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After the success of New Super Mario Bros., consumers and publishers showed renewed interest in 2D platform games. These range from revivals such as Bionic Commando: Rearmed, Contra ReBirth, Sonic the Hedgehog 4 and Rayman Origins (also released in 2011 as a retail title on several platforms) to original titles like Splosion Man and Henry Hatsworth in the Puzzling Adventure. Wario Land: The Shake Dimension, released in 2008, was a platformer that featured completely two-dimensional graphics and a rich visual style. Subsequent games such as Limbo, Super Meat Boy, Braid, A Boy and His Blob, and The Behemoth's BattleBlock Theater also use completely 2D graphics. New Super Mario Bros. Wii is particularly notable, as unlike the majority of 2D platformers in the 21st century, it was a direct release for a non-portable console, and not restricted on a content delivery network. The success of New Super Mario Bros. Wii led to Nintendo releasing similar 2D platformer games for their classic franchises the following year: Donkey Kong Country Returns and Kirby's Return to Dream Land. In 2012, Nintendo released two more 2D platform games: New Super Mario Bros. 2 for the 3DS and New Super Mario Bros. U for the Wii U. Nintendo has also released 3D platform games with gameplay elements of 2D platform games, namely Super Mario 3D Land for the 3DS in 2011 and Super Mario 3D World for the Wii U in 2013, the latter of which also included cooperative multiplayer gameplay. Each has achieved critical and commercial success.

Besides Nintendo's own successes in various platform games, the growth of indie games in the late 2000s and into the 2010s helps to spur the platform game market. A common element of these new indie platform games was stronger focus on narrative and developing innovative elements not present in prior platform titles.[1] In 2009, independent developer Frozenbyte released Trine, a 2.5D platform game that mixed traditional elements with more modern physics puzzles. The game proved to be a commercial success, eventually selling more than 1.1 million copies. It spawned a sequel, Trine 2, which was released in 2011.[2]

2017 saw the release of a number of 3D platformers which caused media speculation of a renewal of the genre.[citation needed] These games included Yooka-Laylee and A Hat in Time, both of which were crowdfunded on the website Kickstarter. The release of Super Mario Odyssey on the Nintendo Switch, which was an updated return to the open ended gameplay style popularized by Super Mario 64, is one of the best-selling and reviewed games in the franchise's history. Super Lucky's Tale, at the time an Xbox One exclusive and the HD remaster of Voodoo Vince for Microsoft Windows and the Xbox One. Snake Pass considered a "puzzle-platformer without a jump button". The Crash Bandicoot N. Sane Trilogy compilation on the PlayStation 4 sold over two million copies worldwide, and some critics noted the increased difficulty from the original PlayStation games. Remakes of other classic 3D platformers emerged around this time, namely the Spyro Reignited Trilogy, SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated (2020) and a remake of 1998's MediEvil for PS4.

Astro Bot Rescue Mission (2018) is a PlayStation VR exclusive game followed by Astro's Playroom (2020), which is a pre-installed game on the PlayStation 5. Activision's Skylanders series could be also considered a progenitor of the Crash Bandicoot and Spyro franchises returning to the spotlight, as it features both characters, and certain games in the franchise are 3D platformers. The Nintendo 3DS version of Skylanders: Giants (2012), distinct from its console counterpart, was the first in the series to contain more traditional platforming elements. Sackboy: A Big Adventure (2020) developed by Sumo Digital was one of the PlayStation 5's launch titles. Crash Bandicoot 4: It's About Time was also released in 2020 to critical praise. Super Mario 3D World + Bowser's Fury (2021) was a rerelease of the original Wii U title with a whole new and smaller campaign bridging the gap between its gameplay and Odyssey's. Ratchet & Clank: Rift Apart (2021) was one of the first PlayStation 5 exclusive games made by Insomaniac under the label "Sony Game Studios". The Kickstarter funded Psychonauts 2 was released on August 25, 2021 to critical acclaim.

Subgenres[edit]

This list some definable platform games in the following types, but there are also many vaguely defined subgenres games that have not been listed. These game categories are the prototypes genre that recognized by different platform styles.

Puzzle-platform game[edit]

Fez is a 2012 Puzzle-platform game with puzzles based around a screen rotation mechanic.

Puzzle platformers are characterized by their use of a platform game structure to drive a game whose challenge is derived primarily from puzzles.[3]

Enix's 1983 release Door Door and Sega's 1985 release Doki Doki Penguin Land (for the SG-1000) are perhaps the first examples, though the genre is diverse, and classifications can vary.[4] Doki Doki Penguin Land allowed players to run and jump in typical platform fashion, but they could also destroy blocks, and were tasked with guiding an egg to the bottom of the level without letting it break.[4]

The Lost Vikings (1993) was a popular game in this genre. It has three characters players can switch between, each with different abilities. All three characters are needed to complete the level goals.[5]

This subgenre has a strong presence on handheld systems. Wario Land 2 moved the Wario series into the puzzle-platform genre by eliminating the element of death and adding temporary injuries, such as being squashed or lit on fire, and specialized powers.[6] Wario Land 3 continued this tradition, while Wario Land 4 was more of a mix of puzzle and traditional platform elements. The Game Boy update of Donkey Kong was also successful and saw a sequel on Game Boy Advance: Mario vs. Donkey Kong. Klonoa: Empire of Dreams, the first handheld title in its series, is also a puzzle-platform game.[7]

Through independent game development, this genre has experienced a revival since 2014. Braid uses time manipulation for its puzzles, and And Yet It Moves uses frame of reference rotation.[8] In contrast to these side-scrollers, Narbacular Drop and its successor, Portal, are first-person games that use portals to solve puzzles in 3D. Since the release of Portal, there have been more puzzle-platform games which use a first-person camera, including Purity and Tag: The Power of Paint.[9] In 2014, Nintendo released Captain Toad: Treasure Tracker which uses compact level design and camera rotation in order to reach the goal and find secrets and collectibles. Despite lacking jump ability, Toad still navigates the environment via unique movement mechanics.

Run-and-gun platform game[edit]

Broforce is a run-and-gun platform game that spoofs several action film heroes.

The run-and-gun platform genre was popularised by Konami's Contra.[10] Gunstar Heroes and Metal Slug are also among the top three popular examples of this style.[11] Side-scrolling run-and-gun games are an attempt to marry platform games with shoot 'em ups, characterized by a minimal focus on precise platform jumping and a major emphasis on multi-directional shooting. These games are sometimes called platform shooters. This genre has strong arcade roots, and as such, these games are generally known for being very difficult, and having very linear, one-way game progression.

There are games which feature a heavy degree of shooting but do not fall into this subgenre. Mega Man, Metroid, Ghosts 'n Goblins, Vectorman, Jazz Jackrabbit, Earthworm Jim, Cuphead, and Turrican are all platformers with a heavy focus on action and shooting, but unlike Contra or Metal Slug, platform jumping elements, as well as exploration and back-tracking, still figure prominently. Run-and-gun games are generally pure, and while they may have vehicular sequences or other changes in style, they stay focused on shooting throughout.[opinion]

Cinematic platform game[edit]

Cinematic platformers are a small but distinct subgenre of platform games, usually distinguished by their relative realism compared to traditional platformers. These games focus on fluid, lifelike movements, without the unnatural physics found in nearly all other platform games.[12] To achieve this realism, many cinematic platformers, beginning with Prince of Persia, have employed rotoscoping techniques to animate their characters based on video footage of live actors performing the same stunts.[13] Jumping abilities are typically roughly within the confines of an athletic human's capacity. To expand vertical exploration, many cinematic platformers feature the ability to grab onto ledges, or make extensive use of elevator platforms.[12]

As these games tend to feature vulnerable characters who may die as the result of a single enemy attack or by falling a relatively short distance, they almost never have limited lives or continues. Challenge is derived from trial and error problem solving, forcing the player to find the right way to overcome a particular obstacle.[14]

Prince of Persia was the first cinematic platformer and perhaps the most influential.[15] Impossible Mission pioneered many of the defining elements of cinematic platformers and is an important precursor to this genre.[16] Other games in the genre include Flashback (and its 2013 remake), Another World, Heart of Darkness, the first two Oddworld games, Blackthorne, Bermuda Syndrome, Generations Lost, Heart of the Alien, Weird Dreams, Limbo, Inside, onEscapee, Deadlight, Rain World and The Way.

Comical action game[edit]

Games in the genre are most commonly called "comical action games" (CAGs) in Japan.[17][18] The original arcade Mario Bros. is generally recognized as the originator of this genre, though Bubble Bobble is also highly influential.[citation needed] These games are characterized by single screen, non-scrolling levels and often contain cooperative two-player action. A level is cleared when all enemies on the screen have been defeated, and vanquished foes usually drop score bonuses in the form of fruit or other items. CAGs are almost exclusively developed in Japan and are either arcade games, or sequels to arcade games, though they are also a common genre among amateur doujinshi games. Other examples include Don Doko Don, Snow Bros. and Nightmare in the Dark.

Isometric platform game[edit]

Isometric platformers present a three-dimensional environment using two-dimensional graphics in isometric projection. The use of isometric graphics was popularized by Sega's arcade isometric shooter Zaxxon (1981),[19] which Sega followed with the arcade isometric platformer Congo Bongo, released in February 1983.[20] Another early isometric platformer, the ZX Spectrum game Ant Attack, was later released in November 1983.[21]

Knight Lore, an isometric sequel to Sabre Wulf, helped to establish the conventions of early isometric platformers. This formula was repeated in later games like Head Over Heels and Monster Max. These games were generally heavily focused on exploring indoor environments, usually a series of small rooms connected by doors, and have distinct adventure and puzzle elements. Japanese developers blended this gameplay style with that of Japanese action-adventure games like The Legend of Zelda to create games like Land Stalker and Light Crusader. This influence later traveled to Europe with Adeline Software's sprawling epic Little Big Adventure, which blended RPG, adventure, and isometric platforming elements.[citation needed]

Before consoles were able to display true polygonal 3D graphics, the ¾ isometric perspective was used to move some popular 2D platformers into three-dimensional gameplay. Spot Goes To Hollywood was a sequel to the popular Cool Spot, and Sonic 3D Blast was Sonic's outing into the isometric subgenre.

Platform-adventure game[edit]

Many games fuse platform game fundamentals with elements of action-adventure games, such as The Legend of Zelda, or with elements of RPGs. Typically these elements include the ability to explore an area freely, with access to new areas granted by either gaining new abilities or using inventory items. Many 2D games in the Metroid and Castlevania franchises are among the most popular games of this sort, and so games that take this type of approach are often labeled as "Metroidvania" games.[22] Castlevania: Symphony of the Night popularized this approach in the Castlevania series.[23] Other examples of such games include Wonder Boy III: The Dragon's Trap, Tails Adventure, Cave Story, Mega Man ZX, Shadow Complex, DuckTales: Remastered, Hollow Knight, and Ori and the Blind Forest.[24][25][26][27][28][29]

Early examples of free-roaming, side-scrolling, 2D platform-adventures in the vein of "Metroidvania" include Nintendo's Metroid in 1986 and Konami's Castlevania games: Vampire Killer in 1986[30][31] and Simon's Quest in 1987,[32][33] The Goonies II in 1987 again by Konami,[34] as well as Enix's sci-fi Sharp X1 computer game Brain Breaker in 1985,[35][36] Pony Canyon's Super Pitfall in 1986,[37] System Sacom's Euphory in 1987,[35] Bothtec's The Scheme in 1988,[35] and several Dragon Slayer action RPGs by Nihon Falcom such as the 1985 release Xanadu[38][39] and 1987 releases Faxanadu[38] and Legacy of the Wizard.[40]

Runner games[edit]

Runner games are platform games where the player-character is nearly always moving in one constant direction through the level, with less focus on tricky jumping but more on quick reflexes as obstacles appear on screen.

Runner games are divided into two sub-genres. Auto runner games have the player-character constantly moving forward at a rate the player cannot control, but the player can perform actions such as jumping or dodging obstacles. Endless runner games are auto runner games with levels that effectively go on forever, typically through procedural generation. Runner games have found success on mobile platforms, because they are well-suited to the small set of controls these games require, often limited to a single screen tap for jumping.

Game designer Scott Rogers named side-scrolling shooters like Scramble (1981) and Moon Patrol (1982) and chase-style gameplay in platform games like Disney's Aladdin (1994 8-bit version) and Crash Bandicoot (1996) as forerunners of the genre.[41] B.C.'s Quest for Tires (1983) has elements of runner games,[42] keeping the jumping of Moon Patrol, but replacing the vehicle with a cartoon character.

In February 2003, Gamevil published Nom for mobile phones in Korea. The game's designer Sin Bong-gu, stated that he wanted to create a game that was only possible on mobile phones, therefore he made the player character walk up walls and ceilings, requiring players to turn around their mobile phones while playing. To compensate for this complication, he limited the game's controls to a single button and let the character run automatically and indefinitely, "like the people in modern society, who must always look forward and keep running".[43]

While the concept thus was long known in Korea, journalists credit Canabalt (2009) as "the title that single-handedly invented the smartphone-friendly single-button running genre" and spawned a wave of clones.[42][44] Fotonica (2011), a one-button endless runner viewed from the first person, that was described as a "hybrid of Canabalt's running, Mirror's Edge's perspective (and hands) and Rez's visual style".[45]

Temple Run (2011) and its successor Temple Run 2 are popular endless running games. The latter became the world's fastest-spreading mobile game in January 2013, with 50 million installations within thirteen days.[46]

See also[edit]

References[edit]

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  9. ^ Gad, Joshua (2020-01-11). "Valve's Elusive F-STOP". Medium. Retrieved 2020-10-31.
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  26. ^ Cook, Jim (2009-07-14). "Castlevania: Symphony of the Night (XBLA)". Gamers Daily News. Archived from the original on 2009-07-17. Retrieved 2009-07-25.
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  41. ^ Swipe This!: The Guide to Great Touchscreen Game Design by Scott Rogers, Wiley and Sons, 2012
  42. ^ a b Parkin, Simon (June 7, 2013). "DON'T STOP: THE GAME THAT CONQUERED SMARTPHONES". The New Yorker. Archived from the original on December 17, 2016. Retrieved December 17, 2016.
  43. ^ Han, Ji-suk (May 28, 2004). "[Geim Keurieiteo] Geimbil 'Nom' gihoek Sin Bong-gu siljang" [게임 크리에이터] 게임빌 `놈` 기획 신봉구 실장 [[Game Creator] Director Sin Bong-Gu, planner of Gamevil's `Nom`]. DigitalTimes (in Korean). DigitalTimes. Archived from the original on July 9, 2016. Retrieved July 9, 2016.
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External links[edit]


Category:Platform games Category:Video game genres Category:Video game terminology Category:Articles containing video clips Category:Games and sports introduced in 1980