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Knuckles' Chaotix

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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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94-706: Knuckles' Chaotix is a 1995 platform game developed by Sega for the 32X . A spin-off from the Sonic the Hedgehog series, it features Knuckles the Echidna and four other characters known as the Chaotix, who must prevent Doctor Robotnik and Metal Sonic from obtaining six magic rings and conquering a mysterious island. The gameplay is similar to previous Sonic games: players complete levels while collecting rings and defeating enemies. Knuckles' Chaotix introduces

188-608: 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

282-452: 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,

376-401: 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

470-523: 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. Hub level system An overworld or a hub world is, in a broad sense, an area within a video game that interconnects all its levels or locations. They are mostly common in role-playing games , though this does not exclude other video game genres , such as some platformers and strategy games . An overworld or hub world

564-462: 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

658-481: 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 ,

752-525: 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

846-433: A brief period through GameTap in the mid-2000s. Knuckles' Chaotix is a side-scrolling platform game similar to earlier entries in the Sonic series . Unlike other Sonic games, players are tethered to a computer or human-controlled partner; the tether behaves like a rubber band and must be properly handled to maneuver through stages. There are five playable characters, each with their own unique abilities. Knuckles

940-450: 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

1034-453: A good foundation", and in another article, concluded that it was interesting, if flawed. EGM felt it was the best for the 32X but failed to live up to previous games in the Sonic series. Game Players found it a major disappointment, saying "other than a few color-enhanced backgrounds, you're gonna wonder why this isn't a Genesis title". Some journalists have referred to Knuckles' Chaotix as

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1128-609: 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

1222-523: A mysterious island and follows the group's efforts to stop Doctor Robotnik and Metal Sonic from harnessing the power of the island's mythical Chaos Rings to satisfy their evil deeds. The game takes place over six levels called attractions. Each attraction is divided into five acts; the fifth ends in a boss fight with Robotnik and one of his large robots. Each act has a different time of day decor, such as morning, noon, evening, and night. Like earlier Sonic games, players collect rings, jump to perform

1316-631: 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

1410-523: A partner system whereby the player is connected to another character via a tether; the tether behaves like a rubber band and must be used to maneuver the characters. While Sonic Team is sometimes credited with creating Knuckles' Chaotix , it was developed by another Sega team. Production began with Sonic Crackers , a 1994 prototype for the Sega Genesis which experimented with the tethering system and featured Sonic and Tails . Knuckles' Chaotix

1504-441: 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

1598-470: 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

1692-406: 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

1786-410: A single level or area a few times in a given play session, the music for any such section of the game will typically be shorter and/or less complex, and thus less time-consuming for the designers to produce. The overworld theme frequently functions as the main theme of a game, often used as a motif for other tracks (e.g., a "romance" theme features the main melody of the overworld theme, orchestrated in

1880-467: A sort of "home" for the player in-game. They have also been considered an essential element of RPGs. The 1981 arcade games Route-16 and 005 were among the earliest examples of a hub world. In Route-16 , a driving maze game, exiting a maze takes the player to a large overworld map showing the locations of the player, cars, mazes and treasures. In 005 , an early stealth game , players could enter buildings like ice rinks and warehouses from

1974-399: A spin attack to defeat enemies, and can perform a spin dash on the ground to gain speed. Power-ups include rings, shields, and speed shoes. The partner system enables players to perform actions not seen in earlier Sonic games. Players can call their partner if they are separated, which reunites them with the main character but costs 10 rings, or throw their partner to reach far platforms. If

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2068-725: 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

2162-505: A valuable collector's item due to the 32X's commercial failure . The only rerelease came in 2005, when Knuckles' Chaotix was briefly made available for Mac OS X and Windows computers via the subscription service GameTap . The Sonic Crackers prototype ROM was leaked online by a Belgian hacking group in June 1995 and can be played with emulators . A cartridge version was auctioned for $ 146.50 in 2001. While some fans speculated that

2256-762: Is an area within a video game which connects its other levels or locations. The term can also refer to a safer area which players frequently return to, like a town. They are common in adventure games , role-playing games (RPGs), platformers , and dungeon crawlers . Multiplayer games have hub worlds which serve as a centre for interaction with other players and non-player characters (NPCs). Hub worlds in single-player games are often used for worldbuilding, while hubs in multiplayer games are more purposed for storage for weapons and equipment, as well as restocking supplies. They serve as safe areas in between dangerous areas and quests where players can take on more passive actions. Wired and Kotaku described overworlds as

2350-488: 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

2444-474: 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

2538-416: Is just not half the game it could have been". Game Players criticized the game's lack of replay value , saying the game's simplicity made secrets in levels impossible to miss. However, IGN , GameFan , and EGM praised the number of playable characters, and IGN felt the game's "marvelous" fully 3D special stages were the best of the Sonic series. IGN described Knuckles' Chaotix as "a bad game with

2632-457: Is sometimes credited for developing Knuckles' Chaotix , it was developed by another internal Sega team, including staff who had worked on Sonic CD (1993). Development began around April 1994 for the Sega Genesis as an engine test, with the working title Sonic Crackers . The prototype featured Sonic and Tails joined by an elastic band of energy; the name likely comes from clackers , a toy comprising two balls connected by string. According to

2726-465: 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

2820-483: The Sonic the Hedgehog comic series produced by Archie Comics and Sonic the Comic by Fleetway Publications , as well as in the anime series Sonic X . While Game Informer considered the Chaotix to be among the best characters of the franchise and are underutilized, GamesRadar considered the introduction of the Chaotix a negative turning point for the series as it "diluted the Sonic -verse by introducing tons of shitty characters". Jim Sterling felt that all

2914-626: 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

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3008-683: 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

3102-530: 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

3196-694: 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

3290-462: The Sonic series. The characters initially did not reappear until Sonic Heroes in 2003. Director Takashi Iizuka said that Sonic Team revived the Chaotix because the studio thought they were unique and had never used them. Iizuka considers the Heroes version of the characters different from the 32X one, claiming to have created new characters simply using the same designs. The group had storylines in

3384-522: The Sonic Crackers ROM was an April Fools' Day hoax, its authenticity has been corroborated by multiple sources, including references in an internal Sega design document and text found in a later Knuckles' Chaotix prototype. Knuckles' Chaotix received mixed reviews, and failed commercially, as did the 32X. The game's presentation divided critics. The four reviewers of Electronic Gaming Monthly ( EGM ) praised its graphics and believed

3478-537: 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

3572-599: The 1980 arcade video game Space Panic , which has ladders but not jumping. Donkey Kong , released in 1981, established 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

3666-507: The 2005 compilation Sonic Gems Collection did not include the game. In 2010, Sonic Team head Iizuka expressed interest in developing a sequel. Also expressing interest was Christian Whitehead , the developer of the mobile versions of Sonic CD , Sonic the Hedgehog , and Sonic the Hedgehog 2 , saying in 2014 that he would be open to remaking Knuckles' Chaotix using the Retro Engine . Platform game The genre started with

3760-650: The Chaotix lacked redeeming qualities, calling Vector "Idiot the Crocodile" and Espio "Generic Brooder the Chameleon". They singled out Charmy for particular ridicule, feeling he was annoying and noting his high-pitched voice. Mighty would eventually return as a playable character in Sonic Mania Plus in 2018. In 2011, Sega noted fans frequently requested Knuckles' Chaotix as a game desired to be rereleased. 1UP.com and GameSpy expressed disappointment

3854-421: The Crocodile, Espio the Chameleon and Charmy Bee. Mighty had appeared in the arcade game SegaSonic the Hedgehog (1993); many of Sonic's animations from Crackers were repurposed for Mighty. Vector the Crocodile was created for the original Sonic the Hedgehog (1991) but scrapped before release, and Charmy Bee originally appeared in the Sonic the Hedgehog manga . Sonic co-creator Naoto Ohshima said he

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3948-531: The Echidna can glide and climb walls; Mighty the Armadillo can perform a wall jump ; Espio the Chameleon can run along walls and ceilings; Vector the Crocodile can boost through the air and climb walls; and Charmy Bee can fly and hover. There are two other partner characters, Heavy the Robot and Bomb, who hinder players' progress due to their slow or destructive nature, respectively. The story takes place on

4042-468: 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

4136-476: 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

4230-469: 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 ,

4324-455: 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

4418-529: 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

4512-522: The attempt to "breathe life into a series that was running out of steam" and fix the lopsided multiplayer of Sonic 2 and Sonic 3 (1994), whereby Tails would get lost off-screen, they felt the physics were "clunky" and unorthodox. EGM felt the system was original, but slowed down the gameplay, as did GamesRadar . Next Generation felt the bond was tiring and not truly innovative, and GamePro called it Knuckles' Chaotix ' s biggest flaw, finding it frustrating and choppy. The reviewer also found that

4606-415: 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

4700-445: The bond complicated gameplay and compared it to being handcuffed. The level design and low difficulty were also criticized. GamePro wrote that the levels, while fairly large, were not populated with enough enemies or secrets, a sentiment echoed by IGN and Mean Machines Sega . IGN considered the boss design simplistic and the level design bland and seemingly unfinished, and Mean Machines Sega thought that, without enemies, "this

4794-419: The bonus levels, the player is free-falling and picks up power-ups. Special stages are reached by finishing a level with 50 or more rings. In these stages, the player collects blue spheres in a forward-scrolling platformer to earn a Chaos Ring. Collecting all Chaos Rings unlocks the "good" ending, in which Sonic and Tails are seen with the Chaotix, who have freed the island from Robotnik. Although Sonic Team

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4888-447: The castle serves as a safe area where players can experiment with its movement system and serves as an entrance to all other levels. Players are free to leave the castle whenever they wish. In terms of video game music , overworld themes are often orchestral in nature, and of greater length and complexity than other pieces in the same game, due to the amount of time spent travelling the overworld map. Because players will usually visit

4982-549: 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

5076-421: 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

5170-419: 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

5264-521: 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

5358-541: 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

5452-470: 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

5546-412: The game was one of the best for the 32X, and GameFan considered Knuckles' Chaotix the best entry in the franchise since Sonic the Hedgehog 2 (1992). On the other hand, a reviewer from Next Generation found the graphics garish, and felt that the game made "unimpressive attempts to show off". GamePro , Game Players , and IGN believed the game failed to push the 32X to its limits, citing

5640-625: The game's auto-running special stages and Sonic and the Secret Rings (2007). Two tracks from Knuckles' Chaotix , "Tube Panic" and "Door Into Summer", appear in Sonic Generations (2011). The "Hyper Ring" power-up re-appeared in Sonic Mania (2017) and a recreation of Knuckles' Chaotix ' s final boss fight was added in a 2018 update. With the exception of Mighty, all Chaotix members have become recurring characters in

5734-498: 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

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5828-457: 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

5922-413: 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"

6016-459: The journalist Ken Horowitz, Sonic Crackers was most likely a ROM made to demonstrate new concepts to management. Some ideas were used in Sonic 3D Blast (1996), while the level design , tethering, and some music resurfaced in Knuckles' Chaotix . Sega eventually moved development to the Genesis' more powerful 32X add-on. According to Horowitz, this was because the 16-bit era of consoles

6110-432: The lack of graphical effects and Genesis-quality audio, though IGN felt some elements, such as several musical tracks, were highlights. In 2008, GamesRadar wrote that Knuckles' Chaotix was the best game for the 32X and was underrated, though it still considered the game a "wasted opportunity". The "rubber band" multiplayer system was criticized, despite being acknowledged as an effort to innovate. Though IGN admired

6204-454: 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

6298-451: 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,

6392-418: The main screen to avoid enemies, leading to different screens. The final scene tasks the players with controlling their getaway helicopter to escape and finish the level. Dubbed "a game in four screens", 005 was then described as a " RasterScan Convert-a-Game " according to The Encyclopedia of Arcade Games . In Super Mario 64 (1996), Princess Peach's Castle serves as its hub world. Free of enemies,

6486-489: 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

6580-405: 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

6674-534: 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

6768-445: The partner is computer-controlled, the player can stop and anchor the partner to perform special moves such as "snapping" to a higher ledge or thrusting to gain speed. Before entering a stage, the player begins in a hub world where they choose a partner and level. Bonus stages are hidden throughout attractions, and can also be triggered by obtaining 20 or more rings and finding one of the giant golden rings hidden away in each level. In

6862-408: 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

6956-416: 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

7050-561: 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

7144-405: 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

7238-1048: 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

7332-541: The series' declining point, and AllGame and Complex both wrote that it was among the worst games in the series. Knuckles' Chaotix is considered the last of the "classic" Sonic games before the 3D game Sonic Adventure (1998) took the series in new gameplay directions. Several of its concepts were re-used in later Sonic games. A similar partner system features in the Game Boy Advance game Sonic Advance 3 (2004), and IGN noted similarities between

7426-513: The special stages. A complex palette system allowed each level to load unique colors. The music was composed by Junko Shiratsu and Mariko Nanba . Knuckles' Chaotix was released in North America in April 1995, in Japan on April 21, 1995, and in Europe in June 23, 1995. According to Horowitz, the game was rushed to help boost sluggish 32X sales. It quickly faded into obscurity, and is now considered

7520-471: The tethering physics cumbersome, although some appreciated it as an attempt to innovate. The level design and low difficulty level were also criticized. Journalists have described Knuckles' Chaotix as the last of the "classic" 2D Sonic games before the series moved to 3D . Some characters and concepts it introduced feature in later Sonic games and media, beginning with Sonic Heroes in 2003. Despite interest from fans, it has not been rereleased beyond

7614-489: 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

7708-540: 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

7802-437: 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

7896-455: 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

7990-428: 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

8084-413: 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

8178-453: 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

8272-416: Was behind schedule". Because Sega needed new 32X games, Sega decided to downsize the game and introduce it quickly on 32X. By December 1994, Sonic and Tails had been removed and the game had been reworked to star Knuckles the Echidna, who had been introduced in Sonic the Hedgehog 3 (1994). The project had the working title Knuckles' Ringstar . The game also adds the characters Mighty the Armadillo, Vector

8366-513: Was coming to an end. Former Sega of America CEO Tom Kalinske recalled that Knuckles' Chaotix was once intended for the Genesis' successor, the Sega Saturn , as a mainline Sonic game. According to Kalinske, development moved to the 32X when it became clear that the game would not be ready for the Saturn launch; Kalinske said it was "too big, it was taking too long, it was over budgeted, it

8460-532: 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 ,

8554-486: Was planned as a Sonic game for the Sega Saturn , but transitioned to the 32X when it could not be completed in time. Sonic and Tails were replaced by Knuckles and a group of mostly pre-existing characters; Mighty the Armadillo first appeared in the arcade game SegaSonic the Hedgehog (1993). Knuckles' Chaotix was released in North America and Japan in April 1995, and in Europe in June 1995. It received mixed contemporary reviews and failed commercially. Reviewers found

8648-459: Was responsible for repurposing Vector and Charmy, but otherwise had no involvement with Knuckles' Chaotix . Espio was the only original character, designed by manga artist Takumi Miyake. A leaked prototype lists Espio as the featured character on the title screen instead of Knuckles, suggesting he once featured more prominently, possibly in a starring role. The 32X's processing power allowed for dynamic sprite -scaling effects, and 3D polygons in

8742-418: 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

8836-540: 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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