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Tag Genres

Platformer

The art of jumping

Platform games challenge players to navigate levels through jumping, climbing, and precise movement, defining gaming from Donkey Kong through modern indie revivals.

arcadeNESSNESgenesispc genreactionjumping 1981–present

Overview

Platform games are defined by traversal. Players jump between platforms, avoid hazards, and navigate spatial challenges. The genre emerged from Donkey Kong (1981) and reached its apex with Super Mario Bros. (1985), which codified momentum, physics, and level design principles still used today. Platformers drove hardware sales, defined mascot wars, and eventually found new life through indie development.

Fast Facts

AspectDetail
OriginDonkey Kong (1981)
Genre-definerSuper Mario Bros. (1985)
Height8-bit and 16-bit eras
RevivalIndie renaissance (2008+)

Genre Origins

GameYearContribution
Space Panic1980Proto-platformer
Donkey Kong1981Jumping as core mechanic
Pitfall!1982Side-scrolling exploration
Mario Bros.1983Enemy interaction
Super Mario Bros.1985Definitive template

Subgenres

TypeCharacteristics
Action platformerCombat focus (Mega Man, Castlevania)
Puzzle platformerLogic challenges (Lemmings, Portal)
Cinematic platformerAnimation priority (Prince of Persia, Another World)
MetroidvaniaExploration, ability gating (Metroid, Hollow Knight)
Precision platformerExtreme difficulty (Super Meat Boy, Celeste)
Auto-runnerAutomatic movement (Canabalt, mobile games)
3D platformerSpatial navigation (Mario 64, Crash Bandicoot)

Core Mechanics

MechanicFunction
JumpingPrimary navigation
MomentumPhysics-based movement
Enemy avoidanceHazard patterns
CollectiblesScore, progression
Lives/checkpointsFailure management

The Mario Formula

Super Mario Bros. established lasting conventions:

ElementImplementation
AccelerationRunning builds speed
Variable jumpButton hold for height
Power-upsState changes (small/big/fire)
SecretsHidden blocks, warp zones
Level progressionWorld-stage structure

Mascot Era (1990s)

PlatformMascot
NintendoMario
SegaSonic
SonyCrash Bandicoot
OthersRayman, Earthworm Jim, Bubsy

Console identity tied to platformer mascots. The “console wars” were partly fought through platformer quality.

3D Transition

GameYearInnovation
Super Mario 6419963D movement vocabulary
Crash Bandicoot1996Linear 3D approach
Banjo-Kazooie1998Collectathon refinement
Jak and Daxter2001Seamless world

The 3D transition required reinventing genre fundamentals—camera control, spatial navigation, depth perception.

Decline and Revival

EraStatus
Early 2000sGenre decline, 3D focus
2008+Indie renaissance
ModernGenre thriving across scales

Indie developers returned to 2D platformers with fresh ideas:

GameInnovation
BraidTime manipulation
Super Meat BoyPrecision, iteration
CelesteAccessibility, narrative
Hollow KnightMetroidvania depth

Technical Considerations

ChallengeSolution
ScrollingHardware scroll registers
CollisionTile-based detection
AnimationLimited frames, strong poses
Level designTile maps, reusable assets

Early platformers pushed hardware through scroll techniques and sprite management.

Level Design Principles

PrincipleApplication
IntroductionSafe space to learn mechanic
DevelopmentIncreasing complexity
TwistUnexpected application
MasteryChallenge combining elements

Nintendo’s approach to teaching through level design influenced all game genres.

Legacy

Platform games taught developers how to communicate through design rather than text. The principles established by Super Mario Bros.—progressive difficulty, player teaching, momentum physics—remain foundational. When 3D games needed movement vocabularies, platformers provided them. The genre’s indie revival proved that precise 2D gameplay never became obsolete.

See Also