|Yep, yer boned!|
March: Super Metroid (SNES/Wii U Virtual Console).
These games are paced excellently in terms of difficulty and complexity. You start off being able to jump to platforms, then you get the ability to "morph" into a ball to explore smaller passages. Next, you find heavier firepower, which also opens new kinds of doors. When you hit a barrier, you often have to head to another part of the map to find a powerup that lets you access the previous point. You do this for all of the Metroid games, and it's no wonder that Samus's standing animation shows her panting.
The music has many memorable music tracks, a few of which are really atmospheric, and others are actual themes. I never thought about it until my recent playing of Metroid Prime (the 2002, next generation sequel,) when I realized just how cleverly these games handle the blend of background noises and setting with music. The item theme is an example: it's been the same in all games, and is certainly a distinct pattern, but not really music.
And now I leave you with Smooth McGroove, who does acapella versions of video game themes.