Format the following passage properly, for storytelling purposes. Keep it as written, don't change a single word, but improve grammar where necessary.

Going back to the past can help you better understand the present. This is applicable in all facets of life, but I was reminded of the significance of that concept in a most unusual way this afternoon. My Genesis emulator of choice has long been Fusion 3.64, the final version before Steve Snake stepped away from the project. Though it was released in 2010, it remains my favorite emulator of all time for pre-Saturn Sega systems, and particularly the Genesis, which recently became my go-to for video game fun. The Genesis has a legitimate argument for being the greatest console ever made, especially when it comes to sports games. Out of curiosity, I wanted to try earlier versions of Fusion to see how they would run on my computer, or if there would be any significant differences between them and 3.64. I went all the way back to Fusion 0.1, released in 2004. From the testing I've done, it's quite excellent, and doesn't feel much different from the last version except for the fact that ALT + Enter can no longer be used to go in and out of fullscreen. You can only toggle fullscreen mode with the Esc key, which is the intended function of that key in all versions of Fusion. (3.64 has support for both Esc and ALT + Enter to toggle fullscreen, but of course it is more convenient to just use Esc.) It is ironic to think that going back to an old version of Fusion helped me figure out an easier way to do something in the latest one. Having gone all over the map, trying sports games from different eras of the console's history and exploring everything that makes them unique, I've finally figured out exactly what I've been looking for all along in my preferred 'baseline' titles. My focus shifted from having games all be a certain size (512KB, 1MB, etc.), to having them all predate my birth (release dates before October 1992), to wanting player numbers (so you know exactly who is who), to anything else you can think of. But now I've settled on a clear way of separating the wheat from the chaff. My standards have increased, with the following minimum requirements for a 'baseline' title: the game in question must have not only the league license but the player's association license (for not only real player names but also real team names and logos); it must include all teams that were active in the league at the time of release; and it must include a season mode that allows you to play through an entire season, from week 1 to the championship game(s), as opposed to just having a tournament mode. Strict standards for the 16-bit era, as very few games could boast of having this 'hat trick' of features. Having done some research, I came across several games that fit the bill perfectly, and can safely say my quest is over. It is absolutely done. My goal has been realized. First up, for football, the venerable "Tecmo Super Bowl." Originally released for the NES, it was later updated for the Genesis and SNES (both of which received two sequels that take advantage of their more powerful 16-bit hardware). It is the first video game licensed by the NFL and the NFLPA, includes a full season mode, and contains all 28 NFL teams of the time. The first installment on the Genesis brings back the same fast-paced action of the NES original; the sequels try to go for a bit more realism, and while they are good, I definitely prefer the simpler and more arcade-like feeling of the earlier TSBs. Next up, for basketball, "Tecmo Super NBA Basketball." The story is the same, right down to the Genesis and SNES getting updated versions, except in this case there was never a sequel. It is not the first game to be licensed by the NBA and NBPA--if I'm not mistaken, that is actually "Lakers vs. Celtics and the NBA Playoffs"--but it is the first to have all 27 NBA teams, plus a proper season mode. The Genesis version does not have Michael Jordan (he appears as "Guard Bulls" with a generic #99 number, but his stats are accurate to the real deal), nor does it have Magic Johnson or Larry Bird (all of whom are present in the NES original), but it's still one of the best basketball games released for the console. NBA Showdown '94 would be the next to have all these features, and both set the stage for the phenomenal NBA Live series. This brings us over to hockey, which is quite interesting as while NHL '94 was the first game to have a full license from the NHL and NHLPA, it does not have a season mode. Its sequel NHL '95 does, and it is actually the last one in the series to use the same core engine that had powered everything since the original "NHL Hockey" was released in 1991. It is the peak of the engine, upgraded as far as they could have possibly taken it. However, I've opted to skip it and go for NHL '96. Not only did that release mark the transition to a new gameplay engine, one with significant improvements over what had preceded it, it brings back a feature that had not been seen in three years: fighting. The last game to have it was NHLPA Hockey '93, and though there is no longer any blood or broken glass to accompany it, the fact that it made a return at all is absolutely incredible. NHL '96 represents the peak of the series on the Genesis, taking all the features that had been added over the first four installments and combining them into a phenomenal package. NHL '96 is still considered by some as the peak of the series on the Genesis, though there are many who also pick '94 or '95. The series would continue for two more installments on the Genesis, which thankfully kept the same excellent gameplay engine from '96 and added a few neat features to the mix, but in the end I prefer NHL '96. Many people in Canada probably enjoy it too as that was the final NHL game to have both the Canadiens and the Quebec Nordiques (who moved to Colorado, became the Avalanche, and became Stanley Cup champions in their first season in Denver...to say the timing was horrible is putting it lightly). This brings us to baseball. A trickier prospect, as the majority of baseball games released in the 16-bit era managed to secure the MLBPA license, but not the MLB one. It turns out a Genesis game was the first video game in history to have the full MLB + MLBPA license. "World Series Baseball," released in 1994, has the 'hat trick' of full license, all MLB teams of the time, and the ability to play a full 162-game season mode (plus some configurations for shorter seasons with fewer games). Though it is a bit more 'realistic' than the other games I've come to enjoy, and a bit slower-paced, there is a lot to be said for having the full license. When you play as Baltimore, you're not just playing as a city name. You're playing as the honest-to-God Orioles, with their classic logo. You see player names. You're not just a number. You ARE Cal Ripken Jr. That had to be extremely special for young gamers back in the 90s to be able to play as an actual professional team and use real athletes, represented by their real names and not just jersey numbers. That covers the four major North American sports, which leaves my personal favorite sport: boxing. I've settled on "Greatest Heavyweights," as its roster is incredible. Ali, Frazier, Holmes, Dempsey, Marciano, Patterson, Louis, and Holyfield (plus an unlicensed Tyson). It gets no better than that in the 16-bit era, not just for boxing games but fighting games as a whole. With that, it is finished. (On second thought, I'll take NHL '95 after all.)