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Platformer

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SuperTuxis a platformer based onSuper Mario Bros.

Aplatformer(also called aplatform game,and sometimes ajump 'n' run game) is a sub-genre ofaction video gamesin which the core objective is to move theplayer characterbetween points in an environment. Platform games are characterized by levels with uneven terrain and suspended platforms of varying height that requirejumpingandclimbingto traverse. Otheracrobaticmaneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, gliding through the air, or bouncing from springboards or trampolines.[1]

The genre started with the 1980 arcade video gameSpace Panic,which has ladders but not jumping.Donkey Kong,released in 1981, established a template for what were initially called "climbing games".Donkey Konginspired many clones and games with similar elements, such asMiner 2049er(1982) andKangaroo(1982), while theSegaarcade gameCongo Bongo(1983) adds a third dimension viaisometric graphics.Another popular game of that period,Pitfall!(1982), allows moving left and right through series of non-scrolling screens, expanding the play area.Nintendo's flagshipSuper Mario Bros.(1985) was a defining game for the nascent genre, with horizontally scrolling levels and the player controlling a named character—Mario, which became a mascot of the company. The termplatform gamegained traction in the late 1980s, as did the alternate formplatformer.

During their peak of popularity, platformers were estimated to comprise between a quarter and a third of all console games.[2]By 2006, the genre had experienced a decline in sales, representing a 2% market share as compared to 15% in 1998.[3]In spite of this, platformers are still being commercially released every year, including some which have sold millions of copies.

Concepts[edit]

A platformer requires the player to maneuver their character across platforms to reach a goal while confronting enemies and avoiding obstacles along the way. These games are either presented from the side view, using two-dimensional movement, or in 3D with the camera placed either behind the main character or inisometric perspective.Typical platforming gameplay tends to be very dynamic and challenges a player's reflexes, timing, and dexterity with controls.

The most common movement options in the genre are walking, running, jumping, attacking, and climbing. Jumping is central to the genre, though there are exceptions such asNintendo'sPopeyeandData East'sBurgerTime,both from 1982. In some games, such asDonkey Kong,the trajectory of a jump is fixed, while in others it can be altered mid-air. Falling may cause damage or death. Many platformers contain environmental obstacles which kill the player's character upon contact, such as lava pits or bottomless chasms.[4]The player may be able to collect items andpower-upsand give the main character new abilities for overcoming adversities.

Most games of this genre consist of multiple levels of increasing difficulty that may be interleaved byBossencounters, where the character has to defeat a particularly dangerous enemy to progress. Simple logical puzzles to resolve and skill trials to overcome other common elements in the genre.

A modern variant of the platform game, especially significant on mobile platforms, is theendless runner,where the main character is always moving forward and the player must dodge or jump to avoid falling or hitting obstacles.

Naming[edit]

Various names were used in the years following the release of the first established game in the genre,Donkey Kong(1981).Shigeru Miyamotooriginally called it a "running/jumping/climbing game" while developing it.[5]Miyamoto commonly used the term "athletic game" to refer toDonkey Kongand later games in the genre, such asSuper Mario Bros.(1985).[6][7]

Donkey Kongspawned other games with a mix of running, jumping, and vertical traversal, a novel genre that did not match the style of games that came before it, leaving journalists and writers to offer their own terms.[8]Computer and Video Gamesmagazine, among others, referred to the genre as "Donkey Kong-type" or "Kong-style" games.[8][9]"Climbing games" was used in Steve Bloom's 1982 bookVideo Invadersand 1983 magazinesElectronic Games(US)—which ran a cover feature called "The Player's Guide to Climbing Games" —andTV Gamer(UK).[10][11][12]Bloom defined "climbing games" as titles where the player "must climb from the bottom of the screen to the top while avoiding and/or destroying the obstacles and foes you invariably meet along the way." Under this definition, he listedSpace Panic(1980),Donkey Kong,and despite the top down perspective,Frogger(1981) as climbing games.[10]

In a December 1982Creative Computingreview of the Apple II gameBeer Run,the reviewer used a different term: "I'm going to call this a ladder game, as in the 'ladder genre,' which includesApple PanicandDonkey Kong."[13]That label was also used byVideo Games Playermagazine in 1983 when it named theColecoport ofDonkey Kong"Ladder Game of the Year".[14]

Another term used in the late 1980s to 1990s was "character action games", in reference to games such asSuper Mario Bros.,[15]Sonic the Hedgehog,[16]andBubsy.[17]It was also applied more generally toside-scrolling video games,includingrun and gun video gamessuch asGunstar Heroes.[18]

Platform gamebecame a common term for the genre by 1989, popularized by its usage in the United Kingdom press.[19]Examples include referring to the "Super Mariomould "(such asKato-chan & Ken-chan) as platform games,[20]and callingStridera "platform and ladders" game.[21]

History[edit]

Single screen[edit]

ThisDonkey Kong(1981) level demonstrates jumping between platforms, the genre's defining trait.

The genre originated in the early 1980s. Levels in early platform games were confined to a single-screen, generally viewed in profile, and based on climbing between platforms rather than jumping.[4]Space Panic,a 1980 arcade release byUniversal,is sometimes credited as the first platformer.[22]Another precursor to the genre from 1980 wasNichibutsu'sCrazy Climber,in which the player character scales vertically scrolling skyscrapers.[23]The unreleased 1979 Intellivision gameHard Hathas a similar concept.[24]

Donkey Kong,anarcade video gamecreated byNintendoand released in July 1981, was the first game to allow players to jump over obstacles and gaps. It is widely considered to be the first platformer.[25][26]It introducedMariounder the name Jumpman.Donkey Kongwas ported to many consoles and computers at the time, notably as the system-selling pack-in game forColecoVision,[27]and also a handheld version from Coleco in 1982.[28]The game helped cement Nintendo's position as an important name in the video game industry internationally.[29]

The following year,Donkey Kongreceived a sequel,Donkey Kong Jr.and laterMario Bros.,a platformer with two-playercooperative play.It laid the groundwork for other two-player cooperative platformers such asFairyland StoryandBubble Bobble.

Beginning in 1982, transitional games emerged with non-scrolling levels spanning multiple screens. David Crane'sPitfall!for theAtari 2600,with 256 horizontally connected screens, became one of the best-selling games on the system and was a breakthrough for the genre.Smurf: Rescue in Gargamel's Castlewas released on theColecoVisionthat same year, adding uneven terrain andscrolling pansbetween static screens.Manic Miner(1983) and its sequelJet Set Willy(1984) continued this style of multi-screen levels onhome computers.Wanted: Monty Molewon the first award for Best Platform game in 1984 fromCrashmagazine.[30]Later that same year,EpyxreleasedImpossible Mission,andParker BrothersreleasedMontezuma's Revenge,which further expanded on the exploration aspect.

Scrolling[edit]

Jump Bug(1981) introduced scrolling to the genre.

The first platformer to use scrolling graphics came years before the genre became popular.[31]Jump Bugis a platform-shooter developed byAlpha Denshiunder contract forHoei/Coreland[32]and released to arcades in 1981, only five months afterDonkey Kong.[33]Players control a bouncing car that jumps on various platforms such as buildings, clouds, and hills.Jump Bugoffered a glimpse of what was to come, with uneven, suspended platforms, levels that scroll horizontally (and in one section, vertically), and differently themed sections, such as a city, the interior of a large pyramid, and underwater.[31][34]

Irem's 1982 arcade gameMoon Patrolcombines jumping over obstacles and shooting attackers. A month later,TaitoreleasedJungle King,a side-scrolling action game some platform elements: jumping between vines, jumping or running beneath bouncing boulders. It was quickly re-released asJungle Huntbecause of similarities toTarzan.[35]

The 1982 Apple II gameTrack Attackincludes a scrolling platform level where the character runs and leaps along the top of a moving train.[36] The character is little more than astick figure,but the acrobatics evoke the movement that games such asPrince of Persiawould feature.B.C.'s Quest For Tires(1983) put a recognizable character from American comic strips into side-scrolling, jumping gameplay similar toMoon Patrol.[37]The same year,Snokiefor theCommodore 64and Atari 8-bit computers added uneven terrain to a scrolling platformer.[38]

Based on theSaturday morning cartoonrather than the maze game, Namco's 1984Pac-Landis a bidirectional, horizontally-scrolling, arcade video game with walking, running, jumping, springboards,power-ups,and a series of unique levels.[39]Pac-MancreatorToru Iwatanidescribed the game as "the pioneer of action games with horizontally running background."[40]According to Iwatani,Shigeru MiyamotodescribedPac-Landas an influence on the development ofSuper Mario Bros..[41][42]

Nintendo'sSuper Mario Bros.,released for theNintendo Entertainment Systemin 1985, became the archetype for the genre. It was bundled with Nintendo systems in North America, Japan, and Europe, and sold over 40 million copies, according to the 1999Guinness Book of World Records.Its success as a pack-in led many companies to see platformers as vital to their success, and contributed greatly to popularizing the genre during the third and fourth generations of video game consoles.

Segaattempted to emulate this success with theirAlex Kiddseries, which started in 1986 on theMaster SystemwithAlex Kidd in Miracle World.It has horizontal and vertical scrolling levels, the ability to punch enemies and obstacles, and shops for the player to buypower-upsand vehicles.[43]Another Sega series that began that same year isWonder Boy.TheoriginalWonder Boyin 1986 was inspired more byPac-LandthanSuper Mario Bros.,with skateboarding segments that gave the game a greater sense of speed than other platformers at the time,[44]while its sequel,Wonder Boy in Monster Landaddedaction-adventureandrole-playingelements.[45]Wonder Boyin turn inspired games such asAdventure Island,Dynastic Hero,Popful Mail,andShantae.[44]

One of the first platformers to scroll in all four directions freely and follow the on-screen character's movement is in avector gamecalledMajor Havoc,which comprises a number of mini-games, including a simple platformer.[46]One of the firstraster-based platformers to scroll fluidly in all directions in this manner is 1985'sLegend of Kage.[citation needed]

In 1985,Enixreleased the action-adventure platformerBrain Breaker.[47] The following year saw the release of Nintendo'sMetroid,which was critically acclaimed for a balance between open-ended and guided exploration. Another platform-adventure released that year,Pony Canyon'sSuper Pitfall,was critically panned for its vagueness and weak game design. That same yearJalecoreleasedEsper Boukentai,a sequel toPsychic 5that scrolled in all directions and allowed the player character to make huge multistory jumps to navigate the vertically oriented levels.[48]Telenet Japanalso released its own take on the platform-action game,Valis,which containedanime-stylecut scenes.[49]

In 1987,Capcom'sMega Manintroducednon-linearlevel progression where the player is able to choose the order in which they complete levels. This was a stark contrast to both linear games likeSuper Mario Bros.and open-world games likeMetroid.GamesRadarcredits the "level select" feature ofMega Manas the basis for the non-linear mission structure found in most open-world, multi-mission,sidequest-heavy games.[50]Another Capcom platformer that year wasBionic Commando,which popularized agrappling hookmechanic that has since appeared in dozens of games, includingEarthworm JimandTomb Raider.[51]

Scrolling platformers went portable in the late 1980s with games such asSuper Mario Land,and the genre continued to maintain its popularity, with many games released for thehandheldGame BoyandGame Gearsystems.

Second-generation side-scrollers[edit]

By the time theGenesisandTurboGrafx-16launched, platformers were the most popular genre in console gaming. There was a particular emphasis on having a flagship platform title exclusive to a system, featuring a mascot character. In 1989, Sega releasedAlex Kidd in the Enchanted Castle,which was only modestly successful. That same year, Capcom releasedStriderin arcades, which scrolled in multiple directions and allowed the player to summonartificial intelligencepartners, such as a droid, tiger, and hawk, to help fight enemies.[52]Another Sega release in 1989 wasShadow Dancer,which is a game that also included an AI partner: a dog who followed the player around and aid in battle.[53]In 1990,Hudson SoftreleasedBonk's Adventure,with a protagonist positioned asNEC's mascot.[54]The following year, Takeru'sCocoron,a late platformer for the Famicom allowed players to build a character from a toy box filled with spare parts.[51]

In 1990, the Super Famicom was released in Japan, along with the eagerly anticipatedSuper Mario World.The following year, Nintendo released the console as theSuper Nintendo Entertainment Systemin North America, along withSuper Mario World,while Sega releasedSonic the Hedgehogfor theSega Genesis.[55][56]Sonicshowcased a new style of design made possible by a new generation of hardware: large stages that scrolled in all directions, curved hills, loops, and aphysics systemallowing players to rush through its levels with well-placed jumps and rolls. Sega characterized Sonic as a teenager with a rebellious personality to appeal to gamers who saw the previous generation of consoles as being for kids.[57]The character's speed showed off the hardware capabilities of the Genesis, which had a CPU clock speed approximately double that of the Super NES.

Sonic's perceived rebellious attitude became a model for game mascots. Other companies attempted to duplicate Sega's success with their own brightly coloredanthropomorphismswith attitude.[58]These often were characterized by impatience, sarcasm, and frequent quips.

A second generation of platformers for computers appeared alongside the new wave of consoles. In the latter half of the 1980s and early 1990s, theAmigawas a strong gaming platform with its customvideo hardware and sound hardware.[59]TheAtari STwas solidly supported as well. Games likeShadow of the BeastandTurricanshowed that computer platformers could rival their console contemporaries.Prince of Persia,originally a late release for the 8-bit Apple II in 1989, featured a high quality of animation.

The 1988sharewaregameThe Adventures of Captain Comicwas one of the first attempts at a Nintendo-style platformer forIBM PC compatibles.[60]It inspiredCommander Keen,released byid Softwarein 1990, which became the first MS-DOS platformer with smooth scrolling graphics.[61]Keen's success resulted in numerous console-styled platformers for MS-DOS compatible operating systems, includingDuke Nukem,Duke Nukem II,Cosmo's Cosmic Adventure,andDark Agesall byApogee Software.These fueled a brief burst of episodic platformers where the first was freely distributed and parts 2 and 3 were available for purchase.

Decline of 2D[edit]

The abundance of platformers for 16-bit consoles continued late into the generation, with successful games such asVectorman(1995),Donkey Kong Country 2: Diddy's Kong Quest(1995), andSuper Mario World 2: Yoshi's Island(1995), but the release of new hardware caused players' attention to move away from 2D genres.[3]TheSega Saturn,PlayStation,andNintendo 64nevertheless featured a number of successful 2D platformers. The 2DRaymanwas a big success on 32-bit consoles.Mega Man 8andMega Man X4helped revitalize interest inCapcom'sMega Man character.Castlevania: Symphony of the Nightrevitalized its series and established a new foundation for laterCastlevaniagames.OddworldandHeart of Darknesskept the subgenre born fromPrince of Persiaalive.

The difficulties of adapting platformer gameplay to three dimensions led some developers to compromise by pairing the visual flash of 3D with traditional 2D side scrolling gameplay. These games are often referred to as 2.5D.[62]The first such game was theSega Saturnlaunch title,Clockwork Knight(1994). The game featured levels andBosscharacters rendered in 3D, but retained 2D gameplay and used pre-rendered 2D sprites for regular characters, similar toDonkey Kong Country.Itssequelimproved upon its design, featuring some 3D effects such as hopping between the foreground and background, and the camera panning and curving around corners. Meanwhile,PandemoniumandKlonoabrought the 2.5D style to thePlayStation.In a break from the past, the Nintendo 64 had the fewest side scrolling platformers with only four;Yoshi's Story,Kirby 64: The Crystal Shards,Goemon's Great Adventure,andMischief Makers—and most met with a tepid response from critics at the time.[63][64]Despite this,Yoshi's Storysold over a million copies in the US,[65]andMischief Makersrode high on the charts in the months following its release.[66][67]

Third dimension[edit]

The term3D platformerusually refers to games with gameplay in three dimensions and polygonal 3D graphics. Games that have 3D gameplay but 2D graphics are usually included under the umbrella ofisometric platformers,while those that have 3D graphics but gameplay on a 2D plane are called2.5D,as they are a blend of 2D and 3D.

The first platformers to simulate a 3D perspective and moving camera emerged in the early-mid-1980s. An early example of this wasKonami's platformerAntarctic Adventure,[68]where the player controls a penguin in a forward-scrollingthird-personperspective while having to jump over pits and obstacles.[68][69][70]Originally released in 1983 for theMSXcomputer, it was subsequently ported to various platforms the following year,[70]including anarcadeversion,[68]NES,[70]andColecoVision.[69]

1986 saw the release of the sequel to forward-scrolling platformerAntarctic AdventurecalledPenguin Adventure,which was designed byHideo Kojima.[71]It included moreaction gameelements, a greater variety of levels,RPGelements such as upgrading equipment,[72]andmultiple endings.[73]

In early 1987,Squarereleased3-D WorldRunner,designed byHironobu SakaguchiandNasir Gebelli.[74][75]Using a forward-scrolling effect similar to Sega's 1985third-personrail shooterSpace Harrier.[74]3-D WorldRunnerwas an early forward-scrolling pseudo-3D third-person platform-action game where players were free to move in any forward-scrolling direction and could leap over obstacles and chasms. It was notable for being one of the firststereoscopic 3-D games.[75]Square released its sequel,JJ,later that year.[76]

Alpha Waves(1990) was an early 3D platformer.

The earliest example of atrue 3Dplatformer is a French computer game calledAlpha Waves,created byChristophe de Dinechinand published byInfogramesin 1990 for theAtari ST,Amiga,andIBM PC compatibles.[77][78]

Bug!(1995) extended traditional platformer gameplay in all directions.

Bug!,aSega Saturngame that was released in 1995, offered a more conservative approach to true 3D platforming. It allowed players to move in all directions, but it did not allow movement along more than one axis at once; the player could move orthogonally but not diagonally. Its characters werepre-renderedsprites, much like the earlierClockwork Knight.The game played very similarly to 2D platformers, but it was considered a true 3D title, and let players walk up walls and on ceilings. It has a sequel calledBug Too!.

In 1995,Delphine Softwarereleased a 3D sequel to their 2D platformerFlashback.EntitledFade to Black,it was the first attempt to bring a popular 2D platformer series into 3D. While it retained the puzzle-oriented level design style and step-based control, it did not meet the criteria of a platformer, and was billed as anaction adventure.[79]It used true 3D characters and set pieces, but its environments were rendered using a rigid engine similar to the one used byWolfenstein 3D,in that it could only render square, flat corridors, rather than suspended platforms that could be jumped between.

Sega had tasked their American studio,Sega Technical Institute,with bringing Sonic the Hedgehog into 3D. Their project, titledSonic Xtreme,was to have featured a radically different approach for the series, with an exaggeratedfisheyecamera and multidirectional gameplay reminiscent ofBug!.Due in part to conflicts with Sega Enterprises in Japan and a rushed schedule, the game never made it to market.[55]

True 3D[edit]

In the 1990s, platforming games started to shift from pseudo-3D to "true 3D," which gave the player more control over the character and the camera. To render a 3D environment from any angle the user chose, the graphics hardware had to be sufficiently powerful, and the art and rendering model of the game had to be viewable from every angle. The improvement in graphics technology allowed publishers to make such games but introduced several new issues. For example, if the player could control thevirtual camera,it had to be constrained to stop it fromclippingthrough the environment.[4]

In 1994, a small developer called Exact released a game for theX68000computer calledGeograph Seal,which was a 3D first-person shooter game with platforming. Players piloted a frog-likemechthat could jump and thendouble-jumpor triple-jump high into the air as the camera panned down to help players line up their landings. In addition to shooting, jumping on enemies was a primary way to attack.[80]This was the first true 3D platform-action game with free-roaming environments, but it was never ported to another platform or released outside Japan, so it remains relatively unknown in the West.[81]

The following year, Exact released their follow-up toGeograph Seal.An early title for Sony's newPlayStationconsole,Jumping Flash!,released in April 1995, kept the gameplay from its precursor but traded the frog-like mech for a cartoony rabbit mech called Robbit.[82]The title was successful enough to get two sequels and is remembered for being the first 3D platformer on a console.[81]Rob Fahey ofEurogamersaidJumping Flashwas perhaps "one of the most important ancestors of every 3D platformer in the following decade."[83]It holds the record of "First platform videogame in true 3D" according toGuinness World Records.[84]Another early 3D platformer wasFloating Runner,developed by a Japanese company called Xing and released for PlayStation in early 1996, before the release ofSuper Mario 64.Floating Runnerused D-pad controls and a behind-the-character camera perspective.[85]

Super Mario 64(1996) replaced the linear obstacle courses of traditional platformers with vast worlds.

In 1996, Nintendo releasedSuper Mario 64,which is a game that set the standard for 3D platformers. It let the player explore 3D environments with greater freedom than was found in any previous game in the genre. With this in mind, Nintendo put ananalog control stickon its Nintendo 64 controller, a feature that had not been seen since theVectrexbut which has since become standard. The analog stick provided the fine precision needed with a free perspective.

In most 2D platformers, the player finished a level by following a path to a certain point, but inSuper Mario 64,the levels were open and had objectives. Completing objectives earned the player stars, and stars were used to unlock more levels. This approach allowed for more efficient use of large 3D areas and rewarded the player for exploration, but it meant less jumping and moreaction-adventure.Even so, a handful ofBoss levelsoffered more traditional platforming.[86]Until then there was no settled way to make 3D platformers, butSuper Mario 64inspired a shift in design. Later 3D platformers likeBanjo-Kazooie,Spyro the Dragon,andDonkey Kong 64borrowed its format, and the "collect-a-thon" genre began to form.

In order to make this free-roaming model work, developers had to program dynamic, intelligent cameras. A free camera made it harder for players to judge the height and distance of platforms, makingjumping puzzlesmore difficult. Some of the more linear 3D platformers likeTork: Prehistoric PunkandWario Worldused scripted cameras that limited player control. Games with more open environments likeSuper Mario 64andBanjo Kazooieused intelligent cameras that followed the player's movements.[87]Still, when the view was obstructed or not facing what the player needed to see, these intelligent cameras needed to be adjusted by the player.

In the 1990s,RPGs,first-person shooters,and more complexaction-adventure gamescaptured significant market share. Even so, the platformer thrived.Tomb Raiderbecame one of the bestselling series on thePlayStation,along withInsomniac Games'SpyroandNaughty Dog'sCrash Bandicoot,one of the few 3D games to stick with linear levels. Moreover, many of theNintendo 64's bestsellers were first- and second-party platformers likeSuper Mario 64,Banjo-Kazooie,andDonkey Kong 64.[88]OnWindowsandMac,Pangea Software'sBugdomseries andBioWare'sMDK2proved successful.

Several developers who found success with 3D platformers began experimenting with titles that, despite their cartoon art style, were aimed at adults. Examples includeRare'sConker's Bad Fur Day,Crystal Dynamics'sGex: Deep Cover GeckoandLegacy of Kain: Soul Reaver,andShiny Entertainment'sMessiah.

In 1998, Sega produced a 3D Sonic game,Sonic Adventure,for itsDreamcastconsole. It used a hub structure likeSuper Mario 64,but its levels were more linear, fast-paced, and action-oriented.[89]

Into the 21st century[edit]

Nintendo launched itsGameCubeconsole without a platformer. However, it releasedSuper Mario Sunshinein 2002, the second 3DMarioplatformer.

Other notable 3D platformers trickled out during this generation.Maximowas a spiritual heir to theGhosts'n Goblinsseries,Billy Hatcher and the Giant EggofferedYuji Naka's take on aMario 64-influenced platformer, Argonaut Software returned with a new platformer namedMalice,games such asDragon's Lair 3D: Return to the LairandPitfall: The Lost Expeditionwere attempts to modernise classic video games of the 1980s using the 3D platformer genre,Psychonautsbecame a critical darling based on its imaginative levels and colorful characters, and several franchises that debuted during the sixth generation of consoles such asTak,Ty the Tasmanian Tiger,andApe Escapeeach developed a cult following. In Europe specifically, theKao the KangarooandHugoseries achieved popularity and sold well.Rayman's popularity continued, though the franchise's third game was not as well received as the first two.[90][91]Oddworld: Munch's Oddyseebrought the popularOddworldfranchise into the third dimension, but future sequels to this game did not opt for the 3D platform genre.

Naughty Dogmoved on fromCrash BandicoottoJak and Daxter,a series that became less about traditional platforming with each sequel.[92]A hybrid platformer/shooter game fromInsomniac GamescalledRatchet & Clankfurther pushed the genre away from such gameplay, as did Universal Interactive Studios' rebootedSpyrotrilogy and Microsoft's attempt to create a mascot for the Xbox inBlinx: The Time Sweeper.Ironically, Microsoft later found more success with their 2003 take on the genre,Voodoo Vince.

In 2008, Crackpot Entertainment releasedInsecticide.Crackpot, composed of former developers fromLucasArts,for the first time combined influences from thepoint and clickgenre LucasArts had been known for on titles such asGrim Fandangowith a platformer.

The platformer remained a vital genre, but it never regained its old popularity. Part of the reason for the platformer's decline in the 2000s was a lack of innovation compared to other genres. Platformers were either aimed at younger players or designed to avoid the platform label.[93]In 1998, platformers had a 15% share of the market, and an even higher share in their prime. Four years later that figure had dropped to 2%.[3]Even the acclaimedPsychonautssaw modest sales at first, leading publisherMajesco Entertainmentto withdraw from high-budget console games,[94]though its sales in Europe were respectable.[95]

Recent developments[edit]

Trine(2009) mixed traditional platform elements with more modern physics puzzles.

In the seventh generation of consoles, despite the genre having a smaller presence in the gaming market, some platformers found success. In late 2007,Super Mario GalaxyandRatchet & Clank Future: Tools of Destructionwere received well by both critics and fans.[96][97][98]Super Mario Galaxywas awarded the Best Game of 2007 by high-profile gaming websites likeGameSpot,IGN,andGameTrailers.At that point, according toGameRankings,it was the most critically acclaimed game of all time. In 2008,LittleBigPlanetpaired traditional 2D-platformer gameplay with physics simulation anduser created content,earning it strong sales and good reviews.Electronic ArtsreleasedMirror's Edge,which coupled platformer gameplay with a first-person perspective, although they did not market the game as a platformer because of the association of the label with games made for kids.[citation needed]Sonic Unleashedfeatured stages with both 2D and 3D platformer gameplay, a formula used later inSonic ColorsandSonic Generations.Moreover, twoCrash Bandicootplatformers were released in 2007 and 2008, and in 2013,RobTop Games,an indie developer, madeGeometry Dash.

Freedom Planet(2014) is a more traditional, retro-style platformer: it draws heavy influence from earlySonic the Hedgehoggames and features pixelated, sprite-based graphics.

The popularity of 2D platformers rose in the 2010s. Nintendo revived the genre.New Super Mario Bros.was released in 2006 and sold 30 million copies worldwide, making it thebest-selling game for the Nintendo DSand the fourthbest-selling non-bundled video gameof all time.[99]Super Mario Galaxyeventually sold over eight million units,[99]whileSuper Paper Mario,Super Mario 64 DS,Sonic Rush,Yoshi's Island DS,Kirby Super Star Ultra,andKirby: Squeak Squadalso sold well.

After the success ofNew Super Mario Bros.,there was a spate of 2D platformers. These ranged from revivals likeBionic Commando: Rearmed,Contra ReBirth,Sonic the Hedgehog 4,andRayman Originsto original titles likeSplosion ManandHenry Hatsworth in the Puzzling Adventure.Wario Land: The Shake Dimension,released in 2008, was a 2D platformer with a rich visual style. Later games likeLimbo,Super Meat Boy,Braid,Geometry Dash,A Boy and His Blob,andThe Behemoth'sBattleBlock Theateralso used 2D graphics.New Super Mario Bros. Wiiis especially notable because unlike most 2D platformers in the twenty-first century, it came out for a non-portable console and was not restricted to acontent delivery network.A year after the success ofNew Super Mario Bros. Wii,Nintendo released more 2D platformers in their classic franchises:Donkey Kong Country ReturnsandKirby's Return to Dream Land.In 2012, they released two more 2D platformers:New Super Mario Bros. 2for the 3DS andNew Super Mario Bros. Ufor theWii U.Nintendo also experimented with 3D platformers that had gameplay elements from 2D platformers, leading toSuper Mario 3D Land(2011) for the 3DS andSuper Mario 3D World(2013) for the Wii U, the latter havingcooperative multiplayer.Both were critical and commercial successes.

Besides Nintendo's games,indie gamesin the late 2000s and the 2010s helped grow the platform-game market. Indie platformers had a stronger focus on story and innovation.[93]In 2009, independent developerFrozenbytereleasedTrine,a2.5Dplatformer that mixed traditional elements with modern physics puzzles. The game sold more than 1.1 million copies, and a sequel,Trine 2,came out in 2011.[100]

The year 2017 saw the release of several 3D platformers, leading the media to speculate about a revival of the genre.[citation needed]These includedYooka-LayleeandA Hat in Time,bothcrowdfundedon the websiteKickstarter.Super Mario Odyssey,which returned the series to the open-ended gameplay ofSuper Mario 64,became one of the best-selling and best-reviewed games in the franchise's history.Super Lucky's Taleand an HD remaster ofVoodoo Vincecame out for Microsoft Windows andXbox One.Snake Passwas called a "puzzle-platformer without a jump button." TheCrash Bandicoot N. Sane Trilogyfor PlayStation 4 sold over 2.5 million copies in three months,[101]despite some critics noting it was harder than the original games. The next few years saw more remakes of 3D platformers:Spyro Reignited Trilogy(2018) andSpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated(2020).

In the ninth generation of consoles, the platformer remains important.Astro Bot Rescue Mission(2018), a PlayStation VR game, was followed byAstro's Playroom(2020), which came pre-installed on every PlayStation 5.Sackboy: A Big Adventure(2020), developed by Sumo Digital, was a PlayStation 5 launch title.Crash Bandicoot 4: It's About Time(2020) was released to critical praise.Bowser's Fury(2021), a short campaign added to the Switch port ofSuper Mario 3D World,bridged the gap between the gameplay of3D Worldand that ofOdyssey.Ratchet & Clank: Rift Apart(2021) was one of the firstPlayStation 5-exclusive games made by Insomniac. On August 25, 2021, the Kickstarter-fundedPsychonauts 2was released to critical acclaim.Fall Guys(2020) amalgamates platforming elements into thebattle royalegenre, and was a critical and commercial success.

Subgenres[edit]

This list some definable platformers in the following types, but there are also many vaguely defined subgenres games that have not been listed. These game categories are the prototypes genre that recognized by different platform styles.

Puzzle-platformer[edit]

Fezis a 2012 puzzle-platformer based around mechanics of screen rotation.

Puzzle-platformers are characterized by their use of a platformer structure to drive a game whose challenge is derived primarily frompuzzles.[102]

Enix's 1983 releaseDoor Doorand Sega's 1985 releaseDoki Doki Penguin Land(for theSG-1000) are perhaps the first examples, though the genre is diverse, and classifications can vary.[103]Doki Doki Penguin Landallowed players to run and jump in typical platform fashion, but they could also destroy blocks, and were tasked with guiding an egg to the bottom of the level without letting it break.[103]

The Lost Vikings(1993) was a popular game in this genre. It has three characters players can switch between, each with different abilities. All three characters are needed to complete the level goals.[104]

This subgenre has a strong presence on handheld systems.Wario Land 2moved the Wario series into the puzzle-platform genre by eliminating the element of death and adding temporary injuries, such as being squashed or lit on fire, and specialized powers.[105]Wario Land 3continued this tradition, whileWario Land 4was more of a mix of puzzle and traditional platform elements. TheGame Boy update ofDonkey Kongwas also successful and saw a sequel on Game Boy Advance:Mario vs. Donkey Kong.Klonoa: Empire of Dreams,the first handheld title in its series, is also a puzzle-platformer.[106]

Through independent game development, this genre has experienced a revival since 2014.Braiduses time manipulation for its puzzles, andAnd Yet It Movesusesframe of referencerotation.[107]In contrast to theseside-scrollers,Narbacular Dropand its successor,Portal,are first-person games that use portals to solve puzzles in 3D. Since the release ofPortal,there have been more puzzle-platformers which use a first-person camera, includingPurityandTag: The Power of Paint.[108]In 2014, Nintendo releasedCaptain Toad: Treasure Trackerwhich uses compact level design and camera rotation in order to reach the goal and find secrets and collectibles. Despite lacking jump ability,Toadstill navigates the environment via unique movement mechanics.

Run-and-gun platformer[edit]

Broforceis a run-and-gun platformer that spoofs severalaction filmheroes.

The run-and-gun platform genre was popularised byKonami'sContra.[109]Among the most popular games in this style areGunstar HeroesandMetal Slug.[110]Side-scrolling run-and-gun games marry platformers withshoot 'em ups,with less tricky platforming and more shooting. These games are sometimes called platform shooters. The genre has arcade roots, so these games are generally linear and difficult.

There are games which have a lot of shooting but do not fall in this subgenre.Mega Man,Metroid,Ghosts 'n Goblins,Vectorman,Jazz Jackrabbit,Earthworm Jim,Turrican,CupheadandEnchanted Portalsare all platformers with shooting, but unlikeContraorMetal Slug,platforming, as well as exploring and back-tracking, figures prominently. Run-and-gun games are generally pure, and while they may have vehicular sequences or other shifts in style, they have shooting throughout.[opinion]

Cinematic platformer[edit]

Cinematic platformers are a small but distinct subgenre, usually distinguished by their relative realism. These games focus on fluid, lifelike movements, without the unnatural physics found in nearly all other platformers.[111]To achieve this realism, many cinematic platformers, beginning withPrince of Persia,have employedrotoscopingtechniques to animate their characters based on video footage of live actors performing the same stunts.[112]Jumping abilities are typically roughly within the confines of an athletic human's capacity. To expand vertical exploration, many cinematic platformers feature the ability to grab onto ledges, or make extensive use of elevator platforms.[111]

As these games tend to feature vulnerable characters who may die as the result of a single enemy attack or by falling a relatively short distance, they almost never have limited lives or continues. Challenge is derived fromtrial and errorproblem solving, forcing the player to find the right way to overcome a particular obstacle.[113]

Prince of Persiawas the first cinematic platformer and perhaps the most influential.[114]Impossible Missionpioneered many of the defining elements of cinematic platformers and is an important precursor to this genre.[115]Other games in the genre includeFlashback(and its2013 remake),Another World,Heart of Darkness,the first twoOddworldgames,Blackthorne,Bermuda Syndrome,Generations Lost,Heart of the Alien,Weird Dreams,Limbo,Inside,onEscapee,Deadlight,The Way,andLunark.Tomb Raiderwas the first cinematic platformer to utilize real-time 3D graphics.

Comical action game[edit]

Games in the genre are most commonly called "comical action games" (CAGs) in Japan.[116][117]The original arcadeMario Bros.is generally recognized as the originator of this genre, thoughBubble Bobbleis also highly influential.[118]These games are characterized by single screen, non-scrolling levels and often contain cooperative two-player action. A level is cleared when all enemies on the screen have been defeated, and vanquished foes usually drop score bonuses in the form of fruit or other items. CAGs are almost exclusively developed in Japan and are either arcade games, or sequels to arcade games, though they are also a common genre among amateurdoujinshigames. Other examples includeDon Doko Don,Snow Bros.andNightmare in the Dark.

Isometric platformer[edit]

Isometric platformers present a three-dimensional environment using two-dimensional graphics inisometric projection.The use ofisometric graphicswas popularized bySega's arcadeisometric shooterZaxxon(1981),[119]which Sega followed with the arcade isometric platformerCongo Bongo,released in February 1983.[120]Another early isometric platformer, theZX SpectrumgameAnt Attack,was later released in November 1983.[121]

Knight Lore,an isometric sequel toSabre Wulf,helped to establish the conventions of early isometric platformers. This formula was repeated in later games likeHead Over HeelsandMonster Max.These games were generally heavily focused on exploring indoor environments, usually a series of small rooms connected by doors, and have distinct adventure and puzzle elements. Japanese developers blended this gameplay style with that of Japaneseaction-adventure gameslikeThe Legend of Zeldato create games likeLand StalkerandLight Crusader.This influence later traveled to Europe with Adeline Software's sprawling epicLittle Big Adventure,which blended RPG,adventure,and isometric platforming elements.[122]

Before consoles were able to display true polygonal 3D graphics, the ¾ isometric perspective was used to move some popular 2D platformers into three-dimensional gameplay.Spot Goes To Hollywoodwas a sequel to the popularCool Spot,andSonic 3D Blastwas Sonic's outing into the isometric subgenre.

Platform-adventure game[edit]

Rain Worldis a 2017 platform-adventure game where the player explores the world while avoiding dangerous creatures.

Many games fuse platformer fundamentals with elements ofaction-adventure games,such asThe Legend of Zelda,or with elements ofRPGs.Typically these elements include the ability to explore an area freely, with access to new areas granted by either gaining new abilities or using inventory items. Many 2D games in theMetroidandCastlevaniafranchises are among the most popular games of this sort, and so games that take this type of approach are often labeled as "Metroidvania"games.[123]Castlevania: Symphony of the Nightpopularized this approach in theCastlevaniaseries.[124]Other examples of such games includeHollow Knight,both games in theOriseries (Ori and the Blind ForestandOri and the Will of the Wisps),Wonder Boy III: The Dragon's Trap,Tails Adventure,Cave Story,Mega Man ZX,Shadow Complex,DuckTales: Remastered.[125][126][127][128][129][130]

Early examples offree-roaming,side-scrolling, 2D platform-adventures in the vein of "Metroidvania" include Nintendo'sMetroidin 1986 andKonami'sCastlevaniagames:Vampire Killerin 1986[131][132]andSimon's Questin 1987,[133][134]The Goonies IIin 1987 again by Konami,[135]as well asEnix's sci-fiSharp X1computer gameBrain Breakerin 1985,[47][136]Pony Canyon'sSuper Pitfallin 1986,[48]System Sacom'sEuphoryin 1987,[47]Bothtec'sThe Schemein 1988,[47]and severalDragon Slayeraction RPGsbyNihon Falcomsuch as the 1985 releaseXanadu[137][138]and 1987 releasesFaxanadu[137]andLegacy of the Wizard.[139]

Auto-runner games[edit]

Auto-runner games are platformers where the player-character is nearly always moving in one constant direction through the level, with less focus on tricky jumping but more on quick reflexes as obstacles appear on screen. The subcategory of endless runner games have levels that effectively go on forever, typically throughprocedural generation.Auto-runner games have found success on mobile platforms, because they are well-suited to the small set of controls these games require, often limited to a single screen tap for jumping.

Game designer Scott Rogers namedside-scrolling shooterslikeScramble(1981) andMoon Patrol(1982) and chase-style gameplay in platformers likeDisney's Aladdin(1994 8-bit version) andCrash Bandicoot(1996) as forerunners of the genre.[140]B.C.'s Quest for Tires(1983) has elements of runner games,[141]keeping the jumping ofMoon Patrol,but replacing the vehicle with a cartoon character.

In February 2003, Gamevil publishedNomfor mobile phones in Korea. The game's designer Sin Bong-gu, stated that he wanted to create a game that was only possible on mobile phones, therefore he made the player character walk up walls and ceilings, requiring players to turn around their mobile phones while playing. To compensate for this complication, he limited the game's controls to a single button and let the character run automatically and indefinitely, "like the people in modern society, who must always look forward and keep running".[142]

While the concept thus was long known in Korea, journalists creditCanabalt(2009) as "the title that single-handedly invented the smartphone-friendly single-button running genre" and spawned a wave of clones.[141][143]Fotonica(2011), a one-button endless runner viewed from the first person, that was described as a "hybrid ofCanabalt's running,Mirror's Edge's perspective (and hands) andRez's visual style ".[144]

Temple Run(2011) and its successorTemple Run 2were popular endless running games. The latter became the world's fastest-spreading mobile game in January 2013, with 50 million installations within thirteen days.[145]

See also[edit]

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