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
| Aspect | Detail |
|---|
| Origin | Donkey Kong (1981) |
| Genre-definer | Super Mario Bros. (1985) |
| Height | 8-bit and 16-bit eras |
| Revival | Indie renaissance (2008+) |
Genre Origins
| Game | Year | Contribution |
|---|
| Space Panic | 1980 | Proto-platformer |
| Donkey Kong | 1981 | Jumping as core mechanic |
| Pitfall! | 1982 | Side-scrolling exploration |
| Mario Bros. | 1983 | Enemy interaction |
| Super Mario Bros. | 1985 | Definitive template |
Subgenres
| Type | Characteristics |
|---|
| Action platformer | Combat focus (Mega Man, Castlevania) |
| Puzzle platformer | Logic challenges (Lemmings, Portal) |
| Cinematic platformer | Animation priority (Prince of Persia, Another World) |
| Metroidvania | Exploration, ability gating (Metroid, Hollow Knight) |
| Precision platformer | Extreme difficulty (Super Meat Boy, Celeste) |
| Auto-runner | Automatic movement (Canabalt, mobile games) |
| 3D platformer | Spatial navigation (Mario 64, Crash Bandicoot) |
Core Mechanics
| Mechanic | Function |
|---|
| Jumping | Primary navigation |
| Momentum | Physics-based movement |
| Enemy avoidance | Hazard patterns |
| Collectibles | Score, progression |
| Lives/checkpoints | Failure management |
Super Mario Bros. established lasting conventions:
| Element | Implementation |
|---|
| Acceleration | Running builds speed |
| Variable jump | Button hold for height |
| Power-ups | State changes (small/big/fire) |
| Secrets | Hidden blocks, warp zones |
| Level progression | World-stage structure |
Mascot Era (1990s)
| Platform | Mascot |
|---|
| Nintendo | Mario |
| Sega | Sonic |
| Sony | Crash Bandicoot |
| Others | Rayman, Earthworm Jim, Bubsy |
Console identity tied to platformer mascots. The “console wars” were partly fought through platformer quality.
3D Transition
| Game | Year | Innovation |
|---|
| Super Mario 64 | 1996 | 3D movement vocabulary |
| Crash Bandicoot | 1996 | Linear 3D approach |
| Banjo-Kazooie | 1998 | Collectathon refinement |
| Jak and Daxter | 2001 | Seamless world |
The 3D transition required reinventing genre fundamentals—camera control, spatial navigation, depth perception.
Decline and Revival
| Era | Status |
|---|
| Early 2000s | Genre decline, 3D focus |
| 2008+ | Indie renaissance |
| Modern | Genre thriving across scales |
Indie developers returned to 2D platformers with fresh ideas:
| Game | Innovation |
|---|
| Braid | Time manipulation |
| Super Meat Boy | Precision, iteration |
| Celeste | Accessibility, narrative |
| Hollow Knight | Metroidvania depth |
Technical Considerations
| Challenge | Solution |
|---|
| Scrolling | Hardware scroll registers |
| Collision | Tile-based detection |
| Animation | Limited frames, strong poses |
| Level design | Tile maps, reusable assets |
Early platformers pushed hardware through scroll techniques and sprite management.
Level Design Principles
| Principle | Application |
|---|
| Introduction | Safe space to learn mechanic |
| Development | Increasing complexity |
| Twist | Unexpected application |
| Mastery | Challenge 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