Final Fight 3 1995
Why it still holds upFour fighters with their own moves, a super gauge and branching paths still give each run something to learn today.
Action games that still hold up
Brawling, fighting, and never quite standing still
Games
Final Fight 3 1995
Why it still holds upFour fighters with their own moves, a super gauge and branching paths still give each run something to learn today.
Ninja Gaiden 1992
Why it still holds upA short run of eight stages with a new jump to learn still makes it easy to try.
Sonic the Hedgehog: Triple Trouble 1994
Why it still holds upThe pace is slower than on the 16 bit consoles, which leaves time to look for hidden areas today.
Metal Slug 6 2006
Why it still holds upCarrying two weapons still gives every shootout more tactical choices.
VectorMan 1995
Why it still holds upLevels with several paths and secret passages still reward looking around.
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.
WarioWare: Touched! 2004
Why it still holds upToday it suits a handheld well, since it plays in quick sessions between other things.
Xybots 1987
Why it still holds upLearning to read each maze, alone or with a second player, still keeps each level worth playing today.
Streets of Rage 2 1993
Why it still holds upA brawler cut down to fit a handheld still has its fights.
Ninja Gaiden II: The Dark Sword of Chaos 1990
Why it still holds upWalls to climb, clones to call and attacks to throw still give each stage a few tools to work with today.
Yakuza 3 2009
Why it still holds upOver 600 substories beside a main story of about twelve hours still give it a lot to wander off into.
Bomberman 1990
Also known as Dyna Blaster
Why it still holds upA maze, a bomb and four friends are still all it takes.
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.
Dragon Ball Z: Budokai 3 2004
Why it still holds upA fighter who can power up mid-fight still keeps every round lively.
Fight'N Rage 2017
Why it still holds upRoutes that branch still send a second run through different stages today.
SNK vs. Capcom: The Match of the Millennium 1999
Why it still holds upTwo companies' fighters in one pocket game still make it easy to start a match.
SoulCalibur III 2005
Why it still holds upCreating a fighter of your own and sending it on a story is still a good reason to pick it up today.
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.
Crimson Skies: High Road to Revenge 2003
Why it still holds upSimple controls still put you straight into the dogfight.
Castlevania: Lament of Innocence 2003
Why it still holds upCombos from two whip attacks and spells made by pairing subweapons with orbs still give the fights something to learn.
No More Heroes 2: Desperate Struggle 2010
Why it still holds upBoss fights that you can replay still give the revenge story a reason to keep going.
Lunar Lander 1979
Why it still holds upLanding gently while the fuel runs out is a simple idea that is still tense today.
Streets of Rage 4 2020
Why it still holds upThe fights hold up today because the specials and the combos both pay you for hitting without being hit.
Metal Slug 4 2002
Why it still holds upEven today, a bonus scoring system gives a reason to replay a level.
No More Heroes 2007
Why it still holds upOdd jobs that pay for the next fight still make it a combination worth trying today.
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.
Tekken Tag Tournament 1999
Why it still holds upSwitching fighters mid-combo is still a good reason to pick up two characters.
Teenage Mutant Ninja Turtles III: The Manhattan Project 1991
Why it still holds upFour turtles with four weapons are still a good way to bring friends together.
Astro Boy: Omega Factor 2003
Why it still holds upMeeting characters that upgrade your stats and a second run with new stages still give you reasons to replay it.
Tatsunoko vs. Capcom: Ultimate All Stars 2008
Why it still holds upThree buttons still keep a deep crossover welcoming.
Metal Gear Rising: Revengeance 2013
Why it still holds upA combat system built on timed parries is what defines it today.
Mega Man Zero 4 2005
Why it still holds upChoosing the weather and the order of eight stages still gives you a say in how hard each one is today.
VVVVVV 2010
Why it still holds upThe flip is still the one verb, with four hundred rooms built on it.
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.
Dragon Ball: Advanced Adventure 2004
Why it still holds upA one on one mode with a roster of 30 characters still gives it more to do after the story.
SoulCalibur VI 2018
Why it still holds upToday, a defense that turns into a slow motion exchange gives each fight a moment of reading your opponent.
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.
Phantasy Star Online 2000
Fantasy Zone 1986
Why it still holds upIt still has a rhythm of its own, from flying both ways and spending between waves.
Katana Zero 2019
Why it still holds upBecause one hit decides every room, each room is still a short puzzle to plan and then carry out.
Super Hexagon 2012
Why it still holds upSixty seconds is still the win today, and each loss takes five seconds.
MediEvil II 2000
Why it still holds upTwo weapons to toggle between still change how each fight is fought.
Asura's Wrath 2012
Why it still holds upA burst gauge that ends each fight still keeps the action and the story in one piece today.
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.
Dragon Ball Z: Budokai Tenkaichi 2 2006
Why it still holds upA fighter who powers up behind the camera is still a good reason to pick it up.
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.
Viewtiful Joe 2003
Why it still holds upEven now, a gauge that limits how long you can bend the action makes each fight a decision about when to spend it.