However, the term was also applied more generally to side-scrolling video games, including run and gun games such as Gunstar Heroes. Platform game became a standardised term as games with jumping and climbing grew into a key part of the recovery after the video game crash of 1983, popularized by its usage in the United Kingdom press. == History == ===Single-screen movement=== Platform games originated in the early 1980s.
Space Panic, a 1980 arcade release by Universal, is sometimes credited as being the first platform game.
Another precursor to the genre from 1980 was Nichibutsu's Crazy Climber, in which the player character scales vertically-scrolling skyscrapers. Donkey Kong, an arcade game created by Nintendo and released in July 1981, was the first game to allow players to jump over obstacles and gaps, explaining why it is widely considered to be the first platformer, due to these defining features.
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. The character is little more than a stick figure, but the acrobatics evoke the movement that later games such as Prince of Persia would feature. Only a few home systems of the early 1980s had hardware support for smooth background scrolling–most notably the Atari 8-bit family.
In the late 1980s and early 1990s, the Amiga was known as a stronger gaming platform than IBM PC compatibles, due to its more powerful stock video hardware and sound hardware.
The latter became the world's fastest-spreading mobile game in January 2013, with 50 million installations within thirteen days. ==See also== List of platform game series ==Notes and references== ==External links== Platform games at MobyGames The evolution of gaming: computers, consoles, and arcade from Ars Technica Puzzle Platform Games Video game genres Video game terminology Articles containing video clips Games and sports introduced in 1980
Another precursor to the genre from 1980 was Nichibutsu's Crazy Climber, in which the player character scales vertically-scrolling skyscrapers. Donkey Kong, an arcade game created by Nintendo and released in July 1981, was the first game to allow players to jump over obstacles and gaps, explaining why it is widely considered to be the first platformer, due to these defining features.
Jump Bug is a platform-shooter developed by Alpha Denshi under contract for Hoei/Coreland and released to arcades in 1981, only five months after Donkey Kong.
"Climbing games" was used in Steve Bloom's 1982 book Video Invaders and 1983 magazines Electronic Games (US) and TV Gamer (UK).
Donkey Kong was ported to many consoles and computers at the time, notably as the system-selling pack-in game for ColecoVision, and also a handheld version from Coleco in 1982.
This title laid the groundwork for other two-player cooperative platformers such as Fairyland Story and Bubble Bobble. Beginning in 1982, transitional games emerged that did not use scrolling graphics, but had levels that span several connected screens.
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. The character is little more than a stick figure, but the acrobatics evoke the movement that later games such as Prince of Persia would feature. Only a few home systems of the early 1980s had hardware support for smooth background scrolling–most notably the Atari 8-bit family.
"Climbing games" was used in Steve Bloom's 1982 book Video Invaders and 1983 magazines Electronic Games (US) and TV Gamer (UK).
However, the term was also applied more generally to side-scrolling video games, including run and gun games such as Gunstar Heroes. Platform game became a standardised term as games with jumping and climbing grew into a key part of the recovery after the video game crash of 1983, popularized by its usage in the United Kingdom press. == History == ===Single-screen movement=== Platform games originated in the early 1980s.
Nevertheless, B.C.'s Quest For Tires was released by Sierra On-Line in 1983 on the ColecoVision and several home computers.
Games that have 3D gameplay but 2D graphics are usually included under the umbrella of 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. One of the first platformers with 3D graphics was Sega's Congo Bongo in 1983.
Originally released in 1983 for the MSX computer, it was subsequently ported to various platforms the following year, including an arcade version, NES, and ColecoVision. 1986 saw the release of the sequel to forward-scrolling platformer Antarctic Adventure called Penguin Adventure, which was designed by Hideo Kojima.
These game categories are the prototypes genre that recognized by different platform styles. ===Puzzle-platform game=== Puzzle platformers are characterized by their use of a platform game structure to drive a game whose challenge is derived primarily from puzzles. 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.
The use of isometric graphics was popularized by Sega's arcade isometric shooter Zaxxon (1981), which Sega followed with the arcade isometric platformer Congo Bongo , released in February 1983.
Another early isometric platformer, the ZX Spectrum game Ant Attack, was later released in November 1983. Knight Lore, an isometric sequel to Sabre Wulf, helped to establish the conventions of early isometric platformers.
Monty Mole won the first ever award for Best Platform game in 1984 from Crash magazine.
It added uneven terrain and an emphasis on precision jumping. Based on the Saturday morning cartoon rather than the maze game, Namco's 1984 Pac-Land was a bidirectional, horizontally-scrolling, arcade platformer with walking, running, jumping, springboards, power-ups, and a series of unique levels. Nintendo's Super Mario Bros., released for the Nintendo Entertainment System in 1985, became the archetype for many platform games.
One of the first raster-based platform games to scroll fluidly in all directions in this manner is 1984's Legend of Kage. In 1985, Enix released an open world platform-adventure game, Brain Breaker. The following year saw the release of a more successful open-world platform-adventure, Nintendo's Metroid, which was critically acclaimed for having a balance between open-ended and guided exploration.
It added uneven terrain and an emphasis on precision jumping. Based on the Saturday morning cartoon rather than the maze game, Namco's 1984 Pac-Land was a bidirectional, horizontally-scrolling, arcade platformer with walking, running, jumping, springboards, power-ups, and a series of unique levels. Nintendo's Super Mario Bros., released for the Nintendo Entertainment System in 1985, became the archetype for many platform games.
One of the first raster-based platform games to scroll fluidly in all directions in this manner is 1984's Legend of Kage. In 1985, Enix released an open world platform-adventure game, Brain Breaker. The following year saw the release of a more successful open-world platform-adventure, Nintendo's Metroid, which was critically acclaimed for having a balance between open-ended and guided exploration.
Using a forward-scrolling effect similar to Sega's 1985 third-person rail shooter Space Harrier.
These game categories are the prototypes genre that recognized by different platform styles. ===Puzzle-platform game=== Puzzle platformers are characterized by their use of a platform game structure to drive a game whose challenge is derived primarily from puzzles. 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.
Its success as a pack-in led many companies to see platform games as vital to their success, and contributed greatly to popularizing the genre during the 8-bit console generation. Sega attempted to emulate this success with their Alex Kidd series, which began in 1986 on the Master System with Alex Kidd in Miracle World.
The 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, while its sequel, Wonder Boy in Monster Land added action-adventure and role-playing elements.
Telenet Japan also released its own take on the platform-action game, Valis, which contained anime-style cut scenes. In 1987, Capcom's Mega Man introduced non-linear level progression where the player is able to choose the order in which they complete levels.
It included more action game elements, a greater variety of levels, RPG elements such as upgrading equipment, and multiple endings. In early 1987, Square released 3-D WorldRunner, designed by Hironobu Sakaguchi and Nasir Gebelli.
Prince of Persia, originally released for the Apple II in 1989, featured this 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. It inspired Commander Keen, released by id Software in 1990, which became the first PC platformer with smooth scrolling graphics.
In 1989, Sega released Alex Kidd in the Enchanted Castle.
Another Sega release in 1989 was Shadow Dancer, which also featured an AI partner: a dog who followed the player around and aid in battle.
Prince of Persia, originally released for the Apple II in 1989, featured this 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. It inspired Commander Keen, released by id Software in 1990, which became the first PC platformer with smooth scrolling graphics.
In 1990, Hudson Soft released Bonk's Adventure, featuring a character that was positioned as NEC's mascot.
Prior platforming mascots tended to be either middle-aged men or young children, Sega decided to characterize Sonic as a teenager, with a rebellious personality in order to appeal to older gamers, and super speed to help show off the Genesis' hardware capabilities. The Sonic character was seen as a new model for mascots in the early 1990s, particularly for his perceived attitude, which characterized him as a rebel.
In the late 1980s and early 1990s, the Amiga was known as a stronger gaming platform than IBM PC compatibles, due to its more powerful stock video hardware and sound hardware.
Prince of Persia, originally released for the Apple II in 1989, featured this 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. It inspired Commander Keen, released by id Software in 1990, which became the first PC platformer with smooth scrolling graphics.
Square released its sequel, JJ, later that year. 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 PC. Bug!, a Sega Saturn game that was released in 1995, offered a more conservative approach to true 3D platforming.
Due in part to conflicts with Sega Enterprises in Japan and a rushed schedule, and the game never made it to market. ====True 3D==== Beginning in the 1990s platforming games began to transform from pseudo-3D to "true 3D" experiences, the distinction being constraints on the degree of control the player over the character and camera.
This was perhaps mirroring the popularity of adult animation in the late 1990s, such as South Park and The Simpsons.
The improvement in graphics technology allowed publishers to produce such games, but introduced several new issues; for example, if the virtual camera can be positioned arbitrarily, it must be constrained to prevent it from clipping through the environment. In 1994, a small developer called Exact released a game for the X68000 computer called Geograph Seal.
Square released its sequel, JJ, later that year. 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 PC. Bug!, a Sega Saturn game that was released in 1995, offered a more conservative approach to true 3D platforming.
It has a sequel called Bug Too!. In 1995, Delphine Software released a 3D sequel to their popular 2D platformer Flashback.
Jumping Flash!, released in April 1995, is regarded as a direct continuation of the gameplay concepts in Geograph Seal..
Another early 3D platformer was Floating Runner, developed by Japanese company Xing and released for the PlayStation in early 1996, predating the release of Super Mario 64.
Floating Runner used D-pad controls and a behind-the-character camera perspective. Nintendo released Super Mario 64 in 1996.
Nintendo rejected the pitch, which resulted in the game being remade into the 1997 title, Legend of the Gobbos. Super Mario 64 brought a change in the goals of some platformers.
In 2006, the genre experienced a decline in popularity, representing a 2% market share as compared to 15% in 1998; however, the genre still exists in the commercial environment, with a number of games selling in the millions of units. ==Concepts== A platform game requires the player to manoeuvre their character across platforms to reach a goal, while confronting enemies and avoiding obstacles along the way.
In 1998, platform games had a 15% share of the market, and even higher during their prime, four years later that figure had dropped to 2%.
Remasters of other classic 3D platformers emerged around this time, namely the Spyro Reignited Trilogy, a remake of 1998's MediEvil, and an HD remaster of Voodoo Vince for Microsoft Windows and the Xbox One.
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.
However, it released Super Mario Sunshine in 2002, the second 3D Mario game.
Ironically, Microsoft later found more success with their 2003 take on the genre, Voodoo Vince. In 2008, Crackpot Entertainment released Insecticide.
B.C.'s Quest for Tires (1983) is considered to be the first game with elements of the endless runner. In February 2003, Gamevil published Nom for mobile phones in Korea.
In 2006, the genre experienced a decline in popularity, representing a 2% market share as compared to 15% in 1998; however, the genre still exists in the commercial environment, with a number of games selling in the millions of units. ==Concepts== A platform game requires the player to manoeuvre their character across platforms to reach a goal, while confronting enemies and avoiding obstacles along the way.
was released in 2006 and has sold 30 million copies worldwide; it is the best-selling game for the Nintendo DS, and the fourth best-selling non-bundled video game of all time.
Super Mario Galaxy was awarded the Best Game of 2007 on high-profile gaming websites including GameSpot, IGN, and GameTrailers, and was the most critically acclaimed game of all time according to GameRankings.
Two Crash Bandicoot platform games were also released in 2007 and 2008. Nintendo has revived the genre in recent years, releasing numerous platform games to high sales.
Ironically, Microsoft later found more success with their 2003 take on the genre, Voodoo Vince. In 2008, Crackpot Entertainment released Insecticide.
In 2008, LittleBigPlanet paired traditional 2D platform game mechanics with physics simulation and user created content, earning strong sales and critical reaction.
Two Crash Bandicoot platform games were also released in 2007 and 2008. Nintendo has revived the genre in recent years, releasing numerous platform games to high sales.
The Shake Dimension, released in 2008, was a platformer that featured completely two-dimensional graphics and a rich visual style.
Each has achieved critical and commercial success. In 2009, independent developer Frozenbyte released Trine, a 2.5D platform game that mixed traditional elements with more modern physics puzzles.
The popularity of 2D platformers started to increase again in 2010s, with games such as Limbo, Ori and the Blind Forest, Cuphead, and 2.5D platform game Unravel.
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.
It spawned a sequel, Trine 2, which was released in 2011.
The 2D platformer Rayman Origins, was also released in 2011 as a retail title on several platforms. 2017 saw the release of a number of 3D platformers which caused media speculation of a renewal of the genre.
In 2012, Nintendo released two more 2D platform games: New Super Mario Bros.
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.
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/Single Screen Platformer=== Games in the genre are most commonly called "comical action games" (CAGs) in Japan.
The latter became the world's fastest-spreading mobile game in January 2013, with 50 million installations within thirteen days. ==See also== List of platform game series ==Notes and references== ==External links== Platform games at MobyGames The evolution of gaming: computers, consoles, and arcade from Ars Technica Puzzle Platform Games Video game genres Video game terminology Articles containing video clips Games and sports introduced in 1980
Empire of Dreams, the first handheld title in its series, is also a puzzle-platform game. Through independent game development, this genre has experienced a revival since 2014.
In 2014, Nintendo released Treasure Tracker which uses compact level design and camera rotation in order to reach the goal and find secrets and collectibles.
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