Platformers that still hold up

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

381 games · page 5 of 8

Games

Valis IV 1991 Why it still holds upThree characters with their own moves and spells still give the acts several ways to be played.
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.
La-Mulana 2011 Why it still holds upThe pits still punish a guess and reward the one who reads the walls first.
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.
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.
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.
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.
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.
Metal Slug 6 2006 Why it still holds upCarrying two weapons still gives every shootout more tactical choices.
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.
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.
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.
Jak II 2003 Why it still holds upA whole city to cross, with platforming, guns and vehicles mixed in, still gives it variety today.
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.
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.
The Swapper 2013 Why it still holds upQuestions about identity and consciousness run through the story, and they are still worth meeting.
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.
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.

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