The 8-bit and 16-bit years, all of them
Video games are rad.
Every NES, Famicom and Super Nintendo game in one place: the facts, the best-of lists, and a pick for tonight.
Start here
The 25 best NES games

Super Mario Bros. 3
1988 · NES · Famicom
The Legend of Zelda
1986 · NES · Famicom · Famicom Disk System
Mega Man 2
1988 · NES · Famicom
Metroid
1986 · NES · Famicom Disk System
Castlevania
1986 · NES · Famicom · Famicom Disk System
Contra
1988 · NES · Famicom
Mike Tyson's Punch-Out!!
1987 · NES · Famicom
Kirby's Adventure
1993 · NES · Famicom
DuckTales
1989 · NES · FamicomNinja Gaiden
1988 · NES · Famicom
Dragon Warrior
1986 · NES · Famicom
Final Fantasy
1987 · NES · FamicomBrowse
Pick a console
NES
The grey box that saved home games, 1985 onward.
1,056 gamesFamicom
The red-and-white original, Japan, 1983 onward.
200 gamesFamicom Disk System
Rewritable disks, Japan only, 1986 onward.
779 gamesSNES
Mode 7, great RPGs and the 16-bit war.
1,440 gamesSuper Famicom
Japan’s SNES, and everything that never left it.
Curated
Lists worth a weekend
D&D on the NES and SNES
The official Advanced Dungeons & Dragons games, and the console RPGs that grew out of the tabletop. Roll for initiative on a controller.
25 gamesThe 25 best SNES games
The 16-bit years at their best: Mode 7, big RPGs, and the platformers everyone owned.
14 gamesThe best SNES RPGs
The golden age of the Japanese RPG, all on one console. Clear a month.
11 gamesThe hardest NES games
The ones that taught a generation patience. Every one is fair once you know it. Getting to know it is the hard part.
12 gamesThe best two-player games
Pass the second controller. NES and SNES games that are better with someone on the couch.
10 gamesJapan-only gems
Famicom and Super Famicom games that never left Japan. Most have fan translations.
The human desk
Why we play
The zone: why good games make time disappear
Why an hour of Tetris feels like ten minutes: Csikszentmihalyi's flow, challenge matched to skill, and old games as machines built to make it happen.
FailureOne must imagine Mario happy
Why we fail at games on purpose and keep going: Juul's paradox of failure, Suits on unnecessary obstacles, and Camus's Sisyphus, happy at the boulder.
DopamineWanting, not liking: what dopamine really does when you play
Dopamine isn't the pleasure chemical. It's anticipation and surprise. Schultz, Berridge and Robinson on wanting versus liking, via a question block.
RulesThe magic circle: the world that rules make
Why a game feels like a world of its own: Huizinga's magic circle, Caillois's four kinds of play, Suits and Goffman, from the power switch to the pause.
TogetherThe second controller
Why playing side by side matters: Goffman on shared engrossment, Durkheim's collective effervescence and our need for relatedness, from couch to arcade.
IdentityWho you are when you play
Avatars, names and ideal selves: Gee's projective identity, the Proteus effect, the ideal self at play, Winnicott and Turkle, from Zelda's save file on.
Retro reads
From the archive
Secret of Mana: the menu that keeps the adventure in view
The Ring Command and the rhythm of pausing
EssayFamicom Disk System: when a game shop could rewrite your next adventure
Writable media, kiosks and designed impermanence
EssayFinal Fantasy I & II: two ideas of an RPG on one cartridge
1987 and 1988 in conversation
EssayDragoon X Omega II and the art of making an old engine your own
A ROM hack as an engine conversation
Sister sites
Play one. Build one.
MyNESGames
An NES emulator in your browser. Play Stomp, a free NES platformer, or drop in a .nes file you own. Save states, Game Genie codes, touch controls.
Free toolsRPG Creator
Tabletop RPG tools in the browser: a living character sheet, a campaign app with dice built in, and The Book of Dice.
The Rad Recap
One email a week. Free.
A list, a pick for the weekend, and one thing from the archive.














































