Action Fighter 1986
Why it still holds upThe course is still new each time, with a change of vehicle from level to level.
1980s action games that still hold up
Brawling, fighting, and never quite standing still
Games
Action Fighter 1986
Why it still holds upThe course is still new each time, with a change of vehicle from level to level.
International Karate + 1987
Why it still holds upA three-way fight with a clear score to chase is an easy thing to share, and it still is.
Bruce Lee 1984
Why it still holds upLanterns to collect and two guards to dodge are a clear goal that is still easy to share today.
Tapper 1983
Why it still holds upA bartender sliding drinks across four bars is a quick idea that is still easy to follow.
Volfied 1989
Why it still holds upCarving up a screen while an alien hunts you is a simple idea, and the tension is still there.
Chuckie Egg 1983
Why it still holds upA clock and patrolling hens, in a henhouse built of ladders and lifts, still make a good test today.
Ghouls 'n Ghosts 1988
Why it still holds upIt still asks for more than getting through once, with a second pass through the same stages and a new weapon.
River Raid 1982
Why it still holds upFuel that is always running out still turns each stretch of river into a choice today, between a pass over a depot and clearing what is in the way.
Saboteur! 1986
Why it still holds upA ninja sneaking through a warehouse is a premise that still carries.
Batman 1989
Why it still holds upA restart that keeps your progress still makes the search for the next part easy to resume after a failure.
Vampire Killer 1986
Why it still holds upThe castle is still a maze to search and not a line to run.
Nemesis 2 1987
Why it still holds upA sequel with its own ship and weapons gives players a different Gradius to try.
Bosconian 1981
Why it still holds upFlying in every direction with a radar that shows where the bases are still gives each round a clear goal.
Teenage Mutant Ninja Turtles 1989
Why it still holds upFour turtles to swap between are still a good team to take on a mission with.
Wizball 1987
Why it still holds upPortals take you between the levels you have opened, so choosing where to go for which colour still makes each run something to plan as well as to shoot through.
H.E.R.O. 1984
Why it still holds upDark mineshafts to fly through, with dynamite to light the way, still make every rescue worth trying today.
Moon Patrol 1982
Why it still holds upWith only speed, two cannons and a jump to manage, a short session still gets you a full run today.
Xybots 1987
Why it still holds upLearning to read each maze, alone or with a second player, still keeps each level worth playing today.
Midnight Resistance 1989
Why it still holds upChoosing which gun to buy before every stage still gives each run a plan to make and revise.
The Way of the Exploding Fist 1985
Why it still holds upA match decided by two clean strikes is still a simple contest to follow today.
Atlantis 1982
Why it still holds upStart it today and three fixed guns, with a city that shrinks with every miss, turn each wave into a choice of which ship to shoot first.
1943: The Battle of Midway 1987
Why it still holds upA real battle turned into stages of two kinds still makes it a clear way into the genre today.
Knightmare II: The Maze of Galious 1987
Why it still holds upThe hub is open from the start and items decide where you can go next, so finding the way still takes exploring.
Top Gunner 1986
Also known as Jackal
Why it still holds upA jeep with a friend riding along is still a fun arcade idea today.
Fantasy Zone 1986
Why it still holds upIt still has a rhythm of its own, from flying both ways and spending between waves.
The Legendary Axe 1988
Why it still holds upThe choice between swinging at once and waiting for a full charge still gives every fight a small decision today.
R-Type II 1989
Why it still holds upCheckpoints and a charged cannon make each section something to learn and retry, and that rhythm is still how it plays.
Battlezone 1980
Why it still holds upSteering a tank with two sticks is still a distinct way to play today.
Xenon 1988
Why it still holds upChoosing between plane and tank to fit each enemy still makes every level a plan today.
Galaga '88 1987
Why it still holds upRescuing a ship in mid-dive is a risk that is still worth taking.
Final Fight 1989
Why it still holds upThree fighters with styles of their own, and a city to clear with a friend, still make it worth playing today.
Rainbow Islands: The Story of Bubble Bobble 2 1987
Why it still holds upThe rising sea is a clock that keeps every climb tense, and it still does today.
Death Sword 1987
Also known as Barbarian
Why it still holds upA duel to the last life point is still a quick contest to try today.
Ninja Gaiden 1988
Why it still holds upA two-ninja brawl that uses bars and ropes is easy to pick up with a friend, and it still plays that way.
Blaster Master 1988
Why it still holds upExploring in two perspectives keeps its variety up, as it still does for players who try it.
Xenon 2: Megablast 1989
Why it still holds upToday, restart points spaced through each level turn a hard stage into a series of short attempts.
Buster Bros. 1989
Also known as Pang
Why it still holds upPopping balloons one landmark at a time is a goal that is still easy to follow.
Shadow of the Beast 1989
Why it still holds upIt is still a world you travel through, with wide stretches of scenery between the fights.
Phoenix 1980
Why it still holds upThe reason to play it now is a force field that cannot be used twice in a row, which makes every dive a decision about timing.
Dig Dug 1982
Why it still holds upDigging your own tunnels and dropping rocks on enemies is a plan that is still fun to carry out.
Double Dragon II: The Revenge 1988
Why it still holds upFighting back to back with a friend is still the way to play it.
Contra 1987
Why it still holds upWith so few lives, every stage is still something learned by repeating it today, so a run is tense from the first screen.
BurgerTime 1982
Why it still holds upBuilding burgers while being chased still makes a clear goal that is easy to pick up today.
Bubble Bobble 1986
Why it still holds upTwo players can share the bubbles, which is a reason it is still worth coming back to.
Knightmare 1986
Why it still holds upA screen that never stops, with a weapon you keep changing, still keeps each stage busy today.
Zaxxon 1982
Why it still holds upJudging height from a shadow still makes every wall a test of the eye today.
Sid Meier's Pirates! 1987
Why it still holds upWith no end set in advance, each voyage still takes a course of its own.
Battle City 1985
Why it still holds upDefending a base while clearing the board still asks for attention today.
Many of these were built for a few minutes at a time, and they still work that way. They ask for attention and quick hands rather than hours, which makes them easy to pick up and hard to put down.