1990s adventure games that still hold up

Somewhere to get to, and plenty in the way

194 games · page 4 of 5

Games

VectorMan 1995 Why it still holds upLevels with several paths and secret passages still reward looking around.
Astérix 1991 Why it still holds upTwo heroes with their own strengths, and hidden corners to find, still give it room for a second run.
Donkey Kong Land 2 1996 Why it still holds upThe quest to rescue Donkey Kong is still there to play today, with levels redesigned for the handheld.
Torin's Passage 1995 Why it still holds upIt is still an adventure for a parent and a child, with a hint for whichever of them is stuck.
Donkey Kong Land III 1997 Why it still holds upTwo Kongs with different abilities and hidden bonuses give each stage reasons to look around today.
Wario Land II 1998 Why it still holds upWith no way to die and no clock, you can explore and work out what each form does at your own pace, even now.
Silver 1999 Why it still holds upThe gesture still swings a sword by the way you move your hand.
Kirby's Dream Land 2 1995 Why it still holds upStolen powers and three friends with their own abilities leave a lot to try in the stages even now.
Dune 1992 Why it still holds upA planet to manage and a story to follow still make it an unusual game to explore.
Loom 1990 Why it still holds upAn adventure played by humming spells is still a distinct way to play today.
Realms of the Haunting 1996 Why it still holds upThe doors still hide a universe behind every one, in a haunted house that is also a shooter.
Toy Commander 1999 Why it still holds upA house full of toys still turns every room into a different mission.
Soul Blazer 1992 Why it still holds upEach dungeon fight still has a visible reward, as an area is rebuilt one soul at a time.
Alundra 1997 Why it still holds upThere is no fixed path from one dungeon to the next, so you still never know what you will be asked to do next.
Spyro the Dragon 1998 Why it still holds upLarge levels full of collectibles still make a good place to wander.
Space Channel 5 1999 Why it still holds upCopying dance moves in time with the music is still easy to start now.
MediEvil 1998 Why it still holds upCollecting a chalice on each of the twenty levels still gives a reason to explore every one.
Rayman 1995 Why it still holds upAbilities earned one at a time still give the quest a pace that suits a patient player today.
Resident Evil 1996 Why it still holds upChoosing between two characters still gives the mansion a second visit.
Ristar 1995 Why it still holds upFighting, climbing and swinging all run through the stretchy arms, so one idea is enough to start playing today.
Alone in the Dark 1992 Why it still holds upWith ammunition this scarce, outwitting the monsters is the way through, which still keeps the mansion tense.

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