One of the most beloved traditional genres in most people’s hearts is the platformer. Tracing its roots back to the early days of gaming, for many people, their first experience with a video game was probably a platformer. While it may not be around in its purest form as much today, elements of platformers can be seen in a wide range of games. So, let’s take a look at how the genre moved from jumping over barrels to leaping between planets.
Before we get into the history of the genre, let’s define what a platformer actually is. The key component of original platformers was jumping from platform to platform, hence the name, to reach the end of a level. As the genre grew, platforms were replaced by set pieces that made more sense but still served the same purpose. The core idea from the original titles that helped pave the way for the genre still exists today, and that is running and jumping through a level to reach an end goal. In contrast to shooters, the challenge doesn’t come from enemies, but rather figuring out the level itself.
While most people think of Super Mario Bros. as the first platformer, we actually see the genre emerge several years earlier. 1981’s arcade hit Donkey Kong is looked at as the first real platformer. While it wasn’t the first title to include jumping, it was the first to allow the player the control of where they want to jump. While this game moved vertically, and was contained to a single screen, the following year saw the release of titles that moved horizontally and moved from screen to screen. Now, this isn’t to say that they scrolled, because that came later. Pitfall!, released in 1982 for the Atari 2600, is perhaps the most famous example of this type of game.
Perhaps the next biggest advancement was that of scrolling graphics. Jump Bug, released shortly after Donkey Kong in the arcades, was the first game to use scrolling graphics. Players moved a car from platform to platform while scrolling both vertically and horizontally. The game also introduced platforms that were uneven and independent, meaning they looked like they were just floating there. Pac-Land, a Pac-Man platformer released in 1984, was a game that took the genre a step further. It added more of a story than just jumping over obstacles and was a large influence on the granddaddy of them all, Super Mario Bros. However, before Mario, one last game was released that had a large influence on titles to come. 1984’s Dragon Buster, Namco’s Pac-Land follow up, introduced a 2D hub level, think Super Mario 3, and the double jump.
Then, in 1985, Super Mario Bros. came along and set a standard. I think it is safe to say that everybody has played a 2D Mario game in some capacity, if not the first Super Mario Bros. on the Nintendo Entertainment System. The game had tight controls, somewhat of a story, and level design that had never been seen before. With power-ups and secret passages, the game redefined the genre and was tirelessly imitated. I don’t think there is too much more that needs to be said about Super Mario Bros. aside from if you haven’t played it, go out and do so now.
Moving on to the 16-bit generation, Mario continued to pave the way but now had some legitimate competition. With platformers being the hottest genre by this time, companies used the genre to sell systems, and we saw a flood of them. When the Super Nintendo was released in 1990, Sega countered with Sonic the Hedgehog. Offering gamers a faster game with a completely different level design than that of the Mario series, Sega had a hit on their hands, and the console, and character, war began. During the 16-bit era, gamers couldn’t walk into a store without seeing platformer upon platformer. Bubsy, Gex, Earthworm Jim, and a whole list of other characters that are no doubt unrecognizable to most gamers today were all characters thrown in to compete with Mario and Sonic. Some did well and became hits, such as Earthworm Jim, while others faded into obscurity, sadly, like Bubsy. With the onslaught of platformers, the genre began to decline until a familiar face showed us a new way to play.
As the next generation cycle came into full effect, the platformer was reborn, this time in glorious 3D. While there were attempts to bring 3D to platformers before, most were on the PC, and nobody ever did it to the extent of 1996’s Super Mario 64. Possibly the biggest game changer in the history of video games, when Mario 64 hit, gamers were given the opportunity to fully step into a world for the first time. All of the elements that gamers had grown tired of were new and exciting again in 3D. The fire world, the desert world, the ghost house; they were all here but in a way that had never been seen before. It’s hard to describe that transition now, because everything is in full 3D, but back then it was unheard of and opened people’s eyes to a whole new world of gaming.
It didn’t take long for everybody else to jump on board. Banjo Kazooie, Crash Bandicoot, Donkey Kong 64, all of these took the model that Mario made and tried to duplicate it. Most of the titles of this time took collecting to the extreme and made it the focus of the game. This has led some people to argue that these aren’t “true” platformers. To those people I say, get over it.
As the imitators fell off, so did the genre. By the time the Playstation 2 and Gamecube had rolled around, gamers had grown tired of all the collecting and jumping. Platformers were about as popular as the kicker on a football team. Gamers now wanted shooting and more shooting, and the platforming genre just could not compete. We did get some great titles such as Super Mario Sunshine, Pyschonauts, and Jak and Daxter, but sadly, the genre just wasn’t popular anymore.
Moving to present day, there has been a slight resurgence in the genre. Super Mario Galaxy was for many gamers what they wanted instead of Mario Sunshine. It made the genre feel fresh while still retaining classic elements. With the PSN and XBLA, we get great platformers such as ‘Splosion Man. 2008’s Little Big Planet on the Playstation 3 gave gamers the power to create their own platforming levels and was a huge success. However, the biggest player in the rebirth of platformers has been the handheld. Sonic was reborn in Sonic Rush on the DS. Mario was put in one of his best titles ever in New Super Mario Bros., also on the DS and later in an all-new title on the Wii. Each of the new Mario games has gone on to sell ridiculous amounts, and I think shows that gamers are willing to still experience the genre, as long as it’s done right.
The idea always comes up that the platformer is dead. I disagree and argue that it’s much more alive today than it ever has been. Sure, we don’t get a lot of pure platformers, but we do see the genre’s influence in so many other games. I don’t know if we would have a game like Mirror’s Edge if not for the platformer. So many of the best parts in Uncharted are the platforming bits. The genre never left, it just went and hung out with some other genres. Coupled with the rebirth of gaming’s biggest mascot back in his original form, the platformer’s influence is arguably more widespread now than even back in the early 90’s.