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.
123-627: Sonic Mania is a 2017 platform game published by Sega for Nintendo Switch , PlayStation 4 , Xbox One , and Windows . Produced in commemoration of the Sonic the Hedgehog series' 25th anniversary, Sonic Mania pays homage to the original Sega Genesis Sonic games, featuring speedy side-scrolling gameplay. It takes place over 13 levels , including several redesigned from past games. The story follows Sonic , Tails and Knuckles as they venture to defeat Doctor Eggman and his robotic henchmen,
246-410: A Chaos Emerald . In special stages, players dodge obstacles and collect colored spheres to increase their speed, allowing them to pursue a UFO carrying a Chaos Emerald ; collecting all seven Chaos Emeralds allows players to use their character's super transformation and unlocks the game's true ending. Players' ring counters slowly decrease during special stages and must be continually replenished; if
369-471: A debug mode and sound test . In a time attack mode, players must complete levels as quickly as possible, with the best times included on an online leaderboard ; players can instantly reload a level to try again at any time. A split-screen competitive multiplayer mode allows two players to race to the end of a level, similar to those of Sonic 2 . Players can also unlock "Mean Bean", a 2-player minigame based on Dr. Robotnik's Mean Bean Machine . After
492-608: 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
615-568: A "drop dash" which sends him rolling in a dash after a jump, Tails can fly and swim, and Knuckles can glide and climb walls. As with Sonic 2 (1992), players can play as Sonic and Tails simultaneously, or a second player can control Tails independently. Unlockable options include Sonic's abilities from Sonic CD (1993) and Sonic 3 & Knuckles (1994) in place of the drop dash and "& Knuckles" mode, which allows simultaneous control of any character and Knuckles, including himself. Sonic Mania takes place over 13 levels , called zones;
738-488: A "running/jumping/climbing game" while developing it. Miyamoto commonly used the term "athletic game" to refer to Donkey Kong and later games in 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
861-450: A 'life'). Examples: In some games, using certain items or abilities requires the expenditure of a resource such as ammunition, fuel or magic points. Some games use a single resource, such as magic points, while others use multiple resources, such as several types of ammunition. Some games also have power ups which increase the player's maximum ammunition or power capacity. Examples: Other power-ups consist of items whose main feature
984-452: 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,
1107-401: 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
1230-401: 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. Power-up In video games , a power-up is an object that adds temporary benefits or extra abilities to the player character as a game mechanic . This is in contrast to an item , which may or may not have
1353-462: 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
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#17327758941401476-460: A better one. The title referenced the development team's "maniacal" fandom for the series; Iizuka described the project as being made "by the mania, for the mania", and as a "passion product" driven by the fans' love for the early Sonic games. Sonic Mania was produced in commemoration of the series' 25th anniversary. It was developed using Whitehead's Retro Engine , a game engine tailored for creating two-dimensional games, which he also used for
1599-481: 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 ,
1722-525: 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
1845-534: A common term for the genre by 1989, popularized by its usage in 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 ,
1968-407: A download on Steam . As compensation, those who had pre-ordered the game received a copy of the original Sonic the Hedgehog on Steam. In addition to the standard release, a Sega Genesis-themed collector's edition was also released, containing a 12-inch (30 cm) Sonic statue atop a model Genesis, a game cartridge cast with a golden ring, and a metallic collector's card with a download code for
2091-450: 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
2214-528: A graphical quality between Genesis and Sega Saturn games. Sonic Mania was released in August 2017 and became the highest-rated Sonic game in fifteen years. Many reviewers saw it as a return to form for the Sonic series following a number of poorly received games released after the 1990s. Its presentation, level design, music, and faithfulness to the early Sonic games were praised, but its lack of originality
2337-609: 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
2460-507: A monster looks like a chest, but will attack the player when they attempt to open it. This is notably seen in the Seiken Densetsu and Dragon Quest series. Treasure chests provide a means for the player to obtain items without paying for them in stores. In some cases, these chests contain items that cannot be purchased at stores. Chests may be locked, requiring a key of some sort. For certain games, keys can only be used once, and
2583-559: 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 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
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#17327758941402706-631: 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
2829-479: A permanent benefit that can be used at any time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word 'EXTEND' in Bubble Bobble . Well known examples of power-ups that have entered popular culture include the power pellets from Pac-Man (regarded as the first power-up) and
2952-452: A physical release; Sega staff requested one, but a retail version would have presented a challenge for the production schedule. After the game launched, fans also expressed interest in a physical version. As a retail release would cost more than the downloadable version, the team added value with new content. Mighty and Ray were included because they were rarely featured in games; to accommodate them, level designs had to be altered. Additionally,
3075-560: A promotional instruction manual for the game. The game was announced for the second quarter of 2017, but Sega announced at SXSW that it had been delayed to allow for more development. Sonic Mania was released digitally for the Nintendo Switch , PlayStation 4 , and Xbox One on August 15, 2017. Four days before release, Sega delayed the Windows version for another two weeks for further optimization, releasing it on August 29 as
3198-517: A reworked Metal Sonic battle based on his appearance in Knuckles' Chaotix (1995). The physical version was released with a 32-page art book and a reversible cover in the style of Genesis or Mega Drive boxart covers, depending on the region. A soundtrack CD was included with the Japanese physical release. In an interview with Famitsu , Iizuka explained that Sonic Mania was not intended to have
3321-470: 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
3444-490: A short time. Television monitors containing rings, elemental shields, or power-ups such as invincibility and faster running speed are scattered throughout each level. Like Sonic 3 & Knuckles , the story is told via short in-game cutscenes between levels. Giant rings hidden in each act, a feature of the original games, lead to pseudo-3D special stages similar to those in Sonic CD , where players can attempt to collect
3567-406: 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
3690-725: 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
3813-435: A video game, in the form of brief comical interludes about Pac-Man and Blinky chasing each other around. The power pellet entered popular culture with a joke on video game controversies regarding the influence of video games on children. In 1984, Sabre Wulf introduced power-ups in the form of flowers which, when blossoming, provided effects such as speed up and invincibility. In 1985, Super Mario Bros. introduced
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3936-431: Is "this will increase your X", and this construction is regularly used in areas such as advertising. Pac-Man from 1980 is credited as the first video game to feature a power-up mechanic. Every maze in the game contains four Power Pellets which temporarily give Pac-Man the ability to eat ghosts, turning the tables on his pursuers. The effect of the power-up was illustrated by one of the first cut scenes to appear in
4059-521: Is also temporarily granted after the player gets hit or loses a life, so that the character will not be hurt/killed twice in quick succession. The effect is commonly indicated by making the player character flash or blink or by musical cues. Examples: Some power-ups consist of items which help the player avoid or escape enemies or enemy weapons. This category includes "speed boosts" and other power-ups which affect time, which can be temporary, permanent, or cumulative, and "invisibility" power-ups which help
4182-474: 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
4305-403: Is nearly always granted as a temporary bonus; otherwise it would negate the challenge of the game. Invincibility (or "invulnerability") comes in two main forms: either the player character merely becomes intangible to harmful things, or can also damage enemies by contact. In either case the character is often still vulnerable to some threats, such as bottomless pits. In many games, invulnerability
4428-619: Is that they are found in large numbers, to encourage the player to reach certain spots in the game world. They have various cumulative effects, often granting the hero an extra life. Examples: Trick power-ups try to trick the player into grabbing them, only to result usually into damage, removed abilities, or player death. Examples: There are many different methods of obtaining power-ups: In many video games, especially role-playing video games , treasure chests contain various items, currency , and sometimes monsters. For certain role playing games, some chests are actually mimics , in which
4551-488: The Sonic 2 HD project. Lopes initially wanted his score to resemble the Sonic CD soundtrack, trying to imagine what a sequel to it might have sounded like. As development progressed, he took inspiration from other older Sonic and Sega games, such as The Revenge of Shinobi (1989) and the Sega Rally games, and from 1990s popular music, such as the work of Michael Jackson . The reveal trailer theme, "Checkpoint",
4674-699: The Sonic Origins compilation in 2022. An expanded version of the game, Sonic Mania Plus , was released in North America and Europe at retail and as downloadable content for the original version on July 17, 2018, and in Japan on July 19, 2018. A version for Amazon Luna was released on October 20, 2020. It adds playable characters Mighty the Armadillo and Ray the Flying Squirrel from
4797-626: 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
4920-683: 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
5043-530: 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
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5166-631: 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
5289-454: 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 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
5412-647: The Super Mushroom , which has entered popular culture, being described as "the quintessential power-up". The original game idea was to have an always big Mario as a technical advance, but later the power-up was introduced to make him "super" as a bonus effect. The development team thought it would be interesting to have Mario grow and shrink by eating a magic mushroom, just like in Alice's Adventures in Wonderland . Other power-ups introduced in this game were
5535-419: The fan service , and likened it to a school project "gone wild, something enthusiastic kids have made while the teacher was away and which far surpasses anything they were actually supposed to be doing". Like IGN , Venture Beat appreciated the replay value , with branching paths that made multiple playthroughs "fresh". EGM wrote that the soundtrack was "completely fantastic" and felt nostalgic and new at
5658-537: 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
5781-565: The "classic" style, such as Sonic the Hedgehog 4 in 2010, had been disappointing. According to the review aggregator site Metacritic , Sonic Mania received "generally favorable" reviews. It became the best-reviewed Sonic game in fifteen years, and several critics described it as one of the best 2D platform games. At launch, Sonic Mania was the bestselling Switch game, outselling Minecraft and Overcooked: Special Edition . It greatly increased Sega's third-quarter profits, and helped Sega almost double sales of packaged games compared to
5904-404: The 1990s, but also recommended it for people new to the franchise. Nintendo World Report called it a "must-buy" for fans of the older Sonic games. Waypoint compared it favorably to Donkey Kong Country Returns , describing it as a game that knew "what was fun" about its predecessors. Nintendo Life felt that Mania represented "a true return to form" and was a contender for the best game in
6027-423: The 1993 arcade game SegaSonic the Hedgehog , each with unique abilities: Mighty can slam the ground and is immune to spikes when in ball form, while Ray can glide without losing altitude. Plus also adds an "Encore Mode" with remixed levels and a reworked lives mechanic, a pinball bonus stage, and a four-player competition mode. Additionally, an update released alongside Sonic Mania Plus adds more cutscenes and
6150-668: The Chaos Emeralds to activate their super forms to escape while Eggman is sent into a portal created by the Phantom Ruby. Sonic and his friends celebrate their victory in a bar in a desert, but the Heavy King surprises them. Development of Sonic Mania began in 2015, led by Australian programmer Christian "Taxman" Whitehead . Whitehead was a prominent member of the Sonic fangame community , and had previously been contracted by Sega to develop remastered ports of Sonic
6273-468: 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
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#17327758941406396-662: The Hard-Boiled Heavies. The development team was composed of members known for their work in the Sonic fangame and ROM hacking community. Development began after lead developer, director and programmer Christian "Taxman" Whitehead , who was previously contracted by Sega to develop enhanced mobile ports of Genesis Sonic games, presented a playable prototype to Sonic Team producer Takashi Iizuka . Art, level design, audio, and additional programming were provided by independent studios PagodaWest Games and Headcannon. The team used Whitehead's Retro Engine and aimed for
6519-506: The Heavies, and escape just as it explodes. If all seven Chaos Emeralds are collected while playing as Sonic, the Phantom Ruby transports him and Eggman to another dimension. There, the Heavies' leader, Heavy King, betrays Eggman and takes the ruby, imbuing himself with power; Eggman attacks the Heavy to try to reclaim it. Sonic uses the Chaos Emeralds to become Super Sonic and fights Eggman and
6642-558: The Heavy King separately to keep the ruby out of their possession. After the battle, the Phantom Ruby reacts with the Emeralds, negating Sonic's super state and creating a wormhole that engulfs itself and Sonic as Little Planet vanishes. After the incident, Sonic is transported to Angel Island, where he comes across Mighty the Armadillo and Ray the Flying Squirrel. He then encounters the Hard-Boiled Heavies, who are damaged from their fights against Sonic and his friends. The Heavy King grabbed
6765-450: The Hedgehog , Sonic 2 , and Sonic CD for mobile phones. After developing the game for a few months, Whitehead presented a prototype, which he called Sonic Discovery , to series producer Takashi Iizuka . Iizuka was receptive, and suggested that it should include old levels from the early Sonic games it was inspired by, "remixed" in a way that felt new. He also gave it the working title of Sonic Mania , which stuck after no one suggested
6888-418: The Hedgehog 4 and recaptured the spirit of the 16-bit games. The level design and music also received praise. Hardcore Gamer wrote that the remixed versions of older stages felt fresh while staying true to the originals. Game Informer wrote that the new stages matched the quality and captured the spirit of early Sonic games. The A.V. Club praised the detail and content in each level; Metro praised
7011-424: 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
7134-483: The Nintendo Switch port. Iizuka and the rest of Sonic Team provided guidance and made sure the team didn't "go off the rails into something that doesn't feel like Sonic ". Iizuka described the visuals as a cross between the graphical capabilities of the Genesis and Sega Saturn , comprising mostly pixel art with some polygonal graphics . The developers modeled the gameplay on Sonic 3 , with boss fights at
7257-412: The Phantom Ruby and uses its power to take Sonic and his four friends back to the beginning of their adventure in the game. Sonic and his friends travel through the areas again, but differently this time. After defeating Eggman and the Heavies again, if all seven Chaos Emeralds are collected again, the Phantom Ruby makes Eggman's robotic fortress explode again. However, this time, Sonic and his allies use
7380-589: The Super Mushroom from Super Mario Bros. , which ranked first in UGO Networks ' Top 11 Video Game Powerups . Items that confer power-ups are usually pre-placed in the game world, spawned randomly, dropped by beaten enemies or picked up from opened or smashed containers. They can be differentiated from items in other games, such as role-playing video games , by the fact that they take effect immediately, feature designs that do not necessarily fit into
7503-479: The Super Stars and Fire Flowers , which gave Mario invincibility and the ability to shoot fireballs at enemies, respectively. Konami 's 1985 game Gradius had the first use of a selection bar where the player could select which power-up effect to trigger, instead of having a fixed instant effect. In 1986 and the years after, the concept of permanent power-ups appeared in the action role-playing genre in
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#17327758941407626-529: 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
7749-564: The artists of the Sonic comics by Archie Comics . It also features an optional CRT graphical filter, and supports the enhanced features of both the PlayStation 4 Pro and Xbox One X , outputting at a native 4K resolution . The soundtrack was composed by Tee Lopes of PagodaWest Games, consisting of rearranged pieces from previous Sonic games alongside new material. Lopes was chosen due to his popularity on YouTube for producing arrangements of various Sonic tracks, and for his work on
7872-430: The attention to detail in recreating the early games. Game Informer wrote that its gameplay was "nearly indistinguishable" from its Genesis predecessors, but with "extra polish". Easy Allies wrote that Mania emulated the original games "exceptionally", and that "running, jumping, and spin dashing all work exactly as well as you would hope". Nintendo World Report wrote that it avoided the physics problems from Sonic
7995-474: The bar, so that more effort is required to obtain them. The selection bar was first used in Konami 's 1985 game, Gradius . "Perks" are a variation of the power-up mechanic, but permanent rather than temporary. The concept of permanent power-ups dates back to the early NES action RPGs , Deadly Towers (1986) and Rygar (1987), which blurred the line between the power-ups used in action-adventures and
8118-415: 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
8241-609: 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
8364-421: 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
8487-732: The development progressed. The first original level designed was the Hollywood-themed Studiopolis Zone. The desert-themed Mirage Saloon Zone was inspired by an unfinished level from Sonic 2 and the Monument Valley region of the United States. The special stages were inspired by more recent games such as Sonic Rush (2005) and Sonic Colors (2010). The team felt proud of their recreation of classic Sonic gameplay. The game features animated opening and ending sequences led by Tyson Hesse , one of
8610-423: The development team could expand upon. Nintendo World Report complained about the boss fights, which they felt were poorly executed and too easy. The Windows version was subject to review bombing due to its implementation of the digital rights management (DRM) software Denuvo , which some thought to be the real reason behind the two-week delay. The game could not be played offline on launch day; Sega stated this
8733-419: 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
8856-475: The end of each zone. For returning stages, the designers made the first act feel familiar, and introduced new elements in the second act. The team cited Sonic CD and Sonic 3 as major influences on the level design for their "big, wide open" and "streamlined" designs, respectively. According to Thomley, the team typically decided what elements to include in the returning stages prior to designing them, but sometimes came up with new ideas or changed them based on how
8979-477: The enhanced ports of Sonic the Hedgehog , Sonic 2 , and Sonic CD . The team also included programmer Simon "Stealth" Thomley of the independent studio Headcannon, who assisted Whitehead with those projects and on various Sonic fangames and ROM hacks , as well as level designer Jared Kasl and art director Tom Fry of PagodaWest Games, who had previously independently collaborated on an unofficial high-definition remaster of Sonic 2 . Tantalus Media helped develop
9102-470: The events of Sonic 3 & Knuckles , Sonic and Tails detect a powerful energy reading on Angel Island and board their biplane , the Tornado, to investigate. However, Dr. Eggman sends an elite group of EggRobos to reach the signal before Sonic and Tails. The EggRobos excavate the source of the signal, a magical gemstone called the Phantom Ruby, just as Sonic and Tails arrive. The EggRobos gain new powers from
9225-521: 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
9348-541: 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
9471-498: The form of perks . Power-ups can be classified according to the type of benefit they give the player. Power-ups can give players a new weapon, or transform the player character into a more aggressive form that increases its attack power or makes some enemies vulnerable. This also includes "nukes", which are weapons that destroy every enemy on the screen at once; these are prevalent in many different genres including vehicular combat , run and guns , and platform games . The effect of
9594-470: 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
9717-399: The game features eight "remixed" zones, such as Green Hill Zone from the first Sonic game (1991), alongside five original ones. Remixed stages consist of both new elements and recycled gimmicks and ideas from other past Sonic games. Each zone is divided into 2 acts, in which the player must guide their character past various enemies and obstacles to reach the end. At the end of each act,
9840-591: The game world (often used letters or symbols emblazoned on a design), and are found in specific genres of games. Power-ups are mostly found in action-oriented games such as maze games , run and guns , shoot 'em ups , first-person shooters , and platform games . The term "power-up" is an example of wasei-eigo (Japanese pseudo-Anglicisms); the sense was coined in Japanese as a compound of "power" ( パワー , pawā , noun) and "up" ( アップする , appusuru , verb) , literally "to up someone's or something's power or abilities". The general meaning of X-up in Japanese
9963-520: The game. To promote the collector's edition, Sega released a retro-styled infomercial featuring former series art director Kazuyuki Hoshino and social media manager Aaron Webber, based on an American television commercial for Sonic The Hedgehog 2 . The music label Data Discs published a vinyl LP featuring the game's original music in late 2017. An expanded soundtrack was released on digital music distribution platforms on January 17, 2018. A five-part animated short mini-series, Sonic Mania Adventures ,
10086-498: 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
10209-419: The genre are walking, running, jumping, attacking, and climbing. Jumping 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
10332-471: The genre as "Donkey Kong-type" or "Kong-style" games. "Climbing games" 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
10455-457: 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
10578-412: The genre. A modern variant of the platform game, especially significant on mobile platforms, 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
10701-428: The key is destroyed during its use. For other games, having a particular type of key means that the player can open any of the chests with a matching lock. For most games, once a chest has been opened, the contents remain empty, although they may be repopulated with possibly different items during different stages of the game. This is different from perishable containers, such as crates and jars, which tend to reappear if
10824-454: 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
10947-489: 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
11070-405: 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
11193-576: The multiplayer mode was updated because of the increased number of selectable characters. In 2023, Netflix announced that Sonic Mania Plus would be available for iOS and Android devices via the Netflix Games service in 2024. The game was released via Netflix Games on May 7, 2024. Sonic Mania was announced following years of mixed reviews for the Sonic franchise. According to the International Business Times ,
11316-445: The new partner system more frustrating than the traditional lives system found in classic Sonic games. IGN Spain did not recommend the update for those that own the original game, but commended the physical release and the added value for new players and hardcore fans. Sonic Mania was nominated for the "Best Family Game" at The Game Awards 2017 and the "Best Kids Game" at the 2018 New York Game Awards. The theme song "Friends"
11439-534: 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
11562-511: The obstacles and foes you invariably meet along the way." Under this definition, he listed Space Panic (1980), Donkey Kong , and despite 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
11685-408: 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
11808-561: 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
11931-533: The player avoid enemies. Examples: Some power-ups help the player enter new or previously inaccessible areas, or " warp " to another level. Access abilities, depending on the game, can be required to progress normally or be entirely optional. Examples: Health-restorative power-ups typically consist of items which restore lost health (most typically in medical kits, food, or as energy), or items which increase health capacity and 1-ups (which give an extra chance to continue playing after losing, commonly called
12054-482: The player exits the area and then returns. Instead of having players collect a power-up that is instantly activated, the players may be allowed to select which power-ups they want to use. This is commonly implemented through a 'selection bar' which contains a number of power-up effects. To access the bar, the player must collect power-up items; the more they collect, the further along the bar they can access. The more powerful power-ups are traditionally placed further along
12177-405: 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
12300-489: The player runs out of rings before they catch the UFO, the special stage ends. The "Blue Sphere" special stages from Sonic the Hedgehog 3 also return, repurposed as bonus stages that are accessed by entering a portal that appears when the player passes a checkpoint while carrying 25 or more rings. Completing bonus stages earns the player a silver or gold medal depending on their performance; collecting medals unlocks features such as
12423-464: The player takes part in a boss battle against Doctor Eggman , also known as Dr. Robotnik, or one of his robots, including the Hard-Boiled Heavies, elite henchmen based on the EggRobo enemies from Sonic 3 & Knuckles . The player collects golden rings, which serve as a form of health ; players survive hits as long as they have at least one ring, but, if hit, their rings scatter and disappear after
12546-481: The player to maneuver their character across platforms to reach a goal while confronting enemies and avoiding obstacles along 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
12669-498: 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 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
12792-1048: 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
12915-420: The power-up can be time-limited, have a limited number of uses, last until the player is hit, last until the player is killed, or last until game over . Examples: Defensive power-ups typically consist of items like shields (usually a " force field ") surrounding the character that deflects projectiles or absorbs a certain amount of damage, or invincibility/invulnerability. In the case of invincibility, this
13038-462: The ruby, becoming the Hard-Boiled Heavies, and send Sonic, Tails, and the island's guardian, Knuckles, through zones the trio have previously visited where they pursue Eggman to prevent him from using the ruby's power for evil, clashing with him and the Heavies along the way. Sonic and his allies discover that Eggman has used the Phantom Ruby's power to retake control of Little Planet from Sonic CD . They board Eggman's robotic fortress, defeat him and
13161-427: The same period in 2016. By April 2018, it had sold over one million copies worldwide across all platforms. The presentation attracted acclaim. USGamer described it as the "pinnacle" of the series' pixel graphics. GameSpot called the animations and detail superior to the original games, writing that they added an extra layer of personality. Cubed3 described the levels as stylish and vibrant. Critics also praised
13284-474: The same time. Nintendo Life called the soundtrack "one of the best of recent times". The game received some criticism. Polygon commented that frustrations with controls and enemy placement in the original Sonic games were present in Sonic Mania . VideoGamer.com wrote that the game relied too much on nostalgia, with minimal innovation and too few original stages, but was a good proof of concept that
13407-456: The series had been "tarnished by years of sub-par games with only the occasional gem". The Business Times predicted that Sega's approach of releasing Sonic Forces and Sonic Mania in the same year, catering to new and old fans, could repair the series' reputation and lead to a " Sonic renaissance". Several critics expressed excitement for a return to the style of the early Sonic games, and wrote that Sega's previous efforts to develop games in
13530-458: The series. Sonic Mania Plus received stronger reviews, with the Nintendo Switch version receiving "universal acclaim", according to the review aggregator Metacritic. Multiple reviewers called it the definitive version thanks to its extra game mode and characters. DualShockers' Tomas Franzese praised the "Encore" mode for feeling fresh, as well as the movement options introduced with Mighty and Ray. Michael Leri of Game Revolution , however, found
13653-489: 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
13776-437: 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
13899-455: 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
14022-413: 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
14145-425: Was a bug unrelated to Denuvo, and released a patch the following day. Multiple reviewers saw it as a return to form for the Sonic series after a number of poorly reviewed games after the 1990s. EGMNow commended Sonic Mania as one of the "purest and most enjoyable" Sonic games, expressing excitement for the future of the series. IGN wrote that it was the "classic" throwback that fans had clamored for since
14268-505: 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
14391-562: Was also used by Video Games Player magazine in 1983 when it named the Coleco port of Donkey Kong "Ladder Game of 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
14514-505: Was composed by the electronic music groups Hyper Potions and Nitro Fun and the opening theme, "Friends", was composed by Hyper Potions. Sonic Mania was announced alongside Sonic Forces at the 25th anniversary Sonic event at San Diego Comic-Con in July 2016. The game was also featured at South by Southwest (SXSW), the Electronic Entertainment Expo (E3), and SDCC in 2017; at SDCC 2017, attendees received
14637-509: Was criticized. Several described it as one of the best Sonic games and one of the best games of 2017. Within a year, it had sold over one million copies worldwide. Sonic Mania Plus , an enhanced version with additional content, was released in July 2018. Sonic Mania is a side-scrolling platformer similar to the early Sonic the Hedgehog games released for the Sega Genesis and Sega CD . Players select one of 3 playable characters, each with their own unique abilities: Sonic can perform
14760-532: 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 ,
14883-689: Was released on the Sonic the Hedgehog YouTube channel between March and July 2018, promoting the release of Sonic Mania Plus . The series depicts Sonic's return to his world following the events of Sonic Forces , teaming up with his friends to prevent Eggman and Metal Sonic from collecting the Chaos Emeralds and Master Emerald. A holiday-themed bonus episode was released in December 2018. The shorts were written and directed by Hesse, with animation production by Neko Productions, and music written by Lopes. All six shorts were later included as part of
15006-434: Was reused for the prologue of the 2020 Sonic the Hedgehog film . Platform game The genre started with 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
15129-418: 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
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