1980s platformers that still hold up

Jumping, which is far harder to get right than it looks

59 games · page 1 of 2

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.
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.
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.
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.
Clash at Demonhead 1989 Why it still holds upThe map is still something to wander, with forty routes and powers you collect.
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.
Jetpac 1983 Why it still holds upEven now, rocket parts, fuel and falling bonuses to collect while aliens close in make every screen a short, clear task.
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.
King's Valley 1985 Why it still holds upMummies that follow patterns you can learn still make each room a route to plan 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.
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.
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.
Nebulus 1987 Why it still holds upA rotating tower is a trick that is still easy to enjoy.
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.
Toki 1989 Why it still holds upA spitting ape with a helmet has a charm that is still worth a look.
Keystone Kapers 1983 Why it still holds upA chase through a department store, read from a map at the bottom of the screen, is still a clear goal today.
Rick Dangerous 1989 Why it still holds upTrial and error with hidden traps is still how a player learns it 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.
Blaster Master 1988 Why it still holds upExploring in two perspectives keeps its variety up, as it still does for players who try it.
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.
Bubble Bobble 1986 Why it still holds upTwo players can share the bubbles, which is a reason it is still worth coming back to.
North & South 1989 Why it still holds upOne map is still playable two ways, as an action fight or a board game.
Lode Runner 1983 Why it still holds upDigging traps for the guards is still a puzzle worth trying.
Rygar 1986 Why it still holds upEven now, a one hit death and a single chained weapon make every jump and throw a commitment.
Psycho Fox 1989 Why it still holds upSwitching animals to fit each obstacle still gives a simple platformer variety today.
Boulder Dash 1984 Why it still holds upEvery move loosens rocks and frees creatures, so a cave still changes while you work it out.
Joust 1982 Why it still holds upOne button and one rule, the higher lance wins, are still quick to understand.
Circus Charlie 1984 Why it still holds upEach act asks for one clear task, which makes it simple to pick up today.
Kid Icarus 1986 Why it still holds upThe mix of side scrolling, vertical and dungeon levels still varies what each world asks of you.

Single screens to clear, scrolling stages to survive and a few sprawling maps on home computers. Expect a handful of lives and a learning curve you climb by trying again.

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