin') that take on dangerous illegal fantasy elements in all shapes and sizes. Have a group of werewolves barricading humans inside a building? Call SWAT. Some kind of mystical ancient being escaped from its eldritch bonds? Call SWAT. Escaped mental patient with a Wand of Turning Inside Out? Call SWAT. And a cleaner too, while you're at it. You'll configure and train your own SWAT teams, replacing casualties and making sure you're well stocked on fighters, healers and wizards to tackle any problem the city throws at you. And you thought the regular SWAT teams had it bad.
This is something a satirical cartoon-based game could use as a mode of getting into small places to find a key or some other useful item. When presented with a small opening that the main character is unable to pass through, there's an option to ponder the morality of what you're currently doing. This causes two extra characters to appear: Your tiny "good" self, with halo and wings, and your tiny "bad" self, who wields a fork and horns. Your Good self can pass through the opening and use his extra jumping skills (thanks to those wings) to get around the passage and find what you need to find. The Bad self can't jump as high, but his attack power is considerably higher and he'll be able to fight any monsters that might be hiding in that small gap. Use whichever's appropriate for the type of obstacles you'll be facing. Plus, performing good or evil deeds will power up the respective figment appropriately, enhancing their stats and possibly giving them new powers to use.
097. FPS Spoof
This could be based on something like Hot Shots Part Deux or Sledge Hammer or a dozen other spoofs of overly violent shooter movies. Basically, everything seems to do way more damage than it actually should. If you shoot anything, it'll explode. If you shoot some dude he'll fly backwards 50 yards and spastically go all ragdoll on the way down. And then explode. You gain points for sheer carnage and eventually the plot evaporates in a series of non-sequitur cutscenes that vaguely point you in the right direction to the next series of explosions. You also get a one-liner generator to use, hitting the right function key for it at the right time after killing someone will deliver an apt pun based on the situation for bonus points. There's no ammo or reloading, since this is an action movie spoof, so fire away.
While exploring a new space phenomenon, your explorer/hero character ends up getting trapped within the phenomenon's considerable gravitational pull and he and his ship fall into this space anomaly. He emerges unscathed, only it appears he is now in six different areas of the galaxy, approximately the same distance away from the anomaly in six opposing directions (imagine faces on a cube to understand what I mean). All six instances of the hero are linked, meaning you control all of them sort of simultaneously (though for game purposes, you control one at a time). Furthermore, since all six ships are actually just the one, anything that happens to one ship will happen to the other five. You must shift between the instances and get them all back to the anomaly so they can merge together back into one entity. Ships in fortuitous conditions (like being in friendly-owned, explored space) can seek repairs for fixing the damage done in situations that less fortunate ship instances find themselves in (such as enemy space or some weird corrosive gas cloud). One ship in particular is flying near a black hole, distorting both nearby space and time, which means you're unable to free him from the vast gravitational forces holding him in place until the ship is upgraded. Focusing on an "easy" instance until it comes back to the anomaly and then switching is one plan, but if that easy instance is within the range of easy repairs and stock resupplies, it might be best not to call on it until its needed. Inversely, concentrating on one "hard" instance until he gets home (to get it out of the way with, sort of a common gaming thing) will make the game far more difficult than it needs to be, since you can help get him through his tough battles easier by finding ship upgrades with the other instances. Since they're all moving simultaneously, you will effectively pause one instance's progress when switching over to another. This example should hopefully explain how the game uses it's shared timeline to switch between instances: If you take instance #3 for 30 minutes and switch to instance #4, you'll be back at 0 minutes on the shared timeline since instance #4 hasn't done anything yet. If you want to go back to instance #3, it'll continue from the 30 minute point on the shared timeline. The downside to this system is that if instance #5 upgrades their weapon banks for more damage at the 3-hour mark on the timeline, all the other instances will only receive their weapon upgrade at the same mark, meaning they all need to be 3 hours into their journey back before it'll happen. So obviously, those in a difficult situation may need to go on the defensive until some other instance can get the upgrades needed to continue. You can fast-forward time at will to eliminate long waits, though keep in mind that having nearby enemies will make this feature potentially hazardous with frequent use.
099. Turn-based Powers Tennis
OK, so the first impression you might get with a title like that is "Huh?" followed closely by "Won't that be unbearably slow?". Well, the tennis in this game is slightly different. It follows a super-powered, RPG type of system where powerful serves and volleys are accompanied by various magical powers and special attacks. You need to find the best way to get to the ball, aim for the spot you want to hit the ball to, and let it fly. You get the choice between power (lowering the ability to return your shots), speed (getting to the ball quicker) and finesse (misdirection and things like spin), as your character will be superpowered in any of those three fields. You'll be defeating opponents like the Trickster, who can create illusionary balls along with the real one, forcing you to choose. There's also the Pyromaniac, who can set the balls alight, forcing to only return the shot once the ball's flames have gone out after bouncing once. The whole tournament will be crazy like this and you'll need to use your chosen character's strengths to progress through the competition.
100. Protagonist: The Ultimate Video Game
In this game you assume the protagonist from a great many classic video games, forcing yourself to evolve your graphics and become bigger, stronger, faster and more colorful and better rendered. You start as a pong bat and need to earn enough points to evolve yourself into an arrow, becoming the star of Asteroids. Or you can focus on your bat form and turn into the hero of Arkanoid. Further upgrades in the arrow direction will turn you into a crude spaceship for Galaxia/Galaga, while further evolutions of the bat form will allow you to become Snake, that long, apple-eating line that adorns many a mobile phone. You'll pass through the early arcade era, to the 8-bit era and the 16-bit eras and finally turn yourself 3D. You can stick with vehicles, passing through the arcade shooters and reaching various RTS and Space-Sim games, or you can evolve yourself to become a human being (or humanoid), and take part in early adventure games like, well, Adventure or Manic Miner, using Pacman as a bridge between "random shape" to "person on a mission". Any games you unlock through your transformations will be replayable and you can go back to any previous transformation at any point to try a new path, or to simply gather evolution points at a game you're good at. Find the ultimate evolution of each form, unlock every game and become the perfect video game protagonist.