Platform Games
Introduction:
One of the main goals of a platform game, often known as a platformer or jump 'n' run game, is to move the player character between different locations in the game's environment. Platform games are characterized by their levels' uneven topography and dangling platforms of varied heights, which players must navigate by leaping and climbing. Other acrobatic moves like swinging from vines or grappling hooks, jumping from buildings, air dashing, gliding through the air, being blasted from cannons, or rebounding from springboards or trampolines may also be incorporated into the gameplay. titles that entirely automate hopping, like the 3D Legend of Zelda titles, do not fit within this category. The first game in the category was Space Panic, an arcade game from 1980 that has ladders but no leaping. The 1981 video game Donkey Kong served as a model for what was first referred to as "climbing games." Numerous imitations of Donkey Kong and games with related components, such as Miner 2049er (1982), were produced.
Platform games once made up between a quarter and a third of all console games, according to estimates from the late 1980s and early 1990s, but first-person shooters have since replaced them. The genre had fallen out of favor in 2006, comprising 2% of the market as opposed to 15% in 1998. Platform games, some of which have sold millions of copies, are still being marketed commercially.
Concept of platform games:
In a platform game, the player controls a character through platforms to attain a goal while stumbling across adversaries and dodging obstacles. These games are either side-on, with two-dimensional movement, or three-dimensional, with the camera either behind the main character or in an isometric view. Platforming games typically have incredibly dynamic gameplay that tests a player's timing, reflexes, and control dexterity.
The genre's most popular movement choices are strolling, sprinting, jumping, attacking, and climbing. Even yet, there are certain outliers, such as Nintendo's Popeye (1982), which doesn't involve jumping as much. Some video games have jump trajectories that cannot be changed in midair, whereas other games allow this. The injury or death that results from falling from a great height is common. Environmental hazards like lava pits and chasms with no bottom are common in platform games and will instantly kill the player's character. Players may be able to gather objects and power-ups across the game's numerous sections that might be useful in certain circumstances and grant the main character additional skills for overcoming obstacles.
The naming of the games:
In the years after Donkey Kong (1981), the first well-known game of the genre, was released, several different titles were employed. While creating it, Shigeru Miyamoto first referred to it as a "running/jumping/climbing game." Miyamoto frequently referred to Donkey Kong and succeeding games in the genre, including Super Mario Bros. (1985), as "athletic games."
Other games featuring a combination of running, leaping, and vertical navigation that followed Donkey Kong's example were a fresh genre that did not resemble the previous games' aesthetic, forcing critics and writers to define their own categories. The term "Donkey Kong-type" or
"Kong-style" games was used, among other places, in Computer and Video Games magazine. The term "climbing games" was used in Steve Bloom's 1982 book Video Invaders as well as in the 1983 issues of TV Gamer (UK) and Electronic Games (US), which included a cover story titled "The Player's Guide to Climbing Games." The term "climbing games" was coined by Bloom to describe video games where the player "must climb from the bottom of the screen to the top while avoiding and/or destroying the obstacles and foes you invariably meet along the way."
History:
In the early 1980s, platform games first appeared. Early platform games often had a static playing area, were typically shown in profile, and relied on climbing techniques between platforms rather than jumping.[5] Space Panic, a 1980 arcade game by Universal, has been referred to as the original platformer.[23] The 1980 video game Crazy Climber by Nichibutsu, in which the player character climbs vertically scrolling buildings, is another example of the genre's forerunner.[24] Hard Hat, an unpublished Intellivision game from 1979, offers a comparable idea.
The ability to jump over barriers and chasms was originally included in Nintendo's arcade game Donkey Kong, which was launched in July 1981. The first platform game, as a general consensus holds, was created. Mario was first seen as Jumpman in that episode. Donkey Kong was at the time transferred to a variety of consoles and computers, most notably as the Cablevision system-selling pack-in game and as a portable version from Coleco in 1982. The title contributed to the international recognition of Nintendo as a major brand in the video game industry.
A video game with side-scrolling:
Scrolling was introduced to the genre in Jump Bug (1981).
Years before the genre became popular, the first platform game to feature scrolling visuals was released. Platform-shooter Jump Bug was created by Alpha Denshi for Hoei/Coreland under contract. and was only five months after Donkey Kong when it was launched in arcades in 1981. Players steer a bouncing automobile that leaps onto different objects including hills, clouds, and skyscrapers. With its uneven, dangling platforms and levels that scrolled both horizontally and, at one area, vertically, Jump Bug provided a preview of what was to come.
Moon Patrol, an arcade game created by
Irem, mixes shooting enemies and leaping over obstacles. A month later, Taito unveiled Jungle King, a side-scrolling action game with parallax scrolling and a few platforming features like sprinting or leaping over bouncing rocks and hopping through vines. Due to Tarzan-like characteristics, it was swiftly re-released under the title Jungle Hunt.
The figure sprints and jumps along the top of a moving train in the 1982 Apple II game Track Attack's scrolling platform level. Despite being little more than a stick figure, the character's acrobatics remind one of the movements in Prince of Persia-style video games. With side-scrolling, leaping action akin to Moon Patrol, Sierra On-Line published B.C.'s Quest For Tyres in 1983 for the Colace Vision and a number of home computers. On the Commodore 64 and Atari 8-bit computers the same year, Snokie, a scrolling platform game, was released. It expanded the landscape and put more of a focus on precise leaping.
Puzzle Video Game:
Brain teasers and riddles from across human history are where puzzle video games got their start. Popular targets for computer implementation were the mathematical strategy game Nim and other classic brainteasers like Hangman and Bulls and Cows (marketed as Mastermind).
Space Panic, a 1980 arcade title by Universal Entertainment, served as a forerunner to puzzle-platform games like Lode Runner, Door Door, and Doki Doki Penguin Land.
Blockbuster is a computerized Rubik's Cube puzzle created by Alan Grasmere and Stephen Bradshaw (Atari 8-bit, 1981). The logic game Snark Hunt (Atari 8-bit, 1982) is a recreation of the board game Black Box from the 1970s.
Later, Pipe Mania from Lucas Arts (1989) used elements of Konami's tile-sliding Loco-Motion (1982).
The objective of Boulder Dash (1984) is to gather diamonds while avoiding or taking advantage of rocks that fall as the earth under them is cleared.
In Chain Shot! (1985), groupings of identical-colored tiles are eliminated from a grid, forcing the remaining tiles to fall into empty spaces. In Uncle Henry's Nuclear Waste Dump (1986), the objective is to prevent tiles of the same color from touching as you drop colored shapes into a hole.
The puzzle game genre was revolutionized and made more accessible by Tetris (1985). Alexey Pajitnov, a Soviet video game creator, developed the title for the Electronical 60. The traditional puzzle game Pentominoes, in which players arrange blocks into lines without any gaps, served as inspiration for Pajitnov.
Spectrum Holobyte launched the game for MS-DOS in 1987, Atari Games released it for arcades in 1988, and Game Boy sales reached 30 million.
In Lemmings (1991), a player directs the swarm to a safe location by giving particular lemmings tasks when they encounter dangerous scenarios.
The nearby components shifting technique was first used in the 1994 MS-DOS game Shariki by Eugene Alemzhin. Although it was unknown at the time, it eventually had a significant impact on the genre.
In 1994, interest in Japanese Mahjong video games started to increase.

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