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Platformer Game Sprites

menwardmcinmyst1978 2020. 3. 2. 09:30
  1. Platformer Game Sprites Character
  2. Platformer Game Sprites
  3. Platformer Game Definition

The trailer for, a 2012 computer game, shows many platform game features, such as enemies, obstacles, double jumping, and wall jumping.Platform games, or platformers, are a video game genre and subgenre of. In a platformer, the must jump and climb between suspended platforms while avoiding obstacles. Environments often feature uneven terrain of varying height that must be traversed. The player often has some control over the height and distance of jumps to avoid letting their character fall to their death or miss necessary jumps. The most common unifying element of games of this is the jump button, but now there are other alternatives like swiping a touchscreen.

Other acrobatic maneuvers may factor into the gameplay as well, such as swinging from objects such as vines or grappling hooks, as in or, or bouncing from springboards or trampolines, as in. These mechanics, even in the context of other genres, are commonly called platforming, a of platform. Games where jumping is automated completely, such as 3D games in series, fall outside of the genre.Platform games originated in the early 1980s, which were often about climbing ladders as much as jumping, with successors popularized in the mid-1990s. The term describes games where jumping on platforms is an integral part of the and came into use after the genre had been established, no later than 1983.

The genre is frequently combined with elements of other genres, such as the elements in, elements of, elements of, or elements of.While commonly associated with, there have been many important platform games released to, as well as for. North America, Europe and Japan have played major parts in the genre's evolution. Platform themes range from cartoon-like games to and epics.At one point, platform games were the most popular genre of video game. At the peak of their popularity, it is estimated that between one-quarter and one-third of console games were platformers, but have since been supplanted by first-person shooters. As of 2006, the genre had become far less dominant, representing a two percentage market share as compared to fifteen percent in 1998, but is still commercially viable, with a number of games selling in the millions of units. Since 2010, a variety of endless running platformers for mobile devices have brought renewed popularity to the genre. This (1981) level demonstrates extensive jumping between platforms, the genre's defining trait.Platform games originated in the late 1970s - early 1980s.

Most, but not all, early examples of platform games were confined to a static playing field, generally viewed in profile., a 1980 arcade release by, is sometimes credited as being the first platform game, though the distinction is contentious. While the player had the ability to fall, there was no ability to jump, so the game does not satisfy most modern definitions of the genre. However, it clearly influenced the genre, with gameplay centered on climbing ladders between different floors, a common element in many early platform games. A difficult game to learn, Space Panic remained obscure as an arcade game, but the 1981 unauthorized clone was a hit for home computers.Another precursor to the genre from 1980 was 's, which has the player scaling vertically-scrolling skyscrapers., an created by and released in July 1981, was the first game to allow players to jump over obstacles and across gaps, making it the first true platformer. It introduced, a modern icon of the genre, 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, and also a handheld version from Coleco in 1982.

The game helped cement Nintendo's position as an important name in the video game industry internationally.The following year, Donkey Kong received a sequel, and later, a platform game that offered two-player. This title laid the groundwork for other two-player cooperative platformers such as and.Beginning in 1982, transitional games emerged that did not feature graphics, but had levels that spanned., released for the, featured broad, horizontally extended levels. It became one of the best-selling games on the system and was a breakthrough for the genre. Was released on the that same year, adding uneven terrain and between static screens. (1983) and its sequel (1984) continued this style of multi-screen levels on. Won the first ever award for Best Platform game in 1984 from Crash magazine. Later that same year, released, which further expanded on the exploration aspect.

See also: and Classification of early platformers The term platform game is somewhat ambiguous, particularly when referring to games that predate the widespread, international use of the term. The concept of a platform game as it was defined in its earliest days is somewhat different from how the term is commonly used today.Following the release of, a genre of similarly-styled games emerged characterized by a profile view of tiers connected by ladders. These included,. The two most common gameplay goals were to get to the top of the screen or to collect all of a particular item, both of which are found in Donkey Kong. The North American press, including leading magazine, labeled the genre 'climbing games.'

London-based TV Gamer magazine listed 'Climbing' as a game category in the March 1983 issue, calling Donkey Kong 'the most famous of all climbing games.' The terms platform game and platformer have since gained wide use in the UK, North America, and across Europe. Since the earliest uses the concept has evolved, particularly as the genre peaked in popularity during the early 1990s. Many of the games that were part of the early platform genre, such as Donkey Kong and Miner 2049er, are still regarded as platform games in the modern sense.Scrolling movement.

(1981) introduced scrolling to the genre.The first platform game to use scrolling graphics came years before the genre became a trend. Is a platform-shooter developed by under contract for and released to arcades in 1981, only five months after. Players control a bouncing car that jumps on various platforms such as buildings, clouds, and hills.

As part of a nascent genre, its development was not strongly influenced by existing conventions, nor was it said to be a major influence on games immediately after it. Jump Bug offered a glimpse of what was to come, with uneven, independently suspended platforms and levels that scroll both horizontally and vertically.Only a few home systems of the early 1980s had hardware support for smooth background scrolling—most notably the. Nevertheless, was released by Sierra On-Line in 1983 on the and several home computer platforms. The game features large, smooth-scrolling levels and simple platform gameplay in which players jump over oncoming pitfalls and obstacles, much like.

The same year, a scrolling platform game appeared on the and Atari 8-bit computers called Snokie. It added uneven terrain and an emphasis on precision jumping. (1985), of all timeBased on the Saturday morning cartoon rather than the maze game, Namco's 1984 is a bidirectional, horizontally-scrolling, arcade platformer with walking, running, jumping, springboards, and a series of unique levels.Nintendo's platform game, released for the in 1985, became the archetype for many platformers to follow. The title was bundled with Nintendo systems in North America, Japan, and Europe, and went on to sell over 40 million copies, according to the 1999. Its success as a pack-in led many companies to see platform games as vital to their success, and contributed greatly to popularizing the genre during the.attempted to emulate this success with their series, which began in 1986 on the with, a platformer that features horizontal and vertical scrolling levels, the ability to punch enemies and obstacles, and shops where the player can buy and vehicles. The environments are varied, including mountains, caves, oceans, forests, and underwater segments.

Another Sega platformer series that began that same year is. The in 1986 was inspired more by Pac-Land than Super Mario Bros, and features skateboarding segments that gives the game a greater sense of speed than other platformers at the time, while its sequel, takes the series in a new direction by combining and elements with traditional platforming. Wonder Boy in turn inspired platformers such as, Dynastic Hero, and.Scrolling platformers went portable in the late 1980s with games such as, and the genre continued to maintain its popularity, with many titles released for the and systems. Because of their small size, technical constraints, and blurring associated with the technology, fast-paced action-based platformers were more difficult to develop for these handheld systems. Because of this, many early handheld platformers leaned towards slower-paced play styles and a greater emphasis on puzzles.During and early generations, home consoles largely transitioned to 3D games and handhelds became a bastion for traditional side-scrolling platform games, until the release of (2009) revived interest in the subgenre on consoles. (2006) is a very successful traditional platform game, selling more than five million copies in Japan and North America during its first year of release.One of the first platform games to scroll in all four directions freely and follow the on-screen character's movement is in a called, which comprises a number of mini-games, including a simple platformer, a sequence, a landing sequence, and a. One of the first -based platform games to scroll fluidly in all directions in this manner is 1984's.

In 1985, released an platform-adventure game,.The following year saw the release of a more successful open-world platform-adventure, Nintendo's, which was critically acclaimed for having a balance between open-ended and guided exploration. Another platform-adventure released that year, 's, was critically panned for its vagueness and weak game design. That same year released, a platform-action sequel to that scrolled in all directions and allowed the player character to make huge multistory jumps, which were necessary to navigate the giant, vertically oriented levels.

Also released its own take on the platform-action game, which contained -style.In 1987, 's introduced level progression where the player is able to choose the order in which they completed the games levels. This was a stark contrast to both linear games like Super Mario Bros. And open-world games like Metroid. Credits the 'level select' feature of Mega Man as the basis for the non-linear mission structure found in most open-world, multi-mission, -heavy games. Another Capcom platformer that year was, a multidirectional-scrolling platform-action game which introduced a mechanic that has since appeared in dozens of later platform games, including.

Second-generation side-scrollers. (1991) showed what new technology could do for the genre.The advent of 16-bit home consoles marked an evolutionary step for the genre.

By the time the and launched, platform games were the most popular genre in home console gaming and were seen as vital for winning the. There was a particular emphasis on having a flagship platform title exclusive to a format, featuring a mascot character. In 1989, Sega released. The title was only modestly successful, and Sega realized it needed a stronger mascot to move Genesis units. That same year, Capcom released the platformer, which scrolled in multiple directions and allowed the player to summon (AI) partners, such as a droid, tiger, and hawk, to help fight enemies.

Another Sega release in 1989 was, which also featured an AI partner: a dog who followed the player around and aid in battle. In 1990, released, featuring a character that was positioned as 's mascot.

The following year, Takeru's, a late platformer for the Famicom, introduced true character customization, allowing players to build a character from a toy box filled with spare parts.1991 marked the release of the, along with the eagerly anticipated. In order to fend off the new competition, Sega released.

Whereas Nintendo's offering featured a conservative design, true to the Mario tradition, Sonic showcased a new style of design made possible by a new generation of hardware. Sonic featured large stages that scrolled effortlessly in all directions, as well as all manner of uneven terrain, curved hills, and a complex that allowed players to rush through its levels with well-placed jumps and rolls. Lastly, there was the game's eponymous main character. Sega decided to give Sonic a rebellious personality in order to appeal to older gamers, and super speed to help show off the Genesis' hardware capabilities.

The game proved to be a massive hit, was a successful pack-in with new systems, and cemented the view that platform games would make or break a console. The was seen as a new model for mascots in the early 1990s, particularly for his perceived attitude, which characterized him as a rebel. This attitude soon became the status quo, as companies attempted to duplicate Sonic's success with their own brightly colored.

Very frequently these were characterized by impatience, sarcasm, and frequent quips. These mascots, which included, and, have mostly faded from relevance.Although there had long been important platform games on home computers, a second generation of platform games for computers appeared alongside the new wave of consoles. In the late 1980s and early 1990s, the was known as a stronger gaming platform than, thanks to its more powerful stock. The was solidly supported as well. Games like and showed that computer platform games could rival the graphics and sound of their console contemporaries., originally released for the Apple II in 1989, long after that system's heyday, featured an unprecedented level of animation.The 1988 shareware game was one of the first attempts at a Nintendo-style platformer for IBM PC compatibles.It inspired, released by in 1990, which became the first PC platformer with smooth scrolling graphics. Keen's success resulted in numerous console-styled platformers on the PC, including, and by, all of which helped fuel the model of game distribution.Decline of 2D The abundance of platformers for 16-bit consoles continued late into the generation, with successful games such as (1995), (1995), and (1995), but the release of new hardware caused players' attention to shift away from traditional 2D genres.

The, and nevertheless featured a number of successful 2D platform games. The 2D was a big success on 32-bit consoles. And helped revitalize interest in 's. Revitalized its series and established a new foundation for later Castlevania games.

And kept the subgenre born from Prince of Persia alive.The difficulties of adapting platform gameplay to three dimensions led some developers to compromise by pairing 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 the, (1994). The game featured levels and characters rendered in 3D, but retained 2D gameplay and used pre-rendered 2D sprites for regular characters, similar to Donkey Kong Country.

Its improved upon its design, featuring some 3D effects such as hopping between the foreground and background, and the camera panning and curving around corners. Meanwhile, and brought the 2.5D style to the. In a break from the past, the Nintendo 64 had the fewest side scrolling platformers with only four;, and —and most met with a tepid response from critics at 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 third dimension The term 3D platformer usually refers to games that feature gameplay in three dimensions and polygonal 3D graphics. Games that have 3D gameplay but 2D graphics are usually included under the umbrella of, while those that have 3D graphics but gameplay on a 2D plane are called, as they are a blend of 2D and 3D.The first attempts to bring platform games into 3D used 2D graphics and an. These games are nearly as old as the genre itself, one of the earliest examples being Sega's in 1983. The first platformers to simulate a 3D perspective and moving camera emerged in the early-mid-1980s. An early example of this was 's platform game, where the player controls a penguin in a forward-scrolling perspective while having to jump over pits and obstacles. Originally released in 1983 for the computer, it was subsequently ported to various platforms the following year, including an version, and.1986 saw the release of the sequel to forward-scrolling platformer Antarctic Adventure called, which was designed.

It included more elements, a greater variety of levels, elements such as upgrading equipment, and.In early 1987, released, designed. Using a forward-scrolling effect similar to Sega's 1985. 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. Square released its sequel, later that year. (1995) extended traditional platform gameplay in all directions., a game that was released in 1995, offered a more conservative approach to true 3D platforming.

It allowed players to move in all directions, but it did not allow movement along more than one axis at once; the player could move orthogonally but not diagonally. Its characters were sprites, much like the earlier. The game played very similarly to 2D platformers, but it was considered a true 3D title, and let players walk up walls and on ceilings.

It was a moderate success, and spawned a sequel called Bug Too!In 1995, released a 3D sequel to their popular 2D platformer. Entitled, it was the first attempt to bring a popular 2D platform game series into 3D. While it retained the puzzle-oriented level design style and step-based control, and bore a strong resemblance to its predecessor, it did not meet the criteria of a platform game, and was billed as an. It used true 3D characters and set pieces, but its environments were rendered using a rigid engine similar to the one used by, in that it could only render square, flat corridors, rather than suspended platforms that could be jumped between. Fade to Black set the stage for other series, such as and, that gradually shifted away from the traditional platform formula while retaining many of its gameplay conventions.There was a great deal of pressure on Sony, Sega, and Nintendo to release mascot platformers before the 1996 holiday season.

Sony chose to adopt an existing project by developers, a small developer at the time, who had recently released the questionable. The move paid off; their game, beat Nintendo's new console to market in North America and was released in time for the holiday in Japan.

Crash remained Sony's unofficial mascot for the next several years before switching to multi-platform releases in the following console generation.Sega did not fare as well. They had tasked their American studio, with bringing Sonic the Hedgehog into 3D. Their project, titled, was to have featured a radically different approach for the series, with an exaggerated camera and multidirectional gameplay reminiscent of Bug! Its development was rocky, due in part to conflicts with Sega Enterprises in Japan and a rushed schedule, and the game never made it to market.True 3D Beginning in the 1990s platforming games began to transform from pseudo-3D to 'true 3D' experiences, the distinction being constraints on the degree of control the player over the character and camera.

Rendering of 3D environment from angles controlled by the user necessitates that the graphics hardware be sufficiently powerful, and that the art and rendering model of the game can be viewed from an arbitrary angle. The improvement in graphics technology allowed publishers to produce such games, but introduced several new issues; for example, if the can be positioned arbitrarily, it must be constrained to prevent it from through the environment.In 1991, Nintendo's had conceived of a 3D Mario game, Super Mario FX, while working on. Miyamoto developed most of the concepts for the game during the era of the and considered using the chip to make it a SNES game, but decided to develop it for the Nintendo 64 due to the former system's technical limitations.

The game was renamed Super Mario 64 and went into development in 1994.In 1994, a small developer called Exact released a game for the computer called Geograph Seal. The game was a fully 3D polygonal first-person shooter hybrid with a pronounced platform jumping component. Players piloted a frog-like that could jump and then 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 was a primary means of attack. This was the first true 3D platform-action game with free-roaming environments, but it was never ported to another platform nor released outside Japan, so it remains relatively unknown in the West.The following year, Exact released their follow-up to Geograph Seal as an early title for Sony's new console., released in April 1995, is generally regarded as a direct continuation of the gameplay concepts in Geograph Seal, and was likewise a mix of first-person shooting and platforming, with similar controls and, in free-roaming 3D environments. The frog-like mech was traded in for a more cartoony rabbit mech, called Robbit.

Beyond this, the level design had an even greater focus on platform hopping, and it was released in Europe and North America as a, helping it gain a much higher profile. The title was successful enough to receive two sequels, and is remembered as the first 3D platformer on a console.

Rob Fahey of highlighted that the game was arguably one of the most important ancestors of any 3D platform game at the time. Jumping Flash holds the record of 'First platform videogame in true 3D' according to. Another early 3D platformer was, developed by Japanese company Xing and released for the PlayStation in early 1996, predating the release of Super Mario 64.

Floating Runner used D-pad controls and a behind-the-character camera perspective. (1996) replaced the linear obstacle courses of traditional platform games with vast worlds.Nintendo released in 1996. Before then, there was no established paradigm for bringing platform games into 3D. Mario 64 set a new standard, and it was imitated by many subsequent 3D platformers.

Its gameplay allowed players to explore open 3D environments with greater freedom than any previous attempt at a 3D platform game. To aid this, Nintendo added an to its Nintendo 64 controller, something which had not been included in a standard console controller since the, and which has since become standard on other controllers.

This allowed for the finer precision needed for a free perspective. Players no longer followed a linear path to the ends of levels, either, with most levels providing objective-based goals.

There were a handful of that offered more traditional platforming.Super Mario 64 brought a change in the goals of some platformers. In most 2D platformers, the player only had to reach a single goal to complete a level, but in Mario 64 each level contained a mission based structure that rewarded items needed to unlock new areas. Many 3D platformers followed this trend such as, and creating the 'collect-a-thon' genre.

This allowed for more efficient use of large 3D areas and rewarded the player for thorough exploration of their environment, but also contained less jumping and involved more elements of games.As platform games settled into this new free-roaming model, it became necessary for developers to program a dynamic, intelligent camera. This was a non-issue with 2D platformers, which were able to maintain a fixed viewpoint. The addition of a free camera also made it more difficult for players to judge the exact height and distance of platforms, making more difficult. Some of the more linear 3D platformers, like and used scripted cameras that allowed for minimal player control.

Others with more open environments, such as Super Mario 64 and Banjo Kazooie, needed intelligent cameras that follow the players movements. These intelligent cameras were not perfect, and required the player to adjust the view at times when the view was obstructed, or simply not facing what the player needed to see., and more complex were all capturing more market share. Even so, became one of the best selling series on the, along with ' and 's, one of the few 3D titles to retain the linear level design of 2D games. Also, many of the 's best sellers were first and second-party platformers like Super Mario 64, Banjo-Kazooie, and Donkey Kong 64.

Into the 21st century By the, platformers were no longer seen as hot system sellers. Sega finally produced a 3D Sonic game, on its new console. It used a hub structure like Mario 64 but featured more linear, action-oriented levels with an emphasis on speed. Although the game was a hit, it was not enough to save the Dreamcast from an early discontinuation in 2001.Nintendo launched its console without a platform game. However, it released in 2002, the second 3D Mario game. While the title was well received at the time of its release, it has since received criticism regarding such factors as its short length, lack of location variety, and level design, which featured an abundance of open space, making for a much slower-paced game.Other notable 3D platformers trickled out during this generation. Was a spiritual heir to the series.

Offered 's take on a Mario 64-influenced platformer, and became a critical darling based on its imaginative levels and colorful characters. 's popularity continued, though the franchise's third game was not as well received as the first two. 's deal with was up, and they moved on from Crash Bandicoot to, a series that moved further away from traditional platforming with each sequel.

A hybrid platformer/shooter game from called further pushed the genre away from such gameplay, as did Universal Interactive Studios' rebooted trilogy and Microsoft's attempt to create a mascot for the Xbox in.Platformers remained a vital genre, but they never recaptured the popularity they once held. In 1998, platform games had a 15% share of the market, and even higher during their heyday, but only four years later that figure had dropped to 2%. Even the much acclaimed experienced modest sales at first, leading publisher to withdraw from high budget console games, even though its sales in Europe were respectable, and franchises like Tomb Raider began to sag. Other forms of third-person action games have cut into the sales of platformers, while genres such as RPGs and first-person shooters have continued to grow in popularity. A broader and more diverse video game market has developed, and no single genre has managed to achieve the same kind of dominance that platform games did during the 8, 16, and 32/64-bit console eras.Recent developments.

(2009) mixed traditional platform elements with more modern physics puzzles.Despite a much smaller presence in the overall gaming market, some platform games continue to be successful into the seventh generation of consoles. 2007 saw the release of and to positive critical and fan reaction.

Super Mario Galaxy was awarded the Best Game of 2007 on high-profile gaming websites including, and, and was the most critically acclaimed game of all time according to. In 2008, paired traditional 2D platform game mechanics with physics simulation and, earning strong sales and critical reaction.

Released, which coupled platform gameplay with a first-person camera, but avoided marketing the game as a because of the association the label had developed with games geared toward younger audiences. featured stages containing both 2D and 3D styles of platform gameplay; this formula was also used in. Two platform games were also released in 2007 and 2008. (2014) is a more traditional, retro-style platformer: it draws heavy influence from early games and features pixelated, sprite-based graphics.Nintendo has revived the genre in recent years, releasing numerous platform games to high sales. Was released in 2006 and has sold 18.45 million copies worldwide; it is the, and the fourth of all time.

Super Mario Galaxy has sold over eight million units, while, and also have strong sales, and keep the genre active.After the success of New Super Mario Bros., consumers and publishers have shown renewed interest in 2D platformers, which can be attributed both to handheld consoles such as the and, and low-risk downloadable services offered by,. These range from classic revivals such as, and, to original titles like and., released in 2008, was a platformer that featured completely two-dimensional graphics and a rich visual style. Subsequent games such as, and 's also use completely 2D graphics. Is particularly notable, as unlike the majority of 2D platformers in the 21st century, it was a direct release for a non-portable console, and not restricted on a. The success of New Super Mario Bros. Wii led to Nintendo releasing similar 2D platformer games for their classic franchises the following year: and.In 2009, independent developer released, a platform game that mixed traditional elements with more modern physics puzzles. The game proved to be a commercial success, eventually selling more than 1.1 million copies.

It spawned a sequel, which was released in 2011. The 2D platformer, was also released in 2011 as a retail title on several platforms. In 2012, Nintendo released two more 2D platform games: for the 3DS and for the.

Nintendo has also released 3D platform games with gameplay elements of 2D platform games, namely for the 3DS in 2011 and for the Wii U in 2013, the latter of which also included gameplay. Each has achieved critical and commercial success.2017 saw the release of a number of 3D platformers which caused media speculation of a renewal of the genre. These games included and, both of which were on the website. The release of on the, which was an updated return to the open Ended gameplay style popularized by Super Mario 64, saw some of the most critical acclaim in the franchise's history. The compilation on the sold over two million copies worldwide, and some critics noted the increased difficulty from the original PlayStation games.Subgenres.

Is a 2012 Puzzle-platformer with puzzles based around a screen rotation mechanic.Puzzle platformers are characterized by their use of a platform game structure to drive a game whose challenge is derived primarily from. They normally feature a gimmick which is used throughout the entire game and as the level design becomes more complicated players are tasked with using that gimmick in different ways.' S 1983 release and Sega's 1985 release (for the ) are perhaps the first examples, though the genre is diverse, and classifications can vary. Allowed players to run and jump in typical platform fashion, but they could also destroy blocks, and were tasked with guiding an egg to the bottom of the level without letting it break.(1992) was one of the more popular titles in this genre, as well. It featured three characters players could switch between, each with different abilities. Players had to use all three characters to reach the level goals.This subgenre has a strong presence on handheld platforms. Moved the Wario series into the puzzle-platformer genre by eliminating the element of death and adding temporary injuries, such as being squashed or lit on fire, and specialized powers.

Continued this tradition, while was more of a mix of puzzle and traditional platform elements. The was also a successful portable puzzle-platformer, and saw a sequel on Game Boy Advance called., the first handheld title in its series, was also a puzzle-platformer.In more recent years, the genre has experienced some revival, especially in independent game development. Braid uses time manipulation for its puzzles, and uses rotation.

Character

In contrast to these, and its successor, are first-person camera games that use to solve puzzles in 3D. Since the release of Portal, there have been more puzzle platformers that use a first-person camera, including Purity and.Run-and-gun platform game. Is a run-and-gun platform game that spoofs on several heroesThe platformer genre was popularized by 's classic. And are also among the most popular examples of this style. Side-scrolling run and gun games are an attempt to marry platform games with, characterized by a minimal focus on precise platform jumping and a major emphasis on multi-directional shooting.

These games are sometimes called platform shooters. This genre has strong arcade roots, and as such, these games are generally known for being very difficult, and having very linear, one-way game progression.There are games which feature a heavy degree of shooting but do not fall into this subgenre., and are all platformers with a heavy focus on action and shooting, but unlike Contra or Metal Slug, platform jumping elements, as well as exploration and back-tracking, still figure prominently. Run and guns are generally very pure, and while they may have vehicular sequences or other changes in style, they stay focused on shooting throughout.Cinematic platform game. Like other cinematic platformers, features a realistically proportioned character and rotoscoped animation.Cinematic platformers are a small but distinct subgenre of platform games, usually distinguished by their relative realism compared to traditional platformers. These games focus on fluid, lifelike movements, without the unnatural physics found in nearly all other platform games. To achieve this realism, many cinematic platformers, beginning with, have employed techniques to animate their characters based on video footage of live actors performing the same stunts. Jumping abilities are typically roughly within the confines of an athletic human's capacity.

To expand vertical exploration, many cinematic platformers feature the ability to grab onto ledges, or make extensive use of elevator platforms. Other distinguishing characteristics include step-based control, in which an action is performed after the character completes his current animation, rather than the instant the button is pressed, and multi-screen stages that do not scroll. As these games tend to feature vulnerable characters who may die as the result of a single enemy attack or by falling a relatively short distance, they almost never have limited lives or continues. Challenge is derived from problem solving, forcing the player to find the right way to overcome a particular obstacle.was the first cinematic platformer and perhaps the most influential.

Pioneered many of the defining elements of cinematic platformers and is an important precursor to this genre. Other games in the genre include (and its 2013 ), the first two games, and.Comical action game/Single Screen Platformer This genre lacks a commonly agreed upon name in the West, but games in the genre are most commonly called 'comical action games' (CAGs) in Japan. The original arcade is generally recognized as the originator of this genre, though is also highly influential. These games are characterized by single screen, non-scrolling levels and often contain cooperative two-player action. A level is cleared when all enemies on the screen have been defeated, and vanquished foes usually drop score bonuses in the form of fruit or other items. CAGs are almost exclusively developed in Japan and are either arcade games, or sequels to arcade games, though they are also a common genre among amateur games. Other examples include, and.Isometric platform game.

An example of three-dimensional space represented on low-end hardwareArguably a subgenre of both 3D and 2D platformers, isometric platformers present a three-dimensional environment using two-dimensional graphics in. Although not the first, the earliest examples of isometric platform games are the arcade game and for the, both released in 1983., an isometric sequel to, helped to establish the conventions of early isometric platformers. This formula was repeated in later games like. These games were generally heavily focused on exploring indoor environments, usually a series of small rooms connected by doors, and have distinct adventure and puzzle elements. Japanese developers blended this gameplay style with that of Japanese like to create games like. While these games are more generally classified as action adventures, they are also isometric platformers and an evolution of earlier conventions in the genre. This influence later traveled to Europe with Adeline Software's sprawling epic, which blended RPG, and isometric platforming elements.Before consoles were able to display true polygonal 3D graphics, the ¾ isometric perspective was used to move some popular 2D platformers into three-dimensional gameplay.

Was a sequel to the popular, and was Sonic's outing into the isometric subgenre.Platform-adventure game. See also:Many games fuse platform game fundamentals with elements of, such as, or with elements of.

Typically these elements include the ability to explore an area freely, with access to new areas granted by either gaining new abilities or using inventory items. Many 2D games in the and franchises are among the most popular games of this sort, and so games that take this type of approach are often labeled as ' games.

Popularized this approach in the Castlevania series. Other examples of such games include, and.Early examples of, side-scrolling, 2D platform-adventures in the vein of 'Metroidvania' include Nintendo's in 1986 and 's Castlevania games: in 1986 and in 1987, in 1987 again by Konami, as well as 's sci-fi computer game in 1985, 's in 1986, 's in 1987, 's The Scheme in 1988, and several by such as the 1985 release and 1987 releases. Endless running game 'Endless running' or 'infinite running' games are platform games in which the player character is continuously moving forward through a usually, theoretically endless game world.

Game controls are limited to making the character jump, attack, or perform special actions. The object of these games is to get as far as possible before the character dies.

Endless running games have found particular success on mobile platforms. They are well-suited to the small set of controls these games require, often limited to a single screen tap for jumping. Games with similar mechanics with automatic forward movement, but where levels have been pre-designed, or procedurally generated to have a set finish line, are often called 'auto-runners' to distinguish them from endless runners.Game designer Scott Rogers named like (1981) and (1982) and chase-style gameplay in platform games like (1994 8-bit version) and (1996) as forerunners of the genre. (1983) is considered to be the first game with elements of the endless runner, but at the time, the format never took off.In February 2003, Gamevil published for mobile phones in Korea. The game's designer Sin Bong-gu, stated that he wanted to create a game that was only possible on mobile phones, therefore he made the player character walk up walls and ceilings, requiring players to turn around their mobile phones while playing.

To compensate for this complication, he limited the game's controls to a single button and let the character run automatically and indefinitely, 'like the people in modern society, who must always look forward and keep running'.While the concept thus was long known in Korea, journalists credit (2009) as 'the title that single-handedly invented the smartphone-friendly single-button running genre' and spawned a wave of clones. (2011), a one-button endless runner viewed from the first person, that was described as a 'hybrid of 's running, 's perspective (and hands) and 's visual style'. (2011) and its successor have become especially popular endless running games. The latter became the world's fastest-spreading mobile game in January 2013, with 50 million installations within thirteen days. See also.Notes and references. Archived from on 2007-02-19. Retrieved 2007-01-23.

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