Spoilers ahead: for the puzzle and the movies/games
This post assumes you've already solved the puzzle. It reveals all categories and their connections, and discusses plot details, endings, and spoilers for featured movies/games throughout.
Mega Man 2 was made without permission. Capcom management declined a sequel after the original sold modestly in North America. A small team worked on it alongside their formally assigned projects, without approval, and presented the finished game once it was complete. It became the best-selling entry in the franchise. The series ran for eleven more mainline titles. Nobody was fired.
Games: Super Mario Bros. 3 · Sonic the Hedgehog 2 · Donkey Kong Country · Mega Man 2
Donkey Kong Country was made in roughly twelve months by around twelve developers at Rare, using Silicon Graphics workstations purchased specifically for the project. The pre-rendered 3D sprites were a visual argument about what 16-bit hardware could display if you approached the problem from a different direction. Nintendo of America president Minoru Arakawa flew to visit the studio mid-development and reportedly told the team the visuals would make the Super Nintendo look more powerful than it was. He was correct.
Super Mario Bros. 3 brought the world-map structure and the item inventory. Sonic the Hedgehog 2 introduced the spin dash and the first proper co-op mode in the series. Both games are formally teaching you how to play the genre while you are playing them -- escalating complexity introduced gradually enough that you do not notice you are being trained.
Mega Man 2 established the selectable-boss-order loop. You could beat bosses in any sequence, but the weapon you acquired from each one made the next boss easier if you knew the pattern. Figuring out the optimal sequence, or discovering it by accident, was the puzzle underneath the action game.
Games: GoldenEye 007 · Disney's Aladdin (SNES) · Ghostbusters: The Video Game · The Chronicles of Riddick: Escape from Butcher Bay
GoldenEye 007 was developed by a Rare team most of whom had never made a first-person shooter before. The mission-objective structure came partly from the team not knowing the genre's conventions well enough to default to them. They did not know that FPS games were supposed to be about walking forward and shooting everything. So they built something with briefings, secondary objectives, and variable difficulty requirements instead, and it became one of the defining FPS games of its era.
The Chronicles of Riddick: Escape from Butcher Bay is the counterexample the games industry reaches for when discussing licensed titles. Developer Starbreeze built a custom engine for it and set the story before the events of the source film, giving the team creative room the sequel did not have. The game received critical attention unusual for a licensed release. It is still cited as evidence that the category need not be a shortcut.
Ghostbusters: The Video Game included the original film's cast and was co-written by Dan Aykroyd and Harold Ramis. It was positioned at release as a third Ghostbusters film in gameplay form, with an original story set two years after Ghostbusters II. Disney's Aladdin (SNES) was made by Capcom rather than the Virgin Games version released on Genesis, and the two are genuinely different games using the same source material.
Games: Little Nightmares · Limbo · Omori · Detention
Little Nightmares grew from a prototype called Hunger that was originally planned as a mobile game. Tarsier Studios had spent most of its previous years as a support studio working on other publishers' titles. The final game puts Six, a small girl in a yellow raincoat, inside a vessel run by oversized adults who serve and consume, and scales everything to make her feel small rather than the world feel large. It is a precise formal choice: the threat is not supernatural. It is just bigger than you.
Detention is set during Taiwan's White Terror period under Chiang Kai-shek, when suspected communists and dissidents were imprisoned and executed. The game uses indigenous Taiwanese mythology to shape its horror. It was released during a period of renewed public discussion in Taiwan about the era and was praised for treating the material without simplification. The horror works because the history underneath it is real.
Omori uses a JRPG combat framework to model the way a child builds an internal world against grief. The combat system is the exterior. What it is protecting against is the subject of the game's final act. Limbo provides neither backstory nor explanation: a boy moves through a world where the rules are physical and unforgiving, and the atmosphere does the work the narrative refuses to do.
Games: StarCraft · Warcraft III: Reign of Chaos · Age of Mythology · Company of Heroes
StarCraft's three faction storylines were told through mission briefings and in-engine cutscenes without full-motion video. The South Korean professional StarCraft scene that grew from the game's competitive community in the late 1990s ran as a broadcast sport for more than a decade. The campaigns are the part most Western players remember first; the professional metagame is the part that turned the game into something else entirely.
Warcraft III built Arthas Menethil's fall across its campaign in enough detail that World of Warcraft's backstory felt earned before the MMO launched. Blizzard used the campaign to invest players in the lore before converting it to a subscription service. The investment held. Company of Heroes depicted the Normandy campaign through individual soldiers rather than strategic abstraction, which was unusual for a genre more interested in logistics and resource flows than in the people executing the orders.
Age of Mythology was the first Ensemble Studios game built around a non-historical fictional setting. The three mythology sets (Greek, Norse, Egyptian) were designed to have distinct playstyles rooted in their cosmologies rather than being reskinned versions of the same faction. It sold over a million copies in its first year.
The hard category here is the one most people reported finding last. The connection (young protagonists, world scaled against them) is abstract enough that each game looks different in isolation.
CineLinkr ran its puzzle #51 today as well, with musicals, survival at sea, and a tricky category about films where the genre only arrives in the final act.