Action adventure 1980
Adventure
Carry keys and a sword between connected rooms while searching for a chalice and a safe route home.
175 games across 19 console collections, from Atari VCS/2600 to Nintendo 64. Search by title, developer, or genre, then filter by era, console and your play status.
Original release years refer to the game’s first release worldwide. Individual profiles distinguish platform versions and regional differences.
Action adventure 1980
Carry keys and a sword between connected rooms while searching for a chalice and a safe route home.
Scrolling shooter 1982
Fly along a narrowing river, choosing when to shoot, when to slow down and which fuel depot to leave intact.
Shooter 1982
Break through a shield, line up a cannon and escape the path of your own finishing shot.
Platform adventure 1982
A timed treasure hunt turns jumps, vines and underground passages into a route that needs planning.
Action adventure 1984
Fly into a mine, clear blocked passages and reach a trapped miner before your equipment runs out of power.
Fixed shooter 1978
Clear descending rows of aliens while protecting the space needed to move your cannon.
Defence shooter 1980
Place explosions ahead of incoming missiles to protect cities with a limited supply of defensive shots.
Multidirectional shooter 1979
Rotate, thrust and fire through a field of rocks whose fragments make every successful hit another hazard.
Action adventure 1982
Later known as Cloudy Mountain, this expedition makes sound and unexplored passages part of the danger.
Strategy 1982
Two island economies share a screen, turning fishing, construction and interference into a contest over limited funds.
Maze shooter 1982
A gun with six shots keeps pulling you out of shelter and back into a maze patrolled by robots.
Fixed shooter 1981
Falling rocks fill the sky, but the spinning bombs deserve your attention before the easier targets.
Maze chase 1981
Turnstiles let you reshape an escape route while insects follow you through the maze.
Platformer 1981
Barrels, ladders and moving lifts give ColecoVision’s bundled arcade conversion three distinct climbing problems.
Maze action 1982
Digging for cherries also opens paths for pursuers, with apples and a returning ball offering different ways out.
Scrolling shooter 1982
Flying through a diagonally viewed fortress makes altitude as important as the direction of your shots.
Platformer 1992
Sonic finds his rhythm in a sequel built around branching routes, the Spin Dash and a companion who never quite keeps up.
Beat ’em up 1992
Crowd control and club music make a persuasive case for spending an evening on the sofa with a second player.
Run and gun 1993
Treasure keeps finding new uses for a gun, a grab and a boss made of moving parts.
Role-playing 1993
Expressive comic panels carry a science-fiction story about people living among the remains of a lost civilisation.
Action platformer 1993
Joe Musashi’s double jumps and running attacks reward the work of turning an awkward passage into one clean movement.
Platformer 1995
Ristar reaches for enemies and handholds, giving the familiar mascot platformer a slower, more tactile pace.
Action platformer 1994
John Morris and Eric Lecarde cross a Europe whose scenery can be as treacherous as its monsters.
Shoot ’em up 1992
The broad scrolling stages look overwhelming until a choice of weapon and speed turns the barrage into something readable.
Tactical role-playing 1993
A tactical RPG that makes you care which of your companions is standing in the wrong square.
Run and gun 1994
Four weapon sets and branching routes give Konami plenty of room to make the next encounter worse.
Platformer 1990
Yoshi and the cape give Mario new ways to investigate a map full of suspicious dead ends.
Action adventure 1991
New equipment keeps sending Link back to old places, where a familiar obstacle has become a way forward.
Action adventure 1994
Zebes becomes familiar one shortcut at a time, though it never becomes a comfortable place to be.
Role-playing 1995
Time travel gives Square a succession of new worlds; a small, well-used cast holds them together.
Role-playing 1994
Square gives an ensemble cast room for private grief as well as an opera and a conflict with an industrial empire.
Platformer 1995
Diddy and Dixie’s different jumps make a demanding pirate adventure more interesting to learn.
Platformer 1995
A flutter jump leaves time to reconsider a landing. An aimed egg gives Yoshi a reason to look beyond it.
Racing 1992
Compact tracks make every corner consequential, and a second player makes every well-aimed item personal.
Role-playing 1994
Familiar streets and deadpan conversations make EarthBound’s oddities feel close to home.
Fighting 1992
The SNES conversion brings arcade competition home, where there is time to learn what a rival is about to do.
Action platformer 1993
Richter’s measured attacks give every step weight, while alternate paths make the castle worth searching twice.
Action role-playing 1989
Two adventures joined on one disc make the CD expansion audible as well as visible.
Action puzzle 1993
Every new opening in the arena becomes another route for a bomb blast.
Platformer 1991
A head-first platformer whose meat power-ups make the hero’s changing mood part of the action.
Vertical shooter 1992
Weapon stock can rescue a bad situation, provided you spend it before the screen closes around you.
Horizontal shooter 1987
The detachable Force changes where a spaceship can safely stand in a hostile corridor.
Turn-based strategy 1989
A hex map turns the space around a unit into part of its strength.
Action role-playing 1989
A shared dungeon crawl turns the multitap into an invitation to bring a larger party.
Puzzle platformer 1991
An umbrella catches, carries and throws enough objects to turn a small screen into a playground.
Vertical shooter 1995
A late CD shooter makes the Arcade Card’s extra requirements part of the story of playing it.
Run and gun 1996
A small tank and a generous supply of grenades turn a military advance into physical comedy.
Fighting 1994
Long blades and costly mistakes make the space between two fighters the centre of attention.
Fighting 1998
SNK brings earlier casts together for a team fighter whose appeal lies in finding a combination you want to learn.
Fighting 1999
Rock Howard leads a mostly new cast into a Fatal Fury game built around precise defence and cancellable attacks.
Sports 1994
Two players, a flying disc and a goal each: a compact court makes every return an immediate problem.
Sports 1996
An arcade round of golf compresses the decision to take a risk into a few button presses.
Shooter 1998
Six ships and a scoring system built around charged shots give this scrolling shooter several ways to learn a stage.
Puzzle 1997
Pull coloured pieces down, throw them back and keep a chain alive while the board presses towards you.
Action platformer 1990
Elta’s fantasy adventure offers a view of the Neo Geo before fighting games came to define its reputation.
Sports 1992
Large reactions, loud commentary and the Power-bat make a baseball game eager to stage the next big hit.
Platformer 1988
A map full of short stages makes room for flying, slippery ice and the awkward business of keeping a useful suit.
Action adventure 1986
A small figure crosses a large, unhelpful landscape, gradually turning landmarks and rumours into a route.
Action platformer 1988
Eight bosses offer eight starting points, and each stolen weapon changes the options for the next attempt.
Action adventure 1986
Samus explores a hostile maze where finding a movement upgrade can make an old dead end worth visiting again.
Action platformer 1986
Simon’s committed jumps and delayed whip strikes make a staircase full of enemies a serious tactical problem.
Platformer 1993
Borrowing an enemy’s power turns a forgiving journey through Dream Land into a succession of small experiments.
Boxing 1987
Little Mac wins by reading a much larger opponent, making each fight a contest of recognition and restraint.
Platformer 1985
Run, brake and jump: a small vocabulary has to carry Mario through increasingly awkward arrangements of ground and enemies.
Run and gun 1987
Two players share a screen, a hail of shots and the consequences of climbing faster than their partner.
Puzzle 1990
Every two-colour capsule offers an immediate match and the possibility of leaving its other half somewhere inconvenient.
Role-playing game 1987
Alis takes a sword into a solar system of spaceports, robots and disorienting underground passages.
Action adventure 1989
A dragon’s curse keeps changing the body you use to explore a connected world.
Platformer 1986
A punch breaks the scenery; the money inside buys a new way through the next stretch.
Platformer 1991
Bridge crossings and a vertical jungle give the Master System its own route through South Island.
Shoot ’em up 1988
Compile fills a narrow strip of sky with enemies, power-ups and decisions about where to move next.
Shoot ’em up 1987
Opa-Opa’s shopping trips now take place across linked areas that reward remembering the way back.
Puzzle platformer 1987
Dig a safe descent for an egg that is much less resilient than the penguin pushing it.
Action role-playing game 1987
A sword, some coins and a time limit turn the platform journey into a series of spending decisions.
Action adventure 1987
Infiltrate a base by collecting symbols, operating terminals and remembering how its rooms connect.
Racing 1986
The home conversion looks down on the course, turning jumps and overtaking into a compact obstacle race.
Score attack 1996
Looping flight turns a short route into a score to improve, with the next ring already inviting a smoother approach.
Rail shooter 1996
A dragon follows the route while you decide which threats deserve a volley and which direction needs watching.
Racing 1995
A short rally course becomes a detailed study of grip, steering and how early to prepare for a bend.
Fighting 1994
Punch, kick and guard lead to a fight in which a small error in distance can cost the round.
Action role-playing 1996
A crowded brawl spreads across separate fighting planes, with character growth and story choices between the clashes.
Role-playing 1998
Circling an enemy on dragonback turns position into a decision inside an RPG battle.
Shoot ’em up 1998
A full set of weapons makes each enemy formation a question of angle, range and the score you are trying to build.
Action puzzle 1996
A bomb changes the available routes before it explodes. Other players are busy changing them too.
Strategy role-playing 1996
A campaign map hands its disputes to armies, with commanders and troop match-ups shaping the battle.
Action adventure 1996
Lara’s deliberate jumps turn a ruin into a structure you measure before crossing.
Role-playing 1997
A mercenary job in Midgar grows into an investigation of the planet, its exploitation and Cloud’s unreliable account of himself.
Stealth action 1998
Watching a patrol can be more useful than shooting it. The radio fills the spaces between those decisions with argument and instruction.
Action role-playing 1997
A castle becomes familiar through its locked routes, then changes as Alucard acquires the means to cross them.
Fighting 1997
Spacing, short combinations and the threat of a sidestep give each exchange a readable shape.
Racing 1997
Licence tests, used cars and tuning give the racing a life beyond the next finish line.
Survival horror 1998
The police station becomes a route to manage, with inventory space and ammunition deciding which detours are affordable.
Racing 1995
Airbrakes and an unforgiving barrier turn a futuristic race into a demanding exercise in anticipation.
Platformer 1996
Narrow routes turn depth into a jumping problem, with the next crate or hazard occupying a carefully chosen part of the screen.
Action platformer 1999
One stick moves the hunter; the other makes the gadgets work. Catching a monkey starts with learning that division of labour.
Platformer 1996
The castle’s paintings lead to places you revisit, with Mario’s movement making familiar ground useful in a new way.
Action adventure 1998
Targeting gives a duel a stable centre, while tools and melodies make Hyrule a place to learn and revisit.
Action adventure 2000
A repeating three-day schedule makes knowledge of the town as valuable as a new item.
First-person shooter 1997
A mission can ask for evidence, sabotage or a safe exit as well as a clear line of fire.
Platformer 1998
The bear and bird’s expanding moves turn each themed world into a place to search, remember and gradually complete.
Racing 1996
Wide roads and unpredictable items keep a local race open to interruption until the finish.
Racing 1996
The water changes the approach to a buoy, so memorising the course is only part of learning the race.
Rail shooter 1997
A short campaign branches according to what happens in its missions, inviting another flight along a different route.
Racing 1998
Boost spends the same energy that keeps the machine alive, making speed a decision about how much risk remains.
Role-playing 2000
Small damage numbers and timed actions make a turn-based battle easy to read without making every choice automatic.
Weapon fighting 1998
A step around a sword can matter as much as a strike, especially with the edge of the arena behind you.
Skating action 2000
Graffiti takes time to paint, and the police keep moving while you finish the last mark.
Arcade driving 1999
Every fare is a decision about where the next useful passenger might be waiting.
Adventure 1999
A search through Yokosuka proceeds at the pace of opening hours, conversations and a daily routine.
Role-playing 2000
An airship gives the next horizon a practical meaning: somewhere to sail, map and investigate.
Action role-playing 2000
A few timed attacks, a bag of equipment and another expedition build the routine behind its online meetings.
Musical rail shooter 2001
Locking onto several targets creates a volley whose sound becomes part of the track.
Platform adventure 1998
Sonic’s fast routes share an adventure with characters who investigate, shoot, race and fish.
Competitive puzzle 1999
A single arrow can send a stream of mice into your rocket or deliver a cat to somebody else.
Rhythm action 1999
Ulala’s television report depends on remembering a rhythm and answering it without losing the beat.
Action adventure 2005
The next opponent is also the terrain: a moving surface to reach, climb and understand.
Puzzle adventure 2001
Escaping a castle means finding a route that two people can travel, even when only one can make the jump.
Stealth action 2001
A guard’s report can turn a small mistake into a coordinated search of the room.
Role-playing 2001
A visible turn order lets you consider what an action will cost before the next enemy moves.
Open-world action 2002
A mission can turn into an improvised escape through streets you learned while doing something else.
Psychological horror 2001
A letter brings James back to a town where uncertain sounds can be more threatening than a visible enemy.
Rolling action 2004
Objects that block your path eventually become small enough to collect, changing the map as the ball grows.
Driving simulation 2004
A growing garage gives the same corner different problems of braking, weight and traction.
Action adventure 2006
A brushstroke can restore a bridge, cut an obstacle or bring a damaged landscape back into bloom.
Arcade racing 2004
Forcing a rival into the barrier earns the boost that lets you chase the next one.
First-person adventure 2002
A scan visor makes a ruined planet readable; each new tool changes the routes through it.
Action adventure 2002
Small islands interrupt a wide sea, turning a distant silhouette into a reason to change course.
Platform fighting 2001
The edge of the stage matters as much as the damage counter in a fast, adjustable four-player fight.
3D platformer 2002
A water pack lets Mario correct a jump in mid-air, then the hardest stages take it away.
Strategy adventure 2004
Two leaders divide a small workforce between collecting treasure and surviving the route home.
Futuristic racing 2003
Boost spends the same energy that keeps the machine alive, making speed a judgement about the next corner.
Role-playing adventure 2004
Turn-based battles play to an audience, while partners turn the surrounding paper world into a set of tools.
Survival horror 2002
A book connects characters across centuries, while unsettling effects make the act of playing less trustworthy.
Survival action 2005
Stopping to aim gives every approaching enemy time to turn a clear shot into a dangerous commitment.
Kart racing 2003
Two riders share one kart, making a character swap or a conversation part of the race.
First-person shooter 2001
Two weapons, grenades and a rechargeable shield give each encounter several ways to come apart.
First-person shooter 2004
A second viewpoint broadens the campaign, while matchmaking makes finding the next opponent part of the console experience.
Role-playing game 2003
Party conversations and queued commands turn a Star Wars journey into a series of decisions about who to trust.
Action adventure 2005
Blocking keeps Ryu alive only briefly; the next decision is how to escape pressure and regain the attack.
Rail shooter 2002
Changing dragon forms changes the useful distance and tempo of an aerial battle.
Skating adventure 2002
Rails and rooftops connect a city whose best routes only become apparent once you are moving through it.
Racing 2003
Kudos rewards a composed display of driving as well as the position at the finish line.
Action role-playing 2004
A hero’s appearance and reputation turn choices into visible reactions in a compact storybook world.
Aerial action 2003
Cliffs, bridges and narrow passages make the landscape part of an airborne chase.
Platform adventure 2005
Entering another person’s mind gives each level a new set of rules and a reason for its strange architecture.
Exploration action 2002
Orders lead Samus through a research station where a familiar silhouette is often the strongest enemy in the room.
Turn-based strategy 2001
A few squares of road, forest and city can decide whether a powerful army has anywhere useful to go.
Action adventure 2004
Shrinking turns an ordinary path into a landscape of obstacles and gives familiar rooms a second geography.
Exploration action RPG 2003
Defeated monsters can leave abilities behind, making the castle’s inhabitants part of the equipment you carry through it.
Microgame collection 2003
Recognise the task, press a button and prepare for a different rule before the previous joke has worn off.
Exploration action 2004
Samus’s first mission returns with a new map, quicker movement and an escape that changes the balance of power.
Tactical RPG 2003
Each square puts a named soldier at risk, so winning a map and bringing everyone home are different achievements.
Role-playing game 2001
Elemental creatures change the party’s classes, while Psynergy turns the landscape into a set of small physical puzzles.
Action RPG 2003
Two brothers share the screen and divide the buttons, making timing part of both a conversation and a fight.
Kart racing 2001
Flat tracks reward an early turn and a clean line, with coins making a safe route worth considering.
Kart racing 2005
A lower-screen map exposes nearby items while short missions turn familiar driving skills into specific tests.
Action RPG 2007
Two partners fight on separate screens, asking one player to divide attention between buttons and stylus gestures.
Puzzle adventure 2010
A ghost moves through ordinary objects, rearranging the last few minutes before a death to prevent it.
Role-playing 2008
Sinnoh rewards a carefully chosen team, while the Distortion World briefly unsettles the geography of a familiar journey.
Puzzle adventure 2007
A village mystery gives matchstick problems, spatial puzzles and riddles a shared place to live.
Rhythm 2006
Tap, trace and spin through pop songs while a comic-strip crisis responds to the accuracy of your timing.
Action exploration 2005
Enemy souls turn encounters into potential additions to Soma’s repertoire as he works through a connected castle.
Turn-based strategy 2005
Two-screen battles divide a commander’s attention between fronts, alongside a campaign of captures, supply and unit matchups.
2D platformer 2006
A familiar side-on run gains new possibilities when Mario becomes small enough to enter a pipe or large enough to flatten the route.
Visual novel / escape-room puzzle 2009
Numbered doors turn decisions about whom to trust into choices about which rooms, puzzles and conversations you will see.
Music puzzle 2004
Coloured squares wait for a passing musical line, giving a falling-block puzzle a second clock.
Stealth action 2010
Short infiltrations feed a growing military base, making each captured soldier part of the next operation.
Anti-gravity racing 2005
Airbrakes shape the racing line while every weapon pickup can become a badly needed repair.
Rhythm strategy 2007
A four-beat order sends a small army marching, attacking or defending while you prepare the next command.
Hunting action RPG 2008
A successful hunt begins with equipment and ends with materials for the next, harder opponent.
Puzzle platformer 2006
Tilt the landscape to roll a growing creature through passages that sometimes demand several smaller bodies.
Action adventure 2008
Sweeping chained weapons control a crowded arena in a prequel built for the PSP’s smaller set of controls.
Action RPG 2007
Zack’s military assignments lead into Final Fantasy VII’s past, while spinning reels interrupt the certainty of combat.
3D platformer 2006
An exterminator’s job sends Jak’s small companion through a city’s neglected corners on a rescue mission.
Tactical RPG 2006
Allies support one another across a battle grid in a fantasy campaign loosely drawn from Joan of Arc’s story.
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