Valis IV 1991
Why it still holds upThree characters with their own moves and spells still give the acts several ways to be played.
Platformers that still hold up
Jumping, which is far harder to get right than it looks
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.
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.
Bionic Commando: Elite Forces 2000
Why it still holds upA claw that grabs overhead objects in place of a jump still decides how you cross every level.
Spirou: The Robot Invasion 2000
Why it still holds upA comic strip look with short levels still makes it a game to take in small sessions.
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.
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.
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.
Gunstar Super Heroes 2005
Also known as Gunstar Future Heroes
Why it still holds upStages reworked with new parts, and three guns to switch between, still give plenty to try 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.
Ratchet & Clank Future: A Crack in Time 2009
Why it still holds upSolving puzzles with your own recorded copies is a mechanic that is still worth trying.
Blaster Master: Enemy Below 2000
Why it still holds upUpgrades that open new entrances, and a key hidden in each area, still give the exploring a purpose today.
Klonoa 2: Dream Champ Tournament 2002
Why it still holds upControls and level design that never feel unfair make it a straightforward platformer to pick up now.
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.
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.
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.
Prince of Persia: The Two Thrones 2005
Why it still holds upWall-running through a palace is a movement that is still worth practicing.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Mega Man Zero 4 2005
Why it still holds upChoosing the weather and the order of eight stages still gives you a say in how hard each one is today.
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.
Shaman King: Master of Spirits 2004
Why it still holds upGuardian Ghosts to call on still make each area different to explore.
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.
VVVVVV 2010
Why it still holds upThe flip is still the one verb, with four hundred rooms built on it.