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SuperTux is a platformer inspired by Super Mario Bros.

A platformer (also called a platform game) is a subgenre of action game in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels with uneven terrain and suspended platforms that require jumping and climbing to traverse. Other acrobatic maneuvers 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 game Space Panic, which has ladders but not jumping. Donkey Kong, released in 1981, established a template for what were initially called "climbing games". Donkey Kong inspired many clones and games with similar elements, such as Miner 2049er (1982) and Kangaroo (1982), while the Sega arcade game Congo Bongo (1983) adds a third dimension via isometric 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 flagship Super Mario Bros. (1985) and the subsequent Super Mario series were the defining games for the genre, with horizontally scrolling levels and the player controlling a named character, Mario, which became Nintendo's mascot. The terms platform game and platformer gained traction in the late 1980s.

During their peak of popularity, platformers were estimated to comprise between a quarter and a third of all console games.[2] By 2006, sales had declined, 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 in isometric 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 as Nintendo's Popeye and Data East's BurgerTime, both from 1982. In some games, such as Donkey 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 and power-ups and 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 by boss encounters, where the character has to defeat a particularly dangerous enemy to progress. Simple logical puzzles to resolve and skill trials to overcome are other common elements in the genre.

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

Naming

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

Donkey Kong spawned 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 Games magazine, 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 book Video Invaders and 1983 magazines Electronic Games (US)—which ran a cover feature called "The Player's Guide to Climbing Games"—and TV Gamer (UK).[10][11][12] Bloom defined climbing games as those 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 listed Space Panic (1980), Donkey Kong, and, despite the top down perspective, Frogger (1981) as climbing games.[10]

In a December 1982 Creative Computing review of the Apple II game Beer Run, the reviewer used a different term: "I'm going to call this a ladder game, as in the 'ladder genre,' which includes Apple Panic and Donkey Kong."[13] That label was also used by Video Games Player magazine in 1983 when it named the Coleco port of Donkey Kong "Ladder Game of the Year".[14]

Another term used in the late 1980s to 1990s was "character action games", in reference to games based around named protagonists, such as Super Mario Bros.,[15] Sonic the Hedgehog,[16] and Bubsy.[17] It was also applied more generally to side-scrolling video games, including run and gun video games such as Gunstar Heroes.[18]

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

History

[edit]

Single screen

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This Donkey 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, viewed in profile, with climbing between platforms.[4] Space Panic, a 1980 arcade release by Universal, is sometimes credited as the first platformer.[22] Space Panic has ladders and climbing, but not jumping. Another precursor to the genre from 1980 was Nichibutsu's Crazy Climber, in which the player character scales vertically scrolling skyscrapers.[23] The unreleased 1979 Intellivision game Hard Hat has a similar concept.[24]

Donkey Kong, an arcade video game created by Nintendo and 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 introduced Mario. Donkey Kong was ported to many consoles and computers at the time, notably as the system-selling pack-in game for ColecoVision,[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]

Games with ladders and platforms rapidly followed from other developers, such as Kangaroo, BurgerTime, Canyon Climber, and Ponpoko, all from 1982. Also from the same year, Miner 2049er shipped with ten screens vs. Donkey Kong's four. Jumpman (1983) upped the count to 30. Mr. Robot and His Robot Factory (1984) includes a level editor.

Donkey Kong received a sequel, Donkey Kong Jr. (1982) and then Mario Bros. (1983), a platformer with two-player cooperative play. It laid the groundwork for other two-player cooperative games such as Fairyland Story and Bubble Bobble.

Beginning in 1982, transitional games emerged with non-scrolling levels spanning multiple screens. David Crane's Pitfall! for the Atari 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 Castle was released on the ColecoVision that same year, adding uneven terrain and scrolling pans between static screens. Manic Miner (1983) and its sequel Jet Set Willy (1984) continued this style of multi-screen levels on home computers. Wanted: Monty Mole won the first award for Best Platform game in 1984 from Crash magazine.[30] Later that year, Epyx released Impossible Mission, and Parker Brothers released Montezuma's Revenge, which further expanded on the exploration aspect.

Scrolling

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Jump Bug (1981) introduced scrolling to the genre.

The first platformer to use scrolling graphics came years before the genre became popular.[31] Jump Bug is a platform-shooter developed by Alpha Denshi under contract for Hoei/Coreland[32] and released to arcades in 1981, only five months after Donkey Kong.[33] Players control a bouncing car that jumps on various platforms such as buildings, clouds, and hills. Jump Bug offered 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 game Moon Patrol combines jumping over obstacles and shooting attackers. A month later, Taito released Jungle King, a side-scrolling action game with some platform elements: jumping between vines, jumping or running beneath bouncing boulders. It was quickly re-released as Jungle Hunt because of similarities to Tarzan.[35]

The 1982 Apple II game Track Attack includes a scrolling platform level where the character runs and leaps along the top of a moving train.[36] The character is little more than a stick figure, but the acrobatics evoke the movement that games such as Prince of Persia would feature. B.C.'s Quest For Tires (1983) put a recognizable character from American comic strips into side-scrolling, jumping gameplay similar to Moon Patrol.[37] The same year, Snokie for the Commodore 64 and Atari 8-bit computers added uneven terrain to a scrolling platformer.[38]

Pac-Land was a pioneering title for scrolling platformer games, and has been alleged to be an influence on Super Mario Bros.

Based on the Saturday morning cartoon rather than the maze game, Namco's 1984 Pac-Land is a bidirectional, horizontally-scrolling, arcade video game with walking, running, jumping, springboards, power-ups, and a series of unique levels.[39] Pac-Man creator Toru Iwatani described the game as "the pioneer of action games with horizontally running background."[40] According to Iwatani, Shigeru Miyamoto described Pac-Land as an influence on the development of Super Mario Bros..[41][42]

Nintendo's Super Mario Bros., released for the Nintendo Entertainment System in 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 1999 Guinness 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.

Sega attempted to emulate this success with their Alex Kidd series, which started in 1986 on the Master System with Alex Kidd in Miracle World. It has horizontal and vertical scrolling levels, the ability to punch enemies and obstacles, and shops for the player to buy power-ups and vehicles.[43] Another Sega series that began that same year is Wonder Boy. The original Wonder Boy in 1986 was inspired more by Pac-Land than Super 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 Land added action-adventure and role-playing elements.[45] Wonder Boy in turn inspired games such as Adventure Island, Dynastic Hero, Popful Mail, and Shantae.[44]

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

In 1985, Enix released the action-adventure platformer Brain Breaker.[47] The following year saw the release of Nintendo's Metroid, which was critically acclaimed for a balance between open-ended and guided exploration. Another platform-adventure released that year, Pony Canyon's Super Pitfall, was critically panned for its vagueness and weak game design. That same year Jaleco released Esper Boukentai, a sequel to Psychic 5 that scrolled in all directions and allowed the player character to make huge multistory jumps to navigate the vertically oriented levels.[48] Telenet Japan also released its own take on the platform-action game, Valis, which contained anime-style cut scenes.[49]

In 1987, Capcom's Mega Man introduced non-linear level progression where the player is able to choose the order in which they complete levels. This was a stark contrast to both linear games like Super Mario Bros. and open-world games like Metroid. GamesRadar credits the "level select" feature of Mega Man as the basis for the non-linear mission structure found in most open-world, multi-mission, sidequest-heavy games.[50] Another Capcom platformer that year was Bionic Commando, which popularized a grappling hook mechanic that has since appeared in dozens of games, including Earthworm Jim and Tomb Raider.[51]

Scrolling platformers went portable in the late 1980s with games such as Super Mario Land, and the genre continued to maintain its popularity, with many games released for the handheld Game Boy and Game Gear systems.

Second-generation side-scrollers

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By the time the Genesis and TurboGrafx-16 launched, 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 released Alex Kidd in the Enchanted Castle, which was only modestly successful. That same year, Capcom released Strider in arcades, which scrolled in multiple directions and allowed the player to summon artificial intelligence partners, such as a droid, tiger, and hawk, to help fight enemies.[52] Another Sega release in 1989 was Shadow 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 Soft released Bonk's Adventure, with a protagonist positioned as NEC's mascot.[54] The following year, Takeru's Cocoron, 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 anticipated Super Mario World. The following year, Nintendo released the console as the Super Nintendo Entertainment System in North America, along with Super Mario World, while Sega released Sonic the Hedgehog for the Sega Genesis.[55][56] Sonic showcased a new style of design made possible by a new generation of hardware: large stages that scrolled in all directions, curved hills, loops, and a physics system allowing 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 colored anthropomorphisms with 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, the Amiga was a strong gaming platform with its custom video hardware and sound hardware.[59] The Atari ST was solidly supported as well. Games like Shadow of the Beast and Turrican showed 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 1988 shareware game The Adventures of Captain Comic was one of the first attempts at a Nintendo-style platformer for IBM PC compatibles.[60] It inspired Commander Keen, released by id Software in 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, including Duke Nukem, Duke Nukem II, Cosmo's Cosmic Adventure, and Dark Ages all by Apogee 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

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The abundance of platformers for 16-bit consoles continued late into the generation, with successful games such as Vectorman (1995), Donkey Kong Country 2: Diddy's Kong Quest (1995), and Super Mario World 2: Yoshi's Island (1995), but the release of new hardware caused players' attention to move away from 2D genres.[3] The Saturn, PlayStation, and Nintendo 64 nevertheless featured a number of successful 2D platformers. The 2D Rayman was a big success on 32-bit consoles. Mega Man 8 and Mega Man X4 helped revitalize interest in Capcom's Mega Man character. Castlevania: Symphony of the Night revitalized its series and established a new foundation for later Castlevania games. Oddworld and Heart of Darkness kept the subgenre born from Prince of Persia alive.

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 Saturn launch title, Clockwork Knight (1994). The game featured levels and boss characters rendered in 3D, but retained 2D gameplay and used pre-rendered 2D sprites for regular characters, similar to Donkey Kong Country. Its sequel improved upon its design, featuring some 3D effects such as hopping between the foreground and background, and the camera panning and curving around corners. Meanwhile, Pandemonium and Klonoa brought the 2.5D style to the PlayStation. In a break from the past, the Nintendo 64 had the fewest side scrolling platformers with only four, those being Yoshi's Story, Kirby 64: The Crystal Shards, Goemon's Great Adventure, and Mischief Makers—and most met with a tepid response from critics at the time.[63][64] Despite this, Yoshi's Story sold over a million copies in the US,[65] and Mischief Makers rode high on the charts in the months following its release.[66][67]

Third dimension

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The term 3D platformer usually 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 of isometric platformers, while those that have 3D graphics but gameplay on a 2D plane are called 2.5D, 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 was Konami's Antarctic Adventure,[68] where the player controls a penguin in a forward-scrolling third-person perspective while having to jump over pits and obstacles.[68][69][70] Originally released in 1983 for the MSX computer, it was subsequently ported to various platforms the following year,[70] including an arcade video game version,[68] NES,[70] and ColecoVision.[69]

1986 saw the release of the sequel to forward-scrolling platformer Antarctic Adventure called Penguin Adventure, which was designed by Hideo Kojima.[71] It included more action game elements, a greater variety of levels, RPG elements such as upgrading equipment,[72] and multiple endings.[73]

In early 1987, Square released 3-D WorldRunner, designed by Hironobu Sakaguchi and Nasir Gebelli.[74][75] Using a forward-scrolling effect similar to Sega's 1985 third-person rail shooter Space Harrier.[74] 3-D WorldRunner was 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 first stereoscopic 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 a true 3D platformer is a French computer game called Alpha Waves, created by Christophe de Dinechin and published by Infogrames in 1990 for the Atari ST, Amiga, and IBM PC compatibles.[77][78]

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

Bug!, released in 1995 for the Saturn, has a more conservative approach. It allows players to move in all directions, but it does not allow movement along more than one axis at once; the player can move orthogonally but not diagonally. Its characters were pre-rendered sprites, much like the earlier Clockwork Knight. The game plays very similarly to 2D platformers, but lets players walk up walls and on ceilings.

In 1995, Delphine Software released a 3D sequel to their 2D platformer Flashback. Entitled Fade 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 an action adventure.[79] It used true 3D characters and set pieces, but its environments were rendered using a rigid engine similar to the one used by Wolfenstein 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, titled Sonic Xtreme, was to have featured a radically different approach for the series, with an exaggerated fisheye camera and multidirectional gameplay reminiscent of Bug!. Due in part to conflicts with Sega Enterprises in Japan and a rushed schedule, the game never made it to market.[55]

True 3D

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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 the virtual camera, it had to be constrained to stop it from clipping through the environment.[4]

In 1994, a small developer called Exact released a game for the X68000 computer called Geograph Seal, which was a 3D first-person shooter game with platforming. Players piloted a frog-like mech that could jump and then double-jump or 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 to Geograph Seal. An early title for Sony's new PlayStation console, 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 of Eurogamer said Jumping Flash was 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 to Guinness World Records.[84] Another early 3D platformer was Floating Runner, developed by a Japanese company called Xing and released for PlayStation in early 1996, before the release of Super Mario 64. Floating Runner uses 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 released Super 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 an analog control stick on its Nintendo 64 controller, a feature that had not been seen since the Vectrex but 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 in Super 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 more action-adventure. Even so, a handful of boss levels offered more traditional platforming.[86] Until then there was no settled way to make 3D platformers, but Super Mario 64 inspired a shift in design. Later 3D platformers like Banjo-Kazooie, Spyro the Dragon, and Donkey Kong 64 borrowed 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, making jumping puzzles more difficult. Some of the more linear 3D platformers like Tork: Prehistoric Punk and Wario World used scripted cameras that limited player control. Games with more open environments like Super Mario 64 and Banjo-Kazooie used 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 complex action-adventure games captured significant market share. Even so, the platformer thrived. Tomb Raider became one of the bestselling series on the PlayStation, along with Insomniac Games' Spyro and Naughty Dog's Crash Bandicoot, one of the few 3D games to stick with linear levels. Moreover, many of the Nintendo 64's bestsellers were first- and second-party platformers like Super Mario 64, Banjo-Kazooie, and Donkey Kong 64.[88] On Windows and Mac, Pangea Software's Bugdom series and BioWare's MDK2 proved successful.

Several developers who found success with 3D platformers began experimenting with titles that, despite their cartoon art style, were aimed at adults. Examples include Rare's Conker's Bad Fur Day, Crystal Dynamics's Gex: Deep Cover Gecko and Legacy of Kain: Soul Reaver, and Shiny Entertainment's Messiah.

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

Into the 21st century

[edit]

Nintendo released Super Mario Sunshine for the GameCube in 2002, the second 3D Mario platformer.

Other notable 3D platformers trickled out during this generation. Maximo was a spiritual heir to the Ghosts'n Goblins series, Billy Hatcher and the Giant Egg offered Yuji Naka's take on a Mario 64-influenced platformer, Argonaut Software returned with a new platformer named Malice, games such as Dragon's Lair 3D: Return to the Lair and Pitfall: The Lost Expedition were attempts to modernise classic video games of the 1980s using the 3D platformer genre, Psychonauts became a critical darling based on its imaginative levels and colorful characters, and several franchises that debuted during the sixth generation of consoles such as Tak and Ty the Tasmanian Tiger each developed a cult following. In Europe specifically, the Kao the Kangaroo and Hugo series 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 Oddysee brought the popular Oddworld franchise into the third dimension, but future sequels to this game did not opt for the 3D platform genre.

Naughty Dog moved on from Crash Bandicoot to Jak and Daxter, a series that became less about traditional platforming with each sequel.[92] A hybrid platformer/shooter game from Insomniac Games called Ratchet & Clank further pushed the genre away from such gameplay, as did Universal Interactive Studios' rebooted Spyro trilogy and Microsoft's attempt to create a mascot for the Xbox in Blinx: The Time Sweeper. Ironically, Microsoft later found more success with their 2003 take on the genre, Voodoo Vince.

In 2008, Crackpot Entertainment released Insecticide. Crackpot, composed of former developers from LucasArts, for the first time combined influences from the point and click genre LucasArts had been known for on titles such as Grim Fandango with a platformer.

The platformer remained a vital genre, but it never regained its past 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 acclaimed Psychonauts saw modest sales at first, leading publisher Majesco Entertainment to 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 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 Galaxy and Ratchet & Clank Future: Tools of Destruction were received well by both critics and fans.[96][97][98] Super Mario Galaxy was awarded the Best Game of 2007 by high-profile gaming websites like GameSpot, IGN, and GameTrailers. At that point, according to GameRankings, it was the most critically acclaimed game of all time. In 2008, LittleBigPlanet paired traditional 2D-platformer gameplay with physics simulation and user created content, earning it strong sales and good reviews. Electronic Arts released Mirror'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 Unleashed featured stages with both 2D and 3D platformer gameplay, a formula used later in Sonic Colors and Sonic Generations. Moreover, two Crash Bandicoot platformers were released in 2007 and 2008, and in 2013, RobTop Games, an indie developer, made Geometry Dash.

Freedom Planet (2014) is a more traditional, retro-style platformer: it draws heavy influence from early Sonic the Hedgehog games 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 the best-selling game for the Nintendo DS and the fourth best-selling non-bundled video game of all time.[99] Super Mario Galaxy eventually sold over eight million units,[99] while Super Paper Mario, Super Mario 64 DS, Sonic Rush, Yoshi's Island DS, Kirby Super Star Ultra, and Kirby: Squeak Squad also sold well.

After the success of New Super Mario Bros., there was a spate of 2D platformers. These ranged from revivals like Bionic Commando: Rearmed, Contra ReBirth, Sonic the Hedgehog 4, and Rayman Origins to original titles like Splosion Man and Henry Hatsworth in the Puzzling Adventure. Wario Land: The Shake Dimension, released in 2008, was a 2D platformer with a rich visual style. Later games like Limbo, Super Meat Boy, Braid, Geometry Dash, A Boy and His Blob, and The Behemoth's BattleBlock Theater also used 2D graphics. New Super Mario Bros. Wii is 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 a content delivery network. A year after the success of New Super Mario Bros. Wii, Nintendo released more 2D platformers in their classic franchises: Donkey Kong Country Returns and Kirby's Return to Dream Land. In 2012, they released two more 2D platformers: New Super Mario Bros. 2 for the 3DS and New Super Mario Bros. U for the Wii U. Nintendo also experimented with 3D platformers that had gameplay elements from 2D platformers, leading to Super Mario 3D Land (2011) for the 3DS and Super Mario 3D World (2013) for the Wii U, the latter having cooperative multiplayer. Both were critical and commercial successes.

Games from independent developers in the late 2000s and the 2010s helped grow the platform-game market. These had a stronger focus on story and innovation.[93] In 2009, Frozenbyte released Trine, a 2.5D platformer that mixed traditional elements with 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, including Yooka-Laylee and A Hat in Time, both crowdfunded on the website Kickstarter. Super Mario Odyssey, which returned the series to the open-ended gameplay of Super Mario 64, became one of the best-selling and best-reviewed games in the franchise's history. Super Lucky's Tale came out for Microsoft Windows and Xbox One. Snake Pass was called a "puzzle-platformer without a jump button." The Crash Bandicoot N. Sane Trilogy for 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) and SpongeBob 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 by Astro'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 of Super Mario 3D World, bridged the gap between the gameplay of 3D World and that of Odyssey. Ratchet & Clank: Rift Apart (2021) was one of the first PlayStation 5-exclusive games made by Insomniac. On August 25, 2021, the Kickstarter-funded Psychonauts 2 was released to critical acclaim. Fall Guys (2020) amalgamates platforming elements into the battle royale genre, and was a critical and commercial success. In 2024, the third game in the Astro Bot series, Astro Bot, was released to widespread critical acclaim, becoming the highest-rated game of the year on OpenCritic.[102]

Subgenres

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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

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Fez is 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 from puzzles.[103]

Enix's 1983 release Door Door and Sega's 1985 release Doki Doki Penguin Land (for the SG-1000) are perhaps the first examples, though the genre is diverse, and classifications can vary.[104] Doki Doki Penguin Land allowed 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.[104]

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.[105]

This subgenre has a strong presence on handheld systems. Wario Land 2 moved 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.[106] Wario Land 3 continued this tradition, while Wario Land 4 was more of a mix of puzzle and traditional platform elements. The Game Boy update of Donkey Kong was 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.[107]

Through independent game development, this genre has experienced a revival since 2014. Braid uses time manipulation for its puzzles, and And Yet It Moves uses frame of reference rotation.[108] In contrast to these side-scrollers, Narbacular Drop and its successor, Portal, are first-person games that use portals to solve puzzles in 3D. Since the release of Portal, there have been more puzzle-platformers which use a first-person camera, including Tag: The Power of Paint and Antichamber.[109] In 2014, Nintendo released Captain Toad: Treasure Tracker which uses compact level design and camera rotation in order to reach the goal and find secrets and collectibles. Despite lacking jump ability, Toad still navigates the environment via unique movement mechanics.

Run-and-gun platformer

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Broforce is a run-and-gun platformer that spoofs several action film heroes.

The run-and-gun platform genre was popularised by Konami's Contra.[110] Among the most popular games in this style are Gunstar Heroes and Metal Slug.[111] Side-scrolling run-and-gun games marry platformers with shoot '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, Cuphead and Enchanted Portals are all platformers with shooting, but unlike Contra or Metal 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

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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, and they additionally often have an absent or minimal HUD.[112] To achieve this realism, many cinematic platformers, beginning with Prince of Persia, have employed rotoscoping techniques to animate their characters based on video footage of live actors performing the same stunts.[113] 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.[112]

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 from trial and error problem solving, forcing the player to find the right way to overcome a particular obstacle.[114]

Prince of Persia was the first cinematic platformer and perhaps the most influential.[115] Impossible Mission pioneered many of the defining elements of cinematic platformers and is an important precursor to this genre.[116] Other games in the genre include Flashback (and its 2013 remake), ReCore, Another World, Heart of Darkness, the first two Oddworld games, Blackthorne, Bermuda Syndrome, Generations Lost, Heart of the Alien, Weird Dreams, Limbo, Inside, onEscapee, Deadlight, The Way, Lunark, Planet of Lana and Full Void. Tomb Raider was the first cinematic platformer to utilize real-time 3D graphics.

Comical action game

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Games in the genre are most commonly called "comical action games" (CAGs) in Japan.[117][118] The original arcade Mario Bros. is generally recognized as the originator of this genre, though Bubble Bobble is also highly influential.[119] 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 amateur doujinshi games. Other examples include Don Doko Don, Snow Bros. and Nightmare in the Dark.

Isometric platformer

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Isometric platformers present a three-dimensional environment using two-dimensional graphics in isometric projection. The use of isometric graphics was popularized by Sega's arcade isometric shooter Zaxxon (1981),[120] which Sega followed with the arcade isometric platformer Congo Bongo, released in February 1983.[121] Another early isometric platformer, the ZX Spectrum game Ant Attack, was later released in November 1983.[122]

Knight Lore, an isometric sequel to Sabre Wulf, helped to establish the conventions of early isometric platformers. This formula was repeated in later games like Head Over Heels and Monster 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 Japanese action-adventure games like The Legend of Zelda to create games like Land Stalker and Light Crusader. This influence later traveled to Europe with Adeline Software's sprawling epic Little Big Adventure, which blended RPG, adventure, and isometric platforming elements.[123]

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 Hollywood was a sequel to the popular Cool Spot, and Sonic 3D Blast was Sonic's outing into the isometric subgenre.

Platform-adventure game

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

Many games fuse platformer fundamentals with elements of action-adventure games[failed verification], such as The Legend of Zelda, or with elements of RPGs.[failed verification] 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 the Metroid and Castlevania franchises are among the most popular games of this sort, and so games that take this type of approach are often labeled as "Metroidvania" games.[124] Castlevania: Symphony of the Night popularized this approach in the Castlevania series.[failed verification][125] Other examples of such games include Hollow Knight, both games in the Ori series (Ori and the Blind Forest and Ori and the Will of the Wisps), Wonder Boy III: The Dragon's Trap, Tails Adventure, Cave Story, Mega Man ZX, Shadow Complex, DuckTales: Remastered).[126][127][128][129][130][131]

Early examples of free-roaming, side-scrolling, 2D platform-adventures in the vein of "Metroidvania" include Nintendo's Metroid in 1986 and Konami's Castlevania games: Vampire Killer in 1986[132][133][unreliable source?] and Simon's Quest in 1987,[134][135] The Goonies II in 1987 again by Konami,[136] as well as Enix's sci-fi Sharp X1 computer game Brain Breaker in 1985,[47][137] Pony Canyon's Super Pitfall in 1986,[48] System Sacom's Euphory in 1987,[47] Bothtec's The Scheme in 1988,[47] and several Dragon Slayer action RPGs by Nihon Falcom such as the 1985 release Xanadu[138][139] and 1987 releases Faxanadu[138] and Legacy of the Wizard.[140]

Auto-runner games

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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 through procedural 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 named side-scrolling shooters like Scramble (1981) and Moon Patrol (1982) and chase-style gameplay in platformers like Disney's Aladdin (1994 8-bit version) and Crash Bandicoot (1996) as forerunners of the genre.[141] B.C.'s Quest for Tires (1983) has elements of runner games,[142] keeping the jumping of Moon Patrol, but replacing the vehicle with a cartoon character.

In February 2003, Gamevil published Nom for 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".[143]

While the concept thus was long known in Korea, journalists credit Canabalt (2009) as "the title that single-handedly invented the smartphone-friendly single-button running genre" and spawned a wave of clones.[142][144] Fotonica (2011), a one-button endless runner viewed from the first person, that was described as a "hybrid of Canabalt's running, Mirror's Edge's perspective (and hands) and Rez's visual style".[145]

Temple Run (2011) and its successor Temple Run 2 were popular endless running games. The latter became the world's fastest-spreading mobile game in January 2013, with 50 million installations within thirteen days.[146]

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
A platformer, also known as a platform game, is a subgenre of action video games where players control a character that primarily navigates two-dimensional or three-dimensional environments by , climbing, and maneuvering between suspended platforms, often while avoiding enemies, hazards, and pitfalls to reach objectives such as collecting items or progressing through levels. The genre emphasizes precise controls, timing-based challenges, and level design that tests spatial awareness and coordination, with gameplay typically viewed from a side-scrolling perspective in traditional examples. The platformer genre originated in the early 1980s arcade era, with (1980, developed by Universal Entertainment ) serving as the earliest known entry, featuring single-screen levels with ladders for vertical movement but no jumping mechanics. Jumping was introduced in (1981, , designed by ), which popularized the core loop of leaping between platforms to rescue a damsel while evading barrels, establishing many foundational tropes like the heroic protagonist and escalating difficulty. The genre evolved rapidly with side-scrolling innovations in Pitfall! (1982, ), which added horizontal exploration and swinging mechanics, and reached mainstream success through (1985, ), whose fluid controls, power-ups, and vibrant worlds defined the 8-bit era and influenced countless titles. By the 1990s, platformers transitioned to 16-bit hardware with expansive worlds in games like (1990, ) and (1991, ), introducing faster pacing, multiple characters, and non-linear elements. The shift to 3D began with experimental titles like (1996, ), which used linear levels to adapt platforming to polygons while maintaining tight controls, followed by open-world pioneers such as (1996, ) that revolutionized freedom of movement with analog stick navigation. Subgenres emerged, including metroidvanias blending platforming with exploration (, 1986, ), puzzle-platformers, and collectathons, while the 2000s and 2010s saw 3D peaks in (2007, ) with gravity-defying mechanics and indie revivals like (2017, Team Cherry) that returned to 2D roots with intricate, atmospheric designs. Platformers remain influential due to their accessibility for beginners—requiring minimal narrative setup—yet depth for mastery, fostering skills in rhythm and prediction that extend to other genres. Notable modern examples include Celeste (2018, Extremely OK Games), praised for its emotional storytelling and precise difficulty, Ori and the Will of the Wisps (2020, Moon Studios), which combines lush visuals with fluid acrobatics, and Astro Bot (2024, Team Asobi), celebrated for its innovative 3D platforming and joyful level design. The genre's enduring appeal lies in its evolution from simplicity to multifaceted experiences across consoles, PCs, and mobile devices, continually inspiring innovation in game design.

Fundamentals

Definition and Characteristics

A platformer is a subgenre of action video games in which players control a character navigating primarily two-dimensional or three-dimensional environments by jumping and climbing between suspended platforms. This navigation emphasizes precise timing and spatial awareness to traverse levels structured around vertical and horizontal platform arrangements. Platformers originated in the early 1980s arcade era, with Donkey Kong (1981) serving as a foundational example that introduced core jumping mechanics to overcome obstacles and reach objectives. Key characteristics of platformers include a strong focus on as the primary for progression, often integrated with running, , and avoiding hazards in meticulously designed levels. Levels typically feature enemies that players must evade or defeat, collectibles such as coins or items for scoring and unlocks, and power-ups that temporarily enhance abilities like speed or jump height. Over time, the genre has evolved from simple arcade-style challenges centered on reflex and precision to more narrative-driven experiences incorporating elements alongside platform traversal. Platformers are distinguished from broader action-adventure games by their prioritization of platforming challenges—such as exact jump execution and momentum management—over extensive , puzzle-solving, or in-depth combat systems. While action-adventure titles often blend movement with narrative progression and world discovery, platformers maintain a core emphasis on skillful navigation through obstacle-filled stages. This focus on traversal mechanics, sometimes incorporating scrolling views for continuous level flow, sets platformers apart as a distinct action subgenre.

Core Gameplay Mechanics

Platformer games center on precise player control of an avatar navigating a environment, with as the foundational that enables traversal between platforms. typically features variable height and arc, achieved through analog controls where holding the jump button longer applies sustained impulse for greater elevation, contrasting with fixed-height non-analog jumps for consistent predictability. Momentum-based movement complements this by incorporating horizontal acceleration that builds to maximum velocity gradually, often with air control allowing mid-jump adjustments to trajectory for enhanced precision. underpins these interactions, employing methods like axis-aligned bounding boxes () for efficient tile-based checks or bitmask techniques for pixel-level accuracy to prevent overlaps and simulate realistic responses. Level design in platformers revolves around layered platforms that provide walkable surfaces with attributes such as , , and motion to vary traversal challenges, alongside gaps that necessitate jumps and moving obstacles like enemies or environmental hazards that demand evasion. Gravity simulation governs falling and landing, creating tension in jumps while enabling tropes like double jumps—implemented via counters that reset on ground contact for additional mid-air boosts—or wall-clinging for temporary adherence to vertical surfaces. These elements form interconnected challenges, where platforms may serve dual roles as collectibles or temporary aids, fostering exploration and . Control schemes emphasize simplicity in a 2D side-view perspective, utilizing directional inputs for left-right movement, a dedicated jump button, and additional action s for environmental interactions like grabbing ledges or activating switches, with most acclaimed titles employing a of three buttons total. In 3D variants, controls extend to three-dimensional while prioritizing intuitive responsiveness to maintain fluidity. Challenges arise from precision timing, as players must execute jumps with exact inputs to clear gaps or land on moving platforms, and pattern recognition to anticipate and avoid enemy behaviors or obstacle cycles. Scoring systems reward efficiency, often assigning points for speed-based completions or item collections like coins, which may grant bonuses such as extra lives upon thresholds. Technically, 2D platforming demands pixel-perfect precision through collision systems that ensure seamless interactions, while 3D implementations leverage physics engines to model realistic , , and for immersive traversal without abrupt interruptions. These engines, such as those in Unity, use vectorial methods with multiple bounding boxes to handle complex dynamics like slopes and deformable elements.

Terminology

Naming Origins

The term "platformer" originated in the context of early 1980s video games that emphasized navigation across elevated structures, evolving from descriptive phrases used in industry publications. Prior to its adoption, games like Nintendo's Donkey Kong (1981) were commonly referred to as "climbing games" in North American media, highlighting the vertical traversal mechanics involving ladders and girders. This terminology reflected the genre's roots in arcade titles where jumping was secondary to climbing, distinguishing them from pure action or puzzle games. The phrase "platform game" first appeared in print in the February 1984 debut issue of the British magazine Crash, where it described ZX Spectrum titles such as , Stomping Stan, and Bonkers, focusing on horizontal and vertical platform-jumping challenges. The abbreviated "platformer" emerged shortly after in the same publication in 1985, gaining traction as side-scrolling titles like Super Mario Bros. (1985) popularized fluid jumping mechanics. In , designer , who developed Super Mario Bros., referred to these games as "jump games," crediting himself with pioneering the core jumping action that defined the genre. By the late 1980s, magazines like began using "platformer" more frequently in reviews of NES titles, contributing to its standardization across English-language media during the console boom. Nintendo's official U.S. publication, , adopted the term in its March 1999 issue for Chameleon Twist 2, though earlier informal usage in promotional materials aligned with the genre's growing prominence. Regionally, variations persist: French-speaking markets often use "plateformer," derived directly from the English, while German-speaking areas favor "Jump'n'Run," emphasizing the running and jumping core, as seen in localized game classifications from the era. The term "side-scroller" refers to a viewing perspective in video games where the action unfolds horizontally from left to right, often in 2D environments, but it does not inherently specify mechanics. All platformers typically employ side-scrolling views, particularly in 2D formats, as the camera follows the character's horizontal movement across levels. However, not all side-scrollers qualify as platformers; for instance, beat 'em ups like (1987) use side-scrolling for combat progression but lack the core emphasis on jumping between elevated platforms and precise traversal challenges that define platformers. Platformers are distinct from action-adventure games, which prioritize open-world exploration, narrative-driven quests, and multifaceted combat over focused traversal puzzles. In platformers, gameplay centers on navigating linear or semi-linear levels via jumping and climbing between platforms, as seen in titles like Super Mario Bros. (1985). By contrast, action-adventures such as The Legend of Zelda series emphasize broader environmental interaction, item collection for puzzle-solving, and expansive maps, with platforming serving as a secondary element rather than the primary focus. Metroidvanias represent a hybrid subgenre that builds on platforming foundations but incorporates progression gating and non-linear exploration, differentiating them from pure platformers. While traditional platformers feature self-contained levels with straightforward objectives, metroidvanias present interconnected worlds where players must acquire new abilities—such as double jumps or wall-clinging—to unlock previously inaccessible areas, often requiring backtracking. Exemplified by (1986) and (1997), this structure blends platforming with light RPG elements, but it deviates from the linear, stage-based purity of classic platformers like Super Mario games. Visual styles like "" or "pseudo-3D" describe platformers that retain 2D mechanics while incorporating three-dimensional or depth effects to enhance immersion without full 3D navigation. In these games, characters move in a planar side-scrolling manner, but environments use layered sprites, isometric views, or rotational models to simulate depth, as in Another World (1991) or Flashback (1992), which employ rotoscoped animations for a pseudo-3D aesthetic. This approach bridges 2D simplicity with visual dimensionality, common in mid-1990s platformers transitioning toward full 3D. In industry databases, platformers are frequently categorized as a distinct but often subsumed under the broader "action" umbrella due to shared emphases on reflexes and timing. For example, lists "Platform" as a primary with over 13,000 entries, defining it by and elevation-based , yet positions it within action games that prioritize quick decisions and movement. Similar classifications appear in IGDB, where platformers are tagged separately but overlap with action-adventure hybrids, sparking occasional debates on whether expansive titles like (2017) fit purely as platformers or require additional labels.

Historical Evolution

Single-Screen Platformers

Single-screen platformers emerged in the early 1980s arcade scene, with Space Panic (1980, Universal Entertainment Japan) as the earliest known entry, featuring single-screen levels with ladders for vertical movement but no jumping mechanics. Nintendo's Donkey Kong (1981) served as the genre's influential archetype, introducing jumping as a core mechanic. In this game, players control Jumpman (later renamed Mario) as he navigates fixed, multi-level screens by climbing ladders and jumping over rolling barrels thrown by the titular ape to rescue Pauline. The design confined action to static viewports, emphasizing precise timing and obstacle avoidance within bounded environments. This format was shaped by the hardware constraints of the era, particularly 8-bit processors like the 3 MHz Z80 CPU used in Donkey Kong, which limited processing to rendering one screen in approximately 16.6 milliseconds while fitting the entire program into 16 KB of memory. Such limitations precluded seamless world traversal, resulting in puzzle-like stage completion where players progressed through score-based challenges across discrete screens—such as the four distinct levels in Donkey Kong (25m, 50m, 75m, and 100m)—without a continuous world. Key examples include Nintendo's Popeye (1982), a direct spiritual successor where players collect falling items dropped by Olive Oyl while evading Bluto on similar fixed platforms, and Data East's BurgerTime (1982), which adapted the single-screen structure into a maze-like pursuit where chef Peter Pepper assembles burgers by traversing ingredient platforms, though without jumping mechanics. Donkey Kong innovated by centering jumping as a core , employing realistic parabolic trajectories calculated via second-order derivatives to dodge hazards, which distinguished it from prior and established platforming fundamentals. This approach popularized jumping in Western arcades, shifting gameplay toward vertical navigation and interaction, and influenced subsequent titles by demonstrating how fixed-screen designs could deliver escalating difficulty through layered obstacles and enemy patterns. By 1982, Donkey Kong had been ported to home consoles including the in the United States, extending its reach beyond arcades and solidifying single-screen platformers' role in bridging arcade and home gaming.

Scrolling Platformers

Scrolling platformers emerged as a significant evolution in the genre, transitioning from the static, single-screen setups of earlier titles like Donkey Kong to dynamic, continuous movement across expansive environments. The introduction of horizontal scrolling first appeared in Pitfall! (1982), developed by Activision for the Atari 2600, where players navigated linked screens to explore jungle terrains, jumping over obstacles and avoiding hazards in a side-view adventure. This marked an early step toward fluidity in platforming, though it retained flip-screen mechanics rather than seamless scrolling. The true breakthrough for platformers came with Super Mario Bros. (1985) on the Nintendo Entertainment System (NES), which implemented smooth, level-based horizontal scrolling, allowing Mario to traverse vast worlds filled with enemies, platforms, and secrets. Design advancements in scrolling platformers emphasized both endless runners and structured levels to enhance immersion and challenge. Games like featured level-based scrolling, where players progressed through defined stages with goals, contrasting with more open-ended or endless formats in titles like Pitfall!. To create an illusion of depth, developers employed techniques, layering backgrounds that moved at varying speeds relative to the foreground—such as distant hills shifting slower than immediate platforms—leveraging hardware limitations creatively. Key examples include (1986) for the , a non-linear scrolling platformer with diverse levels involving exploration, vehicle sections, and puzzle-like boss encounters resolved through rock-paper-scissors mechanics. Similarly, (1986), an arcade title ported to the , offered fast-paced linear scrolling with fruit collection, enemy avoidance, and weapon upgrades in vibrant, cartoonish worlds. These innovations were enabled by 8-bit hardware, particularly the NES's Picture Processing Unit (PPU), which supported pixel-level horizontal and vertical scrolling across a 256x240-pixel playfield, allowing developers to update scroll positions dynamically during vertical blanking intervals. Gameplay in scrolling platformers expanded significantly, enabling longer, more narrative-driven levels that built tension through progression. Unlike confined single-screen designs, these games incorporated extended traversals culminating in boss encounters, such as the Koopa battles at the end of stages, where players dodged fireballs and exploited environmental weaknesses. systems further enriched mechanics, with items like mushrooms for size growth and fire flowers for attacks in , allowing temporary ability enhancements that encouraged strategic play and replayability. The rise of scrolling platformers fueled market growth on 8-bit consoles, solidifying their dominance in mid-1980s home gaming. alone sold over 40 million copies worldwide, propelling NES sales and reviving the industry post-1983 crash by establishing high-quality, accessible titles as the standard. This success, mirrored in competitors like and , defined the era, with millions of units moved across platforms and inspiring a surge in platformer development that shaped console gaming culture.

Second-Generation Side-Scrollers

The second-generation side-scrollers emerged during the 16-bit console era, building on the scrolling foundations of earlier games to introduce greater graphical fidelity and gameplay depth. Titles like Super Mario Bros. 3 (1988) on the Nintendo Entertainment System (NES), though technically 8-bit, pushed hardware limits with enhanced sprite animations and multi-layered backgrounds that simulated depth through parallax scrolling, setting the stage for true 16-bit advancements. The Sega Genesis's Sonic the Hedgehog (1991) exemplified this boom, featuring larger, more detailed sprites and fluid animations that allowed for high-speed traversal, while the Super Nintendo Entertainment System (SNES) launch title Super Mario World (1990) leveraged 16-bit capabilities for vibrant colors and multiple background layers to create immersive environments. These refinements marked a shift toward more sophisticated visuals, with improved sprite scaling and layering enabling dynamic level designs unseen in prior generations. Key innovations in this period expanded mechanical complexity beyond linear progression. Super Mario Bros. 3 introduced non-linear level structures via a world map system, allowing players to select paths and revisit areas, which encouraged exploration and replayability. Sonic the Hedgehog innovated with character-specific abilities, such as the spin attack for rapid rolling and loop-de-loop navigation, emphasizing momentum-based physics that differentiated it from slower-paced predecessors. Save features also advanced, with Super Mario World incorporating battery-backed saves to preserve progress across expansive sessions, reducing frustration in longer playthroughs compared to password systems of the past. These elements fostered deeper player engagement, blending precision platforming with strategic decision-making. The Nintendo-Sega console wars significantly amplified the genre's popularity, as rival marketing campaigns positioned platformers as flagship experiences. Nintendo's dominance with Mario titles, which collectively exceeded 20 million units sold in the era—including 17.28 million for alone—clashed with Sega's aggressive push via , which sold over 15 million copies and helped the Genesis capture 55% of the 16-bit market by 1994. This competition drove iterative improvements, with Sega's "Blast Processing" marketing highlighting the Genesis's faster CPU for smoother animations, though it was largely a for overall performance edges. Design trends evolved toward expansive, discovery-driven worlds that rewarded thorough exploration. Super Mario World featured larger, interconnected levels with secret areas accessed via hidden exits—over 70 such secrets in total—unlocking bonus stages and alternate paths, promoting non-linear discovery. The SNES's graphics mode added pseudo-3D effects, notably in Super Mario World's rotatable map, simulating depth and scale to enhance in vast kingdoms. These trends culminated in the mid-1990s, when side-scrollers became the dominant genre, outselling other categories and influencing hardware marketing, as platformer showcases like Mario and Sonic defined console identities.

Decline of 2D Platformers

The decline of traditional 2D platformers in the mid-to-late 1990s was primarily driven by the advent of 3D graphics capabilities, exemplified by the launch of Sony's PlayStation console in 1994 (Japan) and 1995 (North America and Europe), which prioritized polygonal rendering over sprite-based visuals. Developers increasingly shifted focus to 3D to capitalize on the technological novelty and consumer demand for immersive depth, rendering 2D techniques like pixel art and side-scrolling obsolete in mainstream console markets. Market data from the era reflects this downturn, with platformer releases diminishing significantly after 1995 as 3D titles dominated publisher lineups; for instance, of global sales data for games exceeding 100,000 units shows platformers' prominence waning during the PlayStation//[Sega Saturn](/page/Sega Saturn) generation (1993–1998). Naughty Dog's (1996) exemplified this transition, employing mechanics—linear levels with 3D models viewed from a fixed camera—to bridge 2D precision with emerging 3D exploration, ultimately selling nearly 7 million copies and accelerating the marginalization of pure 2D platformers. Industry shifts further entrenched the decline, as major studios redirected resources to 3D projects to align with hardware advancements. Rare, renowned for 2D triumphs like (1994) on the Super Nintendo, faced substantial challenges in pivoting to 3D for the ; according to former Rare developer Gregg Mayles, "We'd done 2D with so we kind of knew what we were doing there, but 3D was a whole new ballgame," highlighting the technical learning curve that prompted the studio's move to titles like (1998). This realignment across the industry reduced 2D platformer investments, with 2D sales increasingly overshadowed by 3D counterparts like and . A few 2D holdouts persisted amid the genre's marginalization by 1998, such as Ubisoft's (1995), which achieved commercial success with its vibrant sprite animations and precise controls shortly before 3D dominance took hold, but such titles became exceptions rather than the norm. Oddball 2D experiments, like vector-based (1995), also emerged but failed to reverse the trend, as publishers favored 3D's perceived innovation. Contributing to this shift was the economic context of development, where crafting detailed 2D animations demanded extensive hand-drawn frame labor—often exponentially costly for high-quality output—compared to 3D models that could be rotated, reused, and animated programmatically across multiple angles. By the late , these factors had consigned traditional 2D platformers to niche status on handhelds, while console markets embraced 3D as the future.

Transition to 3D

The transition to 3D in platformers began with early experiments that built on advancements in 3D graphics technology, influenced by titles like Doom (1993), which popularized pseudo-3D rendering techniques using ray-casting to simulate depth in first-person environments, paving the way for more complex spatial navigation in action games. While Doom itself was a first-person shooter, its engine innovations inspired developers to explore 3D elements in platformers, shifting from flat 2D planes to layered environments. Platformer-specific efforts included 2.5D approaches, such as Jazz Jackrabbit (1994), which retained side-scrolling mechanics but incorporated rotational sprites and parallax scrolling to mimic depth, bridging traditional 2D gameplay with emerging 3D visuals on PC hardware. These experiments, including Sega's Clockwork Knight (1994) on Saturn, used pre-rendered 3D models viewed from fixed angles to add verticality without full freedom of movement. Key transitional titles emerged in the mid-1990s, exemplified by (1996) on PlayStation, which employed fixed camera paths to guide players through linear levels, maintaining the forward momentum of 2D side-scrollers while introducing depth for jumps and spins in polygonal worlds. This design constrained exploration to predefined tracks, reducing disorientation in 3D space and allowing precise platforming akin to 2D precision. Similarly, (1998) on PlayStation introduced more free-roaming elements within hub-based worlds, where players glided across expansive levels to collect gems and rescue dragons, blending open-ended discovery with structured objectives. Technical challenges in these early 3D platformers centered on adapting core mechanics to , particularly , where players had to judge distances without the reliability of 2D grids, often leading to imprecise landings due to polygonal that struggled with irregular surfaces. Camera controls posed another hurdle, as fixed or semi-automated views in games like helped mitigate vertigo but limited situational awareness, while early attempts at dynamic cameras risked obscuring platforms during leaps. Collision systems, reliant on basic bounding boxes, frequently caused clipping issues in complex geometries, complicating enemy interactions and environmental navigation. The PlayStation and , both launched in 1996, played a pivotal role in enabling this shift through hardware advancements like s, which allowed nuanced 3D movement—tilting for speed and direction in ways digital pads could not support for spatial control. The N64's three-pronged controller integrated the analog stick centrally for intuitive 3D navigation in platformers, while PlayStation's initial digital pad evolved with optional analog add-ons, supporting titles that demanded precise input for and aiming. Design philosophy during this period emphasized retaining 2D linearity to preserve familiar progression—sequential levels with clear goals—while incorporating verticality and depth to enhance immersion, as seen in Crash Bandicoot's rail-like paths that added layered platforms without overwhelming players. In , this evolved to semi-open hubs that encouraged backtracking for collectibles, using depth to hide secrets and vertical space for challenges, thus evolving 2D's jump-and-collect loop into a more volumetric experience.

True 3D Platformers

True 3D platformers emerged in the mid-1990s as a maturation of the , offering full spatial navigation without the linear constraints of earlier 3D experiments, allowing players unrestricted movement in three dimensions across expansive environments. This shift peaked from the late 1990s to early 2000s, with titles emphasizing exploration and non-linear progression over scripted paths. Unlike transitional games with fixed camera rails, such as early entries in the series, true 3D platformers granted 360-degree freedom, enabling players to approach objectives from multiple angles and revisit areas with newly acquired abilities. Pinnacle examples include (1996), which introduced controls for precise 3D navigation and pioneered the collectathon structure, where progression relies on gathering scattered items across open levels. Released as a launch title, it featured 120 Power Stars hidden in Peach's Castle hub world and its interconnected courses, encouraging thorough exploration. Building on this foundation, (1998) integrated puzzle-solving into its collectathon framework, requiring players to collect 900 musical notes and 90 Jiggies across nine themed worlds accessed via the hub of Gruntilda's Lair. These mechanics evolved the by blending platforming with environmental puzzles, such as using Kazooie's abilities to peck switches or solve riddles for access to secrets. Core mechanics in true 3D platformers centered on 360-degree movement enabled by analog controls, allowing fluid jumping, climbing, and gliding in all directions without predefined paths. Hub worlds served as central navigation points, linking diverse levels like Bob-omb Battlefield in or Mumbo's Mountain in , where players unlocked doors by amassing collectibles. Progression often hinged on thousands of items—such as stars, coins, or notes—that rewarded replayability and skill mastery, with mechanics like double jumps or egg-firing adding layers to traversal. Commercially, sold 11.91 million units worldwide, becoming the best-selling title and defining the console's success by showcasing its 3D capabilities. This influence extended to the era, where developer Rare—creators of —ported and remastered (2001) for the platform in 2005 as Conker: Live & Reloaded, adapting 3D platforming tropes like context-sensitive actions and contextual humor to Microsoft's hardware. Design staples included vast, vertically layered levels that promoted discovery, such as the multi-tiered Spiral Mountain in , where hidden alcoves revealed optional challenges. Character transformations enhanced adaptability, with Mumbo Jumbo's spells turning Banjo and Kazooie into forms like a for underwater navigation or a for squeezing through tight spaces. Multiplayer modes appeared in select titles, offering competitive races or co-op , as seen in the versus mini-games of (2000), extending single-player mechanics to social play. Critically, these games were lauded for their innovative freedom and immersive worlds, with earning a 9.8/10 from for revolutionizing platforming. similarly received acclaim for its polished integration of puzzles and humor, often surpassing in level variety according to . However, reviewers noted challenges with control complexity in open spaces, such as imprecise camera angles during long jumps in or occasional sluggishness in 's larger environments, which could frustrate navigation in vast 3D arenas.

21st-Century Developments

The early 2000s marked a transitional period for platformers on consoles, as developers adapted to new hardware while revisiting established formulas. Nintendo's New Super Mario Bros. (2006) for the DS revitalized interest in 2D platforming by combining classic side-scrolling mechanics with dual-screen interactivity and power-up innovations, achieving over 30 million units sold and helping to rekindle the genre's appeal amid the dominance of 3D titles. Similarly, Insomniac Games' Ratchet & Clank series, starting with the 2002 original on PlayStation 2, blended precise 3D platforming with third-person shooting elements, using gadgetry and arsenal variety to expand exploration and combat, which broadened the genre's scope and influenced subsequent action-platform hybrids. The rise of digital distribution platforms in the mid-2000s facilitated a resurgence of 2D platformers, making them more accessible beyond traditional retail. (XBLA), launched in 2005, enabled indie developers to release compact, innovative titles like Braid (2008), a puzzle-platformer with time-manipulation that sold 170,000 copies by May 2009 on and catalyzed the indie boom by demonstrating high production values in digital formats. On PC, Valve's , expanding significantly from 2003 onward, supported ports of classic platformers such as Oddworld: Abe's Oddysee (2007) and Commander Keen episodes, allowing older 2D titles to reach new audiences through affordable digital re-releases and fostering a niche revival amid the shift to online sales. Cross-platform innovations further evolved platformer design, integrating novel hardware features to enhance 3D experiences. Nintendo's (2007) for the incorporated motion controls for pointer-based actions like spinning attacks, while its gravity mechanics allowed seamless navigation across spherical planetoids, blending free-roaming 3D platforming with cosmic exploration and selling over 12 million copies to exemplify adaptive console transitions. Industry consolidation during this era, exemplified by major acquisitions, contributed to a decline in pure platformer output as studios shifted toward multifaceted titles. Sony's 2019 acquisition of for $229 million, following decades of collaboration on series like , integrated the developer into , prioritizing hybrid action-adventures over standalone platformers. Sales trends reflected this, with hybrid platformers outselling pure ones—such as action-shooters generating higher revenue shares than traditional 2D entries—while 2D revivals found success in , representing a shrinking but enduring niche by the late . The 2010s marked an indie renaissance for platformers, revitalizing the genre through accessible development tools and innovative designs that emphasized precise controls and emotional narratives. Celeste, released in 2018, exemplifies precision 2D platforming with its dash-based mechanics and challenging yet fair level design, drawing from the developer's custom engine built on FNA and for cross-platform compatibility. Similarly, (2017) fused exploration with fluid platforming in a hand-drawn world, developed using Unity to enable solo and small-team creation without prohibitive technical barriers. Engines like Unity democratized access, allowing indie creators to prototype and iterate rapidly, contributing to a surge in high-quality 2D titles that captured critical acclaim and commercial success. Mobile platforms expanded platformer accessibility during this period, blending free-to-play models with atmospheric experiences tailored for touch controls. Superbrothers: Sword & Sworcery EP (2011) pioneered exploratory platforming adventures with rhythmic puzzles and minimalist combat, emphasizing audiovisual storytelling over traditional action. Alto's Adventure (2015), an endless runner variant, innovated with procedural snowboarding traversal across procedurally generated landscapes, achieving over 10 million downloads by prioritizing serene, skill-based flow states. These titles highlighted mobile's role in broadening the genre to casual audiences via app stores, contrasting console-focused predecessors. Emerging technologies like VR and AR introduced immersive platforming experiments in the late and 2020s. Astro Bot Rescue Mission (2018) on leveraged motion controllers for intuitive 3D navigation, earning praise as a benchmark for VR platformers with its joyful, controller-mimicking mechanics. Superliminal (2020) incorporated perspective-shifting platforming into first-person puzzles, using optical illusions to redefine spatial challenges. Into the 2020s, remakes and new entries like Super Mario Bros. Wonder (2023) innovated with Wonder Flowers that dynamically alter levels—such as turning pipes into elephant transformations—reviving 2D creativity while incorporating diverse playable characters like and Daisy. In 2024, titles like Prince of Persia: The Lost Crown advanced metroidvania-style platforming with time-manipulation and fluid combat on consoles and PC. Influenced by ESG principles, recent platformers have prioritized diverse representation to reflect global player bases, with 70% of gamers agreeing it is extremely or very important that games feature diverse characters according to the Geena Davis Institute. Market data underscores this vitality: indie games, including platformers like those in the Ori series with their competitive speedrunning scenes, comprised 58% of Steam copies sold through September 2024, signaling strong ongoing demand. Looking ahead, AI-assisted level design prototypes emerged by 2025, as seen in indie 3D platformers using tools like Meshy to generate assets and layouts efficiently, potentially streamlining development for future titles.

Subgenres and Variations

Puzzle-Platformers

Puzzle-platformers are a subgenre of platform games that integrate logic-based puzzles directly into the core mechanics of traversal and , requiring players to manipulate the environment—such as moving blocks, redirecting light beams, or altering physical properties—to progress through levels. Unlike traditional platformers that emphasize precise jumping and timing, puzzle-platformers prioritize trial-and-error problem-solving over speed or reflexes, often using platforming elements like running and leaping as tools to interact with puzzle components. The genre traces its roots to early 2D grid-based titles that combined simple platforming with environmental manipulation. (1983), developed by Doug Smith and published by , is a foundational example, where players dig through floors to collect gold while avoiding guards in a puzzle-oriented platform structure. (1989), created by Chuck Sommerville and released by , expanded this approach with top-down tile puzzles involving keys, blocks, and hazards that demand strategic navigation akin to platform traversal. These games established the subgenre's focus on intellectual challenges within confined, level-based spaces. As hardware advanced, puzzle-platformers evolved toward more complex mechanics and dimensions, incorporating innovative abilities like time manipulation or . (2008), an indie title by and Number None, introduced rewinding time to solve platform puzzles, blending narrative regret with mechanical experimentation across themed worlds. (2011), developed by , marked a shift to 3D first-person perspectives, using a portal gun for spatial redirection in non-violent test chambers that hybridize puzzle-solving with momentum-based platforming. By the , the subgenre embraced open-world and surreal designs; (2013), created by Alexander Bruce, utilized 3D spatial illusions and optical tricks to challenge perceptions of reality in a labyrinthine structure. The Witness (2016), from Thekla, Inc., further exemplified this evolution with an open island filled with line-drawing puzzles integrated into environmental exploration and light platforming. Design philosophy in puzzle-platformers centers on non-violent, cerebral challenges that convey narrative through interactive mechanics rather than explicit storytelling, fostering a sense of discovery and mastery. Games like and embed themes—such as loss or isolation—directly into puzzle rules, encouraging players to iterate on solutions without combat or failure states beyond resets. Accessibility features, including adjustable difficulty, hints, or rewind functions, are common to broaden appeal, allowing players to focus on conceptual understanding over frustration. Puzzle-platformers occupy a cultural niche appealing to fans of and indie innovation, often earning acclaim for pushing genre boundaries. Portal 2's landmark status is underscored by its three BAFTA Video Game Awards in 2012 for Best Game, Design, and Story, highlighting the subgenre's potential for mainstream recognition through elegant, thought-provoking design. Titles like The Witness continue this legacy, attracting players who value environmental storytelling and puzzle depth in expansive, contemplative settings.

Run-and-Gun Platformers

Run-and-gun platformers represent a dynamic subgenre of side-scrolling action games that fuse platforming traversal with intense shooting mechanics, requiring players to navigate levels by running, jumping, and firing weapons amid dense concentrations of enemies. These titles typically feature horizontal progression through multi-stage levels, where protagonists wield upgradable firearms—often acquired as power-ups like spread shots or homing missiles—that enable multidirectional aiming to waves of foes approaching from all angles. High enemy density creates relentless pressure, with adversaries spawning in groups to overwhelm players, emphasizing quick reflexes and spatial awareness over deliberate exploration. Pioneered in arcades during the late 1980s, the genre gained prominence through iconic titles such as Contra (1987), developed and published by Konami as a coin-operated arcade game that introduced cooperative two-player modes alongside its signature run-jump-shoot loop. The Metal Slug series, launched by SNK in 1996 and spanning multiple entries through the present day, built on this foundation with hand-drawn animations, vehicular power-ups, and branching paths that amplified the chaotic combat. Core gameplay revolves around scoring systems that reward combos—consecutive enemy defeats yielding multipliers for higher points—and culminates in boss rushes, where massive adversaries demand pattern recognition and sustained firepower, all under a limited lives mechanic that heightens tension with one-hit kills and scarce continues. The evolution of run-and-gun platformers progressed from 8-bit arcade and console roots to more sophisticated 16-bit experiences, exemplified by Treasure's (1993) on the , which innovated with combinable weapon types and nonlinear level structures for varied replayability. In the modern era, indie revivals like (2017) by Studio MDHR have revitalized the subgenre, incorporating hand-drawn cartoon aesthetics while preserving the core loop of rapid traversal and bullet-hell shooting across run-and-gun stages. This adrenaline-driven appeal, rooted in non-stop action and cooperative intensity, has influenced broader shooter design, with the Contra franchise alone surpassing 4 million units sold worldwide by the mid-1990s.

Cinematic Platformers

Cinematic platformers distinguish themselves through their emphasis on narrative delivery, integrating elements like cutscenes, voiced dialogue, and emotional character arcs directly into linear level designs that evoke film-like production values. These games prioritize immersive, grounded mechanics where platforming actions—such as precise jumps and environmental interactions—serve to advance plot beats rather than purely challenge player skill, often minimizing traditional UI elements to heighten atmospheric tension. This subgenre emerged in the late , drawing from to create cohesive, movie-inspired experiences in 2D or limited 3D spaces. A landmark example is Oddworld: Abe's Oddysee (1997), developed by Oddworld Inhabitants, which follows the enslaved Mudokon Abe in a dystopian industrial world, using extensive narrative cutscenes and voiced chants to build an emotional arc of rebellion and sacrifice. The game's linear levels blend puzzle-platforming with story progression, where players chant to possess and guide followers, directly tying mechanical choices to themes of exploitation and redemption. Similarly, Beyond Good & Evil (2003), created by Ubisoft Montpellier, merges third-person action-adventure gameplay with platforming elements and investigative journalism, as protagonist Jade uncovers a government conspiracy through photography and combat, with conservative but impactful cutscenes enhancing its cinematic feel and emotional depth. Game design in cinematic platformers tightly integrates puzzles, jumps, and occasional quick-time events to propel dramatic moments, ensuring that environmental navigation reveals lore or heightens tension without disrupting narrative flow. In Oddworld: Abe's Oddysee, puzzles involving machinery and stealth not only challenge players but also underscore Abe's vulnerability, culminating in quick-time sequences during escapes that amplify the stakes of his journey. Beyond Good & Evil employs similar integration, where platforming segments in hovercraft chases or stealth sections advance the plot, using quick-time prompts for high-drama confrontations that blend action with character development. The subgenre evolved from PlayStation-era titles like Oddworld: Abe's Oddysee into modern indie works, such as Playdead's Inside (2016), which forgoes voiced dialogue in favor of minimalistic, atmospheric tension to convey a boy's harrowing flight through a dystopian society. Released for and PC, Inside maintains linear progression with fluid animations and sound design that build unease, evolving the cinematic approach by emphasizing environmental storytelling over explicit exposition. Earlier predecessor Limbo (2010) similarly advanced this style, using shadowy, monochromatic visuals and subtle horror elements to craft an emotional quest for a lost sister. These games elevated the platformer genre's prestige by prioritizing narrative innovation, earning widespread critical acclaim; for instance, achieved a Metacritic score of 90, praised for its haunting atmosphere and puzzle design that immerses players in a surreal, story-driven world. Titles like Inside, with scores around 87-91 across platforms, further demonstrated how cinematic elements could transform platformers into profound, filmic experiences, influencing subsequent indie developments.

Comical Platformers

Comical platformers distinguish themselves within the by prioritizing humor as a core element, often through satirical portrayals of greedy or irreverent protagonists, exaggerated cartoonish physics that lead to mishaps, and witty, pun-filled dialogue that pokes fun at platforming conventions like power-ups and enemy encounters. These games subvert traditional mechanics by introducing absurd twists, such as transformations that turn failures into comedic opportunities rather than punishments, enhancing player engagement through surprise and lighthearted . The Wario Land series, originating in 1994 with 3: Wario Land on the Game Boy, exemplifies this subgenre by centering on , a treasure-obsessed anti-hero whose greedy antics drive the narrative and gameplay. Throughout its run, including titles like (2001) on the Game Boy Advance, the series incorporates humorous elements such as bizarre enemy transformations—where foes might shrink, inflate, or turn into helpful objects—and cartoonish animations that emphasize Wario's over-the-top reactions to environmental hazards. These mechanics standard platformer tropes, replacing conventional power-ups with temporary mutations that encourage experimental, failure-tolerant playstyles filled with visual gags. Conker's Bad Fur Day (2001), developed by Rare for the , pushes comical platformers into more mature territory with its adult-oriented humor, featuring a foul-mouthed navigating a surreal, parody-laden world inspired by films like and . The game's platforming blends standard jumping and combat with context-sensitive absurdities, such as context-specific abilities that trigger sequences involving bodily functions or unexpected violence, all underscored by sharp, British-style wit in character interactions. This approach not only satirizes the collectathon designs of contemporaries but also uses humor to critique genre clichés, making failures hilariously memorable rather than frustrating. Extending into modern eras, games like (2017) revive the comical spirit of Rare's earlier works, such as , through a duo of a and whose adventures feature witty banter, quirky NPC encounters, and physics-driven gags reminiscent of cartoon escapades. Spanning from portable origins on the Game Boy to contemporary 3D titles, comical platformers have maintained broad accessibility by balancing challenging jumps with forgiving, laugh-out-loud moments, fostering replayability and community sharing of humorous clips that contribute to gaming's landscape.

Isometric Platformers

Isometric platformers employ a pseudo-3D viewpoint, typically rendered at an approximate 45-degree angle from above and to the side, to simulate depth and multi-layered environments using 2D graphics and sprites. This perspective, often dimetric in technical terms with a 26.565-degree vertical tilt for pixel-perfect alignment, allows players to navigate stacked platforms, rooms, and obstacles visible in a single frame, fostering strategic depth in jumping and movement without requiring full 3D rendering. Early implementations, such as those on 8-bit hardware like the and NES, leveraged this view to create immersive worlds on limited 2D systems, where overlapping elements and scrolling enhanced the illusion of verticality. Pioneering titles from the mid-1980s exemplified this subgenre's blend of platforming and puzzle-solving. Solomon's Key (1986), developed by for the NES and arcade, featured isometric mazes where players conjured blocks and fire to solve puzzles and reach goals, emphasizing precise jumps across visible layers. Similarly, Head over Heels (1987), created by Jon Ritman and Bernie Drummond for on European home computers like the , introduced dual-character control—switching between "Head" for climbing and "Heels" for combat—to tackle interconnected worlds, popularizing the format in for its tactical platforming. These games highlighted advantages like depth illusion on 2D hardware, enabling complex navigation and foresight in jumps over hidden or stacked hazards, which added strategic layers beyond traditional side-scrolling. The subgenre evolved from NES-era constraints to modern mobile innovations, incorporating optical illusions and touch controls. By the , titles like (2014), developed by ustwo Games, refined isometric platforming into surreal, Escher-inspired puzzles where rotating structures reveal paths, blending navigation with perceptual tricks on and Android devices. This shift maintained the niche appeal of merging platforming with tactics—such as anticipating multi-level threats—while appealing to European developers' legacy of innovative 8-bit adventures, though it remained a specialized variant amid broader 3D trends.

Platform-Adventures

Platform-adventures represent a hybrid subgenre of platformers that incorporate elements, centering on core platforming mechanics augmented by metroidvania-style progression systems. In these games, players begin with basic movement abilities and gradually unlock advanced ones, such as double jumps or wall-clinging, which open up new pathways in interconnected environments and necessitate to revisit locked areas. This design fosters a sense of and discovery, distinguishing platform-adventures from purely linear platformers by emphasizing player agency in and ability acquisition. Seminal titles have defined the genre's evolution, with Castlevania: Symphony of the Night (1997) serving as a foundational example through its fusion of action RPG combat, gothic exploration, and non-linear castle mapping, which popularized the template and influenced countless successors. Similarly, Ori and the Blind Forest (2015) exemplifies modern refinements, blending precise, fluid platforming with exploration in a lush, dying forest ecosystem, where ability upgrades like spirit dashes enable traversal of dynamic, hazard-filled terrains. These games highlight the subgenre's focus on tight controls and environmental interaction to drive narrative and mechanical depth. The structural backbone of platform-adventures lies in non-linear maps that encourage organic exploration, often requiring players to collect boss keys from challenging encounters to unlock progression gates and reveal hidden sectors. Lore collection further enriches this framework, with scattered journals, artifacts, or environmental cues building world-building and backstory, rewarding thorough investigation without overt hand-holding. This interconnected layout creates a web of incentives, where revisiting areas yields new secrets and reinforces the adventure's immersive scope. Design in platform-adventures prioritizes a harmonious balance between demanding platforming challenges—such as precise jumps over abysses—and expansive exploration opportunities, typically set within atmospheric worlds that evoke wonder and tension through detailed art and . This equilibrium ensures gameplay remains engaging, with platforming sections providing adrenaline-fueled momentum while exploration phases offer contemplative discovery and strategic . The subgenre's growth accelerated in the 2010s through indie developers, who revitalized it with innovative titles; for instance, (2017) captured widespread acclaim and commercial viability, selling over 3 million copies by the decade's close and exemplifying the indie-driven resurgence.

Auto-Runners

Auto-runners, also known as endless runners, feature automatic horizontal scrolling that propels the character forward at a constant pace, with player inputs typically limited to , sliding, or swiping to avoid obstacles in procedurally generated or repeating endless levels. This emphasizes and quick reflexes, as the screen advances relentlessly without pause, turning into a test of rather than . Controls are streamlined for , often relying on a single tap or swipe on touchscreens to execute jumps or other actions, which keeps the focus on timing and precision amid escalating speed. The subgenre originated in the late 2000s with browser-based Flash games, where (2009), developed by , pioneered the format as a mobile port shortly after its initial release, introducing simple one-button jumping mechanics in a dystopian rooftop escape scenario. This title is widely credited with reviving interest in forced-scrolling platformers by distilling the experience to its essentials, inspiring a wave of similar titles. Building on this foundation, (2011) by popularized swipe-based controls for multidirectional movement—such as jumping, sliding under barriers, and turning to collect items—making it a cornerstone for touch-enabled devices and expanding the genre's appeal on and Android. Design in auto-runners centers on high-score chases, where points accumulate based on distance traveled, obstacles dodged, and collectibles gathered, encouraging repeated plays to surpass personal bests or leaderboards. chains, such as temporary shields, speed boosts, or coin multipliers, add by allowing players to chain rewards for extended runs, often unlocked through in-game currency or ads. The one-button or swipe simplicity suits short mobile sessions, prioritizing intuitive touch interactions that minimize while maximizing addictive "just one more try" loops. The genre evolved from its Flash roots to broader platforms, with titles like Rayman Jungle Run (2012) by adapting console-quality visuals and physics from into auto-scrolling levels for mobile, featuring swipe controls for jumps and punches across 40 hand-crafted stages. Later developments integrated sub-elements like rhythm-based timing in some variants, blending platforming with musical cues for enhanced flow. By the , auto-runners transitioned to consoles and PCs via ports, though mobile remained dominant. Auto-runners have achieved market dominance in mobile gaming, with (2012) by Games and leading as the most downloaded title ever, surpassing 4.5 billion lifetime installs by mid-2025 due to its vibrant urban chases, daily challenges, and cross-platform accessibility. This success underscores the subgenre's role as a mobile staple, generating billions in revenue through models and appealing to casual audiences worldwide.

References

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