Super Mario Galaxy 2007
Why it still holds upEvery level is built around that gravity, so walking upside down and jumping between small planets is what you do throughout, which keeps it fresh today.
2000s platformers that still hold up
Jumping, which is far harder to get right than it looks
Games
Super Mario Galaxy 2007
Why it still holds upEvery level is built around that gravity, so walking upside down and jumping between small planets is what you do throughout, which keeps it fresh today.
Castlevania: Aria of Sorrow 2003
Why it still holds upIts castle opens up as you gain abilities and its soul system offers many ways to fight, which keeps it worth playing now.
Braid 2008
Why it still holds upOne idea, rewinding time, with a fresh rule in each world, makes every mistake part of solving the puzzle, and that is the reason to play it now.
Metroid: Zero Mission 2004
Why it still holds upIts map still reads clearly: areas linked by doors and elevators and opened by power ups, with statues pointing the way.
Banjo-Tooie 2000
Why it still holds upJiggies unlock new worlds, so backtracking is a major part of the challenge, and a duo that can split up still makes that backtracking its main puzzle today.
Metroid Fusion 2002
Why it still holds upA mission based layout with a pursuer always close still keeps its six hours moving today.
Psychonauts 2005
Why it still holds upEach mental world is its own set of levels built around one character's psychology, which gives distinct settings and mechanics and still gives every area a new idea today.
Mega Man ZX 2006
Why it still holds upForms with abilities of their own, in a world to explore between missions, still give the platforming variety today.
Cave Story 2004
Why it still holds upWeapons that lose levels when you are hit still make every fight about avoiding damage today.
Aquaria 2007
Why it still holds upExploring the sea is still a puzzle of what to try where, because songs are built from notes and forms open new barriers.
Prince of Persia: Warrior Within 2004
Why it still holds upA rewind that undoes a fatal mistake, and portals between two eras, let you recover from a wrong jump and plan a route, so the acrobatics are easy to retry today.
Castlevania: Dawn of Sorrow 2005
Why it still holds upEven now, souls you can swap and a castle that opens as you find items give you reasons to explore every room.
Mega Man ZX Advent 2007
Why it still holds upBringing the right form to each new boss, from forms taken off the last ones, still gives it variety today.
Prince of Persia: The Sands of Time 2003
Why it still holds upA hard jump that can be retried at once, by rewinding, still keeps its acrobatics easy to enjoy today.
SpongeBob SquarePants: Battle for Bikini Bottom 2003
Why it still holds upThree characters with different moves, and areas that the spatulas open, make a stage worth revisiting with a new ability today.
Elasto Mania 2000
Why it still holds upA bike that springs over the terrain still makes every level a puzzle of route and balance today.
Super Mario Sunshine 2002
Why it still holds upOne water backpack with several movement modes drives every level, while the secret courses without it test pure platforming, which still gives the game two kinds of jumping today.
New Super Mario Bros. Wii 2009
Why it still holds upIt is friendly to play with a group now: a Super Guide helps with hard levels and bubbles bring back fallen players.
Sly 2: Band of Thieves 2004
Why it still holds upEvery job still has more than one way in, because three thieves with different skills let you pick the one that suits each heist.
Kirby & the Amazing Mirror 2004
Why it still holds upA cellphone that calls other Kirbys to help, and a hub that leads to nine areas, make it easy to enjoy with friends today.
Scaler 2004
Why it still holds upForms include a pterodactyl for flight and a ball for races, and giving energy to the pterodactyl unlocks upgrades such as stealth.
Shadow Complex 2009
Why it still holds upEach return to an old room still has a new purpose, in a world that opens as new tools arrive.
Spelunky Classic 2008
Why it still holds upCaves that change every run still have to be read as they come today.
Kirby: Nightmare in Dream Land 2002
Why it still holds upCopy abilities that turn each enemy into a possible power still keep every stage open to a different way of playing.
Ratchet & Clank 2002
Why it still holds upA pile of strange weapons to buy and find still gives every fight a new toy to try today.
Mega Man Zero 3 2004
Why it still holds upZero still has a reason to aim in every direction, with a rod that doubles as a pogo stick.
Castlevania: Order of Ecclesia 2008
Why it still holds upYou still assemble your powers yourself, equipping and swapping glyphs.
Conker's Bad Fur Day 2001
Why it still holds upSimple moves and pads that hand you the right tool at the right spot still keep each stretch moving today.
Jet Set Radio Future 2002
Why it still holds upFlow is still a bigger goal than the clock, with skating, tricks and tagging in one run.
Ratchet & Clank: Going Commando 2003
Also known as Ratchet & Clank 2: Locked and Loaded
Why it still holds upMinigames between planets still keep the journey changing pace today.
Metal Slug 3 2000
Why it still holds upA run still has more than one shape, because a level that forks lets you pick a harder or an easier route.
Kirby Super Star Ultra 2008
Why it still holds upThere are still plenty of ways to play, with many different games on one cartridge.
Spyro: Year of the Dragon 2000
Why it still holds upHubs you can leave and come back to, with eggs to pick up later, still let you play at your own pace today.
New Super Mario Bros. 2006
Why it still holds upEach jump still has more choices, with moves from 3D games in a 2D course.
Mega Man 9 2008
Why it still holds upChoosing the order of the stages still lets you plan around each boss's weakness.
Super Mario 64 DS 2004
Why it still holds upThere is still more than one way to explore each course, with four characters who each have their own moves.
Mega Man Zero 2002
Why it still holds upEach stage still counts, since you roam a hub and failed missions stay failed.
Ape Escape 2 2002
Why it still holds upEven now, the playful levels and long list of gadgets make it a cheerful game to start.
LocoRoco 2006
Why it still holds upEven now, merging and splitting the blob makes tilting a world feel like handling something alive.
Ratchet & Clank: Up Your Arsenal 2004
Why it still holds upAnyone who wants a game that is mostly about its weapons will find that still true here.
LocoRoco 2 2008
Why it still holds upMoving by tilting the whole world, rather than steering a character, still gives it a feel of its own today.
I Wanna Be the Guy 2007
Why it still holds upLearning each trap makes the challenge fair.
Crush 2007
Why it still holds upFlattening a level in your head opens a path that was not there.
Mega Man Zero 2 2003
Why it still holds upYou can still set up Zero your own way, with buttons you assign and elves that unlock your health tanks.
Mega Man Xtreme 2 2001
Why it still holds upTwo heroes with their own stages and bosses still give a second run a reason to start again today.
Castlevania: The Dracula X Chronicles 2007
Why it still holds upA remake that keeps its stages and adds routes is still a good reason to go back to the vampire hunting.
Metal Slug 5 2003
Why it still holds upSliding under fire in a fast side-scroller is a pleasure that has held up well even now.
Jak and Daxter: The Precursor Legacy 2001
Why it still holds upOne big connected world to explore is still on offer here today.
Mascot adventures in three dimensions, maps explored on handhelds and small independent games built on one strong idea all share this page. Many reward going back for what you missed the first time through.