Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Platformer
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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=γΈγ£γ³γγγ° γ¬γγγ²γΌγ γγΎε°η§ |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=222β3 |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 β 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=207β208 |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=67β72}}</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]]''βand 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>
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)