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[[Image:Donkey Kong arcade.PNG|250px|right|frame|A screenshot of the original Donkey Kong arcade platform game]]
[[Image:Donkey Kong arcade.PNG|250px|right|frame|A screenshot of the original ''Donkey Kong''.]]
'''Platform game''', also called '''platformer''', is a [[Computer and video game genres|computer and video game genre]] characterised by the player having to climb up and down, or jump from and to, platforms and ledges, while fighting enemies and collecting objects required to fully 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, and with the recent advent of [[cel-shaded animation]] may appear to be hand-drawn; in addition, platformers' characters are usually [[Legendary creature|legendary]] or invented creatures (e.g. [[Dragon|dragons]] and [[Goblin|goblins]]).
'''Platform game''' is the term used to define a [[Computer and video game genres|computer and video game genre]] characterized by the player having to climb up and down, or jump from and to, platforms and ledges, while fighting enemies and collecting objects required to fully complete the game. A game of the genre is known as a '''platformer'''. Often, the player has the ability to gain powers or weapons, called [[power-up|power-ups]]. Generally, platform games, due to their unrealistic nature, have [[cartoon]]-like [[computer graphics|graphics]], and with the recent advent of [[cel-shaded animation]] may appear to be hand-drawn; in addition, platformers' characters are usually [[Legendary creature|legendary]] or invented creatures (e.g. [[Dragon|dragons]] and [[Goblin|goblins]]).


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 puzzle|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.
Platform games originated in the early [[1980s]] and made the transition to [[3D computer graphics|3D]] in the mid-[[1990s]]. Sometime after the genre's inception, the term came to describe games where [[Jumping puzzle|jumping on platforms]], as opposed to shooting, was the main [[gameplay]] focus. However, many platform games feature projectile weapons, including the ''[[Mario (Nintendo character)|Mario]]'' and ''[[Castlevania]]'' franchises.

Platform games are one of the most well-known types of video game outside the [[gaming]] community, which could be the reason games based on [[movies]], [[television]] shows, and [[comic books]] tend to be of the platform variety.


==History==
==History==
[[Image:NES Super Mario Bros.png|thumb|right|A screenshot of the milestone ''Super Mario Bros'' platform game]]
[[Image:NES Super Mario Bros.png|thumb|right|A screenshot of the milestone ''Super Mario Bros''.]]
===The 2D era===
===The 2D era===
Platform games appeared in the early [[1980s]], when [[video game console]]s weren't yet powerful enough to render 3D games. They scrolled from left rightward, with the playable character viewed from a side angle. The protagonist climbed up and down ladders or jumped from platform to platform, often while combating foes and collecting power-ups. The first game of this kind is ''[[Donkey Kong]]'', an [[arcade game]] created by [[Nintendo]], released in [[1981]]. Soon enough, level advancement changed from being mainly vertical to largely horizontal, ''[[Pitfall!]]'', released by [[Activision]] for the [[Atari 2600]] in [[1982]], considered by many to have started the trend.
Platform games appeared in the early 1980s, when [[video game console]]s were not yet powerful enough to render 3D games. They were confined to static environments fitted to the screens, with the [[playable character]] viewed from a profile angle. The protagonist climbed up and down [[ladder|ladders]] or jumped from platform to platform, often while combating foes and collecting power-ups. The first game of this kind is ''[[Donkey Kong]]'', an [[arcade game]] created by [[Nintendo]], released in [[1981]]. Soon level advancement changed from being mainly vertical to largely horizontal, as well as introducing multiple screen-width spanning scrolling environments. ''[[Pitfall!]]'', released by [[Activision]] for the [[Atari 2600]] in [[1982]], is considered by many to have started the trend. ''[[Manic Miner]]'' ([[1983]]) and its sequel ''[[Jet Set Willy]]'' ([[1984]]) were among the most popular platformers on [[home computer]]s.


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 the game remained long unsurpassed by other productions (still considered by many to be the finest platform game ever). 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.
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 [[Computer and video games that have been considered the greatest ever|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 (Nintendo character)|Mario's]] position as Nintendo's [[mascot]].

The popularity of platform games continued into the [[1990s]], with many titles being released for the [[handheld console|handheld]] [[Game Boy]] and [[Game Gear]] and the [[16-bit era|16-bit]] [[Sega Genesis]] and [[Super Nintendo]]. 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]]'', ''[[Cool Spot]]'', ''[[Donkey Kong Country]]'' and ''[[Rocket Knight Adventures]]''. Frequently, games based upon licenced [[film|movies]], [[television program|television]] and [[comic book]] franchises would be platformers, such as those based on ''[[Aladdin (1992 film)|Aladdin]]'', ''[[Jurassic Park (video game)|Jurassic Park]]'', [[Batman (video game)|Batman]], [[James Bond: The Duel|James Bond]] and [[Castle of Illusion Starring Mickey Mouse|Mickey Mouse]].

A common complaint of platform games (particularly rushed or lazily-developed titles based on licenced properties) 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.


===The 3D era===
===The 3D era===
[[Image:Super Mario Sunshine platform level.jpg|thumb|right|''Super Mario Sunshine'' rekindles with the past in various platform levels]]
[[Image:N64 Super Mario 64 shifting sand land.jpg|thumb|right|220px|''Super Mario 64'' replaced the linear obstacle courses of traditional platform games with vast worlds.]]

Though ''[[Super Mario 64]]'' released for the [[Nintendo 64]] in [[1996]] was not the first 3D platform game, it redefined the genre and became the landmark game which set the rules for following titles of the type (such as the free camera and the central hub for access to levels).
The advent of 3D platformers brought a change in the goals of some platformers. Whereas in most 2D platformers, to get to the next level all you had to do was get to the end, in many 3D platformers, to get to the next level you had to collect items, like puzzle pieces and bananas making it more tedious than challenging. ''[[Donkey Kong 64]]'' was widely criticized for collecting due to the player having to change characters to get different colors of bananas and other items. However, not all 3D platformers were like this, the most notable being ''[[Crash Bandicoot]]'' and ''[[Super Mario 64]]''. ''Crash Bandicoot'' remained true to 2D platformers with having a goal at the end to beat a level and in ''Super Mario 64'' to beat a level you had to complete an objective, among the objectives were destroying an enemy and beating certain characters at a race. However, getting 100 coins in ''Super Mario 64'' gained the player an extra star and getting 100 fruits and coins, respectively, in each game netted the player an extra life.

Though ''Super Mario 64'', released for the [[Nintendo 64]] in [[1996]], was not the first 3D platform game, it redefined the genre and became the landmark game which set the rules for following titles of the type. For example, where 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.

Following successful series of 3D platform games in 90s include ''[[Crash Bandicoot]]'' and ''[[Spyro the Dragon (series)|Spyro the Dragon]]'', both for the [[PlayStation|Sony PlayStation]].

In [[2002]], ''[[Super Mario Sunshine]]'', the second 3D ''Mario'' game, was released. Although not as revolutionary as its predecessor, it features 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, like in ''[[Jak and Daxter]]'', ''[[Ratchet & Clank]]'', and ''[[Sonic Heroes]]''. The derivation of the platform genre can also be seen by the genre being mixed with action, tactical, and other genres: ''[[Blinx: The Time Sweeper|Blinx]]'', ''[[Maximo: Ghosts to Glory|Maximo]]'', and ''[[Sly Cooper]]'' are good examples.
Other successful series of 3D platform games include ''[[Crash Bandicoot]]'' and ''[[Spyro the Dragon]]'', both for the [[Sony PlayStation]].


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 focussed 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: ''[[Prince of Persia: The Sands of Time]]'' was praised for flexible and spectacular camera angles during exploration sequences, but suffered during combat sections.
{{Sect-stub}}


== Chronology of significant platform games ==
== Chronology of significant platform games ==
[[Image:Timeline of platform games.jpg|right|thumb|A timeline of significant platform games]]
[[Image:Timeline of platform games.jpg|right|450px|thumb|A timeline of significant platform games.]]
* ''[[Donkey Kong (arcade game)|Donkey Kong]]'' ([[Nintendo]], [[1981]]) - first game featuring [[Mario]] (although named Jumpman at the time)
* ''[[Donkey Kong (arcade game)|Donkey Kong]]'' ([[Nintendo]], [[1981]]) - First game featuring [[Mario (Nintendo character)|Mario]] (known as Jumpman at the time).
* ''[[Space Panic]]'' ([[Universal]], [[1982]])
* ''[[Space Panic]]'' ([[Universal]], [[1980]]).
* ''[[Pitfall!]]'' ([[Activision]], [[1982]])
* ''[[Pitfall!]]'' ([[Activision]], [[1982]]) - First platformer that originated on a console.
* ''[[Miner 2049er]]'' ([[Big Five Software]], [[1982]])
* ''[[Miner 2049er]]'' ([[Big Five Software]], [[1982]]).
* ''[[Jumpman]]'' ([[Epyx]], [[1983]])
* ''[[Jumpman]]'' ([[Epyx]], [[1983]]).
* ''[[Manic Miner]]'' ([[Bug-Byte]], [[1983]])
* ''[[Manic Miner]]'' ([[Bug-Byte]], [[1983]]) and its sequel ''[[Jet Set Willy]]'' ([[1984]]).
* ''[[Chuckie Egg]]'' ([[A'n'F]], [[1983]])
* ''[[Chuckie Egg]]'' ([[A'n'F]], [[1983]]).
* ''[[Monty on the Run]]'' ([[Gremlin Graphics]], [[1985]]) - [[ZX Spectrum]] & CBM 64 classic
* ''[[Monty on the Run]]'' ([[Gremlin Graphics]], [[1985]]) - [[ZX Spectrum]] & CBM 64 classic.
* ''[[Super Mario Bros.]]'' (Nintendo, [[1985]]) - perhaps most widely known platformer; best-selling game of all time
* ''[[Super Mario Bros.]]'' ([[Nintendo]], [[1985]]) - Perhaps the most well known platformer; best-selling game of all time.
* [[Mega Man (NES)|''Mega Man'']] (''Rockman'') ([[Capcom]], [[1987]])
* [[Mega Man (NES)|''Mega Man'']] (''Rockman'') ([[Capcom]], [[1987]])
* ''[[Haunted Castle (arcade game)|Haunted Castle]]'' ([[Konami]], [[1988]]) - predecessor of the [[Castlevania]] series
* ''[[Haunted Castle (arcade game)|Haunted Castle]]'' ([[Konami]], [[1988]]) - Predecessor of the ''[[Castlevania]]'' series.
* ''[[Captain Comic]]'' ([[Michael Denio]], [[1988]]) - possibly first [[IBM PC compatible|IBM PC]] platformer
* ''[[Captain Comic]]'' ([[Michael Denio]], [[1988]]) - Possibly first [[IBM PC compatible|IBM PC]] platformer.
* ''[[Prince of Persia]]'' ([[Brøderbund]], [[1989]])
* ''[[Prince of Persia]]'' ([[Brøderbund]], [[1989]]).
* ''[[Super Mario Bros. 3]]'' (Nintendo, [[1990]]) - highest grossing console game before [[Pokémon]]
* ''[[Super Mario Bros. 3]]'' (Nintendo, [[1990]]) - Highest grossing console game before ''[[Pokémon]]''.
* ''[[Commander Keen]]'' ([[id Software]], [[1990]]) - first major [[IBM PC compatible|IBM PC]] platformer
* ''[[Commander Keen]]'' ([[id Software]], [[1990]]) - First major [[IBM PC compatible|IBM PC]] platformer.
* ''[[Sonic the Hedgehog (Genesis)|Sonic the Hedgehog]]'' ([[Sega]], [[1991]]) - first platformer widely considered to be a rival to ''Mario'' series
* ''[[Sonic the Hedgehog (Genesis)|Sonic the Hedgehog]]'' ([[Sega]], [[1991]]) - First platform game to be considered a rival to the ''Mario'' series.
*''[[Another World (video game)|Another World]]'' ([[Delphine Software]], [[1991]]) and ''[[Flashback: The Quest for Identity|Flashback]]'' ([[1992]]) - Praised for cinematic qualities and fluid and realistic animation of human characters.
* ''[[Earthworm Jim]]'' ([[Shiny Entertainment]], [[1994]])
* ''[[ToeJam and Earl]]'' ([[Sega]], [[1992]]) - First platformer where two playable characters played a significant role.
* ''[[Donkey Kong Country]]'' ([[Rare (video game company)|Rareware]], [[1994]]) - featured revolutionary computer generated graphics
*''[[Aladdin]]'' ([[Mega Drive]] version, [[Virgin Interactive]], [[1993]]) - One of the first widely-praised film-licenced games; the game's graphics were created by [[The Walt Disney Company|Disney]] animators who had worked on [[Aladdin (1992 film)|the film]].
* ''[[Super Mario 64]]'' (Nintendo, [[1996]]) - first truly 3-dimensional platform game
* ''[[Earthworm Jim]]'' ([[Shiny Entertainment]], [[1994]]).
* ''[[Donkey Kong Country]]'' ([[Rare (video game company)|Rareware]], [[1994]]) - The game's 2D sprites were created from pre-rendered 3D graphics.
* ''[[Super Mario 64]]'' (Nintendo, [[1996]]) - The first true 3D platform game.
* ''[[Crash Bandicoot (video game)|Crash Bandicoot]]'' ([[Naughty Dog]], [[1996]]). - The only other platformer widely considered to be a rival to ''Mario.''
*''[[Tomb Raider]]'' ([[Core Design]], [[1996]]) - Brought the adventure, puzzle and exploration aspects of games such as ''Prince of Persia'' into 3D.
<!--* ''[[Spyro the Dragon (series)|Spyro the Dragon]]'' ([[Insomniac Games|Insomniac]], [[1998]]).
* ''[[Banjo-Kazooie]]'' (Rare, [[1998]]). -How are these significant to the genre? -->
* ''[[Sonic Adventure]]'' ([[Sega]], [[1999]]) - Successfully brought ''Sonic'' into 3D.
* ''[[Prince of Persia 3D]]'' - ([[Red Orb Entertainment]], [[1999]]) - Transferred ''[[Prince of Persia]]'' into 3D.
* ''[[American McGee's Alice]]'' ([[Rogue Entertainment]], [[2000]]) - Possibly first dark platformer or "[[ESRB|M]]" rated platformer.
* ''[[Conker's Bad Fur Day]]'' ([[Rare]], [[2001]]) - First mature and satirical platformer.
* ''[[Jak and Daxter|Jak and Daxter: The Precursor Legacy]]'' ([[Naughty Dog]], [[2001]]) - First completely free-roaming game where there are no levels.
* ''[[Super Mario Sunshine]]'' ([[Nintendo]], 2002).
* ''[[Sly Cooper and the Thievius Raccoonus]]'' ([[Sucker Punch Productions|Sucker Punch]], 2002). The first platform game to use [[cel-shaded animation|cel-shaded]] graphics.
* ''[[Ratchet & Clank]]'' ([[Insomniac Games|Insomniac]], [[2002]]) - First game to combine platforming and [[third-person shooter|third-person shooting]] .
<!-- * ''[[Ratchet & Clank: Going Commando]]'' ([[Insomniac Games|Insomniac]], [[2003]]) -I'm tempted to put this game because it was the first platformer to have an RPG-like experience system for health and weapons upgrades, but for now I'm going to leave this game out-->
<!-- See [[Castlevania]] and probably others for rpg-like gameplay -->
* ''[[Ratchet & Clank: Up Your Arsenal]]'' ([[Insomniac Games|Insomniac]], [[2004]]) - First online platformer
* ''[[Psychonauts]]'' (Majesco, [[2005]]).


==See also==
==See also==

Revision as of 14:13, 21 August 2005

Template:Current-GCOTW

File:Donkey Kong arcade.PNG
A screenshot of the original Donkey Kong.

Platform game is the term used to define a computer and video game genre characterized by the player having to climb up and down, or jump from and to, platforms and ledges, while fighting enemies and collecting objects required to fully complete the game. A game of the genre is known as a platformer. 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, and with the recent advent of cel-shaded animation may appear to be hand-drawn; in addition, platformers' characters are usually legendary or invented creatures (e.g. dragons and goblins).

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.

History

A screenshot of the milestone Super Mario Bros.

The 2D era

Platform games appeared in the early 1980s, when video game consoles were not yet powerful enough to render 3D games. They were confined to static environments fitted to the screens, with the playable character viewed from a profile angle. The protagonist climbed up and down ladders or jumped from platform to platform, often while combating foes and collecting power-ups. The first game of this kind is Donkey Kong, an arcade game created by Nintendo, released in 1981. Soon level advancement changed from being mainly vertical to largely horizontal, as well as introducing multiple screen-width spanning scrolling environments. Pitfall!, released by Activision for the Atari 2600 in 1982, is considered by many to have started the trend. Manic Miner (1983) and its sequel Jet Set Willy (1984) were among the most popular platformers on home computers.

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 Sega Genesis and Super Nintendo. 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, Cool Spot, Donkey Kong Country and Rocket Knight Adventures. Frequently, games based upon licenced movies, television and comic book franchises would be platformers, such as those based on Aladdin, Jurassic Park, Batman, James Bond and Mickey Mouse.

A common complaint of platform games (particularly rushed or lazily-developed titles based on licenced properties) 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.

The 3D era

File:N64 Super Mario 64 shifting sand land.jpg
Super Mario 64 replaced the linear obstacle courses of traditional platform games with vast worlds.

The advent of 3D platformers brought a change in the goals of some platformers. Whereas in most 2D platformers, to get to the next level all you had to do was get to the end, in many 3D platformers, to get to the next level you had to collect items, like puzzle pieces and bananas making it more tedious than challenging. Donkey Kong 64 was widely criticized for collecting due to the player having to change characters to get different colors of bananas and other items. However, not all 3D platformers were like this, the most notable being Crash Bandicoot and Super Mario 64. Crash Bandicoot remained true to 2D platformers with having a goal at the end to beat a level and in Super Mario 64 to beat a level you had to complete an objective, among the objectives were destroying an enemy and beating certain characters at a race. However, getting 100 coins in Super Mario 64 gained the player an extra star and getting 100 fruits and coins, respectively, in each game netted the player an extra life.

Though Super Mario 64, released for the Nintendo 64 in 1996, was not the first 3D platform game, it redefined the genre and became the landmark game which set the rules for following titles of the type. For example, where 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.

Following successful series of 3D platform games in 90s include Crash Bandicoot and Spyro the Dragon, both for the Sony PlayStation.

In 2002, Super Mario Sunshine, the second 3D Mario game, was released. Although not as revolutionary as its predecessor, it features 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, like in Jak and Daxter, Ratchet & Clank, and Sonic Heroes. The derivation of the platform genre can also be seen by the genre being mixed with action, tactical, and other genres: Blinx, Maximo, 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 focussed 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: Prince of Persia: The Sands of Time was praised for flexible and spectacular camera angles during exploration sequences, but suffered during combat sections.

Chronology of significant platform games

File:Timeline of platform games.jpg
A timeline of significant platform games.

See also