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==History== ===Single screen=== {{See also|Wraparound (video games)|Flip-screen}} [[File:Donkey Kong Screen 3.png|thumb|This ''[[Donkey Kong (arcade game)|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, and based on climbing between platforms rather than jumping.<ref name="bycer deep dive"/> ''[[Space Panic]]'', a 1980 arcade release by [[Universal Entertainment|Universal]], is sometimes credited as the first platformer.<ref>{{cite book|title=Chris Crawford on Game Design|isbn=0-88134-117-7|last=Crawford|first=Chris|title-link=Chris Crawford on Game Design|author-link=Chris Crawford (game designer)|year=2003|publisher=New Riders}}</ref> Another precursor to the genre from 1980 was [[Nichibutsu]]'s ''[[Crazy Climber]]'', in which the player character scales vertically scrolling skyscrapers.<ref>{{KLOV game|id=7426|name=Crazy Climber}}</ref> The unreleased 1979 Intellivision game ''Hard Hat'' has a similar concept.<ref>{{cite web | url=https://www.gamesdatabase.org/game/mattel-intellivision/hard-hat | title=Hard Hat - Mattel Intellivision - Games Database }}</ref> ''[[Donkey Kong (arcade game)|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.<ref>{{cite web| url=http://www.arcade-history.com/?n=donkey-kong&page=detail&id=666| title=Donkey Kong| publisher=Arcade History| date=2006-11-21| access-date=2006-11-21| archive-url=https://web.archive.org/web/20071020111301/http://www.arcade-history.com/?n=donkey-kong&page=detail&id=666| archive-date=2007-10-20| url-status=live}}</ref><ref name="GamesRadar-3">{{cite web|title=Gaming's most important evolutions|page=3|publisher=[[GamesRadar]]|date=Oct 8, 2010|url=http://www.gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-3|access-date=2011-04-11|archive-url=https://web.archive.org/web/20120319153722/http://www.gamesradar.com/gamings-most-important-evolutions/?page=3|archive-date=March 19, 2012|url-status=live|df=mdy-all}}</ref> It introduced [[Mario]] under the name Jumpman. ''Donkey Kong'' was ported to many consoles and computers at the time, notably as the system-selling pack-in game for [[ColecoVision]],<ref>{{cite web |title=ColecoVision FAQ |url=http://www.colecoboxart.com/faq/FAQ01.htm |access-date=2018-06-11 |archive-url=https://web.archive.org/web/20171201161250/http://www.colecoboxart.com/faq/FAQ01.htm |archive-date=2017-12-01 |url-status=live }}</ref> and also a handheld version from Coleco in 1982.<ref>{{cite web |title=Coleco Donkey Kong |url=http://www.handheldmuseum.com/Coleco/DK.htm |website=Handheld Museum |access-date=2018-06-11 |archive-url=https://web.archive.org/web/20180105212725/http://www.handheldmuseum.com/Coleco/DK.htm |archive-date=2018-01-05 |url-status=live }}</ref> The game helped cement Nintendo's position as an important name in the video game industry internationally.<ref>{{Cite web|last=Harris|first=Blake J.|date=2014-05-14|title=The Rise of Nintendo: A Story in 8 Bits|url=https://grantland.com/features/the-rise-of-nintendo-video-games-history/|access-date=2021-03-29|website=Grantland|language=en-US}}</ref> Games with ladders and platforms rapidly followed from other developers, such as ''[[Kangaroo (video game)|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 (video game)|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 Junior (video game)|Donkey Kong Jr.]]'' (1982) and then ''[[Mario Bros.]]'' (1983), a platformer with two-player [[Cooperative video game|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 [[Panning (camera)|scrolling pans]] between static screens. ''[[Manic Miner]]'' (1983) and its sequel ''[[Jet Set Willy]]'' (1984) continued this style of multi-screen levels on [[home computer]]s. ''[[Wanted: Monty Mole]]'' won the first award for Best Platform game in 1984 from ''Crash'' magazine.<ref>{{citation|title=Readers' Awards|url=http://www.crashonline.org.uk/12/awards.htm|publisher=Crash|issue=12|year=1984–1985|access-date=13 May 2012|archive-url=https://web.archive.org/web/20120418044804/http://www.crashonline.org.uk/12/awards.htm|archive-date=18 April 2012|url-status=dead|df=dmy-all}}</ref> Later that same year, [[Epyx]] released ''[[Impossible Mission]]'', and [[Parker Brothers]] released ''[[Montezuma's Revenge (video game)|Montezuma's Revenge]]'', which further expanded on the exploration aspect. ===Scrolling=== {{see also|Side-scrolling video game}} [[Image:Jump Bug.png|thumb|''[[Jump Bug]]'' (1981) introduced scrolling to the genre.]] The first platformer to use scrolling graphics came years before the genre became popular.<ref name="retro.ign.com">{{cite web |url=https://www.ign.com/articles/2008/03/24/the-leif-ericson-awards |title=The Leif Ericson Awards |publisher=IGN |date=2008-03-24 |access-date=2013-01-10 |archive-url=https://web.archive.org/web/20120309041726/http://retro.ign.com/articles/861/861550p2.html |archive-date=2012-03-09 |url-status=dead }}</ref> ''[[Jump Bug]]'' is a platform-shooter developed by [[Alpha Denshi]] under contract for [[Banpresto|Hoei/Coreland]]<ref>{{cite web | url=http://www.ne.jp/asahi/retro/retro/review/sa/jumpbug.html | archive-url=https://web.archive.org/web/20080412184957/http://www.ne.jp/asahi/retro/retro/review/sa/jumpbug.html | archive-date=2008-04-12 | title=ジャンプバグ レトロゲームしま専科 |access-date=2008-06-18}}</ref> and released to arcades in 1981, only five months after ''[[Donkey Kong (arcade game)|Donkey Kong]]''.<ref>{{cite web | url=http://www.arcade-history.com/?n=jump-bug&page=detail&id=1236 | title=Jump Bug | publisher=Arcade History | access-date=2006-11-21 | archive-url=https://web.archive.org/web/20121007225104/http://www.arcade-history.com/?n=jump-bug&page=detail&id=1236 | archive-date=2012-10-07 | url-status=live }}</ref> 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.<ref name="retro.ign.com"/><ref>{{cite book |last1=Lendino |first1=Jamie |title=Attract Mode: The Rise and Fall of Coin-Op Arcade Games |date=27 September 2020 |publisher=Steel Gear Press |pages=222–3 |url=https://books.google.com/books?id=d6wCEAAAQBAJ&pg=PA222}}</ref> Irem's 1982 arcade game ''[[Moon Patrol]]'' combines jumping over obstacles and shooting attackers. A month later, [[Taito]] released ''[[Jungle Hunt|Jungle King]]'', a side-scrolling action game 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]].<ref>{{cite book |last1=Lendino |first1=Jamie |title=Attract Mode: The Rise and Fall of Coin-Op Arcade Games |date=27 September 2020 |publisher=Steel Gear Press |page=222 |url=https://books.google.com/books?id=d6wCEAAAQBAJ&pg=PA222}}</ref> 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.<ref name=rom>{{cite journal |title=Reviews: Track Attack |journal=ROM |date=September 1983 |issue=1 |page=23 |url=https://www.atarimagazines.com/rom/issue1/track_attack.php}}</ref> 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''.<ref>{{cite web | url=http://www.mobygames.com/game/colecovision/bcs-quest-for-tires | title=BC's Quest for Tires | publisher=[[MobyGames]] | access-date=2007-02-08 | archive-url=https://web.archive.org/web/20071015142407/http://www.mobygames.com/game/colecovision/bcs-quest-for-tires | archive-date=2007-10-15 | url-status=live }}</ref> The same year, ''Snokie'' for the [[Commodore 64]] and Atari 8-bit computers added uneven terrain to a scrolling platformer.<ref>{{cite web |title=Snokie |url=http://www.atarimania.com/game-atari-400-800-xl-xe-snokie_4765.html |website=Atari Mania |access-date=2018-06-11 |archive-url=https://web.archive.org/web/20180612140413/http://www.atarimania.com/game-atari-400-800-xl-xe-snokie_4765.html |archive-date=2018-06-12 |url-status=live }}</ref> <!-- Deleted image removed: [[Image:Super Mario Bros 1985.png|thumb|''[[Super Mario Bros.]]'' (1985), [[List of best-selling video games|one of the best selling video games]] of all time<ref>{{cite web |url=http://gamers.guinnessworldrecords.com/records/nintendo.aspx |archive-url=https://web.archive.org/web/20100224070604/http://gamers.guinnessworldrecords.com/records/nintendo.aspx |archive-date=February 24, 2010 |title=Guinness World Records Gamer's Edition – Nintendo Records |publisher=[[Guinness World Records]] |access-date=2008-12-05}}</ref><br />{{ffdc|1=Super Mario Bros 1985.png|log=2020 July 17}}]] --> Based on the [[Pac-Man (TV series)|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-up]]s, and a series of unique levels.<ref>{{cite web |title=Pac-Land |url=https://www.arcade-history.com/?n=pac-land&page=detail&id=1913 |website=Arcade History |access-date=2018-06-11 |archive-url=https://web.archive.org/web/20180603033731/https://www.arcade-history.com/?n=pac-land&page=detail&id=1913 |archive-date=2018-06-03 |url-status=live }}</ref> [[Pac-Man]] creator [[Toru Iwatani]] described the game as "the pioneer of action games with horizontally running background."<ref name="Untold History">{{cite book |last1=Szczepaniak |first1=John |title=The Untold History of Japanese Game Developers Vol. 2 |date=4 November 2015 |publisher=CreateSpace Independent Publishing Platform |isbn=978-1518655319 |pages=207–208 |edition=1 |url=https://archive.org/details/TheUntoldHistoryOfJapaneseGameDevelopersVol.2JohnSzczepaniak/page/n207 |access-date=8 September 2019}}</ref> According to Iwatani, [[Shigeru Miyamoto]] described ''Pac-Land'' as an influence on the development of ''Super Mario Bros.''.<ref>{{cite web |author1=HSals |title=EXCLUSIVE: Interview with Toru Iwatani, creator of Pac-Man |url=https://geekculture.co/interview-with-toru-iwatani-creator-of-pac-man/ |website=GeekCulture |access-date=9 September 2019 |archive-url=https://web.archive.org/web/20170820031126/https://geekculture.co/interview-with-toru-iwatani-creator-of-pac-man/ |archive-date=20 August 2017 |date=22 May 2015}}</ref><ref name="Retro Gamer">{{cite news |last1=Bevan |first1=Mike |title=The Ultimate Guide to Pac-Land |url=https://archive.org/details/RetroGamerIssue127-128/page/n67?q=Pac-Land |access-date=9 September 2019 |agency=[[Retro Gamer]] |issue=127 |date=22 March 2014 |pages=67–72}}</ref> 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-up]]s and vehicles.<ref>Kurt Kalata, [http://www.hardcoregaming101.net/alexkidd/alexkidd.htm Alex Kidd] {{Webarchive|url=https://web.archive.org/web/20160118025008/http://www.hardcoregaming101.net/alexkidd/alexkidd.htm |date=2016-01-18 }}, Hardcore Gaming 101</ref> Another Sega series that began that same year is ''[[Wonder Boy]]''. The [[Wonder Boy (video game)|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,<ref name=IGN-Wonder>[https://www.ign.com/articles/2008/11/14/the-legend-of-wonder-boy The Legend of Wonder Boy] {{Webarchive|url=https://web.archive.org/web/20110713005639/http://uk.retro.ign.com/articles/930/930245p1.html |date=2011-07-13 }}, [[IGN]], November 14, 2008</ref> while its sequel, ''[[Wonder Boy in Monster Land]]'' added [[Action-adventure game|action-adventure]] and [[Action role-playing game|role-playing]] elements.<ref>{{cite web | url=http://www.hardcoregaming101.net/wonderboy/wonderboy.htm | title=Hardcore Gaming 101: Wonderboy | work=Hardcore Gaming 101 | access-date=2010-02-04 | archive-url=https://web.archive.org/web/20100107185101/http://www.hardcoregaming101.net/wonderboy/wonderboy.htm | archive-date=2010-01-07 | url-status=live }}</ref> ''Wonder Boy'' in turn inspired games such as ''[[Adventure Island (video game)|Adventure Island]]'', ''Dynastic Hero'', ''[[Popful Mail]]'', and ''[[Shantae]]''.<ref name=IGN-Wonder/> 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.<ref>{{cite web | url=http://www.arcade-museum.com/game_detail.php?game_id=8601 | title=Major Havoc | publisher=Killer List of Videogames | access-date=2006-11-21 | archive-url=https://web.archive.org/web/20060307191755/http://arcade-museum.com/game_detail.php?game_id=8601 | archive-date=2006-03-07 | url-status=live }}</ref> One of the first [[raster graphics|raster]]-based platformers to scroll fluidly in all directions in this manner is 1985's'' [[Legend of Kage]]''.{{Citation needed|date=June 2018}} In 1985, [[Enix]] released the action-adventure platformer ''[[Brain Breaker]]''.<ref name=Retro>{{cite web|author=John Szczepaniak|url=http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers4.htm|title=Retro Japanese Computers: Gaming's Final Frontier|page=4|publisher=Hardcore Gaming 101|access-date=2011-03-16|archive-url=https://web.archive.org/web/20110113213821/http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers4.htm|archive-date=2011-01-13|url-status=live}} Reprinted from {{Cite journal|title=Retro Japanese Computers: Gaming's Final Frontier|journal=[[Retro Gamer]]|issue=67|year=2009}}</ref> 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 ''[[List of Family Computer games#E|Esper Boukentai]]'', a sequel to ''[[Jaleco#Developed|Psychic 5]]'' that scrolled in all directions and allowed the player character to make huge multistory jumps to navigate the vertically oriented levels.<ref name="Gamasutra-Gems">{{cite web|url=https://www.gamedeveloper.com/design/gems-in-the-rough-yesterday-s-concepts-mined-for-today|title=Gamasutra - Gems In The Rough: Yesterday's Concepts Mined For Today|website=www.gamasutra.com|access-date=16 March 2018|archive-url=https://web.archive.org/web/20181001121356/http://www.gamasutra.com/view/feature/6251/gems_in_the_rough_yesterdays_.php?print=1|archive-date=1 October 2018|url-status=live|df=dmy-all}}</ref> [[Telenet Japan]] also released its own take on the platform-action game, ''[[Valis (video game series)|Valis]]'', which contained [[anime]]-style [[cut scene]]s.<ref>[http://www.gamesetwatch.com/2007/12/column_might_have_been_telenet.php Column: 'Might Have Been' - Telenet Japan] {{Webarchive|url=https://web.archive.org/web/20110711071714/http://www.gamesetwatch.com/2007/12/column_might_have_been_telenet.php |date=2011-07-11 }}, GameSetWatch, December 17, 2007</ref> In 1987, [[Capcom]]'s ''[[Mega Man (video game)|Mega Man]]'' introduced [[Nonlinear gameplay|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.<ref>{{cite web | date=October 8, 2010 | title=Gaming's most important evolutions | url=http://www.gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-5 | publisher=[[GamesRadar]] | access-date=2011-01-09}}</ref> Another Capcom platformer that year was ''[[Bionic Commando (arcade game)|Bionic Commando]]'', which popularized a [[grappling hook]] mechanic that has since appeared in dozens of games, including ''[[Earthworm Jim (video game)|Earthworm Jim]]'' and ''[[Tomb Raider]]''.<ref name="Playing With Power">{{cite web|url=http://www.1up.com/do/feature?pager.offset=1&cId=3151392|title=Playing With Power: Great Ideas That Have Changed Gaming Forever from 1UP.com|date=17 June 2006|access-date=16 March 2018|url-status=dead|archive-url=https://web.archive.org/web/20060617150943/http://www.1up.com/do/feature?pager.offset=1&cId=3151392|archive-date=17 June 2006}}</ref> 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 console|handheld]] [[Game Boy]] and [[Game Gear]] systems. ====Second-generation side-scrollers==== By the time the [[Sega Genesis|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 (arcade game)|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.<ref name=psmanualp18>{{cite video game|title=Strider 2|developer=Capcom|platform=PlayStation|level=Instruction manual, page 18}}</ref> Another Sega release in 1989 was ''[[Shadow Dancer (1989 video game)|Shadow Dancer]]'', which is a game that also included an AI partner: a dog who followed the player around and aid in battle.<ref>{{KLOV game|9499|Shadow Dancer}}</ref> In 1990, [[Hudson Soft]] released ''[[Bonk's Adventure]]'', with a protagonist positioned as [[NEC]]'s mascot.<ref>{{cite web | url=http://bonkzonk.com/series.shtml | title=Series Guide | publisher=Bonk Compendium | access-date=2007-01-27 | archive-url=https://web.archive.org/web/20070125052034/http://bonkzonk.com/series.shtml | archive-date=2007-01-25 | url-status=live }}</ref> 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.<ref name="Playing With Power"/> 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 (1991 video game)|Sonic the Hedgehog]]'' for the [[Sega Genesis]].<ref name=":0">{{cite web | url=http://www.sega-16.com/feature_page.php?id=99&title=History%20of:%20The%20Sonic%20The%20Hedgehog%20Series | archive-url=https://web.archive.org/web/20100114183931/http://sega-16.com/feature_page.php?id=99&title=History%20of%3A%20The%20Sonic%20The%20Hedgehog%20Series | archive-date=January 14, 2010 | title=History of: The Sonic The Hedgehog Series | last=Horowitz | first=Ken | work=Sega-16 | date=2005-06-22 | access-date=2010-11-14 | url-status=dead }}</ref><ref>{{cite web | url=http://www.sonic-cult.org/dispart.php?catid=1&gameid=1&subid=1&artid=1 | title=Overview | publisher=Sonic Cult | access-date=2007-01-27 | archive-url=https://web.archive.org/web/20160311034747/http://www.sonic-cult.org/dispart.php?catid=1&gameid=1&subid=1&artid=1 | archive-date=2016-03-11 | url-status=dead }}</ref> ''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 [[game physics|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.<ref>{{cite news|last=Lee|first=Dave|title=Twenty years of Sonic the Hedgehog|url=https://www.bbc.co.uk/news/technology-13874266|work=BBC News|access-date=10 February 2013|archive-url=https://web.archive.org/web/20130111233527/http://www.bbc.co.uk/news/technology-13874266|archive-date=11 January 2013|url-status=live|df=dmy-all}}</ref> 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 the Hedgehog (character)|Sonic]]'s perceived rebellious attitude became a model for game mascots. Other companies attempted to duplicate Sega's success with their own brightly colored [[anthropomorphism]]s with attitude.<ref>{{cite web | url=https://www.gamedeveloper.com/business/a-detailed-cross-examination-of-yesterday-and-today-s-best-selling-platform-games | title=A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games | last=Boutros | first=Daniel | website=Gamasutra | date=August 4, 2006 | access-date=2006-11-21 | archive-url=https://web.archive.org/web/20071027033801/http://www.gamasutra.com/view/feature/1851/a_detailed_crossexamination_of_.php | archive-date=October 27, 2007 | url-status=live | df=mdy-all }}</ref> 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 [[Original Amiga chipset|video hardware and sound hardware]].<ref>{{cite web | url=http://www.amigahistory.co.uk/a600tech.html | title=Amiga 600 Technical Specifications | publisher=Amiga History|date=December 15, 2002 |access-date=2006-11-21}}</ref> The [[Atari ST]] was solidly supported as well. Games like ''[[Shadow of the Beast (1989 video game)|Shadow of the Beast]]'' and ''[[Turrican]]'' showed that computer platformers could rival their console contemporaries. ''[[Prince of Persia (1989 video game)|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]].<ref>{{cite web |last1=Edwards |first1=Benj |title=The 12 Greatest PC Shareware Games of All-Time |url=https://www.pcworld.com/article/248494/the_12_greatest_pc_shareware_games_of_all_time.html#slide2 |website=PC World |date=January 22, 2012 |access-date=September 17, 2018 |archive-url=https://web.archive.org/web/20181004212458/https://www.pcworld.com/article/248494/the_12_greatest_pc_shareware_games_of_all_time.html#slide2 |archive-date=October 4, 2018 |url-status=live |df=mdy-all }}</ref> It inspired ''[[Commander Keen]]'', released by [[id Software]] in 1990, which became the first MS-DOS platformer with smooth scrolling graphics.<ref>{{cite web|url=http://legacy.3drealms.com/keenhistory/|title=A Look Back at Commander Keen|publisher=3DRealms.com|access-date=2006-11-21|archive-url=https://web.archive.org/web/20160402151326/http://legacy.3drealms.com/keenhistory/|archive-date=2016-04-02|url-status=live}}</ref> Keen's success resulted in numerous console-styled platformers for MS-DOS compatible operating systems, including ''[[Duke Nukem (1991 video game)|Duke Nukem]]'', ''[[Duke Nukem II]]'', ''[[Cosmo's Cosmic Adventure]]'', and ''[[Dark Ages (1991 video game)|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==== 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 ''[[Yoshi's Island|Super Mario World 2: Yoshi's Island]]'' (1995), but the release of new hardware caused players' attention to move away from 2D genres.<ref name="detailed cross-examination"/> The [[Sega Saturn|Saturn]], [[PlayStation (console)|PlayStation]], and [[Nintendo 64]] nevertheless featured a number of successful 2D platformers. The 2D ''[[Rayman (video game)|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)|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 (game)|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.<ref>{{cite web | url=https://www.gamedeveloper.com/business/a-detailed-cross-examination-of-yesterday-and-today-s-best-selling-platform-games | title=It's a Viewtiful Day | website=[[Gamasutra]] | date=2004-08-24 | access-date=2007-01-23 | archive-url=https://web.archive.org/web/20071027033801/http://www.gamasutra.com/view/feature/1851/a_detailed_crossexamination_of_.php | archive-date=2007-10-27 | url-status=live }}</ref> The first such game was Saturn [[launch title]], ''[[Clockwork Knight]]'' (1994). The game featured levels and [[boss (video games)|boss]] characters rendered in 3D, but retained 2D gameplay and used pre-rendered 2D sprites for regular characters, similar to ''Donkey Kong Country''. Its [[Clockwork Knight 2|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 (video game)|Pandemonium]]'' and ''[[Klonoa]]'' brought the 2.5D style to the [[PlayStation (console)|PlayStation]]. In a break from the past, the Nintendo 64 had the fewest side scrolling platformers with only four; ''[[Yoshi's Story]]'', ''[[Kirby 64: The Crystal Shards]]'', ''[[Goemon's Great Adventure]]'', and ''[[Mischief Makers]]''—and most met with a tepid response from critics at the time.<ref>{{cite web | url=http://www.gamerankings.com/n64/199386-yoshis-story/index.html | title=Yoshi's Story Reviews | publisher=[[GameRankings]] | access-date=2006-11-21 | archive-url=https://web.archive.org/web/20090402074207/http://www.gamerankings.com/n64/199386-yoshis-story/index.html | archive-date=2009-04-02 | url-status=live }}</ref><ref>{{cite web | url=http://www.gamerankings.com/n64/197950-mischief-makers/index.html | title=Mischief Makers Reviews | publisher=[[GameRankings]] | access-date=2006-11-21 | archive-url=https://web.archive.org/web/20090319075644/http://www.gamerankings.com/n64/197950-mischief-makers/index.html | archive-date=2009-03-19 | url-status=live }}</ref> Despite this, ''Yoshi's Story'' sold over a million copies in the US,<ref name="US Platinum Game Chart">{{cite web | url=http://www.the-magicbox.com/Chart-USPlatinum.shtml | title=US Platinum Game Chart | publisher=The Magic Box | access-date=2007-01-23 | archive-url=https://web.archive.org/web/20070421003854/http://www.the-magicbox.com/Chart-USPlatinum.shtml | archive-date=2007-04-21 | url-status=live }}</ref> and ''Mischief Makers'' rode high on the charts in the months following its release.<ref>{{cite web | url=http://sfkosmo.classicgaming.gamespy.com/treasure/games/yukeyuke/articles/backontop.html | archive-url=https://web.archive.org/web/20090101112407/http://sfkosmo.classicgaming.gamespy.com/treasure/games/yukeyuke/articles/backontop.html | archive-date=2009-01-01 | title=N64 Back on Top | last=Johnston | first=Chris | publisher=SF Kosmo (archived from GameSpot) | date=1997-11-06 |access-date=2007-01-23}}</ref><ref>{{cite web | url=http://sfkosmo.classicgaming.gamespy.com/treasure/games/yukeyuke/articles/closegap.html | archive-url=https://web.archive.org/web/20110525175337/http://sfkosmo.classicgaming.gamespy.com/treasure/games/yukeyuke/articles/closegap.html | archive-date=2011-05-25 | title=Sony Closes the Gap | last=Johnston | first=Chris | publisher=SF Kosmo (archived from GameSpot) | date=1997-10-02 |access-date=2007-01-23}}</ref> ===Third dimension=== 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 platformer|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]]'',<ref name=KLOV-Antarctic>{{KLOV game|6890|Antarctic Adventure}}</ref> where the player controls a penguin in a forward-scrolling [[Third-person (video games)|third-person]] perspective while having to jump over pits and obstacles.<ref name=KLOV-Antarctic/><ref name=allgame-Antarctic/><ref name=Moby-Antarctic/> Originally released in 1983 for the [[MSX]] computer, it was subsequently ported to various platforms the following year,<ref name=Moby-Antarctic>{{MobyGames|id=/msx/antarctic-adventure|name=Antarctic Adventure}}</ref> including an [[arcade video game]] version,<ref name=KLOV-Antarctic/> [[Nintendo Entertainment System|NES]],<ref name=Moby-Antarctic/> and [[ColecoVision]].<ref name=allgame-Antarctic>{{cite web|url=https://www.allgame.com/game.php?id=19267|title=Antarctic Adventure|archive-url=https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=19267|archive-date=2014-01-01|url-status=dead|website=[[All Media Network#AllGame|AllGame]]}}</ref> 1986 saw the release of the sequel to forward-scrolling platformer ''Antarctic Adventure'' called ''[[Penguin Adventure]]'', which was designed by [[Hideo Kojima]].<ref>{{cite web|url=http://www.famitsu.com/game/news/1229899_1124.html|title=KONAMIのMSX往年の名作がWiiバーチャルコンソールに登場、第2弾として『メタルギア』の配信も決定 - ファミ通.com|website=www.famitsu.com|access-date=16 March 2018|archive-url=https://web.archive.org/web/20171030003205/https://www.famitsu.com/game/news/1229899_1124.html|archive-date=30 October 2017|url-status=live|df=dmy-all}}</ref> It included more [[action game]] elements, a greater variety of levels, [[Role-playing video game|RPG]] elements such as upgrading equipment,<ref>{{MobyGames|id=/penguin-adventure|name=Penguin Adventure}}</ref> and [[multiple endings]].<ref>[https://web.archive.org/web/20130127035955/http://gamespot.com/msx/action/penguinadventure/cheats.html Penguin Adventure], [[GameSpot]]</ref> In early 1987, [[Square (video game company)|Square]] released ''[[3-D WorldRunner]]'', designed by [[Hironobu Sakaguchi]] and [[Nasir Gebelli]].<ref name="nextgen"/><ref name=WorldRunner/> Using a forward-scrolling effect similar to Sega's 1985 [[Third-person shooter|third-person]] [[rail shooter]] ''[[Space Harrier]]''.<ref name="nextgen">"Hironobu Sakaguchi: The Man Behind the Fantasies". ''Next Generation Magazine'', vol 50.</ref> ''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 video game|stereoscopic 3-D games]].<ref name=WorldRunner>{{cite web|url=https://www.allgame.com/game.php?id=1136|title=3-D WorldRunner|archive-url=https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=1136|archive-date=2014-01-01|url-status=dead|website=[[All Media Network#AllGame|AllGame]]}}</ref> Square released its sequel, ''[[JJ (video game)|JJ]]'', later that year.<ref>{{cite web|url=https://www.allgame.com/game.php?id=14936|title=JJ: Tobidase Daisakusen Part II|archive-url=https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=14936|archive-date=2014-01-01|url-status=dead|website=[[All Media Network#AllGame|AllGame]]}}</ref> [[File:Alpha waves.gif|thumb|''[[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 compatible]]s.<ref>{{cite web | url=http://grenouille-bouillie.blogspot.com/2007/10/dawn-of-3d-games.html | title=The dawn of 3D games | last=de Dinechin | first=Christophe | publisher=Grenouille Bouillie | date=2007-11-08 | access-date=2007-11-08 | archive-url=https://web.archive.org/web/20110228232711/http://grenouille-bouillie.blogspot.com/2007/10/dawn-of-3d-games.html | archive-date=2011-02-28 | url-status=live }}</ref><ref>{{cite web | url=http://www.got-next.com/features_read.php?id=426 | archive-url=https://web.archive.org/web/20070927220208/http://www.got-next.com/features_read.php?id=426 | archive-date=2007-09-27 | title=Before Their Time: Cover Art | last=Fahs | first=Travis |publisher=GotNext | date=2007-01-08 |access-date=2007-01-08}}</ref> [[File:Bug for sega saturn.png|thumb|left|''[[Bug!]]'' (1995) extended traditional platformer gameplay in all directions.]] ''[[Bug!]]'', released in 1995 for the [[Sega Saturn|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: The Quest for Identity|Flashback]]''. Entitled ''[[Fade to Black (video game)|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 game|action adventure]].<ref>{{cite web | url=http://www.mobygames.com/game/dos/fade-to-black/cover-art/gameCoverId,52838/ | title=Fade to Black - DOS Cover Art | publisher=[[MobyGames]] | access-date=2007-01-28 | archive-url=https://web.archive.org/web/20071015142418/http://www.mobygames.com/game/dos/fade-to-black/cover-art/gameCoverId,52838/ | archive-date=2007-10-15 | url-status=live }}</ref> 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 lens|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.<ref name=":0" /> ====True 3D==== 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 (computer graphics)|clipping]] through the environment.<ref name="bycer deep dive" /> 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 (video gaming)|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.<ref>{{cite web | url=http://www2.plala.or.jp/yasinoue/oldgame/geog1.html | title=Geograph Seal | access-date=2006-12-29 | archive-url=https://web.archive.org/web/20061210142618/http://www2.plala.or.jp/yasinoue/oldgame/geog1.html | archive-date=2006-12-10 | url-status=live }}</ref> 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.<ref name=nextlevel>Travis Fahs, [http://www.the-nextlevel.com/review/retro/geograph-seal-x68000/ Geograph Seal (X68000)] {{Webarchive|url=https://web.archive.org/web/20160129224512/http://www.the-nextlevel.com/review/retro/geograph-seal-x68000/ |date=2016-01-29 }}, ''The Next Level'', November 25, 2006</ref> The following year, Exact released their follow-up to ''Geograph Seal''. An early title for Sony's new [[PlayStation (console)|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.<ref>{{cite web | url=http://www.1up.com/do/feature?cId=3148848 | archive-url=https://web.archive.org/web/20070927192711/http://www.1up.com/do/feature?cId=3148848 | url-status=dead | archive-date=2007-09-27 | title=Forgotten Gem: Jumping Flash | website=[[1UP.com]] | access-date=2006-11-21 }}</ref> The title was successful enough to get two sequels and is remembered for being the first 3D platformer on a console.<ref name=nextlevel/> Rob Fahey of [[Eurogamer]] said ''Jumping Flash'' was perhaps "one of the most important ancestors of every 3D platformer in the following decade."<ref name=eurogamer>{{cite web|last1=Fahey|first1=Rob|title=Jumping Flash (1995)|url=http://www.eurogamer.net/articles/jumping-flash-review|website=Eurogamer|date=9 June 2007|access-date=25 November 2014|archive-url=https://web.archive.org/web/20151016051200/http://www.eurogamer.net/articles/jumping-flash-review|archive-date=16 October 2015|url-status=live|df=dmy-all}}</ref> It holds the record of "First platform videogame in true 3D" according to ''[[Guinness World Records]]''.<ref>{{cite web|url=http://www.guinnessworldrecords.com/world-records/first-platformer-in-true-3d|title=First platform videogame in true 3D|website=guinnessworldrecords.com|access-date=16 March 2018|archive-url=https://web.archive.org/web/20151211033921/http://www.guinnessworldrecords.com/world-records/first-platformer-in-true-3d|archive-date=11 December 2015|url-status=live|df=dmy-all}}</ref> 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.<ref>John Szczepaniak, [http://www.hardcoregaming101.net/floatingrunner/floatingrunner.htm Floating Runner: Quest for the 7 Crystals (フローティングランナー 7つの水晶の物語) - PlayStation (1996)] {{Webarchive|url=https://web.archive.org/web/20160915061945/http://www.hardcoregaming101.net/floatingrunner/floatingrunner.htm |date=2016-09-15 }}, Hardcore Gaming 101 (September 26, 2011)</ref> [[File:Mario 64 Shifting Sand Land.png|thumb|left|''[[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 sticks|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 game|action-adventure]]. Even so, a handful of [[boss fight|boss levels]] offered more traditional platforming.<ref>{{Cite web|title=Super Mario 64 Overview|url=https://www.polygon.com/game/super-mario-64/4113|access-date=2021-03-29|website=Polygon|date=26 October 2012 |language=en}}</ref> 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 (video game)|Banjo-Kazooie]]'', ''[[Spyro the Dragon (video game)|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 puzzle]]s 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.<ref>{{cite web | url=http://www.cea.mdx.ac.uk/?location_id=61&item=7 | archive-url=https://web.archive.org/web/20120420214513/http://www.cea.mdx.ac.uk/?location_id=61&item=7 | archive-date=2012-04-20| title=Intuitive Interaction and Expressive Cinematography in Video Games | last=Cozic| first=Laurent|access-date=2006-01-27|format=PDF|display-authors=etal}}</ref> 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, [[console RPG|RPG]]s, [[first-person shooter]]s, and more complex [[action-adventure game]]s captured significant market share. Even so, the platformer thrived. ''[[Tomb Raider (series)|Tomb Raider]]'' became one of the bestselling series on the [[PlayStation (console)|PlayStation]], along with [[Insomniac Games]]' ''[[Spyro (series)|Spyro]]'' and [[Naughty Dog]]'s ''[[Crash Bandicoot (series)|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''.<ref>{{cite web|url=http://www.the-magicbox.com/Chart-USPlatinum.shtml|title=US Platinum Game Chart|publisher=Magic Box|access-date=2006-01-24|archive-url=https://web.archive.org/web/20070421003854/http://www.the-magicbox.com/Chart-USPlatinum.shtml|archive-date=2007-04-21|url-status=live}}</ref> On [[Windows]] and [[Mac (computer)|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 (company)|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 (video game)|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.<ref>{{cite web | url=https://www.ign.com/articles/2001/01/31/sega-of-japans-comments-on-dreamcast-discontinuance | title=Sega of Japans Comments on Dreamcast Discontinuance | website=IGN | date=2001-01-31 | access-date=2007-02-08 | archive-url=https://web.archive.org/web/20071019010356/http://dreamcast.ign.com/articles/090/090862p1.html | archive-date=2007-10-19 }}</ref> ====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> ===Recent developments=== [[File:Trine - Wizard Lift.jpg|thumb|''[[Trine (video game)|Trine]]'' (2009) mixed traditional platform elements with physics puzzles.]] <!-- Please do not remove this image without a talk page discussion. It is currently included because it is freely licensed and thus not subject to copyright restrictions and it illustrates developments in platformers in recent years. --> 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.<ref name="MetaCritic">{{cite web |url=https://www.metacritic.com/game/super-mario-galaxy/critic-reviews/?platform=wii |title=Super Mario Galaxy (Wii: 2007): Reviews |access-date=2007-11-09 |work=[[Metacritic]] |publisher=[[CNET]] |archive-url=https://web.archive.org/web/20170506214357/http://www.metacritic.com/game/wii/super-mario-galaxy |archive-date=2017-05-06 |url-status=live }}</ref><ref name=autogenerated1>{{cite web|url=https://www.metacritic.com/game/ratchet-and-clank-future-tools-of-destruction/critic-reviews/?platform=playstation-3|title=Ratchet and Clank Future (PS3: 2007): Reviews|access-date=2007-11-09|work=[[Metacritic]]|publisher=[[CNET]]|archive-url=https://web.archive.org/web/20120827070619/http://www.metacritic.com/game/playstation-3/ratchet-clank-future-tools-of-destruction|archive-date=2012-08-27|url-status=live}}</ref><ref name="GameRankings">{{cite web|url=http://www.gamerankings.com/wii/915692-super-mario-galaxy/|title=Super Mario Galaxy Reviews|access-date=2007-11-09|work=[[GameRankings]]|publisher=[[CNET]]|archive-url=https://web.archive.org/web/20111106150412/http://www.gamerankings.com/wii/915692-super-mario-galaxy/|archive-date=2011-11-06|url-status=live}}</ref> ''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|date=July 2013}} ''[[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]]''. [[File:Freedom Planet Milla screenshot.png|thumb|left|''[[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.]] <!-- Please do not remove this image without a talk page discussion. It is currently included because it is freely licensed and thus not subject to copyright restrictions and it illustrates developments in platformers in recent years. --> 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 [[List of best-selling Nintendo DS video games|best-selling game for the Nintendo DS]] and the fourth [[List of best-selling video games#Top 20 console games of all time|best-selling non-bundled video game]] of all time.<ref name=081031e>{{cite web|url=https://www.nintendo.co.jp/ir/pdf/2009/090508e.pdf#page=6|title=Financial Results Briefing for Fiscal Year Ended March 2009|publisher=[[Nintendo]]|date=2009-05-08|format=PDF|access-date=2009-05-08|page=6|archive-url=https://web.archive.org/web/20110629121637/http://www.nintendo.co.jp/ir/pdf/2009/090508e.pdf#page=6|archive-date=2011-06-29|url-status=live}}</ref> ''Super Mario Galaxy'' eventually sold over eight million units,<ref name=081031e /> 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: Episode I|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 (video game)|Limbo]]'', ''[[Super Meat Boy]]'', ''[[Braid (video game)|Braid]]'', [[Geometry Dash]], ''[[A Boy and His Blob (2009 video game)|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 video game|cooperative multiplayer]]. Both were critical and commercial successes. Games from [[indie game|independent developers]] in the late 2000s and the 2010s helped grow the platform-game market. These had a stronger focus on story and innovation.<ref name="gamesradar 2020"/> In 2009, [[Frozenbyte]] released ''[[Trine (video game)|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.<ref>{{cite web | url = http://www.industrygamers.com/news/trine-sells-11-million-copies-ahead-of-sequel-release | archive-url = https://web.archive.org/web/20120109023113/http://www.industrygamers.com/news/trine-sells-11-million-copies-ahead-of-sequel-release | archive-date = 2012-01-09 | title = Trine Sells 1.1 Million Copies Ahead of Sequel Release | first = M.H. | last = Williams | date = 2011-12-08 | access-date = 2012-01-22 | publisher = industrygamers.com}}</ref> The year 2017 saw the release of several 3D platformers, including ''[[Yooka-Laylee]]'' and ''[[A Hat in Time]]'', both [[crowdfunding|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 (video game)|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,<ref>{{cite magazine |last=Kain |first=Erik |date=September 24, 2017 |url=https://www.forbes.com/sites/erikkain/2017/09/24/crash-bandicoot-n-sane-trilogy-has-sold-over-2-5-million-copies-on-ps4/|title='Crash Bandicoot N Sane Trilogy' Has Sold Over 2.5 Million Copies On PS4 |magazine=[[Forbes]] |access-date=December 18, 2017 |archive-url=https://web.archive.org/web/20171222220248/https://www.forbes.com/sites/erikkain/2017/09/24/crash-bandicoot-n-sane-trilogy-has-sold-over-2-5-million-copies-on-ps4/#120b43e75a70 |archive-date=December 22, 2017 |url-status=live}}</ref> 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 ''[[Super Mario Odyssey|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 game|battle royale]] genre, and was a critical and commercial success. In 2024, the third game in the [[Astro Bot (series)|Astro Bot series]], ''[[Astro Bot]]'', was released to widespread critical acclaim, becoming the highest-rated game of the year on [[OpenCritic]].<ref>{{Cite web |title=Best Games of 2024 |url=https://opencritic.com/browse/all/2024 |access-date=2024-11-27 |website=OpenCritic |language=en}}</ref>
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