Best Retro Platformers of All Time
By Console Codex Editorial Team · 22 min read ·
Expert-ranked list of the greatest best retro platformers of all time — with reviews, ratings, and guides for every game.
💡 Quick Facts
- → 24 games ranked in this list
- → Available on SNES, NINTENDO-64, NES, PLAYSTATION
- → Average review score: 9.2/10
- → Last updated: 2026-06-06
The Ranked List
Super Mario World
9.8The SNES launch game that defined the 16-bit era. Super Mario World introduced Yoshi, expanded Mario's move set, and delivered 96 exits across a vast, joyful world that remained the gold standard for platformers for years.
Super Mario 64
9.9The game that invented 3D platforming as a genre. Super Mario 64 launched alongside the Nintendo 64 and demonstrated, definitively, that video games could work in three dimensions. Its influence on every 3D game that followed is incalculable — this is where the template was written.
Super Mario Bros.
9.8The game that defined the platformer genre and saved the North American video game industry. Super Mario Bros. is the archetypal adventure that introduced Mario to the world.
Super Mario Bros. 3
9.7The NES platformer that rewrote the rulebook — eight massive worlds, 90+ levels, new power-ups, and a scope that made every previous platformer feel small.
Super Mario World 2: Yoshi's Island
9.4A SNES technical masterpiece — Yoshi carries Baby Mario across 48 stages in a hand-drawn art style that pushed the SNES hardware with real-time sprite scaling and rotation that defined the series' visual identity.
Donkey Kong Country 2: Diddy's Kong Quest
9.4The rare sequel that surpasses the original. Donkey Kong Country 2 improved on its predecessor in every dimension — tighter level design, superior music, more varied environments, and better boss encounters.
Mega Man X
9.5The brilliant reinvention of Mega Man for the 16-bit era. Mega Man X introduced wall-sliding, dashing, upgradeable armor, and a darker story while delivering one of the SNES's finest action-platformer experiences.
Super Metroid
9.8Super Metroid is widely considered one of the greatest games ever made — a masterpiece of atmospheric exploration, environmental storytelling, and movement-based design that defined the Metroidvania genre.
Castlevania: Symphony of the Night
9.9One of the most perfect games ever made, Symphony of the Night merged action platforming with deep RPG mechanics and a sprawling inverted castle to create the Castlevania series' masterpiece. It gave its name to a subgenre and remains the defining standard of exploration-based action games.
Sonic the Hedgehog 2
9.5The perfect Sonic game. Sonic 2 introduced Tails, the Spin Dash, and the greatest collection of stages in franchise history while refining the speed formula to its absolute peak.
Donkey Kong Country
9.3The graphical revolution that shocked the world. Donkey Kong Country's pre-rendered 3D graphics seemed impossible on SNES hardware, and the game underneath matched those visuals with excellent level design and music.
Sonic 3 & Knuckles
9.6The complete Sonic 3 experience — when combined via lock-on cartridge, Sonic 3 & Knuckles creates the longest, deepest, and most mechanically polished Sonic game ever made.
Kirby Super Star
9.1Eight games in one cartridge, each with a distinct mode — Spring Breeze, Gourmet Race, Great Cave Offensive, Revenge of Meta Knight, Milky Way Wishes, and more. Kirby Super Star's unprecedented content breadth, polished co-op, and satisfying copy ability system made it the most complete game on the SNES at launch.
Rayman
8.5Ubisoft's limbless platformer that demonstrated hand-drawn animation quality could survive the PS1 era. Rayman's precision platforming, vibrant worlds, and the titular hero's fist-throwing mechanics made it the PS1's best non-Nintendo platformer — and one of the few games of the era to rival the visual quality of 16-bit 2D.
Banjo-Kazooie
9.5Rare's charming 3D platformer masterpiece sent a bear and a bird through nine inventive worlds brimming with collectibles, clever puzzles, and an irresistible sense of fun. Banjo-Kazooie refined the collectathon formula with exceptional world design and remains one of the N64's finest games.
Crash Bandicoot 2: Cortex Strikes Back
9Naughty Dog's refinement of the Crash Bandicoot formula — adding the slide, body slam, and super-powered spin makes Crash more capable, and 27 stages with expanded variety mark it as the series' most balanced entry.
Earthworm Jim
9The animated platformer that took the 16-bit era by storm — Earthworm Jim's fluid hand-drawn animation, creative stage design, and irreverent humor made it the independent platformer sensation of 1994.
Sonic the Hedgehog
9.3Sega's answer to Mario introduced a blue hedgehog who could run faster than the screen could keep up. Sonic the Hedgehog launched a franchise and gave Sega the mascot they needed to compete with Nintendo.
Mega Man 2
9.5The pinnacle of the NES Mega Man series. Mega Man 2 perfected the formula of absorbing defeated bosses' weapons and applied it to eight masterfully designed stages with an all-time great soundtrack.
Bonk's Adventure
8.2The TurboGrafx-16's mascot platformer stars Bonk, a prehistoric caveman who attacks enemies using his enormous, weaponized head — spinning, diving, and biting his way through colorful prehistoric stages with the imaginative level design and responsive controls needed to compete with the platform giants of the era. Bonk's Adventure was Hudson and NEC's answer to Mario — polished, charming, and well-constructed enough on its own terms to justify the TurboGrafx-16 purchase for platformer fans.
Wario Land: Super Mario Land 3
8.8Wario's starring debut — a greedier, braver Mario that collects treasure instead of rescuing princesses. Wario Land established one of Nintendo's most creative and underappreciated franchises.
Wario Land 2
8.8The Game Boy sequel that established Wario as one of Nintendo's most inventive platformer protagonists. Wario Land 2's invulnerability mechanic — Wario can't die, but getting hurt transforms him in useful ways — and its multiple branching story paths through the same levels encouraged complete exploration and replay.
Kirby's Dream Land 3
8.3The SNES follow-up with a hand-drawn crayon art style and five animal friends. Kirby's Dream Land 3's co-op mode and hidden objectives for each level — complete all to unlock the true final boss — made it a satisfying close to the Super Nintendo Kirby era.
Jumping Flash!
8.3Sony's launch-window PS1 experiment that combined first-person platforming with vertical jumping mechanics. Jumping Flash!'s high-altitude vertical level design — players could jump two screens high, then descend slowly — created a unique spatial experience that no other game has replicated. A cult classic of early 3D design.
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The Golden Age of the Platformer
The platformer is gaming’s foundational genre. From Super Mario Bros’ launch in 1985 to the PlayStation era’s transition to 3D, the side-scrolling platformer was the dominant game design category — the genre through which every generation of hardware was defined and measured. The 8-bit and 16-bit eras produced so many genre landmarks that listing the best requires difficult omissions.
What separates the greatest platformers from competent ones is design efficiency: every jump, every obstacle, every level element working in concert to create a sense of flow that rewards mastery. Super Mario World’s cape flying, Mega Man X’s wall-climbing, Sonic’s momentum physics, Donkey Kong Country 2’s team throw — each game introduced a movement mechanic that fundamentally expanded what platformer design could accomplish.
Super Mario World — The 16-Bit Benchmark
Super Mario World shipped with every SNES in North America and defined what the hardware could achieve. Yoshi the dinosaur brought a new movement layer: swallowing enemies for power-ups, using Yoshi’s tongue as a platform, baby Yoshis with unique abilities unlocked in the Special World. The cape — a replacement for the Super Mario Bros. 3 Tanooki suit — enabled sustained flight that rewarded players who understood the acceleration mechanics.
The game’s 96 exits (not levels — exits, with many stages containing two paths to different stages) created genuine replayability. The Star World and Special World stages pushed the physics engine against the limits of intended design. Twenty-five years after its release, Super Mario World remains the standard by which 2D platformers are measured.
Mega Man X — Mastery and Freedom
The original Mega Man established the template: eight robot masters, steal their weapons, defeat Wily. Mega Man X accelerated everything. The wall-climbing mechanic transformed traversal from horizontal to three-dimensional. The Dash ability made movement feel powerful from the first stage. The armor upgrades hidden throughout the game rewarded thorough exploration.
X’s design philosophy — a tutorial first stage that teaches every mechanic without explicit instruction, a Sigma fortress that escalates relentlessly once the eight Maverick stages are complete — influenced every action-platformer that followed. The game was so perfectly designed that Mega Man X2 and X3, technically superior, never matched the original’s impact.
Castlevania: Symphony of the Night — The Genre Expansion
Symphony of the Night is simultaneously a platformer and something entirely beyond it. Alucard’s platformer controls — a second jump from the air, directional dashing, the eventual ability to fly as a bat — are conventional. But the Metroidvania structure surrounding them transformed the game into exploration design at a scale no pure platformer had attempted.
The inverted castle, revealed as a second enormous map halfway through the game, doubled the play area and the discovery density. Every new ability — the Leap Stone for double jumping, the Soul of Bat for flight — unlocked areas that rewarded returning to completed sections. Symphony of the Night established the design language that Castlevania, Metroid, and hundreds of indie games have drawn from ever since.
The 3D Transition
Super Mario 64 didn’t just move the platformer into three dimensions — it defined what 3D game design meant for the entire industry. The camera, the momentum physics, the precision required for 3D spatial navigation all had to be invented simultaneously. That Mario 64 solved these problems elegantly in 1996, before the analog stick was standard controller equipment, remains an astonishing design achievement.
Banjo-Kazooie and Crash Bandicoot took different approaches to the same 3D challenge: Banjo with an open collectathon structure closer to Mario 64; Crash with linear corridor stages that controlled the camera by limiting player direction. Both approaches produced compelling games; neither fully replicated Mario 64’s sense of free movement.