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 platformers that still hold up
Jumping, which is far harder to get right than it looks
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.
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.
Disney's DuckTales 1989
Why it still holds upA cane that is both weapon and pogo stick still makes jumping the center of everything you do.
Auf Wiedersehen Monty 1987
Why it still holds upEach screen of the tour still has something small to find.
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.
Saboteur! 1986
Why it still holds upA ninja sneaking through a warehouse is a premise that still carries.
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.
Vampire Killer 1986
Why it still holds upThe castle is still a maze to search and not a line to run.
Wonder Boy III: The Dragon's Trap 1989
Why it still holds upPlayers who like changing shape to reach new places will still find exploring fresh here.
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.
Wonder Boy: Monster Land 1987
Why it still holds upA quest for a stronger sword and a few more hearts is still a fine way to pass an hour.
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.
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.
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.
The NewZealand Story 1988
Why it still holds upIt is still worth looking around the big mazes before rushing for the exit.
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.
Blaster Master 1988
Why it still holds upExploring in two perspectives keeps its variety up, as it still does for players who try it.
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.
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.
Bubble Bobble 1986
Why it still holds upTwo players can share the bubbles, which is a reason it is still worth coming back to.
The Great Giana Sisters 1987
Why it still holds upEvery level is still a small dash against a running clock, in plain platforming.
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.
Castlevania 1986
Why it still holds upA whip with a short delay and a running clock make every stage a careful one, and that is still the case.
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.
The Revenge of Shinobi 1989
Why it still holds upA somersault that is both jump and attack still keeps the action sharp today.
Batman: The Video Game 1989
Why it still holds upWall jumps and three weapons to choose from still make a stage worth planning today.
Super Contra 1988
Why it still holds upCommitting to one gun is still rewarded, since you upgrade a weapon by taking the same pickup again.
Donkey Kong Junior 1982
Why it still holds upDodging enemies from vine to vine still holds the attention.
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.