2000s platformers that still hold up

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

94 games · page 2 of 2

Games

Fur Fighters 2000 Why it still holds upCute animals with big guns still turn a sweet story into a loud fight.
Wario Land 3 2000 Why it still holds upA world map that sends you back to every level with new abilities still makes each return worth it today.
Metal Slug 6 2006 Why it still holds upCarrying two weapons still gives every shootout more tactical choices.
Jak II 2003 Why it still holds upA whole city to cross, with platforming, guns and vehicles mixed in, still gives it variety today.
Daxter 2006 Why it still holds upA fly swatter, a spray tank with upgrades and dream levels each still give a mission a different tool.
Viewtiful Joe 2003 Why it still holds upEven now, a gauge that limits how long you can bend the action makes each fight a decision about when to spend it.
Ty the Tasmanian Tiger 2002 Why it still holds upIts hubs, its eggs to hunt and its growing set of boomerangs still make it a laid back collecting platformer worth playing now.
Drill Dozer 2005 Why it still holds upA drill with two directions and gears to find in each level still makes every wall a question.
Metal Slug Advance 2004 Why it still holds upA life bar and a hundred cards to collect still give each mission a reason to be replayed.
Disney's Lilo & Stitch 2002 Why it still holds upIt is a tough run and gun, and Stitch's four arms and plasma blasters are still worth playing today.
Mario vs. Donkey Kong 2004 Why it still holds upEach level is only a few screens long and asks for a planned route, which still suits a quick puzzle today.
Shantae 2002 Why it still holds upAn open world that unlocks as she learns new dances and forms still gives you reasons to return to earlier places.
LittleBigPlanet 2009 Why it still holds upA new campaign to play on a handheld still keeps the series' creative side.
Wario Land 4 2001 Why it still holds upEven now, four distinct themes let you pick your own path.
Super Paper Mario 2007 Why it still holds upA hero who steps from flat to deep and back again is a trick that is still fun to watch.
Sonic Rush 2005 Why it still holds upA boost button in place of built up speed still changes how a level is played.
Jak 3 2004 Why it still holds upTwelve weapons and two Jak forms still give the fighting a lot of range.
Trine 2009 Why it still holds upThree heroes in one party are still a good reason to play with a friend.
Sonic Advance 2001 Why it still holds upFour sets of moves are still a reason to run each level again today.

Browse every genre and decade