Super Mario Bros. 3 1988
Why it still holds upIts level design holds up today because the power-ups change how each level can be crossed, and the difficulty rises gradually toward the eighth world.
1980s adventure games that still hold up
Somewhere to get to, and plenty in the way
Games
Super Mario Bros. 3 1988
Why it still holds upIts level design holds up today because the power-ups change how each level can be crossed, and the difficulty rises gradually toward the eighth world.
Mega Man 2 1988
Why it still holds upAn open stage order with weapon weaknesses lets you pick your own route, and the difficulty setting suits newcomers and veterans alike, which is why it is worth playing now.
Super Mario Bros. 1985
Why it still holds upLevel design, enemy placement and precise physics, with a difficulty that ramps steadily, are why it still plays well.
Maniac Mansion 1987
Why it still holds upParties that change which puzzles can be solved still make a second run different today.
Prince of Persia 1989
Why it still holds upA fixed clock that keeps running through your deaths, and traps that kill at once, still reward careful, repeated attempts today.
Auf Wiedersehen Monty 1987
Why it still holds upEach screen of the tour still has something small to find.
The Legend of Zelda 1986
Why it still holds upEven now, a world with secrets hidden under rocks and trees rewards looking at everything.
Clash at Demonhead 1989
Why it still holds upThe map is still something to wander, with forty routes and powers you collect.
Shadowgate 1987
Why it still holds upA limited supply of light still makes every room a decision about how long to stay.
Tales of the Unknown: Volume I - The Bard's Tale 1985
Why it still holds upA party led through a frozen city, built from many classes, is still a quest worth taking on today.
Saboteur! 1986
Why it still holds upA ninja sneaking through a warehouse is a premise that still carries.
EarthBound Beginnings 1989
Also known as Mother
Why it still holds upIt is an unusual role-playing setup, with a modern setting where household objects are weapons, and it still stands out.
Hero's Quest: So You Want to Be a Hero 1989
Also known as Quest for Glory
Why it still holds upPlayers who like puzzles with more than one answer will find a game here that still rewards a different class on each run.
Space Quest III: The Pirates Of Pestulon 1989
Why it still holds upHumor that keeps pointing back at the game and its makers is still easy to enjoy today.
Vampire Killer 1986
Why it still holds upThe castle is still a maze to search and not a line to run.
Ultima V: Warriors of Destiny 1988
Why it still holds upA world where people follow daily schedules still makes it worth seeing today.
The Colonel's Bequest 1989
Why it still holds upEven now, each visit to the house can become a different investigation, because the characters keep their own schedules.
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.
King's Valley 1985
Why it still holds upMummies that follow patterns you can learn still make each room a route to plan today.
Curse of the Azure Bonds 1989
Why it still holds upA party carried over from earlier games, or built fresh at a higher level, still keeps a long campaign personal today.
Treasure Island Dizzy 1988
Why it still holds upCollecting items and thinking about where to use them is the heart of it, and it is still a good puzzle to try.
Fantasy World Dizzy 1989
Why it still holds upEach screen is still a small test of thinking and surviving at once, with puzzles and hazards in balance.
The Mysterious Murasame Castle 1986
Why it still holds upEven now, power ups are few, so you rely on your own action skills more than anything else.
Last Ninja 2: Back with a Vengeance 1988
Why it still holds upExploring screen by screen in an isometric view is still a distinct way to play now.
Ys: Wanderers from Ys 1989
Why it still holds upA side-scrolling quest with Adol is still worth a look today.
Wasteland 1988
Why it still holds upA visit to its ruined America is worth making, and the trip holds up today.
Deadline 1982
Why it still holds upA cast that acts on its own still makes it feel like an investigation in progress today.
Adventures of Lolo 1989
Why it still holds upPuzzle rooms that reward careful thinking are as satisfying now as ever.
Advanced Dungeons & Dragons: Pool of Radiance 1988
Why it still holds upBuilding a party from scratch is still a draw now.
Starflight 1986
Why it still holds upYou still pick your own route through the galaxy, so every captain's journey differs.
Déjà Vu: A Nightmare Comes True!! 1985
Why it still holds upThere is still always a next clue to follow on foot or by taxi, with a clock running on Ace's condition.
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.
Rogue 1980
Why it still holds upToday a dungeon drawn in letters and symbols is a sight worth seeing.
Uninvited 1986
Why it still holds upThere is still a lot to find in a house full of hidden rooms and guarded corners.
Faxanadu 1987
Why it still holds upAn adventure with some role-playing in it still makes a good way to spend an afternoon.
Blaster Master 1988
Why it still holds upExploring in two perspectives keeps its variety up, as it still does for players who try it.
Space Quest: The Sarien Encounter 1986
Why it still holds upIt still has a character of its own, from a janitor for a hero and scenes you walk in front of and behind.
Snatcher 1988
Why it still holds upAt about six hours, with very few puzzles in the way, it is still a story you can follow from start to end today.
Adventure 1980
Why it still holds upA kingdom where things keep moving when you are not looking still makes the hunt for the chalice worth trying today.
Double Dragon II: The Revenge 1988
Why it still holds upFighting back to back with a friend is still the way to play it.
Where in the World Is Carmen Sandiego? 1985
Why it still holds upChasing a thief across the globe with an almanac in hand is a lesson in geography that endures, even now.
Space Quest II: Vohaul's Revenge 1987
Why it still holds upA world that carries on while you type still makes a dangerous room a race between your fingers and whatever is coming.
Dragon Warrior 1986
Why it still holds upA first quest with one clear goal still makes a good starting point for the genre 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.
Indiana Jones and the Last Crusade: The Graphic Adventure 1989
Why it still holds upBecause there are several ways to finish it, a second run is still tempting today.
Zak McKracken and the Alien Mindbenders 1988
Why it still holds upIt is still an adventure played as a team, with the world's oddest places to send them.
Dragon's Lair 1983
Why it still holds upAnimation that you play by remembering every danger still runs today exactly as it did in 1983.
Kid Icarus 1986
Why it still holds upThe mix of side scrolling, vertical and dungeon levels still varies what each world asks of you.
Adventure covers a lot here: a maze of screens to map, a parser waiting for the right words, or a world to cross one jump at a time. A pen and paper helps with more of them than you might expect.