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Sonic and the Secret Rings

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A platformer (also called a platform game , and sometimes a jump 'n' run game ) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels with uneven terrain and suspended platforms of varying height that require jumping and climbing to traverse. Other acrobatic maneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, gliding through the air, or bouncing from springboards or trampolines.

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121-684: Sonic and the Secret Rings is a 2007 platform game developed by Sonic Team and published by Sega for the Wii . A spin-off from the Sonic the Hedgehog series, it is the first title in the franchise for the system, and follows Sonic the Hedgehog 's quest to stop an evil genie named the Erazor Djinn. In addition to the basic platforming gameplay of previous Sonic titles, Secret Rings uses

242-512: A Time Attack Mode , the player tries to score, progress or clear levels in a limited amount of time. Changing modes while the game is in progress can increase difficulty and provide additional challenge or reward player success. Power-ups are modes that last for a few moments or that change only one or a few game rules. For example, power pellets in Pac-Man give the player a temporary ability to eat enemies. A game mode may restrict or change

363-690: A player character's alignment permits or prohibits the use of additional game mechanics. For example, in Shin Megami Tensei : Strange Journey Redux , alignment determines which demon assistants a player can or cannot recruit, and in Star Wars Knights of the Old Republic II: The Sith Lords , players aligned with the light and dark sides of The Force gain different bonuses to attacks, healing, and speed. Some games use an auction or bidding system in which

484-608: 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 IBM PC compatibles . Bug! , released in 1995 for the Saturn , has a more conservative approach. It allows players to move in all directions, but it does not allow movement along more than one axis at once; the player can move orthogonally but not diagonally. Its characters were pre-rendered sprites, much like

605-452: A 1980 arcade release by Universal , is sometimes credited as the first platformer. Another precursor to the genre from 1980 was Nichibutsu 's Crazy Climber , in which the player character scales vertically scrolling skyscrapers. The unreleased 1979 Intellivision game Hard Hat has a similar concept. Donkey Kong , an arcade video game created by Nintendo and released in July 1981,

726-401: A 2D plane are called 2.5D , as they are a blend of 2D and 3D. The first platformers to simulate a 3D perspective and moving camera emerged in the early-mid-1980s. An early example of this was Konami 's Antarctic Adventure , where the player controls a penguin in a forward-scrolling third-person perspective while having to jump over pits and obstacles. Originally released in 1983 for

847-430: A 3D Sonic game, Sonic Adventure , for its Dreamcast console. It used a hub structure like Super Mario 64 , but its levels were more linear, fast-paced, and action-oriented. Game mode In tabletop games and video games , game mechanics specify how a game works for the players. Game mechanics include the rules or ludemes that govern and guide player actions, as well as the game's response to them. A rule

968-669: A Nintendo press conference and again as Sonic Wild Fire in its trailers. Sega changed the title to Sonic and the Secret of the Rings , then slightly modified it to Sonic and the Secret Rings in August 2006. Sega preferred Wild Fire over Secret Rings , but the latter better fit the game's story and Arabian Nights . The music of Sonic and the Secret Rings was composed by Kenichi Tokoi, Fumie Kumatani, Seirou Okamoto and Hideaki Kobayashi of Wave Master . Steve Conte and Runblebee performed

1089-462: 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 Esper Boukentai , a sequel to Psychic 5 that scrolled in all directions and allowed the player character to make huge multistory jumps to navigate the vertically oriented levels. Telenet Japan also released its own take on

1210-404: A bell curve-shaped probability distribution, with the addition of further dice resulting in a steeper bell curve, decreasing the likelihood of an extreme result. A linear curve is generally perceived by players as being more "swingy", whereas a bell curve is perceived as being more "fair". Some games include situations where players can "press their luck" in optional actions where the danger of

1331-481: 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. Irem's 1982 arcade game Moon Patrol combines jumping over obstacles and shooting attackers. A month later, Taito released Jungle King ,

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1452-525: A brief burst of episodic platformers where the first was freely distributed and parts 2 and 3 were available for purchase. 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 Super Mario World 2: Yoshi's Island (1995), but the release of new hardware caused players' attention to move away from 2D genres. The Saturn , PlayStation , and Nintendo 64 nevertheless featured

1573-561: A decent job at stopping the bleeding caused by the recent 360/PS3/ PSP Sonics", and 1UP.com ' s Shane Bettenhausen wrote that the Sonic series was "definitely on the mend" after suffering progressively-worse games after the release of Sonic Adventure . GameSpy ' s Patrick Joynt agreed, writing that Sonic had been "reanimated to a lurching existence". IGN ' s Matt Casamassina, Nintendo Power ' s Chris Shepperd, and GameSpot ' s Greg Mueller named Secret Rings

1694-450: A forward-scrolling effect similar to Sega's 1985 third-person rail shooter Space Harrier . 3-D WorldRunner was an early forward-scrolling pseudo-3D third-person platform-action game where players were free to move in any forward-scrolling direction and could leap over obstacles and chasms. It was notable for being one of the first stereoscopic 3-D games . Square released its sequel, JJ , later that year. The earliest example of

1815-442: A game which critics acclaimed for its visuals. Casamassina agreed that the "Sonic Team has done a lot with [the seven levels]", and praised the varying missions and levels' aesthetic contrast. However, he criticized the placement of obstacles. Fahey denounced levels' "avoidable blind spots and leaps of faith", and found the number of stages and their re-use over multiple missions "a little bit disconcerting". He conceded that it added to

1936-411: A game's mechanics and theme is ludonarrative dissonance . Abstract games do not have themes, because the action is not intended to represent anything. Go is an example of an abstract game. Some game studies scholars distinguish between game mechanics and gameplay . In Playability and Player Experience Research , the authors define gameplay as "the interactive gaming process of the player with

2057-609: 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 . It inspired Commander Keen , released by id Software in 1990, which became the first MS-DOS platformer with smooth scrolling graphics. Keen's success resulted in numerous console-styled platformers for MS-DOS compatible operating systems, including Duke Nukem , Duke Nukem II , Cosmo's Cosmic Adventure , and Dark Ages all by Apogee Software . These fueled

2178-413: A homing attack, a mid-air move that targets and damages enemies in his path. Like in other games in the series, Sonic collects rings scattered throughout levels; contact with certain obstacles and enemies scatters them away, and Sonic dies if he touches an enemy without any rings. Unlike previous titles, Secret Rings does not feature a life counter or game over screen, but instead Sonic reappears at

2299-433: A limited deathmatch or capture the flag set. Many board games involve the movement of tokens. Movement mechanics govern how and when these tokens are allowed to move. Some game boards are divided into small, equally-sized areas that can be occupied by game tokens. (Often such areas are called squares , even if not square in shape.) Movement rules specify how and when a token can be moved to another area. For example,

2420-460: A mechanism designed to make progress towards victory more difficult for players in the lead. The idea behind this is to allow trailing players a chance to catch up and potentially still win the game, rather than suffer an inevitable loss once they fall behind. For example, in The Settlers of Catan , a neutral piece (the robber) debilitates the resource generation of players whose territories it

2541-631: A number of successful 2D platformers. The 2D 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 . Castlevania: Symphony of the Night revitalized its series and established a new foundation for later Castlevania games. Oddworld and 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

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2662-454: A number of ways: In some games, captured tokens are simply removed and play no further part in the game (e.g. chess). In others, captured tokens are removed but can return to play later in the game under various rules (e.g. backgammon , pachisi). Some games allow the capturing player to take possession of the captured tokens and use them later in the game (e.g. Shogi , Reversi, Illuminati), also known as conversion . Many video games express

2783-481: A player may be allowed to move a token to an adjacent area, but not one further away. Dice are sometimes used to randomize the allowable movements. Other games, such as miniatures games , are played on surfaces with no marked areas. Many games involve the management of resources. Examples of game resources include tokens, money, land , natural resources , human resources and game points . Players establish relative values for various types of available resources, in

2904-441: A quarter and a third of all console games. By 2006, the genre had experienced a decline in sales, representing a 2% market share as compared to 15% in 1998. In spite of this, platformers are still being commercially released every year, including some which have sold millions of copies. A platformer requires the player to maneuver their character across platforms to reach a goal while confronting enemies and avoiding obstacles along

3025-474: A ring that makes him Shahra's master and grants him the ability to ask for any wishes within her power; he then enters the book. Sonic and Shahra encounter Erazor inside; he tells them of his intent to search for seven artifacts called the World Rings, which Shahra claims do not exist. Erazor shoots an arrow of fire at Shahra, but Sonic takes it for her. Erazor opportunistically tells Sonic that he will remove

3146-800: A risk must be weighed against the chance of reward. For example, in Beowulf: The Legend , players may elect to take a "Risk", with success yielding cards and failure weakening the player's ultimate chance of victory. Crafting new in-game items is a game mechanic in open world survival video games such as Minecraft and Palworld , role-playing video games such as Divinity: Original Sin and Stardew Valley , tabletop role-playing games such as Dungeons & Dragons , and deck-building card games such as Mystic Vale . Crafting mechanics rely on set collection mechanics, since crafting new items requires obtaining specific sets of items, then transforming them into new ones. A game mode

3267-573: A sequel in 2009, Sonic and the Black Knight ; the two form what is known as the Sonic Storybook series. Sonic and the Secret Rings was de-listed from retailers in 2010, following Sega's decision to remove all Sonic titles with sub-average Metacritic scores in order to increase the value of the brand. Sonic and the Secret Rings is a three-dimensional platform and action game featuring an on-rails style of movement. Sonic

3388-470: A shift in design. Later 3D platformers like Banjo-Kazooie , Spyro the Dragon , and Donkey Kong 64 borrowed its format, and the "collect-a-thon" genre began to form. In order to make this free-roaming model work, developers had to program dynamic, intelligent cameras. A free camera made it harder for players to judge the height and distance of platforms, making jumping puzzles more difficult. Some of

3509-406: 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 . 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

3630-412: A skill in a business game . Some games also feature a losing condition, such as being checkmated in chess , or being tagged in tag . In such a game, the winner is the only remaining player to have avoided loss. Games are not limited to one victory or loss condition, and can combine several at once. Tabletop role-playing games and sandbox games frequently have no victory condition. Some games include

3751-473: A strict or complete taxonomy . This list is alphabetical. Each player receives a budget of action points to use on each turn. These points may be spent on various actions according to the game rules, such as moving pieces, drawing cards, collecting money, etc. Alignment is a game mechanic in both tabletop role-playing games and role-playing video games . Alignment represents characters' moral and ethical orientation, such as good or evil. In some games,

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3872-514: A system of experience points and levels , as well as special moves that are unlocked by means of progression. The title was released in place of an aborted attempt to port the 2006 game Sonic the Hedgehog to the Wii. Producer, writer, and director Yojiro Ogawa conceived Secret Rings to tap into the Wii Remote 's capabilities. He chose the theme of Arabian Nights , using many elements of

3993-511: A technical level, Secret Rings uses the PhysX engine. Sega improved the game's camera system to address criticisms of prior Sonic games. On January 19, 2006, IGN staff writer Matt Casamassina revealed that "sources close to Sega" had informed IGN of an upcoming Revolution-exclusive Sonic game, which was two months in development. Sega officially announced Sonic Wild Fire at Electronic Entertainment Expo 2006, then as Hyper Sonic at

4114-725: A teenager with a rebellious personality to appeal to gamers who saw the previous generation of consoles as being for kids. 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 's perceived rebellious attitude became a model for game mascots. Other companies attempted to duplicate Sega's success with their own brightly colored anthropomorphisms with attitude. These often were characterized by impatience, sarcasm, and frequent quips. A second generation of platformers for computers appeared alongside

4235-473: A template for what were initially called "climbing games". Donkey Kong inspired many clones and games with similar elements, such as Miner 2049er (1982) and Kangaroo (1982), while the Sega arcade game Congo Bongo (1983) adds a third dimension via isometric graphics . Another popular game of that period, Pitfall! (1982), allows moving left and right through series of non-scrolling screens, expanding

4356-446: Is a distinct configuration that varies gameplay and affects how other game mechanics behave. A game with several modes presents different settings in each, changing how a particular element of the game is played. A common example is the choice between single-player and multiplayer modes in video games, where multiplayer can further be cooperative or competitive . A sandbox mode allows free play without predefined goals . In

4477-416: Is a segment of a game set aside for certain actions to happen before moving on to the next turn, where the sequence of events can largely repeat. Some games, such as Monopoly and chess , use player turns where one player performs their actions before another player can perform any on their turn. Some games use game turns , where all players contribute to the actions of a single turn. Some games combine

4598-646: Is an instruction on how to play, while a ludeme is an element of play, such as the L-shaped move of the knight in chess. The interplay of various mechanics determines the game's complexity and how the players interact with the game. All games use game mechanics; however, different theories disagree about their degree of importance to a game. The process and study of game design includes efforts to develop game mechanics that engage players. Common examples of game mechanics include turn-taking, movement of tokens, set collection, bidding, capture, and spell slots . There

4719-488: Is central to the genre, though there are exceptions such as Nintendo 's Popeye and Data East 's BurgerTime , both from 1982. In some games, such as Donkey Kong , the trajectory of a jump is fixed, while in others it can be altered mid-air. Falling may cause damage or death. Many platformers contain environmental obstacles which kill the player's character upon contact, such as lava pits or bottomless chasms. The player may be able to collect items and power-ups and give

4840-456: Is helpless against the power of his lamp. After granting the third wish, Erazor pleads for Shahra to stop Sonic and save him, but she refuses, leaving him to be sucked into his lamp. Shahra then bursts into tears, and Sonic wishes for a mountain of handkerchiefs to help her through her crying. Sonic then disposes of the lamp in a pit of lava, running through the book until he finds a way home. Shahra states that his story will be forever remembered in

4961-474: Is in a vector game called Major Havoc , which comprises a number of mini-games, including a simple platformer. One of the first raster -based platformers to scroll fluidly in all directions in this manner is 1985's Legend of Kage . In 1985, Enix released the action-adventure platformer Brain Breaker . The following year saw the release of Nintendo's Metroid , which was critically acclaimed for

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5082-410: Is near. Players occasionally get to move the robber, and frequently choose to position it where it will cause maximal disruption to the player currently winning the game. In some racing games, such as Chutes and Ladders , a player must roll or spin the exact number needed to reach the finish line; e.g., if a player is only four spaces from the finish line then they must roll a four on the die or land on

5203-492: Is no consensus on the precise definition of game mechanics. Competing definitions claim that game mechanics are: A game's mechanics are not its theme . Some games have a theme—some element of representation. For example, in Monopoly , the events of the game represent another activity, the buying and selling of properties. Two games that are mechanically similar can be thematically different, and visa versa. The tension between

5324-465: Is the endless runner , where the main character is always moving forward and the player must dodge or jump to avoid falling or hitting obstacles. Various names were used in the years following the release of the first established game in the genre, Donkey Kong (1981). Shigeru Miyamoto originally called it a "running/jumping/climbing game" while developing it. Miyamoto commonly used the term "athletic game" to refer to Donkey Kong and later games in

5445-626: The Atari 2600 , with 256 horizontally connected screens, became one of the best-selling games on the system and was a breakthrough for the genre. Smurf: Rescue in Gargamel's Castle was released on the ColecoVision that same year, adding uneven terrain and scrolling pans between static screens. Manic Miner (1983) and its sequel Jet Set Willy (1984) continued this style of multi-screen levels on home computers . Wanted: Monty Mole won

5566-683: The MSX computer, it was subsequently ported to various platforms the following year, including an arcade video game 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 . 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 . Using

5687-530: 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-ups and vehicles. Another Sega series that began that same year is Wonder Boy . The original Wonder Boy in 1986 was inspired more by Pac-Land than Super Mario Bros. , with skateboarding segments that gave

5808-694: 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

5929-549: The Storybook series; Secret Rings is based on Arabian Nights , and Black Knight casts Sonic into the world of King Arthur . On March 18, Secret Rings and Super Monkey Ball: Banana Blitz were compiled in a Wii release titled Sega Fun Pack: Sonic and the Secret Rings & Super Monkey Ball: Banana Blitz . Platformer The genre started with the 1980 arcade video game Space Panic , which has ladders but not jumping. Donkey Kong , released in 1981, established

6050-437: The Wii . Citing lengthy development times for a port, Sega switched plans and conceived of a Sonic game that would use the capabilities of the Wii Remote . Producer, writer, and director Yojiro Ogawa, who had previously worked on Sonic Adventure , "already had this basic idea (of Sonic constantly moving forward) in [his] mind", and immediately imagined its compatibility with the Wii. When we first started thinking about it,

6171-537: The virtual camera , it had to be constrained to stop it from clipping through the environment. In 1994, a small developer called Exact released a game for the X68000 computer called Geograph Seal , which was a 3D first-person shooter game with platforming. Players piloted a frog-like mech that could jump and then double-jump or triple-jump high into the air as the camera panned down to help players line up their landings. In addition to shooting, jumping on enemies

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6292-483: The "Speed Break", which greatly increases his speed, and "Time Break" which slows down time, allowing the player to dodge obstacles more easily. Secret Rings features three game modes : "Adventure", "Party", and "Special Book". The story is played in the Adventure mode. The Party mode features multiplayer gameplay for up to four players simultaneously, in which players spar in a turn-based tournament of motion control-based minigames . The "Special Book" mode displays

6413-718: The Echidna as Sinbad the Sailor , and Dr. Eggman as Shahryār . Though Sonic recognizes them as old acquaintances, they do not recognize him, and Shahra insists that Sonic's perception is mistaken. After reading the Arabian Nights , Sonic falls asleep, only to be awoken by the Genie of the Ring, Shahra. She explains that Erazor Djinn is erasing the pages of the Arabian Nights and asks Sonic to help her, to which he agrees. He dons

6534-468: The Enchanted Castle , which was only modestly successful. That same year, Capcom released 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. Another Sega release in 1989 was Shadow Dancer , which is a game that also included an AI partner: a dog who followed

6655-463: The Hedgehog , the series' main character, is the game's only player character . He is controlled exclusively with the Wii Remote , which is held horizontally like a traditional gamepad . Players adjust his forward movement by tilting the controller. He runs along a predesignated path; players jump and brake using corresponding face buttons. Thrusting the Wii Remote forwards allows Sonic to perform

6776-476: The Hedgehog into 3D. Their project, titled Sonic Xtreme , was to have featured a radically different approach for the series, with an exaggerated fisheye camera and multidirectional gameplay reminiscent of Bug! . Due in part to conflicts with Sega Enterprises in Japan and a rushed schedule, the game never made it to market. In the 1990s, platforming games started to shift from pseudo-3D to "true 3D," which gave

6897-500: The Secret Rings received "mixed or average" reviews, according to the review aggregation website Metacritic . The game charted well; it was the eleventh best-selling game of February 2007 worldwide, and third for the Wii. It proved the best-selling Wii game and fifth among all platforms in the United Kingdom. In North America, it was thirteenth overall, and fourth for the Wii, with 83,000 copies. In June, July, and August 2007,

7018-405: The United Kingdom press. Examples include referring to the " Super Mario mould" (such as Kato-chan & Ken-chan ) as platform games, and calling Strider a "platform and ladders" game. The genre originated in the early 1980s. Levels in early platform games were confined to a single screen, viewed in profile, and based on climbing between platforms rather than jumping. Space Panic ,

7139-455: The Year". Another term used in the late 1980s to 1990s was "character action games", in reference to games such as Super Mario Bros. , Sonic the Hedgehog , and Bubsy . It was also applied more generally to side-scrolling video games , including run and gun video games such as Gunstar Heroes . Platform game became a common term for the genre by 1989, popularized by its usage in

7260-529: 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 . The same year, Snokie for the Commodore 64 and Atari 8-bit computers added uneven terrain to a scrolling platformer. Based on the Saturday morning cartoon rather than

7381-434: The arrow if Sonic gathers the World Rings for him. If Sonic does not do so before the flame goes out, his "life is forfeit". Sonic and Shahra embark on a quest to retrieve the World Rings. Over the course of this quest, they learn that whoever collects the rings must be sacrificed to create a link between the Arabian Nights world and the real world, also that the rings themselves are sealed with different emotions. Elsewhere in

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7502-838: The authors define gameplay as the combination and interaction of many elements of a game. However, popular usage sometimes elides the two terms. For example, gamedesigning.org defines gameplay as the core game mechanics that determine a game's overall characteristics. Scholars organize game mechanics into categories, which they use (along with theme and gameplay) to classify games . For example, in Building Blocks of Tabletop Game Design , Geoffrey Engelstein and Isaac Shalev classify game mechanisms into categories based on game structure, turn order, actions, resolution, victory conditions, uncertainty, economics, auctions, worker placement, movement, area control, set collection, and card mechanisms. The following examples of game mechanics are not

7623-415: The basis for the non-linear mission structure found in most open-world, multi-mission, sidequest -heavy games. Another Capcom platformer that year was Bionic Commando , which popularized a grappling hook mechanic that has since appeared in dozens of games, including Earthworm Jim and Tomb Raider . Scrolling platformers went portable in the late 1980s with games such as Super Mario Land , and

7744-432: The behavior of the available tools, such as allowing play with limited/unlimited ammo , new weapons, obstacles or enemies, or a timer , etc. A mode may establish different rules and game mechanics, such as altered gravity , win at first touch in a fighting game, or play with some cards face-up in a poker game. A mode may even change a game's overarching goals, such as following a story or character's career vs. playing

7865-442: The best 3D Sonic game, but criticized the 3D titles in general. Eurogamer ' s Rob Fahey praised the game for employing Sonic as the only playable character. The game's level design received mixed reviews. Joynt preferred fast levels and felt that the ones requiring players to "move carefully" detracted from the experience. Bettenhausen praised the visual appeal of Secret Rings and compared it to that of Resident Evil 4 ,

7986-451: The capture mechanism in the form of a kill count (sometimes referred to as "frags"), reflecting the number of opposing pawns eliminated during the game. The most common use of dice is to randomly determine the outcome of an interaction in a game. An example is a player rolling a die or dice to determine how many board spaces to move a game token. Dice often determine the outcomes of in-game conflict between players, with different outcomes of

8107-609: The console as the Super Nintendo Entertainment System in North America, along with Super Mario World , while Sega released Sonic the Hedgehog for the Sega Genesis . 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 physics system allowing players to rush through its levels with well-placed jumps and rolls. Sega characterized Sonic as

8228-636: The context of the current state of the game and the desired outcome (i.e. winning the game). Game rules determine how players can increase, spend, or exchange resources. The skillful management of resources lets players influence the game's outcome. Engine building is a mechanism that involves building and optimizing a system to create a flow of resources. SimCity is an example of an engine-building video game: money activates building mechanisms, which in turn unlock feedback loops between many internal resources such as people, job vacancies, power, transport capacity, and zone types. In engine-building board games,

8349-421: The criteria of a platformer, and was billed as an action adventure . It used true 3D characters and set pieces, but its environments were rendered using a rigid engine similar to the one used by Wolfenstein 3D , in that it could only render square, flat corridors, rather than suspended platforms that could be jumped between. Sega had tasked their American studio, Sega Technical Institute , with bringing Sonic

8470-411: The die/dice roll of different benefit (or adverse effect) to each player involved. This occurs in games that simulate direct conflicts of interest. Different dice formulas are used to generate different probability curves. A single die has equal probability of landing on any particular side, and consequently produces a linear probability distribution curve. The sum of two or more dice, however, results in

8591-419: The earlier Clockwork Knight . The game plays very similarly to 2D platformers, but lets players walk up walls and on ceilings. In 1995, Delphine Software released a 3D sequel to their 2D platformer Flashback . Entitled Fade to Black , it was the first attempt to bring a popular 2D platformer series into 3D. While it retained the puzzle-oriented level design style and step-based control, it did not meet

8712-698: The entirety of the Arabian Nights book. He was once the Genie of the Lamp from the story of Aladdin and the Magic Lamp , who was punished for misdeeds and imprisoned in his lamp until he granted the wishes of one thousand people. Erazor did so, gaining a renewed hatred of humanity and deciding to take over the world. Several Sonic series characters appear in the form of figures from Arabian Nights , such as Miles "Tails" Prower as Ali Baba , Knuckles

8833-550: The extraneous elements" of recent Sonic games to "get ... back to basics". Storyboard director Zachary G. Brown stated that, "This game could put Sonic the Hedgehog in a whole new light. He could reach the top of the charts once more." The game's art and setting were heavily influenced by the games Shadow of the Colossus , Prince of Persia , and God of War . Its cutscenes consistently feature hand-painted, static imagery resembling classic art through paint on parchment . On

8954-521: The first award for Best Platform game in 1984 from Crash magazine. Later that same year, Epyx released Impossible Mission , and Parker Brothers released Montezuma's Revenge , which further expanded on the exploration aspect. The first platformer to use scrolling graphics came years before the genre became popular. 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 . Players control

9075-502: The first game to implement the mechanic. Worker placement was popularized by Caylus (2005) and became a staple of the Eurogame genre in the wake of the game's success. Other popular board games that use this mechanism include Stone Age and Agricola . Although the mechanism is chiefly associated with board games, the worker placement concept has been used in analysis of other game types. For instance, Adams and Dormans describe

9196-541: The foreground and background, and the camera panning and curving around corners. Meanwhile, Pandemonium and Klonoa brought the 2.5D style to the 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 —and most met with a tepid response from critics at

9317-420: The four with the spinner. If more than four is rolled, then the turn is forfeited to the next player. Worker placement is a game mechanism where players allocate a limited number of tokens ("workers") to multiple stations that provide various defined actions. The worker placement mechanism originates with board games. Stewart Woods identifies Keydom (1998; later remade and updated as Aladdin's Dragons ) as

9438-444: The game 3/5 stars, Secret Rings "reclaims the bewildering blend of platforming and racing that made the series famous" while "fixing the erratic stop-start gameplay that marred recent editions" and showcasing "the best graphics the Wii has to offer this side of Zelda ." However, "the occasionally sluggish controls and spasmodic in-game camera mean Sonic's Wii debut is far from perfect." Electronic Gaming Monthly stated that it "does

9559-470: 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. Wonder Boy in turn inspired games such as Adventure Island , Dynastic Hero , Popful Mail , and Shantae . One of the first platformers to scroll in all four directions freely and follow the on-screen character's movement

9680-543: The game was the fourth, third, and seventh best-selling game for the Wii, respectively. The game received a "Platinum" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA), indicating sales of at least 300,000 copies in the United Kingdom. It sold 30,563 copies in Japan. Critics felt Secret Rings was a general improvement over recent Sonic games, whose popularity and critical reception had declined. According to Empire , which gave

9801-417: The game's 225 unlockable bonuses, won by completing levels quickly and collecting "Fire Souls"—small fiery objects scattered throughout the levels. These bonuses are development documentaries, interviews, concept art, in-game cutscenes, and game music. Sonic is the game's protagonist, and his sidekick throughout the game is Shahra, "Genie of the Ring". Their enemy is Erazor Djinn, a genie who aspires to erase

9922-662: The game's low camera angle and arbitrary targeting system. Bettenhausen dismissed the game's multiplayer mode as a failed adaptation of the Mario Party series. Fahey concurred, adding that a multiplayer racing mode would have been preferable to "lame" minigames. Casamassina compared the games to those in Super Monkey Ball: Banana Blitz : "only a handful of them really stand out and some are downright pointless, but overall gamers will probably be happy that they were included." Shepperd agreed, but decried

10043-438: The game's replay value, comparing the levels to tracks in racing games . Control and camera movement concerned reviewers. Bettenhausen called the controls "a tad reckless at first – Sonic's momentum takes some getting used to, and trying to go in reverse is a pain – but become more natural and fluid as you get acclimated to the fast-paced, twitchy action." Casamassina and Mueller offered similar opinions, while Shepperd criticized

10164-559: The game." In this definition, gameplay occurs when players interact with the game mechanics. Similarly, in Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay , the authors define gameplay as "interacting with a game design in the performance of cognitive tasks". Video games researcher Carlo Fabricatore defines gameplay as: In Ernest Adams and Andrew Rollings on game design ,

10285-498: The gameplay from its precursor but traded the frog-like mech for a cartoony rabbit mech called Robbit. The title was successful enough to get two sequels and is remembered for being the first 3D platformer on a console. Rob Fahey of Eurogamer said Jumping Flash was perhaps "one of the most important ancestors of every 3D platformer in the following decade." It holds the record of "First platform videogame in true 3D" according to Guinness World Records . Another early 3D platformer

10406-423: The gateway between worlds, but in a move of altruistic suicide , Shahra interrupts the attack, saving Sonic and asking for his forgiveness before dying in his arms. Without Sonic as the proper offering, Erazor mutates into the monstrous Alf Layla wa-Layla, now intent on remaking the Arabian Nights in his image before moving on to Sonic's world. Sonic absorbs the World Rings of Sadness, Rage, and Hatred - emotions he

10527-457: The genre continued to maintain its popularity, with many games released for the handheld Game Boy and Game Gear systems. By the time the 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

10648-413: The genre, such as Super Mario Bros. (1985). Donkey Kong spawned other games with a mix of running, jumping, and vertical traversal, a novel genre that did not match the style of games that came before it, leaving journalists and writers to offer their own terms. Computer and Video Games magazine, among others, referred to the genre as "Donkey Kong-type" or "Kong-style" games. "Climbing games"

10769-500: The last visited checkpoint after dying, although the player will have to restart a mission if they fail a specified objective. The game contains 110 missions (including boss battles) over the course of eight levels. New missions, cutscenes , and sometimes new levels are unlocked by completing missions. Successful missions earn Sonic experience points , which advance him levels . Sonic has 104 special moves called "skills" that are unlocked upon leveling up or reaching certain points in

10890-454: The levels were open and had objectives. Completing objectives earned the player stars, and stars were used to unlock more levels. This approach allowed for more efficient use of large 3D areas and rewarded the player for exploration, but it meant less jumping and more action-adventure . Even so, a handful of boss levels offered more traditional platforming. Until then there was no settled way to make 3D platformers, but Super Mario 64 inspired

11011-451: The main character new abilities for overcoming adversities. Most games of this genre consist of multiple levels of increasing difficulty that may be interleaved by boss encounters, where the character has to defeat a particularly dangerous enemy to progress. Simple logical puzzles to resolve and skill trials to overcome are other common elements in the genre. A modern variant of the platform game, especially significant on mobile platforms,

11132-489: The maze game, Namco's 1984 Pac-Land is a bidirectional, horizontally-scrolling, arcade video game with walking, running, jumping, springboards, power-ups , and a series of unique levels. Pac-Man creator Toru Iwatani described the game as "the pioneer of action games with horizontally running background." According to Iwatani, Shigeru Miyamoto described Pac-Land as an influence on the development of Super Mario Bros. . Nintendo's Super Mario Bros. , released for

11253-405: The more linear 3D platformers like Tork: Prehistoric Punk and Wario World used scripted cameras that limited player control. Games with more open environments like Super Mario 64 and Banjo Kazooie used intelligent cameras that followed the player's movements. Still, when the view was obstructed or not facing what the player needed to see, these intelligent cameras needed to be adjusted by

11374-480: The necessity to "play the story mode extensively to unlock some of the party mode's best features." To mark Sonic's introduction in the 2008 Wii game Super Smash Bros. Brawl , Nintendo used "Seven Rings in Hand" and other Sonic series music as backing for the "Green Hill Zone" stage. Sonic Team and Sega later created Sonic and the Black Knight , a sequel to Secret Rings released on March 3, 2009. The two form

11495-534: 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 video hardware and sound hardware . The Atari ST was solidly supported as well. Games like Shadow of the Beast and Turrican showed that computer platformers could rival their console contemporaries. Prince of Persia , originally a late release for the 8-bit Apple II in 1989, featured

11616-416: The pages of the Arabian Nights , and the title image of "Aladdin and the Magic Lamp" in the book then changes to "Sonic and the Secret Rings". Sonic and the Secret Rings (originally codenamed Sonic Wildfire ) was developed by Sonic Team and published by Sega . Sega had initially planned to release a port of the 2006 Xbox 360 and PlayStation 3 game Sonic the Hedgehog as the first Sonic game for

11737-408: 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. 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

11858-416: The play area. Nintendo 's flagship Super Mario Bros. (1985) was a defining game for the nascent genre, with horizontally scrolling levels and the player controlling a named character—Mario, which became a mascot of the company. The term platform game gained traction in the late 1980s, as did the alternate form platformer . During their peak of popularity, platformers were estimated to comprise between

11979-480: The player adds and modifies combinations of abilities or resources to assemble a virtuous circle of increasingly powerful and productive outcomes. Many games use tiles - flat, rigid pieces of a regular shape - that can be laid down on a flat surface to form a tessellation . Usually, such tiles have patterns or symbols on their surfaces that combine when tessellated to form game-mechanically significant combinations. The tiles themselves are often drawn at random by

12100-561: The player around and aid in battle. In 1990, Hudson Soft released Bonk's Adventure , with a protagonist positioned as NEC 's mascot. 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. In 1990, the Super Famicom was released in Japan, along with the eagerly anticipated Super Mario World . The following year, Nintendo released

12221-405: The player more control over the character and the camera. To render a 3D environment from any angle the user chose, the graphics hardware had to be sufficiently powerful, and the art and rendering model of the game had to be viewable from every angle. The improvement in graphics technology allowed publishers to make such games but introduced several new issues. For example, if the player could control

12342-1048: The player. In the 1990s, RPGs , first-person shooters , and more complex action-adventure games captured significant market share. Even so, the platformer thrived. Tomb Raider became one of the bestselling series on the PlayStation , along with Insomniac Games ' Spyro and Naughty Dog 's Crash Bandicoot , one of the few 3D games to stick with linear levels. Moreover, many of the Nintendo 64 's bestsellers were first- and second-party platformers like Super Mario 64 , Banjo-Kazooie , and Donkey Kong 64 . On Windows and Mac , Pangea Software 's Bugdom series and BioWare 's MDK2 proved successful. Several developers who found success with 3D platformers began experimenting with titles that, despite their cartoon art style, were aimed at adults. Examples include Rare 's Conker's Bad Fur Day , Crystal Dynamics 's Gex: Deep Cover Gecko and Legacy of Kain: Soul Reaver , and Shiny Entertainment 's Messiah . In 1998, Sega produced

12463-413: The players make competitive bids to determine which player wins the right to perform particular actions. Such an auction can be based on different forms of payment: In some games, the number of tokens a player has on the playing surface represents their current strength in the game. A central goal is capturing an opponent's tokens, which removes them from the playing surface. Captures can be achieved in

12584-460: The players, either immediately before placing them on the playing surface, or in groups to form a pool or hand of tiles from which the player may select one to play. Tiles can be used in two distinct ways: Examples of tile mechanics include: Scrabble , in which players lay down lettered tiles to form words and score points, and Tikal , in which players lay jungle tiles on the play surface then move tokens through them to score points. A turn

12705-404: The quest, Shahra gives Sonic Erazor's lamp to use as a last resort. After Sonic manages to obtain the World Rings, Erazor convinces Shahra to give them to him. To try and keep them out of Erazor's hands, Sonic wishes for Shahra to do what she truly thinks is right, and she collapses on the ground as her mind cracks due to her conflicting emotions. Erazor attempts to sacrifice Sonic in order to open

12826-568: The stories in the game's setting, characters, and Middle Eastern -influenced music. Sega changed the title of the game several times, originally being announced as Sonic Wild Fire , before settling on Sonic and the Secret Rings to tie in the theme of Arabian Nights . Upon release, Secret Rings received average reviews. Reviewers praised its visual style and considered the game as a whole to be an improvement from prior entries, but were critical of its controls, which some claimed took time to get used to, and its inconsistent difficulty. Sega released

12947-410: The story. The player can distribute these skills to four "Skill Rings", which the player selects before starting a mission. Skills can provide Sonic with improved movement, offensive, and defensive capabilities, as well as special attacks. Skills are generally used by depleting the "Soul Gauge", which is slowly filled by collecting pearls scattered throughout the levels. Notable skills Sonic can obtain are

13068-459: The system was still called the Revolution. So we thought we should revolutionize Sonic. I wanted to do something that people haven't seen in previous Sonic titles. He later decided that this could be done by using the Arabian Nights —a compilation of Middle-Eastern fables—as the game's setting. This inspired the use of Sonic characters as figures from Arabian Nights . Sega removed "some of

13189-489: The time. Despite this, Yoshi's Story sold over a million copies in the US, and Mischief Makers rode high on the charts in the months following its release. The term 3D platformer usually refers to games with gameplay in three dimensions and polygonal 3D graphics. 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

13310-540: The top down perspective, Frogger (1981) as climbing games. In a December 1982 Creative Computing review of the Apple II game Beer Run , the reviewer used a different term: "I'm going to call this a ladder game, as in the 'ladder genre,' which includes Apple Panic and Donkey Kong ." That label was also used by Video Games Player magazine in 1983 when it named the Coleco port of Donkey Kong "Ladder Game of

13431-425: The two. For example, Civilization uses a series of player turns followed by a trading round in which all players participate. Games with semi-simultaneous turns allow for some actions on another player's turn. Victory conditions control how a player wins the game. Examples of victory conditions include the necessity of completing a quest in a role-playing video game , or the player being suitably trained in

13552-437: The video game industry internationally. The following year, Donkey Kong received a sequel, Donkey Kong Jr. and later Mario Bros. , a platformer with two-player cooperative play . It laid the groundwork for other two-player cooperative games such as Fairyland Story and Bubble Bobble . Beginning in 1982, transitional games emerged with non-scrolling levels spanning multiple screens. David Crane's Pitfall! for

13673-455: The visual flash of 3D with traditional 2D side scrolling gameplay. These games are often referred to as 2.5D. The first such game was Saturn launch title , Clockwork Knight (1994). The game featured levels and boss characters rendered in 3D, but retained 2D gameplay and used pre-rendered 2D sprites for regular characters, similar to Donkey Kong Country . Its sequel improved upon its design, featuring some 3D effects such as hopping between

13794-576: The vocal tracks. The music maintains the guitar-based rock style of previous Sonic titles, adding elements of traditional Middle Eastern music to complement the game's theme and aesthetic. Sega released a video game soundtrack album, Seven Rings in Hand: Sonic and the Secret Rings Original Sound Track , on March 15, 2007. The main theme and album title track of Secret Rings is "Seven Rings in Hand". Sonic and

13915-428: The way. These games are either presented from the side view, using two-dimensional movement, or in 3D with the camera placed either behind the main character or in isometric perspective . Typical platforming gameplay tends to be very dynamic and challenges a player's reflexes, timing, and dexterity with controls. The most common movement options in the genre are walking, running, jumping, attacking, and climbing. Jumping

14036-413: Was Floating Runner , developed by a Japanese company called Xing and released for PlayStation in early 1996, before the release of Super Mario 64 . Floating Runner uses D-pad controls and a behind-the-character camera perspective. In 1996, Nintendo released Super Mario 64 , which is a game that set the standard for 3D platformers. It let the player explore 3D environments with greater freedom than

14157-505: Was a primary way to attack. This was the first true 3D platform-action game with free-roaming environments, but it was never ported to another platform or released outside Japan, so it remains relatively unknown in the West. The following year, Exact released their follow-up to Geograph Seal . An early title for Sony's new PlayStation console, Jumping Flash! , released in April 1995, kept

14278-457: Was feeling at the time - and transforms into Darkspine Sonic, a darker, more violent version of Super Sonic , granting him the power to defeat Alf Layla wa-Layla, but Erazor subsequently boasts that he is immortal and will always return. Sonic then reveals that he possesses Erazor's lamp, and wishes for Erazor to bring Shahra back to life, restore the book to its original state, and be trapped in his lamp for all eternity. Erazor refuses to do so, but

14399-532: Was found in any previous game in the genre. With this in mind, Nintendo put an analog control stick on its Nintendo 64 controller, a feature that had not been seen since the Vectrex but which has since become standard. The analog stick provided the fine precision needed with a free perspective. In most 2D platformers, the player finished a level by following a path to a certain point, but in Super Mario 64 ,

14520-418: Was the first game to allow players to jump over obstacles and gaps. It is widely considered to be the first platformer. It introduced Mario under the name Jumpman. 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. The game helped cement Nintendo's position as an important name in

14641-540: Was used in Steve Bloom's 1982 book Video Invaders and 1983 magazines Electronic Games (US)—which ran a cover feature called "The Player's Guide to Climbing Games"—and TV Gamer (UK). Bloom defined "climbing games" as titles where the player "must climb from the bottom of the screen to the top while avoiding and/or destroying the obstacles and foes you invariably meet along the way." Under this definition, he listed Space Panic (1980), Donkey Kong , and despite

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