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Sonic the Hedgehog: Triple Trouble

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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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75-584: Sonic the Hedgehog: Triple Trouble is a 1994 platform game developed by Aspect and published by Sega for the Game Gear . It is the sequel to Sonic Chaos (1993) and features classic side-scrolling Sonic gameplay. The player controls either Sonic the Hedgehog or Miles "Tails" Prower as they venture to protect the powerful Chaos Emeralds from Doctor Robotnik , Knuckles

150-608: 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

225-604: A "worthy successor to Sonic Mania that would have been "dangerously close to a 5-star [...] review", were it official. Nack the Weasel was later included in some Sonic comics series and the games Sonic Drift 2 (1995), Sonic the Fighters (1996), Sonic Mania (2017), and Sonic Superstars (2023). 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

300-452: 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,

375-401: 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

450-462: 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

525-481: 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 ,

600-525: 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

675-450: 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

750-609: 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

825-631: A number of successful 2D platformers. The 2D Rayman was a big success on 32-bit consoles. Mega Man 8 and Mega Man X4 helped revitalize interest in Capcom 's Mega Man character . Castlevania: Symphony of the Night revitalized its series and established a new foundation for later Castlevania games. Oddworld and Heart of Darkness kept the subgenre born from Prince of Persia alive. The difficulties of adapting platformer gameplay to three dimensions led some developers to compromise by pairing

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900-441: 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

975-470: 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

1050-406: 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

1125-460: A spin dash to accelerate forward in a rolling formation. Sonic can also perform a peel-out move, previously introduced in Sonic CD , whereas Tails can fly for a short amount of time. Various power-ups can be obtained throughout the game. However, many are exclusive to one character, such as Sonic's jet board and Tails' sea fox items. The differences between Sonic and Tails' power-ups may result in

1200-725: 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

1275-473: A template for what were initially called "climbing games". Donkey Kong inspired many clones and games with similar elements, such as Miner 2049er (1982) and Kangaroo (1982), while the Sega arcade game Congo Bongo (1983) adds a third dimension via isometric graphics . Another popular game of that period, Pitfall! (1982), allows moving left and right through series of non-scrolling screens, expanding

1350-488: 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

1425-474: 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

1500-465: 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

1575-626: 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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1650-683: 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

1725-530: 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

1800-694: 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

1875-537: 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

1950-485: The 3DS release for adding different resolutions, button configurations, and save state support. In August 2022, an unofficial fan remake titled Sonic Triple Trouble 16-Bit , by indie developer Noah Copeland, was released for Windows via Game Jolt , with Android and macOS ports later following. It is built on the GameMaker Studio engine with a style reminiscent of the 16-bit Sonic games. Copeland

2025-459: The Echidna , and series newcomer Nack the Weasel . Sonic and Tails' unique abilities, as well as various power-ups , can assist the player in gameplay. Critics found the game to be enjoyable and praised its graphics, but thought that it lacked in challenge and originality to help it stand out from previous Sonic games. Reception was more positive in retrospect. Critics have considered it one of

2100-468: 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

2175-476: 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

2250-469: 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 ,

2325-657: The West, with releases planned on both of Sega's 8-bit systems, the Game Gear handheld console and Master System home console. The game was ultimately only released for the Game Gear, making it the first Sonic platformer released exclusively for the system. It was released in Western territories in November 1994 and in Japan on November 11 specifically, in which it was titled Sonic & Tails 2 . Since its initial release

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2400-455: 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

2475-529: 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

2550-585: The backgrounds and character sprites were "the best to grace the Game Gear" and believed them to be superior to those in previous Game Gear Sonic games. Additionally, Sega Magazine and Sega Pro thought the visuals approached the 16-bit quality seen on the Mega Drive Sonic games. Sega Magazine also noted that other Game Gear Sonic games were cropped versions of the Master System versions and thus suffered gameplay-wise, and felt this

2625-415: 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

2700-562: The best Sonic games on the 8-bit Game Gear, coming closer than the others to matching the quality of its 16-bit counterparts. Triple Trouble has been rereleased through various Sonic game compilations, the Coleco Sonic handheld system, and the Nintendo 3DS . Triple Trouble is a side-scrolling platformer similar to that of previous Sonic games. The story follows Sonic the Hedgehog and Tails in their efforts to stop

2775-609: 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

2850-421: 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

2925-419: 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

3000-521: 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

3075-541: 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

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3150-470: 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

3225-537: The game has been rereleased multiple times. It was included with other Sonic Game Gear games in Sonic Adventure DX (2003), Sonic Gems Collection (2005), and Sonic Origins Plus (2023). The game was also included in the Coleco Sonic handheld console released in 2006. Triple Trouble was later released on the Nintendo 3DS via the eShop in March 2012, alongside other Game Gear titles. This release

3300-438: The game's performance. Consequently, GamePro noticed frame rate dips when the screen was busy. In retrospective reviews, Triple Trouble is considered one of the better Sonic games on the Game Gear. NGC of GamesRadar+ thought it was "reasonably competent" but no less tedious than other Sonic Game Gear games. Ryan Davis of GameSpot believed it did a better job capturing classic Sonic gameplay than other games on

3375-498: 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

3450-457: 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

3525-413: 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"

3600-454: 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

3675-451: 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,

3750-489: 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

3825-405: 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

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3900-534: 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

3975-408: 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

4050-416: 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

4125-561: 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

4200-405: 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

4275-462: The player piloting a plane to collect rings. Triple Trouble was developed by Aspect and is the sequel to Sonic Chaos (1993). The game introduced a new character in the Sonic series, Nack the Weasel, who was originally called Jet during development. Nack was shown with a gun in early promotional screenshots, but this was removed in the final game. The game was originally titled Sonic Chaos 2 in

4350-557: The player's traversal of levels to slightly diverge between the two. The player can collect rings as they explore the levels. 30 rings are lost when hit by an enemy and 50 when colliding with a spike obstacle. Collecting 100 rings will reward the player with an extra life . If the player destroys a box with a Chaos Emerald icon and has at least 50 rings, Sonic will be transported to a special bonus stage for an opportunity to obtain one of five collectable Emeralds. Some of these stages are labyrinth-like platforming levels while others have

4425-993: 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

4500-492: The powerful Chaos Emeralds from being acquired by Doctor Robotnik , who has tricked Knuckles the Echidna into aiding him. Treasure hunter Nack the Weasel is also in search of the Emeralds. Players can choose to control either Sonic or Tails through six differently themed areas referred to as zones. Each zone consists of three levels , with the third containing a boss fight . Both characters play similarly and can execute

4575-559: The same mid-life crisis here that Sonic and Knuckles represents on the Mega Drive ". However, he found the game to be a good 8-bit counterpart to Sonic 3 , as did Richard Leadbetter of Sega Magazine , who noted similar level themes shared between the games. Leadbetter and Sushi-X of Electronic Gaming Monthly appreciated the levels for their large size and found that they invited exploration. The graphics received universal praise. Paul Bufton of Mean Machines Sega wrote that

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4650-425: The system, due to it being a later release and thus more technically competent. Corbie Dillard of Nintendo Life agreed, writing that Sega had made a strong attempt to capture classic Mega Drive Sonic gameplay on the Game Gear, and believed Triple Trouble was "probably the closest thing gamers could get to the overall style of play of the 16-bit titles on a handheld". Sean Madson of Diehard GameFan appreciated

4725-489: 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

4800-540: 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

4875-437: 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

4950-455: 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

5025-428: 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

5100-413: 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

5175-454: 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

5250-475: Was developed by M2 . Critics felt Triple Trouble was fun but too similar to previous Sonic games, and thought the series was beginning to stagnate. Other than the addition of vehicles, many criticized the game for lacking in originality. Steve Merrett of Mean Machines Sega wrote that it lacked "surprises and gameplay innovation," and remarked that the Game Gear Sonic titles were "going through

5325-532: 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 ,

5400-555: Was inspired to remake Triple Trouble after playing it and thinking it was a "good classic Sonic game buried under 8-bit limitations". The remake received overwhelmingly positive reception from critics - Stuart Gipp of TechRadar called it a "world-class fangame " that vastly improved on the original, praising its "joyous set pieces" and "masterful compositions". Alex Donaldson of VG247 described it as one of his favorite Sonic fangames, saying that it constantly added new mechanics and had an excellent soundtrack, and summing it up as

5475-409: Was not a problem with Triple Trouble . One of the most common complaints was a lack of challenge. Many critics felt the game's levels were sparsely populated with enemies, making it too short and easy to complete. Computer and Video Games and Mean Machines Sega believed this lack of challenge harmed its long term value to players. Sega Magazine suspected that the lack of enemies was to maintain

5550-418: 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

5625-540: 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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