Platforming: A Retrospective

One of the oldest game genres is the platformer, so named because you play a character that jumps to and from suspended platforms. Contra, Bionic Commando, Sonic the Hedgehog, and Super Mario Brothers all fall into this category.

I should make it clear here that I never got into Super Mario World or Mario 64, largely since I never owned those Nintendo Consoles. I know that those games were huge and everybody and their cat has incredibly fond memories of them, but alas – I don’t. I likewise never played any of the Tomb Raider games. Ever. Obviously, I am defective. Other platformer franchises lacking from my repetoire: Jak & Daxter, Ratchet & Clank, Laurel & Hardy.

In looking back at my favorite platformers, I’ve got to notice that all but one are 2D platformers. It just seems like the 3D platformers as a rule just don’t work as well. First-person platforming like Mirror’s Edge or the horrible platforming portions in the original Half-Life just don’t work. While third-person platforming in 3D games is generally better, it can fail pretty hard at times. The 3D platforming in games like Super Mario Galaxy and Psychonauts was mostly okay, but the platforming in Prince of Persia: Sands of Time and Star Wars: The Force Unleashed annoyed me so much that I had to stop playing both those games before I’d gotten a quarter into either.

So now, I’d like to share my own favorite platformers, going back as far as the early eighties.

  • Jumpman (Commodore 64, 1983)

    Jumpman’s great strength was its variety. While in the game’s early levels the premise was as simple as running around, jumping over monsters, and colecting red dots, the later levels got far more complex and varied. In some levels, you had a gun, and the button would fire the gun instead of jumping. One level let you throw lances to kill a dragon. Many levels are very puzzle-like, containing triggers that open or close doors, add or remove sections of floor, or move floating platforms. In one level, you create an explosion each time you jump. And I remember one level that generated clones every five seconds who would follow your exact path in the same way as the shadow selves in Braid – if a clone touched you, you died, so you had to keep moving.All of the above is from memory, but reading through the wikipedia page now, I see that there were 30 levels in the game. I always played on “randomizer” so as to experience the later levels I’d never have reached if I were playing straight through.Jumpman is supposed to (eventually) be released for the Wii Virtual Console, but if you’re impatient, a fan remake is available here.
  • The Great Giana Sisters (Commodore 64, 1987)
    The version of this game that my brothers and I always used to play was a hacked version. The sprites had been changed to make them look like Super Mario Brothers. The levels were far far different from the actual Super Mario Brothers game, but they were fun, and they were at some points very difficult. But I was 15 years old. I got very good at the game, and played a lot of it. My brothers and I still have fond memories of inventing stupid names for each of the game’s monsters.
  • Kenseiden (Sega Master System, 1988)
    I never owned a Sega Master system, but I borrowed one from a friend for a few months when he’d moved along to some better console – perhaps a Genesis. My favorite game on the SMS was Kenseiden. You played a Samurai, fighting various monsters, spirits, and demons. Each time you beat one of the game’s bosses, you’d get a scroll which detailed a samurai sword technique. You could gain overhead slashes, running cuts, and higher jumps.The game’s sixteen levels also had branching paths – you could skip certain portions of the game and take the path you wanted. I don’t remember seeing this in any other contemporary platformers until Castlevania 3, a few years later.
  • Double Dragon 2 (Nintendo, 1988)
    The Double Dragon series is half platformer, half side-scrolling beat-em-up. I’d played the original Double Dragon, and I later played Double Dragon 3, but what I really liked about Double Dragon 2 was the variety of moves available. I suppose I liked the game for many of the same reasons I fell in love with Street Fighter 2. The spinning hurricaine kick was easy. The super uppercut was harder, but still doable 90% of the time. The tough one was the jumping hyper knee.In Double Dragon 2, you could punch your enemy and get him into a headlock. From there, you could give him overhead elbows, knee him in the stomach, or throw him over your shoulder. You could also kick him straight out of the headlock. This allowed you to throw enemies over cliffs, instantly killing even the tougher ones. I used to go through entire levels trying to throw or kick every single enemy over a cliff. It was fun.
  • Castlevania 3: Dracula’s Curse (Nintendo, 1990)
    Maybe it was just because Castlevania 3 was the first game in the series that I really got into, but I absolutely loved this game. Maybe it was because you could pick up extra traveling companions along the way – there were 3 extra characters, and depending on the path through the game you chose, (branching paths!) you could pick up Syfa, Alucard, or Grant. Grant was a pirate character who could climb on walls, Alucard was a vampire and could throw fireballs and change into a bat, and Syfa was a wizard who could cast various spells instead of throwing axes and knives. Awesome.
  • Castlevania: Symphony of the Night (Playstation, 1997)
    I played Symphony of the Night on my Playstation and was immediately blown away. Amazing game. The game’s music was better than anything I’d ever heard. And the addition of RPG elements such as leveling and equipment changed Castlevania in a fundemental way that has carried through in all of its successors. Although I hear a lot of hype today about how Borderlands is changing things up by combining RPGs and Shooters, Symphony of the Night did that more than ten years ago when they combined RPGs and Platformers. They also added in Street Fighter like movements in for casting spells and using certain items’ special abilities. The number of secret spells and abilities in the game is huge. And hidden areas are absolutely everywhere. I don’t think there’s any platformer that I’ve put as much time into as I have Symphony of the Night.
  • Super Mario Galaxy (Nintendo Wii, 2007)
    Mario Galaxy is the only 3D platformer on this list. While games like Trine and LittleBigPlanet run on a 3D engine, they’re still fundamentally 2D in their gameplay. Super Mario Galaxy is a truly 3D platformer, harking back to Mario 64. The levels are incredibly varied, allowing for flying levels, underwater levels, 2D levels, ray surfing levels, and even a Monkeyball level. The power-ups are equally as varied, and you can complete the game without being forced to complete the 30 most difficult levels. Personally, I only got 96 stars.
  • Trine (Playstation Network, 2009)

    Yes, I rave about Trine quite often. I love the game. It definitely belongs here amongst the ranks of the best platform games I’ve ever played. You’ve got three characters, each of whom go up in levels and gather loot synchronously, and you can play with two or three players should you be so inclined. The game’s puzzles tend to have more than one solution, so if your wizard dies, it’s likely that you can get across that chasm without creating a magical bridge. Plus, the game has some very doable trophies, and it’s fun for me to think that there’s a game out there other than Plants versus Zombies in which I’m actually capable of getting 100% completion. A platinum trophy? Geez – I’ve never yet even gotten a gold one. Sign me up.
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One Response to “Platforming: A Retrospective”

  1. I’m actually stuck on trine and have left it for probably a little too long. Must get back into it.

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