Platform game, or platformer, is a video game genre characterized by the character having to climb up and down, or jump from and to, platforms and ledges, while fighting enemies and collecting objects required to complete the game.
Often, the player has the ability to gain powers or weapons, called power-ups. Generally, platform games, due to their unrealistic nature, have cartoon-like graphics. Characters in platform games are usually based on legendary creatures (e.g. dragons and goblins) or anthropomorphic animals (e.g. a gorilla who rolls barrels).
Platform games originated in the early 1980s and made the transition to 3D in the mid-1990s. Sometime after the genre's inception, the term came to describe games where jumping on platforms, as opposed to shooting, was the main gameplay focus. However, many platform games feature projectile weapons, including the Mario and Castlevania franchises.
Nintendo's Super Mario Bros., released for the Nintendo Entertainment System in 1985, spawned a revolution not only in the platform game genre, but in the video game industry as a whole. It introduced players to huge and intricate worlds, and set a precedent in gameplay and level design for other game developers to follow, and to this day many people consider it one of the best games ever made. Its popularity was unprecedented, and its record sales of 40.23 million copies worldwide is still unmatched. The game was for many the first experience of a platformer and solidified Mario's position as Nintendo's mascot.
The popularity of platform games continued into the 1990s, with many titles being released for the handheld Game Boy and Game Gear, and the 16-bit Mega Drive/Genesis and Super Nintendo. Games were a must have item. A trend following the release of Sonic the Hedgehog in 1991 was for developers to create platform games starring a funny animal cartoon character often intended to become the mascot of their developer; examples include Earthworm Jim, Zool, Donkey Kong Country, and Rocket Knight Adventures. Frequently, games based upon licensed films, TV show, and comic book franchises would be platformers, such as those based on Aladdin, Jurassic Park, Batman, The Duel, and Mickey Mouse.
A common criticism of platform games (particularly licensed games, which are often rushed to release to meet concurrent release with the property they're based on) was their lack of originality in chosen subject matter, generally falling back on standard snow-, fire- or jungle-themed environments and linear level structure. Games such as Earthworm Jim were widely praised for moving away from the formulaic and into more surreal and imaginative settings.
Although the number of 2D platform games created has declined since the mid-1990s, when the Mega Drive and Super Nintendo began to be abandoned in favor of systems with stronger 3D capabilities, the genre has enjoyed continued success on handheld devices such as the Game Boy Advance, as well as on next-generation consoles using 3D techniques to create special effects as per games like Viewtiful Joe.
Some of the earliest 3D platform games were released on the Sega Saturn: Clockwork Knight was released in December 1994 as a launch title in Japan (and subsequently as a launch game in the U.S.) While the game featured levels and boss characters rendered in 3D, it could be considered "2.5D" due to its 2D gameplay and the use of prerendered 2D sprites for regular characters, similar to Donkey Kong Country (the sequel improved upon this with some 3D effects such as hopping between the foreground and background, or the camera panning and curving around a corner). Bug!, another Saturn game that was released in 1996, used 3D level designs but restricted the player to set paths (which often went left-to-right more than front-to-back). Its characters were sprite-based (while the developer claimed that all characters were "rendered in glorious 3D"*, a less misleading word would be "prerendered"). Another 3D platfomer was on the PlayStation - Jumping Flash!, released in April 1995, was one of the earliest games for the system, and predated Super Mario 64 by over a year. The game used mostly 3D polygons and featured a first-person perspective.
Though Super Mario 64, released for the Nintendo 64 in Japan in June 1996, was not the first 3D platformer, it redefined the genre and became the landmark game which set the rules for following titles of the type. The gameplay was innovative in allowing the player to explore large 3D environments in all dimensions at will. Nintendo's newly introduced analog control stick, allowing for 360 degrees of movement, was another strong factor in its success. Moreover, while most 2D titles had previously consisted of a fairly linear path through the game, progressing from easy to difficult levels, Super Mario 64 used a central hub for access to levels, which became the predominant design.
In 2002, Super Mario Sunshine, the second 3D Mario game, was released. Although not as revolutionary as its predecessor, it featured difficult platform areas that were similar to some levels from Super Mario 64.
A notable use of characters in the sixth generation era is the characters being paired or grouped together, pioneered by Banjo-Kazooie in 1998. Jak and Daxter, Ratchet & Clank, and Sonic Heroes are examples of these types of paired games. The derivation of the platform genre can also be seen by the genre being mixed with action, tactical, and other genres: The Time Sweeper, Ghosts to Glory, and Sly Cooper are good examples.
The complaints over lack of innovation carried over with the transition from 2D to 3D, but new criticisms sprang up as well. The most major largely focused on the difficulty of creating a consistently unobtrusive in-game camera system. 2D platformers were not susceptible to the problems of judging jumps through 3D environments on a 2D screen with little more than a tiny shadow on the ground to guide the player to the correct landing spot (problems which were even more obvious when the player was jumping "towards the screen"). Worse still was cameras getting "stuck" behind objects in the gameworld, obscuring the action at critical moments. Developers have attempted to alleviate these problems in various ways: making objects between the camera and the player's avatar semi-transparent; introducing "free cameras" which increased flexibility but required input from the player to control the camera as well as their character; Tomb Raider used grid-like layouts for platforms so that the experienced player could tell whether they could "make" a jump as long as they used the correct button press; the more recent Galleon attempted to unify character and camera control. To this date, arguably no platform game has been completely free from this type of criticism: The Sands of Time was praised for flexible and spectacular camera angles during exploration sequences, but suffered during combat sections.
Due to the way these games operate, they proved generally quite hard to implement properly on second generation console-style tile/sprite hardware such as the NES and Commodore 64. Although producing an isometric backdrop could be achieved easily, interaction between sprites and the backdrop was hard to get right. Several popular isometric games, such as Snake Rattle 'n' Roll, just limit the opportunities for the player to travel behind scenery. Although later games such as Head Over Heels were able to get this aspect technically right, the raised bar meant that isometric games were much more prolific on framebuffer based hardware such as the ZX Spectrum where the technique was perfected early on by Ultimate Play The Game's Knight Lore and then repeated endlessly without any significant gameplay advances.
Computer and video game genres | Platform games | Jump ’n’ run | Juegos de plataformas | Jeu de plate-forme | Videogioco a piattaforme | Platformspel | Jogo de plataforma | Платформер | Tasohyppely | Plattformsspel | Platform oyunları
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"Platform game".
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