Arcade games that still hold up

First released in arcades

117 games · page 2 of 3

Games

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.
Ms. Pac-Man 1982 Why it still holds upA maze that changes color between levels still gives a chase a new look today.
Toki 1989 Why it still holds upA spitting ape with a helmet has a charm that is still worth a look.
Blockout 1989 Why it still holds upTurning blocks in three dimensions is a puzzle that is still worth a try.
Fantasy Zone 1986 Why it still holds upIt still has a rhythm of its own, from flying both ways and spending between waves.
Double Dribble 1986 Why it still holds upA match with a friend and a slam dunk cutscene is still a good time.
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.
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.
Ninja Gaiden 1988 Why it still holds upA two-ninja brawl that uses bars and ropes is easy to pick up with a friend, and it still plays that way.
Street Fighter IV 2008 Why it still holds upA six-button fighter is a good place to learn the series, and it still is.
Track & Field 1983 Why it still holds upButton mashing to win a race is a rhythm that is still easy to grasp today.
Berzerk 1980 Why it still holds upA room full of robots and an enemy that cannot be killed still make for tense play.
Virtua Fighter 4 2001 Why it still holds upFlat arenas with walls still keep the fights about position more than luck.
Rygar 1986 Why it still holds upEven now, a one hit death and a single chained weapon make every jump and throw a commitment.
Dig Dug 1982 Why it still holds upDigging your own tunnels and dropping rocks on enemies is a plan that is still fun to carry out.
Bubble Bobble 1986 Why it still holds upTwo players can share the bubbles, which is a reason it is still worth coming back to.
BurgerTime 1982 Why it still holds upBuilding burgers while being chased is a clear goal, and it is still easy to pick up.
Zaxxon 1982 Why it still holds upJudging height from a shadow still makes every wall a test of the eye.
Tecmo Bowl 1987 Why it still holds upTwo fixed teams, up to four players and tackles to break still make a simple game of football.
Silk Worm 1988 Why it still holds upTwo different vehicles to share still make it a natural game for two players on one screen.
Rampage 1986 Why it still holds upSmashing a city down with two friends is shared chaos, and it is still fun.
Super Hang-On 1987 Why it still holds upChoosing a continent, a song and a turbo burst is a quick way to start a ride, and that is still true today.
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.
Joust 1982 Why it still holds upOne button and one rule, the higher lance wins, are still quick to understand.
Dragon's Lair 1983 Why it still holds upEverything on screen is the original animation, and it still plays as it did in 1983.

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