Single screen '' (1981) level demonstrates jumping between platforms, the genre's defining trait. The genre originated in the early 1980s. Levels in early platform games were confined to a single screen, viewed in profile, with climbing between platforms.
Space Panic has ladders and climbing, but not jumping. Another precursor to the genre from 1980 was
Nichibutsu's
Crazy Climber, in which the player character scales vertically scrolling skyscrapers.
Donkey Kong, an
arcade video game created by
Nintendo and released in July 1981, 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.
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 the video game industry internationally. Games with ladders and platforms rapidly followed from other developers, such as
Kangaroo,
BurgerTime,
Canyon Climber, and
Ponpoko, all from 1982. Also from the same year,
Miner 2049er shipped with ten screens vs.
Donkey Kongs four.
Jumpman (1983) upped the count to 30.
Mr. Robot and His Robot Factory (1984) includes a level editor.
Donkey Kong received a sequel,
Donkey Kong Jr. (1982) and then
Mario Bros. (1983), 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 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 the first award for Best Platform game in 1984 from Crash
magazine. Later that year, Epyx released Impossible Mission, and Parker Brothers released Montezuma's Revenge'', which further expanded on the exploration aspect.
Scrolling '' (1981) introduced scrolling to the genre. 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 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, a side-scrolling action game with 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 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. -->
was a pioneering scrolling platformer and alleged to be an influence on Super Mario Bros.'' Based on the
Saturday morning cartoon rather than 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 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 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 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
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 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 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 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 the genre continued to maintain its popularity, with many games released for the
handheld Game Boy and
Game Gear systems.
Second-generation side-scrollers 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 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 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.
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 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 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 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 a brief burst of episodic platformers where the first was freely distributed and parts 2 and 3 were available for purchase.
Decline of 2D 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 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 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, those being ''
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 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.
Third dimension 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 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. including an
arcade video game version, 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.
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. '' (1990) was an early 3D platformer. The earliest example of 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. '' (1995) extended traditional platformer gameplay in all directions.
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 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 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 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. 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 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. It holds the record of "First platform videogame in true 3D" according to
Guinness World Records. Another early 3D platformer 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. '' (1996) broke away from the linear obstacle courses of traditional platformers using vast worlds. In 1996, Nintendo released
Super Mario 64, which is a game that set the common standard for 3D platformers. It let the player explore 3D environments with greater freedom than 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, 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 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 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 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 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.
Into the 21st century Nintendo released
Super Mario Sunshine for the
GameCube in 2002, the second 3D
Mario platformer. Other notable 3D platformers trickled out during this generation.
Maximo was a spiritual heir to the ''
Ghosts'n Goblins series, Billy Hatcher and the Giant Egg'' offered
Yuji Naka's take on a
Mario 64-influenced platformer, Argonaut Software returned with a new platformer named
Malice, games such as ''
Dragon's Lair 3D: Return to the Lair and Pitfall: The Lost Expedition were attempts to modernise classic video games of the 1980s using the 3D platformer genre, Psychonauts became a critical darling based on its imaginative levels and colorful characters, and several franchises that debuted during the sixth generation of consoles such as Tak and Ty the Tasmanian Tiger each developed a cult following. In Europe specifically, the Kao the Kangaroo and Hugo series achieved popularity and sold well. Rayman''s popularity continued, though the franchise's third game was not as well received as the first two. ''
Oddworld: Munch's Oddysee brought the popular Oddworld'' franchise into the third dimension, but future sequels to this game did not opt for the 3D platform genre.
Naughty Dog moved on from
Crash Bandicoot to
Jak and Daxter, a series that became less about traditional platforming with each sequel. A hybrid platformer/shooter game from
Insomniac Games called
Ratchet & Clank further pushed the genre away from such gameplay, as did Universal Interactive Studios' rebooted
Spyro trilogy and Microsoft's attempt to create a mascot for the Xbox in
Blinx: The Time Sweeper. Ironically, Microsoft later found more success with their 2003 take on the genre,
Voodoo Vince. In 2008, Crackpot Entertainment released
Insecticide. Crackpot, composed of former developers from
LucasArts, for the first time combined influences from the
point and click genre LucasArts had been known for on titles such as
Grim Fandango with a platformer. The platformer remained a vital genre, but it never regained its past popularity. Part of the reason for the platformer's decline in the 2000s was a lack of innovation compared to other genres. Platformers were either aimed at younger players or designed to avoid the platform label. In 1998, platformers had a 15% share of the market, and an even higher share in their prime. Four years later that figure had dropped to 2%. though its sales in Europe were respectable.
Recent developments '' (2009) mixed traditional platform elements with physics puzzles. In the seventh generation of consoles, despite the genre having a smaller presence in the gaming market, some platformers found success. In late 2007,
Super Mario Galaxy and
Ratchet & Clank Future: Tools of Destruction were received well by both critics and fans.
Super Mario Galaxy was awarded the Best Game of 2007 by high-profile gaming websites like
GameSpot,
IGN, and
GameTrailers. At that point, according to
GameRankings, it was the most critically acclaimed game of all time. In 2008,
LittleBigPlanet paired traditional 2D-platformer gameplay with physics simulation and
user created content, earning it strong sales and good reviews.
Electronic Arts released ''
Mirror's Edge, which coupled platformer gameplay with a first-person perspective, although they did not market the game as a platformer because of the association of the label with games made for kids. Sonic Unleashed featured stages with both 2D and 3D platformer gameplay, a formula used later in Sonic Colors and Sonic Generations. Moreover, two Crash Bandicoot platformers were released in 2007 and 2008, and in 2013, RobTop Games, an indie developer, made Geometry Dash''.
(2014) is a more traditional, retro-style platformer: it draws heavy influence from early Sonic the Hedgehog'' games and features pixelated, sprite-based graphics. The popularity of 2D platformers rose in the 2010s. Nintendo revived the genre.
New Super Mario Bros. was released in 2006 and sold 30 million copies worldwide, making it the
best-selling game for the Nintendo DS and the fourth
best-selling non-bundled video game of all time.
Super Mario Galaxy eventually sold over eight million units, The year 2017 saw the release of several 3D platformers, including
Yooka-Laylee and
A Hat in Time, both
crowdfunded on the website
Kickstarter.
Super Mario Odyssey, which returned the series to the open-ended gameplay of
Super Mario 64, became one of the best-selling and best-reviewed games in the franchise's history. ''
Super Lucky's Tale came out for Microsoft Windows and Xbox One. Snake Pass was called a "puzzle-platformer without a jump button." The Crash Bandicoot N. Sane Trilogy for PlayStation 4 sold over 2.5 million copies in three months, despite some critics noting it was harder than the original games. The next few years saw more remakes of 3D platformers: Spyro Reignited Trilogy (2018) and SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated'' (2020). In the ninth generation of consoles, the platformer remains important.
Astro Bot Rescue Mission (2018), a PlayStation VR game, was followed by ''
Astro's Playroom (2020), which came pre-installed on every PlayStation 5. Sackboy: A Big Adventure (2020), developed by Sumo Digital, was a PlayStation 5 launch title. Crash Bandicoot 4: It's About Time (2020) was released to critical praise. Bowser's Fury (2021), a short campaign added to the Switch port of Super Mario 3D World, bridged the gap between the gameplay of 3D World
and that of Odyssey. Ratchet & Clank: Rift Apart (2021) was one of the first PlayStation 5-exclusive games made by Insomniac. On August 25, 2021, the Kickstarter-funded Psychonauts 2 was released to critical acclaim. Fall Guys (2020) amalgamates platforming elements into the battle royale genre, and was a critical and commercial success. 2023 saw the release of Super Mario Bros. Wonder, the first 2D Mario
game since New Super Mario Bros. U
, received critical acclaim. In 2024, the third game in the Astro Bot series, Astro Bot'', was released to widespread critical acclaim, becoming the highest-rated game of the year on
OpenCritic. ==Subgenres==