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====Into the 21st century==== 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: Ghosts to Glory|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 (2004 video game)|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 the Power of Juju|Tak]]'', ''[[Ty the Tasmanian Tiger]]'', and ''[[Ape Escape]]'' each developed a cult following. In Europe specifically, the ''[[Kao the Kangaroo (2000 video game)|Kao the Kangaroo]]'' and ''[[Hugo (franchise)|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.<ref>{{cite web|url=http://www.gamerankings.com/dreamcast/250615-rayman-2-the-great-escape/index.html|title=Rayman 2: The Great Escape Reviews|publisher=Game Rankings|access-date=2006-12-29|archive-url=https://web.archive.org/web/20090312023120/http://www.gamerankings.com/dreamcast/250615-rayman-2-the-great-escape/index.html|archive-date=2009-03-12|url-status=live}}</ref><ref>{{cite web|url=http://www.gamerankings.com/xbox/557315-rayman-3-hoodlum-havoc/index.html|title=Rayman 3: Hoodlum Havoc Reviews|publisher=Game Rankings|access-date=2006-12-29|archive-url=https://web.archive.org/web/20090304001709/http://www.gamerankings.com/xbox/557315-rayman-3-hoodlum-havoc/index.html|archive-date=2009-03-04|url-status=live}}</ref> ''[[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 series|Jak and Daxter]]'', a series that became less about traditional platforming with each sequel.<ref>{{Cite web|first=Alex |last=Avard |title="We might have overachieved, to be honest": The making of Jak and Daxter: The Precursor Legacy|url=https://www.gamesradar.com/au/jak-and-daxter-the-precursor-legacy-anniversary-making-of/|access-date=2021-03-29|website=gamesradar|date=12 March 2021|language=en}}</ref> 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 (series)|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 (video game)|Insecticide]]''. Crackpot, composed of former developers from [[LucasArts]], for the first time combined influences from the [[Adventure game#Point-and-click adventure games|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.<ref name="gamesradar 2020">{{cite web | url = https://www.gamesradar.com/blast-from-the-past-how-this-generation-enabled-platformers-to-crash-back-into-the-mainstream/ | title = Blast from the past: How this generation enabled platformers to crash back into the mainstream | first= Stacey | last = Henley | date = December 16, 2020 | access-date = October 11, 2021 | work = [[GamesRadar]] }}</ref> 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%.<ref name="detailed cross-examination" /> Even the acclaimed ''[[Psychonauts]]'' saw modest sales at first, leading publisher [[Majesco Entertainment]] to withdraw from high-budget console games,<ref>{{cite web|url=http://www.gamespot.com/news/6141519.html|title=Bitter medicine: What does the game industry have against innovation?|last=Sinclair|first=Brendan|website=[[GameSpot]]|date=2005-12-20|access-date=2006-11-21|archive-url=https://web.archive.org/web/20061208033548/http://www.gamespot.com/news/6141519.html|archive-date=2006-12-08|url-status=live}}</ref> though its sales in Europe were respectable.<ref name="Psychonauts sales">[http://www.escapistmagazine.com/articles/view/issues/issue_123/2619-Life-After-Shelf-Death Life After Shelf Death] {{Webarchive|url=https://web.archive.org/web/20071115174409/http://www.escapistmagazine.com/articles/view/issues/issue_123/2619-Life-After-Shelf-Death |date=2007-11-15 }}, ''The Escapist'', November 13, 2007</ref>
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