Ikaruga 2001
Why it still holds upEven now, a single polarity switch that turns bullets from danger into ammunition makes every screen a puzzle of order and timing.
Arcade shooters that still hold up
First released in arcades
Games
Ikaruga 2001
Why it still holds upEven now, a single polarity switch that turns bullets from danger into ammunition makes every screen a puzzle of order and timing.
On sale
Metal Slug 1996
Why it still holds upEven now, animation that reacts to everything you do, and a tank that arrives at set points, give each level its pace, and unlimited continues in the Switch version let you see it all.
Action Fighter 1986
Why it still holds upThe course is still new each time, with a change of vehicle from level to level.
On sale
Metal Slug 2 1998
Why it still holds upA fight that never stops, in scenery you can blow apart, still makes each level a rush toward the boss.
Bucky O'Hare 1992
Why it still holds upThe opening still gives you freedom, with four planets in any order and a team you can switch between.
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.
Alien vs. Predator 1994
Why it still holds upFour fighters who reload in different ways still make the choice of character matter.
Aero Fighters 1992
Why it still holds upA shooter that changes its route each time is still a fine reason to start another run.
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.
In a bundle
Contra 1987
Why it still holds upEven now, with so few lives and continues, every stage is something you learn by repeating it, so a run is tense from the first screen.
Bosconian 1981
Why it still holds upFlying in every direction with a radar that shows where the bases are still gives each round a clear goal.
Metal Slug 6 2006
Why it still holds upCarrying two weapons still gives every shootout more tactical choices.
Moon Patrol 1982
Why it still holds upA jump at one moment and a brake at the next are all it asks, so a short session still gets you a full run.
Xybots 1987
Why it still holds upToday a map you can buy and a stick that turns you in place still make each maze something to learn to read, and it suits two players at the same screen.
Metal Slug 4 2002
Why it still holds upEven today, a bonus scoring system gives a reason to replay a level.
Crack Down 1989
Why it still holds upYou still get a countdown, bombs to plant and a way out to reach, and together they turn each level into a route you plan and shorten.
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.
Phoenix 1980
Why it still holds upThe reason to play it now is a force field that cannot be used twice in a row, which makes every dive a decision about timing.
Toki 1989
Why it still holds upA spitting ape with a helmet has a charm that is still worth a look.
1943: The Battle of Midway 1987
Why it still holds upA shooter set around a real battle is still a clear way into the genre.
Top Gunner 1986
Also known as Jackal
Why it still holds upA jeep with a friend riding along is still a fun arcade idea today.
Fantasy Zone 1986
Why it still holds upIt still has a rhythm of its own, from flying both ways and spending between waves.
R-Type II 1989
Why it still holds upCheckpoints and a charged cannon make each section something to learn and retry, and that rhythm is still how it plays.
Battlezone 1980
Why it still holds upSteering a tank with two sticks is still a distinct way to play today.
The NewZealand Story 1988
Why it still holds upIt is still worth looking around the big mazes before rushing for the exit.
Galaga '88 1987
Why it still holds upRescuing a ship in mid-dive is a risk that is still worth taking.
Sunset Riders 1991
Why it still holds upA shootout with a poster for a target is still a fine game for a group.
U.N. Squadron 1989
Why it still holds upSpending money between stages makes your loadout part of every run, and that planning is still at its core.
Buster Bros. 1989
Also known as Pang
Why it still holds upPopping balloons one landmark at a time is a goal that is still easy to follow.
Berzerk 1980
Why it still holds upA room full of robots and an enemy that cannot be killed still make for tense play.
Zaxxon 1982
Why it still holds upJudging height from a shadow still makes every wall a test of the eye.
Silk Worm 1988
Why it still holds upTwo different vehicles to share still make it a natural game for two players on one screen.
Spy Hunter 1983
Why it still holds upA spy car with a machine gun and a gearshift still has its place today.
R-Type 1987
Why it still holds upEven now, a charged cannon and an orb you place yourself make each stage a puzzle of positioning.
Space Invaders 1978
Why it still holds upA shrinking gap between a cannon and a descending formation still builds pressure today.
In a bundle
Missile Command 1980
Why it still holds upEvery shot is a choice about where to place a fireball with limited missiles, which gives each level a clear problem to solve even now.
In a bundle
Super Contra 1988
Why it still holds upCommitting to one gun is still rewarded, since you upgrade a weapon by taking the same pickup again.
Galaxian 1979
Why it still holds upOne shot at a time makes every miss count, and that is still true.
Commando 1985
Why it still holds upYou still have to think about where to stand, with a grenade that goes only one way.
In a bundle
Asteroids 1979
Why it still holds upDrifting and shooting at once is still a plan worth learning.
Ghosts 'n Goblins 1985
Why it still holds upA knight who loses his armor in two hits still keeps every fight tense.
Galaga 1981
Why it still holds upEven now, rescuing a captured ship for double the firepower is a goal worth chasing.