Prehistorik 2 1993
Why it still holds upTen levels full of things to hit and find still reward a second look today.
1990s platformers that still hold up
Jumping, which is far harder to get right than it looks
Games
Prehistorik 2 1993
Why it still holds upTen levels full of things to hit and find still reward a second look today.
Demon's Crest 1994
Why it still holds upA few hours of action that keeps rewarding a return visit makes it an easy pick up now.
Jet Force Gemini 1999
Why it still holds upPlayers who like a lot of shooting spread across varied worlds can still find a good change of pace in it.
Nights Into Dreams... 1996
Why it still holds upAt about an hour a run, it is short enough to try today, and the ranks give a reason to return.
Wario Land: Super Mario Land 3 1994
Why it still holds upA game built on smashing through things stays a fun way to spend a break now.
Castle of Illusion Starring Mickey Mouse 1991
Why it still holds upJumping on enemies, and throwing what lies around, still keep every screen simple and playful today.
Valis IV 1991
Why it still holds upThree characters with their own moves and spells still give the acts several ways to be played.
Bonk 3: Bonk's Big Adventure 1993
Why it still holds upTwo players on one life bar still make it a game to share.
Legendary Axe II 1990
Why it still holds upSwapping between a sword, a morning star and an axe, each with its own reach and power, still gives every fight a choice.
Tiny Toon Adventures: Babs' Big Break 1992
Why it still holds upThree characters with their own throws still give each level a choice of who to send.
Mega Man 1995
Why it still holds upA mix of stages from several older games, fitted onto a small screen, still makes it a Mega Man worth trying today.
Spyro 2: Ripto's Rage! 1999
Also known as Spyro 2: Gateway to Glimmer
Why it still holds upCollecting talismans and orbs keeps its goals clear, which still helps today.
QuackShot Starring Donald Duck 1991
Why it still holds upBecause items found in one place open the way in another, working out where to go next still takes some thinking.
Bugs Bunny: Lost in Time 1999
Why it still holds upEras opened by the clocks you find, crossed with a full set of cartoon moves, still make it easy to follow 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.
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.
Sonic the Hedgehog Pocket Adventure 1999
Why it still holds upLayouts built for the handheld and the extra modes still give it things to do.
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.
Bonk's Revenge 1991
Why it still holds upSmileys that decide the bonus at the end of every stage still give the levels a reason to be searched.
Heart of Darkness 1998
Why it still holds upA fable with a handmade look has a place in any collection today.
Donkey Kong Country 3: Dixie Kong's Double Trouble! 1996
Why it still holds upTwo Kongs who can throw each other around still give a level plenty to find.
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.
Disney's Chip 'n Dale Rescue Rangers 2 1993
Why it still holds upTwo players who can throw each other and bosses with hazards of their own still make it a game to share.
Kid Icarus: Of Myths and Monsters 1991
Why it still holds upLevels that scroll every way and doors hiding shops still give each level places to look today.
Rayman 2: The Great Escape 1999
Why it still holds upThe story behind each world, gathered lum by lum, is still part of the game today.
Disney's Darkwing Duck 1992
Why it still holds upThe order of the first three stages and a gas gun with swappable gases still give each run decisions to make.
Popful Mail: Magical Fantasy Adventure 1991
Why it still holds upThree heroes to switch between at any time still give each world its own way through.
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.
ActRaiser 1990
Why it still holds upPopulation growth in the building stages makes the Master stronger for the fighting, a link between the two halves that is still there today.
Rocket Knight Adventures 1993
Why it still holds upThe rocket pack, charged and bounced off walls, still offers plenty of ways through a stage.
Operation C 1991
Why it still holds upAlternating side and top views over five stages still makes a compact run and gun.
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.
Vampire: Master of Darkness 1992
Why it still holds upA gothic mood and a doctor with a cane still give it a flavor of its own.
Pac-Man World 1999
Why it still holds upA familiar hero in a short run of themed worlds is still easy to get into.
Shinobi III: Return of the Ninja Master 1993
Why it still holds upLevels that keep changing how you move still give it variety.
Disney's Aladdin 1994
Why it still holds upA short run through the film still makes it easy to finish in one sitting.
The Lucky Dime Caper Starring Donald Duck 1991
Why it still holds upA hammer, a thrown disc and a choice of level order still give the trip something to do.
Mega Man 6 1993
Why it still holds upA charged shot and a free choice of stage order still make it worth returning to.
Sonic the Hedgehog Chaos 1993
Why it still holds upLevels built for speed, with two characters who move differently, still give each run its own pace.
Disney's Chip 'n Dale Rescue Rangers 1990
Why it still holds upA pair of chipmunks throwing crates is a game for two players that is still easy to share.
Mega Man 3 1990
Why it still holds upThe order of stages is yours to choose, which is still a reason to keep returning.
Jazz Jackrabbit 2 1998
Why it still holds upRunning, shooting and stomping through four episodes, alone or with others, still make it an easy side scroller to pick up today.
Mega Man X3 1995
Why it still holds upClinging to walls while charging a shot is still a way of fighting worth trying.
Ape Escape 1999
Why it still holds upEvery capture is still a small physical act, with gadgets on the right stick.
Tomba! 1997
Also known as Tombi!
Why it still holds upThe tasks handed out as you go still give the island a reason to keep exploring.