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.
118-660: Super Mario World , known in Japan as Super Mario World: Super Mario Bros. 4 , is a 1990 platform game developed by Nintendo EAD and published by Nintendo for the Super Nintendo Entertainment System (SNES). The player controls Mario on his quest to save Princess Peach and Dinosaur Land from the series' antagonist Bowser and the Koopalings . The gameplay is similar to that of earlier Super Mario games; players control Mario through
236-463: A custom level creator released for the Wii U in 2015, in its port to Nintendo 3DS in 2016, and its 2019 sequel . The latter adds new snow and nighttime themes for Super Mario World levels accompanied by new music composed by Kondo. Platformer The genre started with the 1980 arcade video game Space Panic , which has ladders but not jumping. Donkey Kong , released in 1981, established
354-625: A pack-in game for the SNES in December 1994. All-Stars contains enhanced remakes of the first four Super Mario games released for the NES: Super Mario Bros. , Super Mario Bros. 2 , Super Mario Bros. 3 and Super Mario Bros.: The Lost Levels . In contrast to the other games in the collection, Super Mario World is largely identical to the original version, but Luigi's sprites were updated to make him
472-433: A side-scrolling course. The overworld map displays an overhead representation of the current world and has several paths leading from the world's entrance to a castle. Paths connect to action panels, fortresses, ghost houses, castles, and other map icons, allowing players to take different routes to reach the world's goal. Moving the on-screen character to an action panel or castle grants access to that course. The majority of
590-608: 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
708-483: A "continue countdown" screen, in which the player has a limited amount of time (usually 10, 15, or 20 seconds) to insert additional coins in order to continue the game from the point where it had ended; deciding not to continue will result in the displaying of a game over screen. The continue feature was added to arcade games in the mid-1980s due to arcade owners wanting to earn more money from players who played for longer periods of time. The first arcade game to have
826-452: 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,
944-401: 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
1062-716: 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. Glossary of video game terms#C Since the origin of video games in the early 1970s, the video game industry , the players , and surrounding culture have spawned a wide range of technical and slang terms. Also isometric graphics . Also triple A . Also badge , trophy , medal , cheevo . Also aim down sights . Also control stick and thumbstick . A term used in many role-playing and strategy games to describe attacks or other effects that affect multiple targets within
1180-462: 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
1298-481: A bouncing car that jumps on various platforms such as buildings, clouds, and hills. Jump Bug offered a glimpse of what was to come, with uneven, suspended platforms, levels that scroll horizontally (and in one section, vertically), and differently themed sections, such as a city, the interior of a large pyramid, and underwater. Irem's 1982 arcade game Moon Patrol combines jumping over obstacles and shooting attackers. A month later, Taito released Jungle King ,
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#17327767287561416-525: 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
1534-485: A continue feature was Fantasy , and the first home console cartridge to have this feature was the Atari 2600 version of Vanguard . As a result of the continue feature, games started to have stories and definite endings; however, those games were designed so that it would be nearly impossible to get to the end of the game without continuing. Salen and Zimmerman argue that the continue feature in games such as Gauntlet
1652-454: A design that Tezuka deemed too reptilian, and "didn't really fit into the Mario world", so he encouraged the designer to create a "cuter" character. Tezuka speculated that Miyamoto's love of horse riding, as well as country and western themes, influenced Yoshi's creation. Reflecting on how he had created different melodies for Super Mario Bros. 3 , composer Koji Kondo decided to reuse
1770-483: A distinctive character rather than a palette swap of Mario. Super Mario World was ported to the Game Boy Advance as Super Mario World: Super Mario Advance 2 between 2001 and 2002. It features the same number of levels as the original, Luigi as a playable character in single player with his characteristic behaviour and appearance from Super Mario Bros. 2 , Game Link Cable support for four players in
1888-401: A final battle. They send Bowser flying into the sky and save Princess Toadstool, restoring peace to Dinosaur Land. The game was directed by Takashi Tezuka , while Shigeru Miyamoto , the creator of both Super Mario and The Legend of Zelda , served as producer. Shigefumi Hino took the role of graphics designer. Nintendo Entertainment Analysis & Development handled development with
2006-450: 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
2124-478: A game perfect for children. IGN ' s Lucas Thomas heralded the game as a significant leap over the visuals of the 8-bit era , but in retrospect felt it did not distinguish itself from being a graphically-upgraded continuation of its predecessor, Super Mario Bros. 3 . In contrast, Frédéric Goyon of Jeuxvideo.com thought the game brought out the full potential of the SNES (albeit less so than Donkey Kong Country ), and Nadia Oxford from USGamer also felt
2242-609: 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
2360-481: A large ROM hacking scene, with fans using applications such as Lunar Magic to create levels and insert new graphics, music, and mechanics; Kaizo Mario World is notable for being featured in many Let's Play videos and popularizing the word Kaizo to signify hacks of extreme difficulty. In a similar way, Super Mario World is one of the four games whose assets are available in Super Mario Maker ,
2478-631: 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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#17327767287562596-477: A powerful healing spell may affect anyone within a certain range of the caster (often only if they are a member of the caster's party ). Some games also have what are referred to as "aura" abilities that will affect anyone in the area around the person with the ability. For example, many strategy games have hero or officer units that can improve the morale and combat performance of friendly units around them. The inclusion of AoE elements in game mechanics can increase
2714-441: 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
2832-477: A series of levels in which the goal is to reach the goalpost at the end. Super Mario World introduces Yoshi , a ridable dinosaur who can eat enemies. Nintendo Entertainment Analysis & Development developed the game, led by director Takashi Tezuka and producer and series creator Shigeru Miyamoto . It is the first Mario game for the SNES and was designed to make the most of the console's technical features. The development team had more freedom compared to
2950-470: 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
3068-406: 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
3186-502: A specified area. For example, in the role-playing game, Dungeons & Dragons , a fireball spell will deal damage to anyone within a certain radius of where it strikes. In most tactical strategy games artillery weapons have an area of effect that will damage anyone within a radius of the strike zone. Often the effect is stronger on the target than on anything else hit. See also: Splash damage Area of effect can also refer to spells and abilities that are non-damaging. For example,
3304-488: A team of ten people, including three main programmers and a character designer, most of whom had worked on past Super Mario titles. In a retrospective interview, the core team said Miyamoto wielded the most authority during development. Super Mario World was the first Mario series game developed for the then-upcoming Super Nintendo Entertainment System (SNES). As such, the team anticipated some difficulty in working with new and more advanced hardware. According to Tezuka,
3422-725: 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
3540-473: 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
3658-427: A variety of musical instruments, as opposed to square waves, to emphasise that the game used traditional technology with a hybrid of new materials. It took Kondo around a year and a half to write all the music for the game. Super Mario World was produced during the console wars – a result of the rivalry between Nintendo's SNES and Sega 's two-year-old Mega Drive system – which outsold
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3776-452: Is captured by Bowser. When Mario and Luigi wake up, they try to find her and, after hours of searching, come across a giant egg in the forest. It suddenly hatches and out of it comes a young dinosaur named Yoshi, who tells them his dinosaur friends have also been imprisoned in eggs by Bowser's kids, the evil Koopalings. Mario and Luigi soon realise that Bowser's forces must have captured Toadstool as well. Mario, Luigi, and Yoshi set out to rescue
3894-488: 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
4012-460: Is green, but the game also has hidden blue, yellow, and red Yoshis; the player can obtain each colored Yoshi by finding its egg in the Star World areas and feeding it either five enemies, a Super Mushroom, a Fire Flower, a Cape Feather, or a Starman causing the baby Yoshi to mature. Although the main objective is to navigate through seven worlds to reach the end of the game, the player can beat
4130-474: 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
4248-465: 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
4366-597: The Mario Bros. Classic mode, and the ability to save anywhere, rather than just after beating Ghost houses or Castles. Difficulty is lowered as being hit by an enemy no longer makes him lose all current power ups. Additionally, the alternate overworld map and enemy sprites that was normally unlocked by beating the Special World is now instead unlocked by finding every exit in each level. It received positive reviews; critics enjoyed its new inclusions and retention of
4484-626: 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
4602-582: The Atari 8-bit computers of the late 1970s and 1980s, the term attract mode was sometimes used to denote a simple screensaver that slowly cycled the display colors to prevent phosphor burn-in when no input had been received for several minutes. Attract modes demonstrating gameplay are common in current home video games. Also aim-assist . Also bunny hopping . Also backfilling . Also achievement . Also banhammer . Also beta testing . Also story mode and campaign . Also character select . Also clutching
4720-683: 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
4838-532: The Mario franchise, re-appearing in later Super Mario games and in nearly all Mario sports and spin-off games. Yoshi appears as the main playable character in Super Mario World ' s 1995 prequel Super Mario World 2: Yoshi's Island , which helped lead to multiple video games focused on the character . A Super Mario World clone , Super Mario's Wacky Worlds , was in development for
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4956-530: 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
5074-694: 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
5192-516: The Philips CD-i device by NovaLogic from 1992 to 1993, but was cancelled because of the console's commercial failure. In a poll conducted in 2008, Yoshi was voted as the third-favourite video game character in Japan, with Cloud Strife and Mario placing second and first. DIC Entertainment produced an animated series of the same name , consisting of thirteen episodes, which ran on NBC from September to December 1991. Super Mario World has
5310-780: The Wii , Wii U , and New Nintendo 3DS consoles, and as part of the Super NES Classic Edition . In 2019, it was released for Nintendo Switch Online as part of the classic games service . Super Mario World is a 2D side-scrolling platform game in which the player controls Mario or Luigi , the protagonists of the game. The game has similar gameplay to earlier games in the Super Mario series – Super Mario Bros. , Super Mario Bros. 2 , and Super Mario Bros. 3 – but introduces new elements. As well as dashing and jumping,
5428-475: The best-selling SNES game . It also led to an animated television series of the same name and a 1995 sequel, Yoshi's Island . The game has been re-released on multiple occasions: It was part of the 1994 compilation Super Mario All-Stars + Super Mario World for the SNES and was re-released for the Game Boy Advance as Super Mario World: Super Mario Advance 2 in 2001, on the Virtual Console for
5546-565: The greatest video games of all time . In 2009, a poll conducted by Empire voted it "the greatest game of all time". In 2009, Official Nintendo Magazine placed the game 7th in a list of the greatest Nintendo games of all time. In its final issue in October 2014, Official Nintendo Magazine ranked Super Mario World the third-greatest Nintendo game of all time, behind The Legend of Zelda: Ocarina of Time and Super Mario Galaxy . In 2012, Nintendo Power similarly named Super Mario World
5664-537: 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
5782-453: The 1984 game Devil World which shared many similarities with Yoshi. During the development of Super Mario Bros. 3 , Miyamoto had a number of sketches around his desk, including an image of Mario riding a horse. As development of Super Mario World progressed, the team opted to set the game in a "dinosaur land", so Tezuka asked designer Shigefumi Hino to draw a reptile-like creature based on Miyamoto's sketches. Hino originally produced
5900-424: The 78th highest-rated game of all time, with an aggregate score of 94% based on nine reviews. The visuals and presentation were two of the most praised aspects of the game. After its release, Rob Swan of Computer and Video Games noted that the graphics were an excellent example of what the then-new SNES was capable of, while in the same review, Paul Glancey similarly remarked that the visuals were stunning, and he
6018-468: 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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#17327767287566136-480: 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
6254-532: The SNES original's "feel". GameSpot named it the best video game of February 2002. The SNES version was released on the Wii 's Virtual Console in Japan on 2 December 2006, in the United States on 5 February 2007, and in Europe on 9 February 2007. It was released for the Wii U in North America and Japan on 26 April 2013, and in Europe on 27 April 2013, along with the full launch of
6372-469: 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 ,
6490-609: The Wii U Virtual Console. On March 3, 2016, the game was released for the Virtual Console service of the New Nintendo 3DS . Super Mario World was also one of the 21 SNES games included in the Super NES Classic Edition released in September 2017. On 5 September 2019, Nintendo released Super Mario World on their Nintendo Switch Online service as a launch title. Nintendo has sold 20.61 million copies of
6608-455: 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
6726-529: 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
6844-415: 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
6962-405: The cape as a sail. The game also introduces the ability to "store" an extra power-up in a box at the top centre of the screen. For example, if the player obtains a Fire Flower or a Cape Feather, then a Super Mushroom will appear in the box. Collecting a star grants Mario temporary invincibility from minor dangers. However, it does not protect the player from falling into lava or off the screen, nor if
7080-413: The console and led to intense competition between the two, being the first time since December 1985 Nintendo did not lead the market though it eventually overtook Sega. Sega's mascot, Sonic the Hedgehog , was seen by many as a faster and "cooler" alternative to Mario. After the game's release, Miyamoto admitted publicly he felt it was incomplete and development was rushed toward the end. Super Mario World
7198-518: 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
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#17327767287567316-421: 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
7434-419: 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
7552-451: The echoing sound effects heard when Mario was underground – a sentiment shared by other reviewers. Both Sleeper and Navarro wrote that the game featured the best music in the entire Super Mario series, with Sleeper praising Kondo's "timeless" soundtrack and memorable melodies. The game received 1991 Game of the Year awards from Nintendo Power and Power Play . Many retrospective critics declared Super Mario World one of
7670-546: The fifth greatest game of all time, a step up from its eighth best ranking in their 2006 poll. The game has appeared on several "best video games of all time" lists such as those from Electronic Gaming Monthly , Game Informer , Retro Gamer and GameSpot . In 2007, Retro Gamer ranked it as the best platform game of all time, while USgamer listed it as the best Super Mario platform game ever in 2015. In 1996, GamesMaster ranked Super Mario World 3rd on their "The GamesMaster SNES Top 10" list. In 1995, Total! listed
7788-521: 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
7906-541: 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
8024-447: The game and coming in clutch . A common term in video games for the option to continue the game after all of the player's lives have been lost, rather than ending the game and restarting from the very beginning. There may or may not be a penalty for doing this, such as losing a certain number of points or being unable to access bonus stages. In arcade game s, when a player loses or fails an objective, they will generally be shown
8142-399: The game 11th on its Top 100 SNES Games, at the time they opined Super Mario World is "a contender for the best game ever." As a pack-in game for the SNES, Super Mario World helped popularise the console, and became the best-selling game of its generation. Shigeru Miyamoto has said that Super Mario World is his favourite Mario game. Yoshi became one of the most important characters in
8260-470: 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
8378-539: The game by alternating turns at navigating the overworld map and accessing stage levels; the first player controls Mario, while the second player controls his brother, Luigi. In addition to the power-ups from previous games, such as the Super Mushroom and Fire Flower , Super Mario World has a new power-up named the Cape Feather, which gives Mario a cape and the ability to fly, glide in the air, and use
8496-418: The game featured some of the best and most challenging levels the series has offered thus far, saying "nothing about the game feels out of place or superfluous". Miller considered the game's overall length to be its strongest aspect, while Oxford thought Super Mario World ' s gameplay could be both straightforward and complex, owing to the myriad of secrets the game contained. In retrospect, Sleeper believed
8614-412: The game is not being played. Originally built into arcade games , the main purpose of the attract mode is to entice passers-by to play the game. It usually displays the game's title screen , the game's story (if it has one), its high score list, sweepstakes (on some games) and the message " Game Over " or "Insert Coin" over or in addition to a computer-controlled demonstration of gameplay . In
8732-485: The game much faster by using secret Star Road routes. To access a hidden world, the player needs to find keys scattered throughout the game's levels. When a key is found, it must be brought to a keyhole to unlock either a new level or a Star Road. Exploring these secret stages can lead to other stages, such as the Special World. Completion of the Special Zone permanently changes some of the enemies' sprites and alters
8850-425: The game takes place in 2D linear levels, populated with obstacles and enemies, which involves the player traversing the stage by dashing, jumping, and dodging or defeating enemies. The player is given a number of lives, which are lost if Mario comes into contact with an enemy while Small Mario, falls off the screen, gets crushed, touches lava, or runs out of time. The game ends when the player runs out of lives, although
8968-409: The game was a less rigid version of its predecessor. AllGame ' s Skyler Miller and Alex Navarro of GameSpot both praised the game's well-drawn characters, colourful visuals and pleasing animation. Morgan Sleeper of Nintendo Life said Super Mario World was the "graphical holy grail" that retro-styled games aspire to, and he insisted that its design holds up well today. Critics commended
9086-557: The game worldwide, making it the best-selling game for the SNES . In the United States, Super Mario Advance 2 for the Game Boy Advance sold 2.5 million copies and earned $ 74 million in revenue by August 2006. During the period between January 2000 and August 2006, it became the second highest-selling portable game in the United States. Super Mario World received critical acclaim. In December 2019, review aggregator GameRankings ranked Super Mario World as
9204-501: The game's replay value and unique gameplay in comparison to older Super Mario games. Four reviewers in Electronic Gaming Monthly praised the game's number of secrets and diversity among its levels, expressing appreciation that Nintendo did not recycle assets from Super Mario Bros. 3 . Swan and Glancey enjoyed the addictive gameplay and the vast number of levels, while Dan Whitehead of Eurogamer lauded
9322-448: The game's biggest achievement was its level design , calling it an "unrivalled master class" with a constant sense of momentum. The game's audio was also well received by critics. Swan believed the game utilised the SNES' PCM chip to its fullest potential, and both he and Glancey agreed that the game's sound effects were "mindblowing". Thomas labelled the soundtrack "another one of Koji Kondo's classics," but in hindsight remarked that it
9440-433: The game's divergence from linear platforming and asserted that Super Mario World was an evolutionary leap for gaming in general. Likewise, Goyon appreciated the option of being able to finish the game by using alternative routes. Bianco opined that the game was "one of the smoothest platformers in existence" while Thomas thought its "masterful" and innovative level design enhanced the overall experience. Navarro similarly felt
9558-498: 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
9676-457: 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
9794-413: 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"
9912-454: 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
10030-451: 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,
10148-489: 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
10266-405: 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
10384-409: The new console, he used several different instruments, implementing them all one after the other in the game's title song. As development progressed, Kondo grew concerned over how people would react to his unusual combinations of instruments as he noted the use of more traditional square waves and triangle waves had "gained acceptance" with consumers. For the game's sound effects, Kondo decided to use
10502-534: 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
10620-536: The overworld map's color scheme. The plot of Super Mario World is detailed in the instruction booklet. After bringing peace to the Mushroom World in Super Mario Bros. 3 , the brothers Mario and Luigi decide to go on vacation with Princess Toadstool to a place called Dinosaur Land, a prehistoric-themed world swarming with dinosaurs and other enemies. While resting on the beach, the princess
10738-408: 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
10856-416: 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
10974-561: 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
11092-480: The player can also fly or float with the aid of the Cape Feather and P-Balloon and can execute the new Spin Jump move, which allows the player to crush enemies, bounce off normally-invulnerable ones safely or break certain blocks, with the latter only being possible if the player has a power-up active. The game has 96 level exits in total. The player navigates through the game via two game screens: an overworld map and
11210-454: The player can continue from the most recent save point (a successfully completed castle, fortress or haunted house) by selecting " Continue ". Each world features a final stage with a boss to defeat; each of the seven worlds features fortresses controlled by one of the Koopalings , and the player also battles Bowser in his castle in the seventh and final world. Super Mario World includes a multiplayer option which allows two players to play
11328-405: 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
11446-407: The player runs out of time. If Mario gets hit by an enemy, the stored item in the box will automatically drop. Alternatively, the player can manually release the stored item at any time. The game introduces Yoshi , a dinosaur companion Mario can ride who is able to eat most enemies. If Yoshi attempts to eat a Koopa or its shell, he can spit it out and fire it at enemies. If the player fails to spit
11564-1048: 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
11682-405: The princess and Yoshi's dinosaur friends, traversing through Dinosaur Land for Bowser and his Koopalings. To aid him, Yoshi gives Mario a cape as they begin their journey. Bowser receives news of Mario and Luigi's approach and dispatches his Koopalings to dispose of them. After the brothers defeat the children and rescue Yoshi's friends, they eventually reach Bowser's Castle, where they fight him in
11800-403: The role of strategy, especially in turn-based game s. The player has to place units wisely to mitigate the possibly devastating effects of a hostile area of effect attack; however, placing units in a dense formation could result in gains that outweigh the increased AoE damage received. Also display mode and show mode . A pre-recorded demonstration of a video game that is displayed when
11918-426: The same themes for Super Mario World , albeit in a rearranged form. By doing this, he assumed players would be able to recognise the same melodies, while exposing them to new variations of music as they progressed through the game. As Super Mario World was the first game developed for the SNES, Kondo felt "overjoyed" at being able to compose music by using eight sounds at once. To express the technological novelty of
12036-458: The series installments for the Nintendo Entertainment System (NES). Yoshi was conceptualised during the development of the NES games but was not used until Super Mario World due to hardware limitations. Super Mario World is often considered one of the best games in the series and is cited as one of the greatest video games ever made . It sold more than twenty million copies worldwide, making it
12154-475: The shell out within a certain amount of time, Yoshi will swallow it, rendering it useless. When holding any Koopa shell in his mouth, Yoshi gains the ability that corresponds to its color: a blue shell enables Yoshi to fly, a yellow shell causes him to emit dust clouds that defeat nearby enemies, and a red shell allows him to produce three fireballs that defeat enemies. Flashing Koopa shells produce all three abilities, while green shells produce none. The default Yoshi
12272-456: The software tools were not yet fully developed, and the team had to "go along with starting something new". Miyamoto acknowledged the team no longer had restrictions on certain mechanics such as scrolling and the number of colours they could implement. As a hardware experiment, the team ported Super Mario Bros. 3 to the SNES. However, it felt like the same game to them, despite the improved colours and sprites. After that, Miyamoto realised
12390-413: The team's goal would be to use the new hardware to create something "totally new". Miyamoto said he had wanted Mario to have a dinosaur companion ever since Super Mario Bros. , but Nintendo engineers could not add such a character into the game due to the limitations of the Nintendo Entertainment System (NES). The inspiration for Yoshi can be traced back even further; Miyamoto designed a green dragon for
12508-489: 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
12626-540: 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
12744-437: 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
12862-455: 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
12980-428: 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
13098-413: 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
13216-505: 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
13334-470: Was first released in Japan on 21 November 1990 under the name of Super Mario World: Super Mario Bros. 4 . It was one of two launch games for the SNES in Japan, along with F-Zero . The game was released in North America on 23 August, 1991. Nintendo also issued a version for arcade cabinets so players could try the game before buying it. The game was re-released in a special version of Super Mario All-Stars , Super Mario All-Stars + Super Mario World , as
13452-532: 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 ,
13570-454: Was grateful the game came free with the console. Four reviewers echoed this in Electronic Gaming Monthly, but commented that the game took little advantage of the SNES's capabilities compared to other games available for the system. Retrospective reviewers agreed the game's visuals were still of a high quality. Karn Bianco from Cubed3 enjoyed the game's relaxed visual style, and praised Nintendo for keeping everything "nice and simple" designing
13688-431: Was not as memorable as his earlier work. Goyon praised the originality of the game's soundtrack, and thought the technical contribution of the SNES allowed players to enjoy a "globally magnificent" composition. Both Goyon and Jason Schreier of Kotaku felt its rhythmic sound effects were important and helped to reinforce the game's atmosphere. Miller liked Super Mario World ' s upbeat music, and particularly enjoyed
13806-418: 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
13924-540: 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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